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:
- Arboreel:
Associated lines:
#. STRINGS.NAMES_PLURALITY.treel_elite
msgctxt "STRINGS.NAMES_PLURALITY.treel_elite"
msgid "Imbued Arboreel|Imbued Arboreels"
msgstr "饱浸的伪盖菇"
Explanation:
该怪物的名称是“木栖鳗”,但译文误写为“伪盖菇”
- Heavy Attack:
Associated lines:
#. 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>中攻击</>(<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:
Convo.twn_polearm_explainer.HUB0.convo.giver.STATE_0.ANSWER_2A_ALT的译文中的“中攻击”应该是“重攻击”的误写。另外,其后方的按键也有误(根据STRINGS.NAMES.tutorial_attack_heavy,原文中的按键是重攻击键,但译文中的按键是轻攻击键)
- Quetzis:
Associated lines:
#. STRINGS.NAMES_PLURAL.quetz
msgctxt "STRINGS.NAMES_PLURAL.quetz"
msgid "Quetzis"
msgstr "翠射"
Explanation:
根据其它相关译文,该怪物的名称应该是“翠蛇”
Absence of characters:
- Imbued Arboreels:
Associated lines:
#. 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:
#. Quest.after_insert_heart_6_scout.QUIP.chitchat:[has_deposited_2_zone_2_hearts,has_deposited_4_zone_1_hearts,in_quest_after_insert_heart_6_scout,in_town,role_scout]NOT[has_deposited_3_zone_2_hearts].1
msgctxt "Quest.after_insert_heart_6_scout.QUIP.chitchat:[has_deposited_2_zone_2_hearts,has_deposited_4_zone_1_hearts,in_quest_after_insert_heart_6_scout,in_town,role_scout]NOT[has_deposited_3_zone_2_hearts].1"
msgid "agent:\n !neutral\n !think\n Alright, I've made up my mind.\n player:\n About what?\n agent:\n !neutral\n !gesture\n Where to go next. We can't keep chasing our tails like this.\n !point\n If we want to figure out what's wrong with the Wellspring, we'll need more information.\n !think\n ...\n And I think I know where to find it.\n player:\n That's great! Where?\n agent:\n !neutral\n !gesture\n The old Rotwood Capital. Or what's left of it, anyway.\n !think\n My grandfather had a small Teffra laboratory in our home. He stored a lot of his research notes in there.\n !happy\n !point\n He knew the <#KONJUR>{name.town_grid_cryst}</> system better than anybody. If there's data we're missing, it'll be in those notes.\n !neutral\n !think\n Er... assuming any of them survived the fallout from the eruption. The Capital was hit pretty hard."
msgstr "agent:\n !neutral\n !think\n 好了,我下定决心了。\n player:\n 什么的?\n agent:\n !neutral\n !gesture\n 关于下一个地点。我们不能再这样原地打转了\n !point\n 如果我们希望弄清源泉塔到底出了什么问题,就必须弄到更多资料。\n !think\n ……\n 而我想,我知道该去哪儿找。\n player:\n 太好了!在哪儿?\n agent:\n !neutral\n !gesture\n 曾经的熔炉密林首都。或者说至少是首都的残骸。\n !think\n 我的祖父曾有一间很小的特福能量实验室,就建在我们的家里。他在那里存放了他大量的研究笔记。\n !happy\n !point\n 他比任何人都更了解<#KONJUR>{name.town_grid_cryst}</>系统。如果我们缺少了某样数据,那它一定会在那些笔记中。\n !neutral\n !think\n 呃……假设有笔记从火山喷发的余波中存留了下来就是了。首都当时可是遭受了很严重的创伤。"
Explanation:
“我们不能再这样原地打转了”后方缺少句号
Space symbol issues:
Associated lines:
#. STRINGS.ITEMS.WEAPON.bow_bandicoot.name
msgctxt "STRINGS.ITEMS.WEAPON.bow_bandicoot.name"
msgid "Truthseeker"
msgstr "求真之箭 "
#. STRINGS.NAMES.pop_quiz
msgctxt "STRINGS.NAMES.pop_quiz"
msgid "<#LEGENDARY>P</><#RED>o</><#KONJUR>p</> <#BLUE>Q</><#HEALTH>u</><#LEGENDARY>i</><#RED>z</>"
msgstr "<#LEGENDARY>快</><#RED>问</><#KONJUR>快</> <#BLUE>答</><#HEALTH>小</><#LEGENDARY>测</><#RED>验</>"
#. 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.WEAPONS.FOCUS_HIT.CANNON
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.CANNON"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Last three shots of your clip"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• 弹夹中最后三发"
#. STRINGS.WEAPONS.FOCUS_HIT.HAMMER
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.HAMMER"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Hit multiple enemies with one swing\n• Fully charge a <#RED>Heavy Attack</RED> combo ender\n• Fully charge a <#RED>Golf Swing</>"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• 用一发攻击打中多只敌人\n• 蓄力蓄满连招结尾的<#RED>重攻击</RED>\n• 蓄力蓄满<#RED>高尔夫摆锤</>"
#. STRINGS.WEAPONS.FOCUS_HIT.POLEARM
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.POLEARM"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Hit an enemy with the tip of your <#RED>{name.weapon_polearm}</>\n• Hit multiple enemies with the <#RED>Spinning Drill</>"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• 用<#RED>{name.weapon_polearm}</>尖端击中敌人\n• 用<#RED>螺旋冲钻</>击中多只敌人"
#. STRINGS.WEAPONS.FOCUS_HIT.SHOTPUT
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.SHOTPUT"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Hit an airborne <#RED>{name.weapon_shotput}</>\n• Throw a <#RED>{name.weapon_shotput}</> immediately after catching it"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• 打中空中的<#RED>{name.weapon_shotput}</>\n• 接住<#RED>{name.weapon_shotput}</>后立即投出"
#. STRINGS.WEAPON_TIPS.FOCUS_HIT.BOW
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.BOW"
msgid "All <#BLUE>Focus Hits</> pierce through enemies, but piercing <#RED>Light Attacks</> do less damage per pierce.\n\n<#BLUE>Focus Hit:</BLUE>\n• Release your arrow just as your bowstring is fully extended"
msgstr "每种<#BLUE>贯注打击</>都能穿透敌人,但穿透<#RED>轻攻击</>的伤害会随每次穿透递减。\n\n<#BLUE>贯注打击:</BLUE>\n•在弓弦刚好完全拉紧时释放你的箭"
#. STRINGS.WEAPON_TIPS.FOCUS_HIT.CANNON
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.CANNON"
msgid "<#BLUE>Focus Hit:</BLUE>\n• Last three shots of your clip"
msgstr "<#BLUE>贯注打击:</BLUE>\n• 弹夹中的后三发炮弹"
#. STRINGS.WEAPON_TIPS.FOCUS_HIT.HAMMER
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.HAMMER"
msgid "<#BLUE>Focus Hit:</BLUE>\n• Hit multiple enemies with one swing\n• Fully charge a <#RED>Heavy Attack</RED> combo ender\n• Fully charge a <#RED>Golf Swing</RED> (<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT> <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4> Back + <p bind='Controls.Digital.ATTACK_HEAVY' color=LIGHT_TEXT>)"
msgstr "<#BLUE>贯注打击:</BLUE>\n• 用一次挥击打中多只敌人\n• 使出满蓄力的连招结尾<#RED>重攻击</RED>\n• 使出满蓄力的<#RED>高尔夫摆锤</RED>(<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT> <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4> 后方向 + <p bind='Controls.Digital.ATTACK_HEAVY' color=LIGHT_TEXT>)"
#. 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"
#. STRINGS.WEAPON_TIPS.FOCUS_HIT.SHOTPUT
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.SHOTPUT"
msgid "<#BLUE>Focus Hit:</BLUE>\n• Hit an airborne <#RED>{name.weapon_shotput}</>\n• Throw a <#RED>{name.weapon_shotput}</> immediately after catching it"
msgstr "<#BLUE>贯注打击:</BLUE>\n• 打出飞在空中的<#RED>{name.weapon_shotput}</>\n• 接住<#RED>{name.weapon_shotput}</>后立即投出"
Explanation:
STRINGS.ITEMS.WEAPON.bow_bandicoot.name的译文中“求真之箭”后方有一个无来由的空格
STRINGS.NAMES.pop_quiz的译文中“<#KONJUR>快</>”与“<#BLUE>答</>”之间有一个空格,原文此处为英文单词间的空格,译文应该不作保留
武器贯注打击相关的译文中只有STRINGS.WEAPON_TIPS.FOCUS_HIT.BOW的译文中的项目符号(黑点)的后面没有空格而其它项目符号的后面都有一个空格(我不确定这是否算翻译不一致)
An issue of parts of speech:
Associated lines:
#. STRINGS.UI.GEMSCREEN.DUST_BTN
msgctxt "STRINGS.UI.GEMSCREEN.DUST_BTN"
msgid "Dust gem"
msgstr "宝石粉尘"
#. STRINGS.UI.GEMSCREEN.DUST_DISABLED_HOTKEY
msgctxt "STRINGS.UI.GEMSCREEN.DUST_DISABLED_HOTKEY"
msgid "<#DISABLED_HOTKEYS><p bind='Controls.Digital.DUST_GEM' color=0 scale=1> Dust gem (+%d <p img='images/ui_ftf/gem_dust.tex' scale=1>)</>"
msgstr "<#DISABLED_HOTKEYS><p bind='Controls.Digital.DUST_GEM' color=0 scale=1>宝石粉尘(+%d <p img='images/ui_ftf/gem_dust.tex' scale=1>)</>"
#. STRINGS.UI.GEMSCREEN.DUST_HOTKEY
msgctxt "STRINGS.UI.GEMSCREEN.DUST_HOTKEY"
msgid "<p bind='Controls.Digital.DUST_GEM' color=0 scale=1> Dust gem (+%d <p img='images/ui_ftf/gem_dust.tex' scale=1>)"
msgstr "<p bind='Controls.Digital.DUST_GEM' color=0 scale=1>宝石粉尘(+%d <p img='images/ui_ftf/gem_dust.tex' scale=1>)"
#. STRINGS.UI.GEMSCREEN.DUST_POPUP.TITLE
msgctxt "STRINGS.UI.GEMSCREEN.DUST_POPUP.TITLE"
msgid "Dust this gem?"
msgstr "将此宝石变为粉尘?"
Explanation:
这几处的原文中的“Dust”是指将宝石变为粉尘,词性为动词,但前3处的译文“宝石粉尘”中“粉尘”的词性更像是名词
(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)
Mistakes in Swarm's encrypted lines:
Associated lines:
#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_DEATH_6
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_DEATH_6"
msgid "Where are my bodies?"
msgstr "我的身体都去哪儿了?"
#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_PHASE_TRANSITION_1
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_PHASE_TRANSITION_1"
msgid "You are bad.\nNasty to the BONE."
msgstr "你们是恶人。\n邪恶至极。"
#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_SPECIAL_1_1
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_SPECIAL_1_1"
msgid "Attack! Protect! We are getting you!"
msgstr "攻击!保卫!咱们会制服你!"
#. STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_SPECIAL_2_2
msgctxt "STRINGS.MONSTERTRANSLATOR.HUMAN.thatcher.THATCHER_SPECIAL_2_2"
msgid "RISING GRASSHOPPER!"
msgstr "蚂蚱上升斩!"
#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_DEATH_6
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_DEATH_6"
msgid "Bm'Brrw'Brr -CHRP- w'Brr r'chit \ng'Screei'Uzz'Brrx?"
msgstr "bǒ ie xmēn yǐ ioū vù sǎ ér qe?"
#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_PHASE_TRANSITION_1
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_PHASE_TRANSITION_1"
msgid "'chit'Scree'itchitch -CHRP- w'Brr \ng-CHRP- i.\nS-CHRP- xy'chit y'Scree ym'Brr \nG'ScreeS'Brr."
msgstr "sǐ ren xmì è wén.\ncié è emì oì."
#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_1_1
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_1_1"
msgid "-CHRP- yy-CHRP- hp! Uw'Screey'Brrhy! \nB'Brr -CHRP- w'Brr l'Brryy'Uzzsl \n'chit'Scree'itchitch!"
msgstr "lōng oī! gǎo bèi! eán ren muì emi kú nǐ!"
#. STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_2_2
msgctxt "STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_2_2"
msgid "W'UzzX'UzzSL LW-CHRP- XXM'ScreeUU'BrrW!"
msgstr "rà emá xmàng xmēng emǎn!"
Explanation:
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_DEATH_6的译文中“ioū”(从“都(dōu)”加密)的声调应标注在o上
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_PHASE_TRANSITION_1的译文中“oì”(从“极(jí)”加密)的声调应标注为阳平
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_1_1的译文中“emi”(从“制(zhì)”加密)的声调应标注为去声;“nǐ”(从“你(nǐ)”加密)中的“n”应被替换为“s”
STRINGS.MONSTERTRANSLATOR.MONSTER.thatcher.THATCHER_SPECIAL_2_2的译文中“emá”(从“蚱(zha/zhà)”加密)的声调应标注为轻声或去声
(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:
- breastplate:
Associated lines:
#. STRINGS.ITEMS.BODY.bonejaw.name
msgctxt "STRINGS.ITEMS.BODY.bonejaw.name"
msgid "{name.bonejaw} Breastplate"
msgstr "{name.bonejaw}胸铠"
#. STRINGS.ITEMS.BODY.grimhollow.desc
msgctxt "STRINGS.ITEMS.BODY.grimhollow.desc"
msgid "If you can get over the splinters, it's a very effective breastplate."
msgstr "你要是能忍受上面的木刺,那它就是一件优良的胸铠。"
#. STRINGS.ITEMS.BODY.grimhollow.name
msgctxt "STRINGS.ITEMS.BODY.grimhollow.name"
msgid "{name.grimhollow} Breastplate"
msgstr "{name.grimhollow}胸镜"
#. STRINGS.ITEMS.BODY.rotwood.desc
msgctxt "STRINGS.ITEMS.BODY.rotwood.desc"
msgid "If you can get over the splinters, it's a very effective breastplate."
msgstr "你要是能忍受上面的木刺,那它就是一件优良的胸铠。"
#. STRINGS.ITEMS.BODY.rotwood.name
msgctxt "STRINGS.ITEMS.BODY.rotwood.name"
msgid "{name.rotwood} Breastplate"
msgstr "{name.rotwood}胸铠"
#. STRINGS.ITEMS.BODY.windmon.name
msgctxt "STRINGS.ITEMS.BODY.windmon.name"
msgid "{name.windmon} Breastplate"
msgstr "{name.windmon}胸甲"
Explanation:
我不确定这是否算翻译不一致(从严格意义上来说这些文本是在描述不同的物品,但这些物品都属于同一类)
- Crosscheck:
Associated lines:
#. 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>横枪推挡</>(<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。"
#. STRINGS.ITEMS.POWERS.SKILL.polearm_shove.name
msgctxt "STRINGS.ITEMS.POWERS.SKILL.polearm_shove.name"
msgid "Crosscheck"
msgstr "横枪猛推"
#. STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_shove_counterattack.desc
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_shove_counterattack.desc"
msgid "Use your <#RED>Crosscheck Skill</> (<p bind='Controls.Digital.SKILL' color=0>) to hit an <#RED>Enemy</> while it's in the middle of an <#RED>Attack</>."
msgstr "使用你的<#RED>横枪推挡斗技</>(<p bind='Controls.Digital.SKILL' color=0>)打中正在<#RED>攻击</>动作中的<#RED>敌人</>。"
#. STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_shove_counterattack.name
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.POLEARM.polearm_shove_counterattack.name"
msgid "Crosschecks"
msgstr "横枪推挡"
#. STRINGS.PLAYER_ATTACKS.POLEARM.SHOVE
msgctxt "STRINGS.PLAYER_ATTACKS.POLEARM.SHOVE"
msgid "Crosscheck"
msgstr "横枪猛推"
Explanation:
翻译不一致
- cloud of dust/dust cloud:
Associated lines:
#. Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.DEFENSE.PERFECT_DODGE
msgctxt "Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.DEFENSE.PERFECT_DODGE"
msgid "agent:\n !neutral\n !gesture\n When you <#RED>{name.concept_dodge}</>, there's tiiiny moment where you're immune to <i>all</i> <#RED>{name.concept_damage}</>.\n !point\n If you can precisely line up the moment an <#RED>{name.concept_attack}</> would hit you with that sliver of <#RED>Dodge</> invulnerability, you'll perform a <#RED>Perfect {name.concept_dodge}</>.\n !gruffnod\n You'll know you've done it right if you leave a dust cloud behind.\n !happy\n !shrug\n Heck, some <#RED>{name_multiple.concept_relic}</> are even triggered when you <#RED>Perfect {name.concept_dodge}</>!"
msgstr "agent:\n !neutral\n !gesture\n 使用<#RED>{name.concept_dodge}</>后的一个小小时段里,你能免疫<i>一切</i><#RED>{name.concept_damage}</>。\n !point\n 若你能把握这个<#RED>躲闪</>无敌的黄金时刻,让它精确地与<#RED>{name.concept_attack}</>本该打中你的瞬间对准,你就能做出<#RED>完美{name.concept_dodge}</>。\n !gruffnod\n 如果你的身后出现了一团尘雾,那就说明你的时机对了。\n !happy\n !shrug\n 更绝的是,有一些<#RED>{name_multiple.concept_relic}</>还会在<#RED>完美{name.concept_dodge}</>时发动嘞!"
#. Quest.twn_repeatable_tutorials_dojo.TUTORIALS.DEFENSE.PERFECT_DODGE
msgctxt "Quest.twn_repeatable_tutorials_dojo.TUTORIALS.DEFENSE.PERFECT_DODGE"
msgid "agent:\n !neutral\n !gesture\n When you <#RED>{name.concept_dodge}</>, there's tiiiny moment where you're immune to <i>all</i> <#RED>{name.concept_damage}</>.\n !point\n If you can precisely line up the moment an <#RED>{name.concept_attack}</> would hit you with that sliver of <#RED>Dodge</> invulnerability, you'll perform a <#RED>Perfect {name.concept_dodge}</>.\n !gruffnod\n You'll know you've done it right if you leave a dust cloud behind.\n !happy\n !shrug\n Heck, some <#RED>{name_multiple.concept_relic}</> are even triggered when you <#RED>Perfect {name.concept_dodge}</>!"
msgstr "agent:\n !neutral\n !gesture\n 使用<#RED>{name.concept_dodge}</>后的一个小小时段里,你能免疫<i>一切</i><#RED>{name.concept_damage}</>。\n !point\n 若你能把握这个<#RED>躲闪</>无敌的黄金时刻,让它精确地与<#RED>{name.concept_attack}</>本该打中你的瞬间对准,你就能做出<#RED>完美{name.concept_dodge}</>。\n !gruffnod\n 如果你的身后出现了一团尘雾,那就说明你的时机对了。\n !happy\n !shrug\n 更绝的是,有一些<#RED>{name_multiple.concept_relic}</>还会在<#RED>完美{name.concept_dodge}</>时发动嘞!"
#. STRINGS.ITEMS.WEAPON_MASTERY.CANNON.cannon_perfect_dodge.desc
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.CANNON.cannon_perfect_dodge.desc"
msgid "While using a <#RED>{name.weapon_cannon}</>, <#RED>Dodge</> an <#RED>Attack</> at the last possible moment to leave behind a cloud of dust."
msgstr "使用<#RED>{name.weapon_cannon}</>,在最后时刻,精确<#RED>躲闪</>一次<#RED>攻击</>,丢下烟雾,甩开对手。"
#. STRINGS.ITEMS.WEAPON_MASTERY.GENERAL.perfect_dodge.desc
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.GENERAL.perfect_dodge.desc"
msgid "Leave behind a cloud of dust by <#RED>Dodging</> an <#RED>Attack</> at the last possible moment."
msgstr "在极限时刻<#RED>躲闪</>一次<#RED>攻击</>,并丢下烟雾甩开对手。"
#. STRINGS.UI.TOOLTIPS.IFRAME_DODGE.DESC
msgctxt "STRINGS.UI.TOOLTIPS.IFRAME_DODGE.DESC"
msgid "Narrowly <#RED>Dodge</> an attack at the last second, leaving a cloud of dust."
msgstr "在最后时机<#RED>躲闪</>开来袭的攻击,原地留下一团烟雾。"
Explanation:
翻译不一致(由于其格式并不完全一致,我不确定这是否算翻译不一致)。另外,STRINGS.ITEMS.WEAPON_MASTERY.CANNON.cannon_perfect_dodge.desc与STRINGS.ITEMS.WEAPON_MASTERY.GENERAL.perfect_dodge.desc的译文中对于“at the last possible moment”的翻译也不一致
- decor:
Associated lines:
#. STRINGS.CRAFT_WIDGET.NEW
msgctxt "STRINGS.CRAFT_WIDGET.NEW"
msgid "New decor available!"
msgstr "新的饰品!"
#. STRINGS.ITEM_CATEGORIES.DECOR
msgctxt "STRINGS.ITEM_CATEGORIES.DECOR"
msgid "Decor"
msgstr "装饰"
#. STRINGS.UI.DECORSCREEN.TITLE
msgctxt "STRINGS.UI.DECORSCREEN.TITLE"
msgid "DECOR"
msgstr "装饰"
Explanation:
翻译不一致
- decorations:
Associated lines:
#. STRINGS.UI.DECORSCREEN.DESC
msgctxt "STRINGS.UI.DECORSCREEN.DESC"
msgid "Build decorations for your town, and earn corestones!"
msgstr "造摆饰,打扮你的城镇,还能挣取结晶石!"
#. STRINGS.UI.PLAYERSSCREEN.TT_ALLOW_TOWN_EDITING
msgctxt "STRINGS.UI.PLAYERSSCREEN.TT_ALLOW_TOWN_EDITING"
msgid "Allow this client to add and remove decorations in town"
msgstr "允许这名客机用户添加或去除城镇中的装饰物"
Explanation:
翻译不一致
- defeat (and its derivative words):
Associated lines:
#. 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</>。"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill.name"
msgid "Defeat {name.bandicoot}"
msgstr "打败{name.bandicoot}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_1.name"
msgid "Defeat {name.bandicoot} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.bandicoot}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_2.name"
msgid "Defeat {name.bandicoot} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.bandicoot}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.bandicoot_kill_ascension_3.name"
msgid "Defeat {name.bandicoot} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.bandicoot}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill.name"
msgid "Defeat {name.eggzy}"
msgstr "打败{name.eggzy}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_1.name"
msgid "Defeat {name.eggzy} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.eggzy}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_2.name"
msgid "Defeat {name.eggzy} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.eggzy}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.eggzy_kill_ascension_3.name"
msgid "Defeat {name.eggzy} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.eggzy}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill.name"
msgid "Defeat {name.grimhollow}"
msgstr "战胜{name.grimhollow}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_1.name"
msgid "Defeat {name.grimhollow} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "战胜{name.grimhollow}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_2.name"
msgid "Defeat {name.grimhollow} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "战胜{name.grimhollow}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.grimhollow_kill_ascension_3.name"
msgid "Defeat {name.grimhollow} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "战胜{name.grimhollow}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill.name"
msgid "Defeat {name.megatreemon}"
msgstr "打败{name.megatreemon}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_1.name"
msgid "Defeat {name.megatreemon} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.megatreemon}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_2.name"
msgid "Defeat {name.megatreemon} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.megatreemon}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.megatreemon_kill_ascension_3.name"
msgid "Defeat {name.megatreemon} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.megatreemon}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill.name"
msgid "Defeat {name.owlitzer}"
msgstr "打败{name.owlitzer}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_1.name"
msgid "Defeat {name.owlitzer} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.owlitzer}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_2.name"
msgid "Defeat {name.owlitzer} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.owlitzer}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.owlitzer_kill_ascension_3.name"
msgid "Defeat {name.owlitzer} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.owlitzer}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill.name"
msgid "Defeat {name.sedament}"
msgstr "打败{name.sedament}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_1.name"
msgid "Defeat {name.sedament} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.sedament}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_2.name"
msgid "Defeat {name.sedament} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.sedament}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.sedament_kill_ascension_3.name"
msgid "Defeat {name.sedament} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.sedament}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill.name"
msgid "Defeat {name.thatcher}"
msgstr "打败{name.thatcher}"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_1.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_1.name"
msgid "Defeat {name.thatcher} <p img='images/map_ftf/frenzy_level_1.tex' color=0>"
msgstr "打败{name.thatcher}<p img='images/map_ftf/frenzy_level_1.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_2.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_2.name"
msgid "Defeat {name.thatcher} <p img='images/map_ftf/frenzy_level_2.tex' color=0>"
msgstr "打败{name.thatcher}<p img='images/map_ftf/frenzy_level_2.tex' color=0>"
#. STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_3.name
msgctxt "STRINGS.ITEMS.MONSTER_MASTERY.OTHER.thatcher_kill_ascension_3.name"
msgid "Defeat {name.thatcher} <p img='images/map_ftf/frenzy_level_3.tex' color=0>"
msgstr "打败{name.thatcher}<p img='images/map_ftf/frenzy_level_3.tex' color=0>"
#. STRINGS.ITEMS.WEATHERS.ghost.desc
msgctxt "STRINGS.ITEMS.WEATHERS.ghost.desc"
msgid "{rarity_text}. Defeat all other {name_multiple.rot} to proceed."
msgstr "{rarity_text}。打败其他所有{name_multiple.rot}后,方可前进。"
#. STRINGS.UI.HEARTSCREEN.ADD_MORE_HEARTS
msgctxt "STRINGS.UI.HEARTSCREEN.ADD_MORE_HEARTS"
msgid "Upgrade your {name_multiple.i_konjur_heart} by defeating {name_multiple.rot_boss} in higher Frenzy Levels!"
msgstr "升级{name_multiple.i_konjur_heart}:在更高的狂暴等级中击败{name_multiple.rot_boss}吧!"
#. STRINGS.UI.MAPSCREEN.LOCKED_INFO_LABEL
msgctxt "STRINGS.UI.MAPSCREEN.LOCKED_INFO_LABEL"
msgid "<p img='images/map_ftf/lock_icon.tex' color=0 scale=4>\n\n\nDefeat the local Boss to unlock\nFrenzy Levels."
msgstr "<p img='images/map_ftf/lock_icon.tex' color=0 scale=4>\n\n\n击败地区头目\n解锁狂暴等级。"
#. STRINGS.UI.MAPSCREEN.RECOMMENDED_ATTACK_TT
msgctxt "STRINGS.UI.MAPSCREEN.RECOMMENDED_ATTACK_TT"
msgid "Expect to defeat {name_multiple.rot} in this {name.run} if your team's current attack is near this level."
msgstr "若当前队伍攻击力接近此等级,则有望打败本次{name.run}中的所有{name_multiple.rot}。"
Explanation:
翻译不一致(由于格式完全一致,精修课题界面的"Defeat"的译文应该需要保持一致;其它不确定)
- (gem) dust:
Associated lines:
#. STRINGS.ITEMS.MATERIALS.gem_dust.name
msgctxt "STRINGS.ITEMS.MATERIALS.gem_dust.name"
msgid "{name.gem} Dust"
msgstr "{name.gem}粉末"
#. STRINGS.NAMES.gem_dust
msgctxt "STRINGS.NAMES.gem_dust"
msgid "Gem Dust"
msgstr "宝石粉尘"
#. STRINGS.NAMES.i_gem_dust
msgctxt "STRINGS.NAMES.i_gem_dust"
msgid "<p img='images/ui_ftf/gem_dust.tex' rpad=1>Gem Dust"
msgstr "<p img='images/ui_ftf/gem_dust.tex' rpad=1>宝石粉尘"
#. STRINGS.NAMES.i_gem_dust_amt
msgctxt "STRINGS.NAMES.i_gem_dust_amt"
msgid "<p img='images/ui_ftf/gem_dust.tex' rpad=1>%s Gem Dust"
msgstr "<p img='images/ui_ftf/gem_dust.tex' rpad=1>%s宝石粉尘"
#. STRINGS.NAMES_PLURAL.gem_dust
msgctxt "STRINGS.NAMES_PLURAL.gem_dust"
msgid "Gem Dust"
msgstr "宝石粉尘"
#. STRINGS.NAMES_PLURALITY.gem_dust
msgctxt "STRINGS.NAMES_PLURALITY.gem_dust"
msgid "Gem Dust|Gem Dust"
msgstr "宝石粉尘"
#. STRINGS.UI.GEMSCREEN.DUST_POPUP.MESSAGE
msgctxt "STRINGS.UI.GEMSCREEN.DUST_POPUP.MESSAGE"
msgid "The gem will be crumbled into %d <p img='images/ui_ftf/gem_dust.tex' scale=1> Gem Dust."
msgstr "这颗宝石将被弄碎成%d团<p img='images/ui_ftf/gem_dust.tex' scale=1>宝石粉尘。"
#. STRINGS.UI.IDENTIFYGEMSCREEN.ACCEPT_DUST_BTN
msgctxt "STRINGS.UI.IDENTIFYGEMSCREEN.ACCEPT_DUST_BTN"
msgid "Keep dust"
msgstr "保留粉尘"
#. STRINGS.UI.IDENTIFYGEMSCREEN.CANT_AFFORD
msgctxt "STRINGS.UI.IDENTIFYGEMSCREEN.CANT_AFFORD"
msgid "Not enough gem dust."
msgstr "宝石粉尘不足。"
#. STRINGS.UI.IDENTIFYGEMSCREEN.DUST_COUNT
msgctxt "STRINGS.UI.IDENTIFYGEMSCREEN.DUST_COUNT"
msgid "%d Gem Dust remains."
msgstr "剩余%d宝石粉尘。"
Explanation:
翻译不一致
- Golf Swing (and its derivative words):
Associated lines:
#. STRINGS.ITEMS.GEMS.damage_bonus_hammer_golfswing.slotted_desc
msgctxt "STRINGS.ITEMS.GEMS.damage_bonus_hammer_golfswing.slotted_desc"
msgid "Increases <#RED>{name.concept_damage}</> dealt by the <#RED>Golf Swing</> attack."
msgstr "提升用<#RED>高尔夫摆锤</>打出的<#RED>{name.concept_damage}</>。"
#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_hammer_charged_golfswing_hits_again.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_hammer_charged_golfswing_hits_again.desc"
msgid "Fully charged <#RED>Golf Swing</> (<p bind='Controls.Digital.DODGE'> <p img='images/ui_ftf/arrow_right.tex' scale=0.4> hold Backwards <p bind='Controls.Digital.ATTACK_HEAVY'>) hits multiple times."
msgstr "满蓄力的<#RED>高尔夫摆锤</>(<p bind='Controls.Digital.DODGE'> <p img='images/ui_ftf/arrow_right.tex' scale=0.4>按住后方向<p bind='Controls.Digital.ATTACK_HEAVY'>)能造成多次打击。"
#. STRINGS.ITEMS.WEAPON_MASTERY.HAMMER.hammer_golf_swing.desc
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.HAMMER.hammer_golf_swing.desc"
msgid "Hit at least <#RED>{enemies} Enemies</> with fully charged <#RED>Golf Swings</> ( <p bind='Controls.Digital.DODGE' color=0> <p img='images/ui_ftf/arrow_right.tex' scale=0.4> hold Backwards <p bind='Controls.Digital.ATTACK_HEAVY' color=0>)."
msgstr "用满蓄力的<#RED>高尔夫挥杆</>(<p bind='Controls.Digital.DODGE' color=0> <p img='images/ui_ftf/arrow_right.tex' scale=0.4> 按住后方向<p bind='Controls.Digital.ATTACK_HEAVY' color=0>)打中至少<#RED>{enemies}只敌人</>。"
#. STRINGS.ITEMS.WEAPON_MASTERY.HAMMER.hammer_golf_swing.name
msgctxt "STRINGS.ITEMS.WEAPON_MASTERY.HAMMER.hammer_golf_swing.name"
msgid "Golf Swings"
msgstr "高尔夫摆锤"
#. STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_FULL
msgctxt "STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_FULL"
msgid "Golf Swing"
msgstr "高尔夫摆锤"
#. STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_LIGHT
msgctxt "STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_LIGHT"
msgid "Golf Swing"
msgstr "高尔夫摆锤"
#. STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_MID
msgctxt "STRINGS.PLAYER_ATTACKS.HAMMER.GOLF_SWING_MID"
msgid "Golf Swing"
msgstr "高尔夫摆锤"
#. STRINGS.WEAPONS.FOCUS_HIT.HAMMER
msgctxt "STRINGS.WEAPONS.FOCUS_HIT.HAMMER"
msgid "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• Hit multiple enemies with one swing\n• Fully charge a <#RED>Heavy Attack</RED> combo ender\n• Fully charge a <#RED>Golf Swing</>"
msgstr "<#BLUE>{name.concept_focus_hit}:</BLUE>\n• 用一发攻击打中多只敌人\n• 蓄力蓄满连招结尾的<#RED>重攻击</RED>\n• 蓄力蓄满<#RED>高尔夫摆锤</>"
#. STRINGS.WEAPON_TIPS.FOCUS_HIT.HAMMER
msgctxt "STRINGS.WEAPON_TIPS.FOCUS_HIT.HAMMER"
msgid "<#BLUE>Focus Hit:</BLUE>\n• Hit multiple enemies with one swing\n• Fully charge a <#RED>Heavy Attack</RED> combo ender\n• Fully charge a <#RED>Golf Swing</RED> (<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT> <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4> Back + <p bind='Controls.Digital.ATTACK_HEAVY' color=LIGHT_TEXT>)"
msgstr "<#BLUE>贯注打击:</BLUE>\n• 用一次挥击打中多只敌人\n• 使出满蓄力的连招结尾<#RED>重攻击</RED>\n• 使出满蓄力的<#RED>高尔夫摆锤</RED>(<p bind='Controls.Digital.DODGE' color=LIGHT_TEXT> <p img='images/ui_ftf/arrow_right.tex' color=0 scale=0.4> 后方向 + <p bind='Controls.Digital.ATTACK_HEAVY' color=LIGHT_TEXT>)"
Explanation:
翻译不一致
- inventory:
Associated lines:
#. STRINGS.CONTROL_BINDINGS.OPEN_INVENTORY
msgctxt "STRINGS.CONTROL_BINDINGS.OPEN_INVENTORY"
msgid "Inventory"
msgstr "物品库存"
#. STRINGS.NPC_DIALOG.NPC_CRAFT_CRAFTED
msgctxt "STRINGS.NPC_DIALOG.NPC_CRAFT_CRAFTED"
msgid "Added to your inventory!"
msgstr "已加入你的物品库存!"
#. STRINGS.UI.ACTIONS.OPEN_STORAGE
msgctxt "STRINGS.UI.ACTIONS.OPEN_STORAGE"
msgid "{name.interact_tap} Open Inventory"
msgstr "打开物品库存"
#. STRINGS.UI.GEMSCREEN.EMPTY_GEMS_LIST
msgctxt "STRINGS.UI.GEMSCREEN.EMPTY_GEMS_LIST"
msgid "You don't have any gems in your inventory."
msgstr "你的物品库存中没有任何宝石。"
#. STRINGS.UI.GEMSCREEN.GEMS_EMPTY
msgctxt "STRINGS.UI.GEMSCREEN.GEMS_EMPTY"
msgid "No {name_multiple.gem} in your inventory yet."
msgstr "你的物品库存里还没有{name_multiple.gem}。"
#. STRINGS.UI.GEMSCREEN.NO_GEMS
msgctxt "STRINGS.UI.GEMSCREEN.NO_GEMS"
msgid "No gems in your inventory."
msgstr "你的物品库中没有宝石。"
#. 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}为它嵌入<#HEALTH>{name.gem}</>吧。"
#. STRINGS.UI.HUD.PLACE_INSTRUCTIONS
msgctxt "STRINGS.UI.HUD.PLACE_INSTRUCTIONS"
msgid "<p bind='Controls.Digital.CLICK_PRIMARY' color=0> Place \n<p bind='Controls.Digital.FLIP_PLACER' color=0> Flip \n<p bind='Controls.Digital.CLICK_SECONDARY' color=0> Move to Inventory"
msgstr "<p bind='Controls.Digital.CLICK_PRIMARY' color=0> 摆放 \n<p bind='Controls.Digital.FLIP_PLACER' color=0> 翻转 \n<p bind='Controls.Digital.CLICK_SECONDARY' color=0> 移入物品栏"
#. STRINGS.UI.INVENTORYSCREEN.BUTTON_LABEL
msgctxt "STRINGS.UI.INVENTORYSCREEN.BUTTON_LABEL"
msgid "INVENTORY"
msgstr "物品库存"
#. 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_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.INVENTORYSCREEN.MENU_TITLE
msgctxt "STRINGS.UI.INVENTORYSCREEN.MENU_TITLE"
msgid "INVENTORY"
msgstr "物品库存"
Explanation:
翻译不一致
- Javelin:
Associated lines:
#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_skill_marks_target.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_skill_marks_target.desc"
msgid "Your <#RED>Skill</> follow-up deals more <#RED>{name.concept_damage}</> to the <#RED>Target</> the <#RED>Javelin</> hit, but less <#RED>{name.concept_damage}</> to others."
msgstr "<#RED>斗技</>后续的追打对<#RED>标枪</>击中的<#RED>目标</>会造成更多<#RED>{name.concept_damage}</>,对其他目标则造成更少的<#RED>{name.concept_damage}</>。"
#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_skill_marks_target.variables.damage_to_marked
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_skill_marks_target.variables.damage_to_marked"
msgid "{name.concept_damage} to Javelin target"
msgstr "对标枪目标{name.concept_damage}"
#. STRINGS.ITEMS.POWERS.SKILL.polearm_javelin.name
msgctxt "STRINGS.ITEMS.POWERS.SKILL.polearm_javelin.name"
msgid "Javelin Backstab"
msgstr "标枪背刺"
#. STRINGS.PLAYER_ATTACKS.POLEARM.JAVELIN
msgctxt "STRINGS.PLAYER_ATTACKS.POLEARM.JAVELIN"
msgid "Javelin"
msgstr "掷枪"
Explanation:
翻译不一致
- Mastery (and its derivative words):
Associated lines:
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.OPT_3C
msgctxt "Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.OPT_3C"
msgid "Let's see those Masteries!"
msgstr "让我看看都有什么精修课题!"
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_2C
msgctxt "Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_2C"
msgid "Um. What are Masteries?"
msgstr "嗯。什么叫精修课题?"
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_2C_ALT
msgctxt "Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_2C_ALT"
msgid "Alright. So what are these Masteries?"
msgstr "好的。那精修课题的具体内容有什么?"
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_3A
msgctxt "Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_3A"
msgid "How do I complete a Mastery?"
msgstr "怎么完成精修课题呢?"
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_3B
msgctxt "Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.QUESTION_3B"
msgid "What do I get for doing Masteries?"
msgstr "完成这些精修课题有什么好处?"
#. Convo.twn_mastery_explainer.HUB0.convo.giver.STATE_0.TALK2
msgctxt "Convo.twn_mastery_explainer.HUB0.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?"
#. Quest.twn_fallback_chat.QUIP.chitchat:[can_claim_mastery,in_quest_twn_fallback_chat,in_town,role_hunter].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[can_claim_mastery,in_quest_twn_fallback_chat,in_town,role_hunter].1"
msgid "!happy\n !point\n <#BLUE>{name.npc_scout}</> tells me you've completed another challenge!\n !gesture\n You can claim yer Mastery whenever you're ready."
msgstr "!happy\n !point\n <#BLUE>{name.npc_scout}</>告诉我,你刚才又达成了一项挑战!\n !gesture\n 随时有空了,你都能来领取你的精修课题奖励哟。"
#. Quest.twn_shop_dojo.OPT_OPEN_MASTERY
msgctxt "Quest.twn_shop_dojo.OPT_OPEN_MASTERY"
msgid "Lemme see my Masteries."
msgstr "看看我的精修课题。"
#. STRINGS.ITEMS.BUILDINGS.dojo_1.desc
msgctxt "STRINGS.ITEMS.BUILDINGS.dojo_1.desc"
msgid "Advance Masteries and learn to fight."
msgstr "完成精修课题,学习战斗理念"
#. STRINGS.ITEM_CATEGORIES.CHALLENGE_MASTERY
msgctxt "STRINGS.ITEM_CATEGORIES.CHALLENGE_MASTERY"
msgid "Challenge Mastery"
msgstr "挑战精通"
#. STRINGS.ITEM_CATEGORIES.EQUIPMENT_MASTERY
msgctxt "STRINGS.ITEM_CATEGORIES.EQUIPMENT_MASTERY"
msgid "Equipment Mastery"
msgstr "装备精修"
#. STRINGS.ITEM_CATEGORIES.MONSTER_MASTERY
msgctxt "STRINGS.ITEM_CATEGORIES.MONSTER_MASTERY"
msgid "Monster Mastery"
msgstr "怪物专精"
#. STRINGS.ITEM_CATEGORIES.WEAPON_MASTERY
msgctxt "STRINGS.ITEM_CATEGORIES.WEAPON_MASTERY"
msgid "Weapon Mastery"
msgstr "武器专精"
#. STRINGS.UI.DUNGEONSUMMARYSCREEN.MASTERIES_TITLE
msgctxt "STRINGS.UI.DUNGEONSUMMARYSCREEN.MASTERIES_TITLE"
msgid "MASTERIES"
msgstr "精修课题"
#. STRINGS.UI.DUNGEONSUMMARYSCREEN.MASTERY_EMPTY
msgctxt "STRINGS.UI.DUNGEONSUMMARYSCREEN.MASTERY_EMPTY"
msgid "You didn't progress any Masteries."
msgstr "你的精修课题没有任何进展。"
#. STRINGS.UI.HUD.FOLLOW_STATUS_EMPTY_MASTERIES
msgctxt "STRINGS.UI.HUD.FOLLOW_STATUS_EMPTY_MASTERIES"
msgid "No active masteries that you can progress in this location"
msgstr "此地点没有能推进的精修"
#. STRINGS.UI.MASTERYSCREEN.CAN_CLAIM
msgctxt "STRINGS.UI.MASTERYSCREEN.CAN_CLAIM"
msgid "This tab has a Mastery you can claim!"
msgstr "此类别下,有精修课题能领奖了!"
#. STRINGS.UI.MASTERYSCREEN.DESC
msgctxt "STRINGS.UI.MASTERYSCREEN.DESC"
msgid "Complete Masteries to earn rewards!"
msgstr "达成精修课题,赢取奖励!"
#. STRINGS.UI.MASTERYSCREEN.NEW_MASTERY
msgctxt "STRINGS.UI.MASTERYSCREEN.NEW_MASTERY"
msgid "This Mastery is new!"
msgstr "新的精修课题!"
#. STRINGS.UI.MASTERYSCREEN.NEW_MASTERY_TAB
msgctxt "STRINGS.UI.MASTERYSCREEN.NEW_MASTERY_TAB"
msgid "This tab has a new Mastery!"
msgstr "此类别下有新的精修课题!"
#. STRINGS.UI.MASTERYSCREEN.TITLE
msgctxt "STRINGS.UI.MASTERYSCREEN.TITLE"
msgid "MASTERIES"
msgstr "精修课题"
Explanation:
翻译不一致
- Mother of Darkness:
Associated lines:
#. STRINGS.TITLE_CARDS.owlitzer.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.owlitzer.LOWERTHIRD"
msgid "Mother of Darkness"
msgstr "黑暗之母"
#. STRINGS.TITLE_CARDS.owlitzer_elite.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.owlitzer_elite.LOWERTHIRD"
msgid "Mother of Darkness,\nDestroyer of the Light"
msgstr "暗夜之母,\n光明的毁灭者"
Explanation:
翻译不一致
- Plushie:
Associated lines:
#. STRINGS.ITEMS.DECOR.antleer_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.antleer_mid_plushies.name"
msgid "{name.antleer} Plushie"
msgstr "{name.antleer}毛绒公仔"
#. STRINGS.ITEMS.DECOR.bandicoot_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.bandicoot_lrg_plushies.name"
msgid "{name.bandicoot} Plushie"
msgstr "{name.bandicoot}毛绒公仔"
#. STRINGS.ITEMS.DECOR.battoad_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.battoad_sm_plushies.name"
msgid "{name.battoad} Plushie"
msgstr "{name.battoad}毛绒公仔"
#. STRINGS.ITEMS.DECOR.beets_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.beets_sm_plushies.name"
msgid "{name.beets} Plushie"
msgstr "{name.beets}毛绒公仔"
#. STRINGS.ITEMS.DECOR.blarmadillo_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.blarmadillo_sm_plushies.name"
msgid "{name.blarmadillo} Plushie"
msgstr "{name.blarmadillo}毛绒公仔"
#. 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.bulbug_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.bulbug_sm_plushies.name"
msgid "{name.bulbug} Plushie"
msgstr "{name.bulbug}公仔"
#. STRINGS.ITEMS.DECOR.bunippy_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.bunippy_sm_plushies.name"
msgid "{name.bunippy} Plushie"
msgstr "{name.bunippy}毛绒公仔"
#. STRINGS.ITEMS.DECOR.cabbageroll_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.cabbageroll_sm_plushies.name"
msgid "{name.cabbageroll} Plushie"
msgstr "{name.cabbageroll}毛绒公仔"
#. STRINGS.ITEMS.DECOR.crystroll_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.crystroll_mid_plushies.name"
msgid "{name.crystroll} Plushie"
msgstr "{name.crystroll}毛绒公仔"
#. STRINGS.ITEMS.DECOR.eggzy_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.eggzy_lrg_plushies.name"
msgid "{name.eggzy} Plushie"
msgstr "{name.eggzy}公仔"
#. STRINGS.ITEMS.DECOR.embison_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.embison_mid_plushies.name"
msgid "{name.embison} Plushie"
msgstr "{name.embison}公仔"
#. STRINGS.ITEMS.DECOR.eyev_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.eyev_sm_plushies.name"
msgid "{name.eyev} Plushie"
msgstr "{name.eyev}毛绒公仔"
#. STRINGS.ITEMS.DECOR.floracrane_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.floracrane_mid_plushies.name"
msgid "{name.floracrane} Plushie"
msgstr "{name.floracrane}毛绒公仔"
#. 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.gnarlic_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.gnarlic_sm_plushies.name"
msgid "{name.gnarlic} Plushie"
msgstr "{name.gnarlic}毛绒公仔"
#. 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.gourdo_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.gourdo_mid_plushies.name"
msgid "{name.gourdo} Plushie"
msgstr "{name.gourdo}毛绒公仔"
#. 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.groak_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.groak_mid_plushies.name"
msgid "{name.groak} Plushie"
msgstr "{name.groak}毛绒公仔"
#. 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.megatreemon_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.megatreemon_lrg_plushies.name"
msgid "{name.megatreemon} Plushie"
msgstr "{name.megatreemon}毛绒公仔"
#. STRINGS.ITEMS.DECOR.meowl_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.meowl_mid_plushies.name"
msgid "{name.meowl} Plushie"
msgstr "{name.meowl}毛绒公仔"
#. STRINGS.ITEMS.DECOR.miniegg_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.miniegg_sm_plushies.name"
msgid "{name.eggbert} Plushie"
msgstr "{name.eggbert}公仔"
#. STRINGS.ITEMS.DECOR.mossquito_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.mossquito_sm_plushies.name"
msgid "{name.mossquito} Plushie"
msgstr "{name.mossquito}毛绒公仔"
#. STRINGS.ITEMS.DECOR.mothball_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.mothball_sm_plushies.name"
msgid "{name.mothball} Plushie"
msgstr "{name.mothball}毛绒公仔"
#. STRINGS.ITEMS.DECOR.mothball_teen_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.mothball_teen_mid_plushies.name"
msgid "{name.mothball_teen} Plushie"
msgstr "{name.mothball_teen}毛绒公仔"
#. STRINGS.ITEMS.DECOR.owlitzer_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.owlitzer_lrg_plushies.name"
msgid "{name.owlitzer} Plushie"
msgstr "{name.owlitzer}毛绒公仔"
#. STRINGS.ITEMS.DECOR.plumper_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.plumper_sm_plushies.name"
msgid "{name.plumper} Plushie"
msgstr "{name.plumper}公仔"
#. STRINGS.ITEMS.DECOR.plushies_stack.name
msgctxt "STRINGS.ITEMS.DECOR.plushies_stack.name"
msgid "Plushie Pile"
msgstr "一堆毛绒公仔"
#. STRINGS.ITEMS.DECOR.porkyspine_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.porkyspine_sm_plushies.name"
msgid "{name.porkyspine} Plushie"
msgstr "{name.porkyspine}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.sedament_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.sedament_lrg_plushies.name"
msgid "{name.sedament} Plushie"
msgstr "{name.sedament}毛绒公仔"
#. STRINGS.ITEMS.DECOR.slowpoke_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.slowpoke_mid_plushies.name"
msgid "{name.slowpoke} Plushie"
msgstr "{name.slowpoke}毛绒公仔"
#. STRINGS.ITEMS.DECOR.snowballs_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.snowballs_sm_plushies.name"
msgid "{name.snowball} Plushie"
msgstr "{name.snowball}毛绒公仔"
#. STRINGS.ITEMS.DECOR.snowfly_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.snowfly_sm_plushies.name"
msgid "{name.snowfly} Plushie"
msgstr "{name.snowfly}毛绒公仔"
#. STRINGS.ITEMS.DECOR.sporemon_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.sporemon_sm_plushies.name"
msgid "{name.sporemon} Plushie"
msgstr "{name.sporemon}公仔"
#. STRINGS.ITEMS.DECOR.stunk_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.stunk_sm_plushies.name"
msgid "{name.stunk} Plushie"
msgstr "{name.stunk}毛绒公仔"
#. STRINGS.ITEMS.DECOR.swarmy_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.swarmy_sm_plushies.name"
msgid "{name.swarmy} Plushie"
msgstr "{name.swarmy}公仔"
#. STRINGS.ITEMS.DECOR.thatcher_lrg_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.thatcher_lrg_plushies.name"
msgid "{name.thatcher} Plushie"
msgstr "{name.thatcher}公仔"
#. STRINGS.ITEMS.DECOR.totolili_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.totolili_mid_plushies.name"
msgid "{name.totolili} Plushie"
msgstr "{name.totolili}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"
#. STRINGS.ITEMS.DECOR.treemon_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.treemon_sm_plushies.name"
msgid "{name.treemon} Plushie"
msgstr "{name.treemon}毛绒公仔"
#. STRINGS.ITEMS.DECOR.windmon_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.windmon_mid_plushies.name"
msgid "{name.windmon} Plushie"
msgstr "{name.windmon}公仔"
#. STRINGS.ITEMS.DECOR.woworm_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.woworm_mid_plushies.name"
msgid "{name.woworm} Plushie"
msgstr "{name.woworm}公仔"
#. STRINGS.ITEMS.DECOR.yammo_mid_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.yammo_mid_plushies.name"
msgid "{name.yammo} Plushie"
msgstr "{name.yammo}毛绒公仔"
#. STRINGS.ITEMS.DECOR.zucco_sm_plushies.name
msgctxt "STRINGS.ITEMS.DECOR.zucco_sm_plushies.name"
msgid "{name.zucco} Plushie"
msgstr "{name.zucco}毛绒公仔"
Explanation:
翻译不一致
- (Weapon) Rack (and its derivative words, related to equipments):
Associated lines:
#. Convo.twn_fn_unlocked_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_1
msgctxt "Convo.twn_fn_unlocked_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_1"
msgid "agent:\n !neutral\n !gesture\n O'course I did.\n !dubious\n Now, I need <#KONJUR>{name_multiple.konjur_soul_lesser}</> ta fuel th'forge.\n !point\n If ye've got the goods, pick what ye want from the <#RED>Weapon Racks</> o'er there, and I'll set ye up right.\n !gruffnod\n Deal? Deal."
msgstr "agent:\n !neutral\n !gesture\n 那是当然的了。\n !dubious\n 现在,我需要<#KONJUR>{name_multiple.konjur_soul_lesser}</>作为锻造炉的燃料。\n !point\n你要是有货的话,就去那边的<#RED>兵器架</>上挑出你的想要的东西,接下来俺就会帮你准备得好好的。\n !gruffnod\n 说定了?说定了。"
#. Convo.twn_fn_unlocked_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_2A
msgctxt "Convo.twn_fn_unlocked_blacksmith.HUB0.convo.giver.STATE_0.ANSWER_2A"
msgid "agent:\n !neutral\n !angry\n Didn't ye hear me?\n !point\n Pick what ye want from the <#RED>Weapon Racks</> o'er there, and I'll set ye up right.\n !gruffnod\n Just be sure ye've got enough <#KONJUR>{name_multiple.konjur_soul_lesser}</>, eh?\n !gesture\n This forge innae fueled by hopes and dreams.\n !neutral"
msgstr "agent:\n !neutral\n !angry\n 你没听到吗?\n !point\n 去那边的<#RED>兵器架</>选出你想要的,然后俺会给你准备好。\n !gruffnod\n 就是确保你带够了<#KONJUR>{name_multiple.konjur_soul_lesser}</>,诶?\n !gesture\n 这个锻造炉可不是靠希望和梦想能点燃的。\n !neutral"
#. 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>横枪推挡</>(<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_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.COMBAT.FOCUS_HITS
msgctxt "Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.COMBAT.FOCUS_HITS"
msgid "agent:\n !neutral\n !gesture\n This one's <i>important</i>-- each <#RED>Weapon Type's</> got conditions for extra-effective <#RED>Attacks</> called <#BLUE>{name_multiple.concept_focus_hit}</>.\n !dubious\n It can't be overstated how much yer <#RED>Damage'll</> skyrocket if you can learn to do 'em consistently.\n !point\n So check your <#RED>Weapon's</> <#BLUE>{name.concept_focus_hit}</> conditions over at the <#RED>Weapon Racks</>.\n !happy\n !gruffnod\n You'll know you've performed one correctly if your <#RED>Damage</> numbers turn <#BLUE>Blue</>."
msgstr "agent:\n !neutral\n !gesture\n 这一条<i>很重要</i> ——每一种<#RED>武器类型</>都有一种更高效的<#RED>攻击</>方式,会在达成一些条件后发动,这就叫做<#BLUE>{name_multiple.concept_focus_hit}</>。\n !dubious\n 一旦你学会将它稳定地打出来,那么说你的<#RED>伤害</>会跟坐了火箭一样蹭蹭上涨,都毫不过分。\n !point\n 所以下课回去后,记得在<#RED>兵器架</>上,查看一下<#RED>武器</>的<#BLUE>{name.concept_focus_hit}</>条件。\n !happy\n !gruffnod\n 使用中,如果你发现<#RED>伤害</>数字变成了<#BLUE>蓝色</>,那就说明你的用法正确了。"
#. Quest.twn_fallback_chat.QUIP.chitchat:[can_upgrade_weapon,has_killed_megatreemon,in_quest_twn_fallback_chat,role_blacksmith].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[can_upgrade_weapon,has_killed_megatreemon,in_quest_twn_fallback_chat,role_blacksmith].1"
msgid "!neutral\n !dubious\n You lookin' ta <#RED>Upgrade</> that <#RED>Weapon</>?\n !gesture\n Go take a peek at the <#RED>Weapon Rack</>."
msgstr "!neutral\n !dubious\n 你想<#RED>升级</>那把<#RED>武器</>吗?\n !gesture\n 去<#RED>兵器架</>上瞅瞅。"
#. Quest.twn_fallback_chat.QUIP.chitchat:[can_upgrade_weapon,in_quest_twn_fallback_chat,role_blacksmith].1
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[can_upgrade_weapon,in_quest_twn_fallback_chat,role_blacksmith].1"
msgid "!neutral\n !dubious\n Lookin' ta <#RED>Upgrade</> that <#RED>Weapon</>, are ye?\n !point\n Pick what ye want from the <#RED>Weapon Rack</>, quit dallyin'."
msgstr "!neutral\n !dubious\n 想<#RED>升级</>那把<#RED>武器</>是吗?\n !point\n 去<#RED>兵器架</>上挑个你想要的,别再晃悠了。"
#. Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_hunter].3
msgctxt "Quest.twn_fallback_chat.QUIP.chitchat:[in_quest_twn_fallback_chat,in_town,role_hunter].3"
msgid "!gesture\n You can check yer <#RED>Weight Class</> over at any <#RED>Weapon Rack</>.\n !cough\n {name.dojo_cough}"
msgstr "!gesture\n 你可以去任意一个<#RED>武器架</>旁边查看<#RED>负重级别</>。\n !cough\n {name.dojo_cough}"
#. Quest.twn_repeatable_tutorials_dojo.TUTORIALS.COMBAT.FOCUS_HITS
msgctxt "Quest.twn_repeatable_tutorials_dojo.TUTORIALS.COMBAT.FOCUS_HITS"
msgid "agent:\n !neutral\n !gesture\n This one's <i>important</i>-- each <#RED>Weapon Type's</> got conditions for extra-effective <#RED>Attacks</> called <#BLUE>{name_multiple.concept_focus_hit}</>.\n !dubious\n It can't be overstated how much yer <#RED>Damage'll</> skyrocket if you can learn to do 'em consistently.\n !point\n So check your <#RED>Weapon's</> <#BLUE>{name.concept_focus_hit}</> conditions over at the <#RED>Weapon Racks</>.\n !happy\n !gruffnod\n You'll know you've performed one correctly if your <#RED>Damage</> numbers turn <#BLUE>Blue</>."
msgstr "agent:\n !neutral\n !gesture\n 这一条<i>很重要</i> ——每一种<#RED>武器类型</>都有一种更高效的<#RED>攻击</>方式,会在达成一些条件后发动,这就叫做<#BLUE>{name_multiple.concept_focus_hit}</>。\n !dubious\n 一旦你学会将它稳定地打出来,那么说你的<#RED>伤害</>会跟坐了火箭一样蹭蹭上涨,都毫不过分。\n !point\n 所以下课回去后,记得在<#RED>兵器架</>上,查看一下<#RED>武器</>的<#BLUE>{name.concept_focus_hit}</>条件。\n !happy\n !gruffnod\n 使用中,如果你发现<#RED>伤害</>数字变成了<#BLUE>蓝色</>,那就说明你的用法正确了。"
Explanation:
翻译不一致
- refill (and its derivative words, related to potion refill):
Associated lines:
#. Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.QUESTION_3B
msgctxt "Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.QUESTION_3B"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> I'm just here for a Potion.\n<i><#RED><z 0.7>(Refill Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} 特福能量]</> 我只是来买魔药的。\n<i><#RED><z 0.7>(添满魔药)</></i></z>"
#. Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.QUESTION_4A
msgctxt "Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.QUESTION_4A"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> Oh, yes please. <i><#RED><z 0.7>(Refill Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} 特福能量]</> 哦对,请来一瓶。<i><#RED><z 0.7>(添满魔药)</></i></z>"
#. Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.TT_ALREADY_REFILLED
msgctxt "Convo.dgn_bv_bandiswamp_potion.HUB0.convo.giver.STATE_0.TT_ALREADY_REFILLED"
msgid "Already refilled"
msgstr "已补充过"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1D
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.ANSWER_1D"
msgid "agent:\n !neutral\n !shocked\n Whoa, whoa now!\n !think\n What say I give you this special, <#BLUE>Limited Edition</> <#RED>Potion</> for the price of your usual refill then?\n !happy\n !agree\n Consider it a loyalty reward for a most valued customer."
msgstr "agent:\n !neutral\n !shocked\n 别别别,慢着!\n !think\n 要是我把这瓶<#BLUE>限量版</><#RED>魔药</>,按照你平时补充魔药的价格卖给你呢?\n !happy\n !agree\n 就当是我给最尊贵的顾客一个老客特惠吧。"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_1B
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_1B"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {limited_konjur_cost} {name.konjur}]</> I'll take one!\n<i><#RED><z 0.7>(Refill with <i>Limited Edition</i> Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {limited_konjur_cost} {name.konjur}]</>给我拿一瓶!\n<i><#RED><z 0.7>(补满<i>限量版</i>魔药)</></i></z>"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_1C
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_1C"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> Can I just get my usual?\n<i><#RED><z 0.7>(Refill Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</>给我平时的那种就行,可以吗?\n<i><#RED><z 0.7>(补满魔药)</></i></z>"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_2A
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_2A"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> Now <i>that's</i> more like it.\n<i><#RED><z 0.7>(Refill with Limited Edition Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</>嗯,<i>这</i>还差不多。\n<i><#RED><z 0.7>(补满限量版魔药)</></i></z>"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_3A
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_3A"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {limited_konjur_cost} {name.konjur}]</> Okay, fine, I'll try it.\n<i><#RED><z 0.7>(Refill with Limited Edition Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {limited_konjur_cost} {name.konjur}]</>好吧,行,我就试试吧。\n<i><#RED><z 0.7>(补满限量版魔药)</></i></z>"
#. Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_3B
msgctxt "Convo.dgn_bv_sedamenttundra_potion.HUB0.convo.giver.STATE_0.QUESTION_3B"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> I said \"the usual\" and I meant it.\n<i><#RED><z 0.7>(Refill Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</>我说了,给我“平时的”,能听懂吧。\n<i><#RED><z 0.7>(补充魔药)</></i></z>"
#. 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}"
#. Quest.dgn_shop_potion.OPT_CONFIRM
msgctxt "Quest.dgn_shop_potion.OPT_CONFIRM"
msgid "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} {name.konjur}]</> Take my {name.konjur}! <i><#RED><z 0.7>(Refill Potion)</></i></z>"
msgstr "<#RED>[<p img='images/ui_ftf_icons/konjur.tex'> {konjur_cost} 特福能量]</> 给你特福能量!<i><#RED><z 0.7>(添满魔药)</></i></z>"
#. Quest.dgn_shop_potion.TT_ALREADY_REFILLED
msgctxt "Quest.dgn_shop_potion.TT_ALREADY_REFILLED"
msgid "Already refilled"
msgstr "已补充过"
#. 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}"
#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_waist.desc
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_waist.desc"
msgid "When your <#RED>Potion</> is out of charges, automatically refill it."
msgstr "当你的<#RED>魔药</>次数用尽时,自动补充它。"
#. STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_waist.variables.refills
msgctxt "STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_waist.variables.refills"
msgid "Refills per {name.run}"
msgstr "每次{name.run}可补充次数"
#. STRINGS.ITEMS.POWERS.PLAYER.immorel_waist_display.desc
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.immorel_waist_display.desc"
msgid "Once per <#RED>{name.run}</>, when your <#RED>Potion</> is out of charges, automatically refill it."
msgstr "每场<#RED>{name.run}</>生效一次;当你的<#RED>魔药</>次数用尽时,自动补充它。"
#. STRINGS.ITEMS.POWERS.PLAYER.iron_brew.rarity_text_EPIC
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.iron_brew.rarity_text_EPIC"
msgid "Refill"
msgstr "添满"
#. STRINGS.ITEMS.POWERS.PLAYER.iron_brew.rarity_text_LEGENDARY
msgctxt "STRINGS.ITEMS.POWERS.PLAYER.iron_brew.rarity_text_LEGENDARY"
msgid "Once more, refill"
msgstr "再一次添满"
#. STRINGS.UI.TOOLTIPS.KONJUR.DESC
msgctxt "STRINGS.UI.TOOLTIPS.KONJUR.DESC"
msgid "Precious currency in Rotwood. It buys things like refilling <#RED>Potions</> or upgrading <#RED>{name_multiple.concept_relic}</>."
msgstr "熔炉密林中珍贵的货币,用于购买诸如补充<#RED>魔药</>和升级<#RED>{name_multiple.concept_relic}</>等服务。"
#. STRINGS.UI.VENDING_MACHINE.SHOP_INVENTORY.potion
msgctxt "STRINGS.UI.VENDING_MACHINE.SHOP_INVENTORY.potion"
msgid "{name.potion} Refill"
msgstr "{name.potion}续杯"
Explanation:
翻译不一致(Convo.twn_repeatable_tutorials_dojo.HUB0.general_tutorial.giver.STATE_0.TUTORIALS.EQUIPMENT.POTIONS、Quest.twn_repeatable_tutorials_dojo.TUTORIALS.EQUIPMENT.POTIONS、STRINGS.ITEMS.POWERS.EQUIPMENT.equipment_immorel_waist.variables.refills、STRINGS.UI.VENDING_MACHINE.SHOP_INVENTORY.potion这4处的原文中的“refill”以及其派生词的词性为名词,不确定其译文是否需要保持一致;其它的原文中的“refill”以及其派生词的词性都为动词且所指行为相同(特别是与魔药商人的对话选项中其格式也基本一致),其译文应该需要保持一致)
- Reroll (and its derivative words, related to strings_names.lua):
Associated lines:
#. STRINGS.NAMES.concept_i_reroll
msgctxt "STRINGS.NAMES.concept_i_reroll"
msgid "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9> Reroll"
msgstr "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9>重新抽取"
#. STRINGS.NAMES.concept_reroll
msgctxt "STRINGS.NAMES.concept_reroll"
msgid "Reroll"
msgstr "重新抽取"
#. STRINGS.NAMES_PLURAL.concept_i_reroll
msgctxt "STRINGS.NAMES_PLURAL.concept_i_reroll"
msgid "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9> Rerolls"
msgstr "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9>重新抽取"
#. STRINGS.NAMES_PLURAL.concept_reroll
msgctxt "STRINGS.NAMES_PLURAL.concept_reroll"
msgid "Rerolls"
msgstr "重抽次数"
#. STRINGS.NAMES_PLURALITY.concept_i_reroll
msgctxt "STRINGS.NAMES_PLURALITY.concept_i_reroll"
msgid "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9> Reroll|<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9> Rerolls"
msgstr "<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9>重新抽取|<p img='images/icons_ftf/reroll_corrency.tex' color=0 scale=0.9>重新抽取"
#. STRINGS.NAMES_PLURALITY.concept_reroll
msgctxt "STRINGS.NAMES_PLURALITY.concept_reroll"
msgid "Reroll|Rerolls"
msgstr "重新抽取"
Explanation:
翻译不一致(这些是被引用的字符串,应该需要单复数分别保持一致)。另外,如果“Reroll”与“Rerolls”的译文相同,STRINGS.NAMES_PLURALITY.concept_i_reroll的译文就不需要将其分别写出,因为其前方的图标是完全一致的
- Rotten Heart of the Forest:
Associated lines:
#. STRINGS.TITLE_CARDS.megatreemon.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.megatreemon.LOWERTHIRD"
msgid "Rotten Heart of the Forest"
msgstr "森林的腐败之心"
#. STRINGS.TITLE_CARDS.megatreemon_elite.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.megatreemon_elite.LOWERTHIRD"
msgid "Rotten Heart of the Forest\nThe Root of Corruption"
msgstr "腐败的森林之心\n助长堕落之根"
Explanation:
翻译不一致
- set (gem):
Associated lines:
#. STRINGS.UI.GEMSCREEN.EQUIP_BTN
msgctxt "STRINGS.UI.GEMSCREEN.EQUIP_BTN"
msgid "Set gem"
msgstr "镶嵌宝石"
#. STRINGS.UI.GEMSCREEN.EQUIP_HOTKEY
msgctxt "STRINGS.UI.GEMSCREEN.EQUIP_HOTKEY"
msgid "<p bind='Controls.Digital.MENU_ACCEPT' color=0 scale=1> Set gem"
msgstr "<p bind='Controls.Digital.MENU_ACCEPT' color=0 scale=1>镶嵌宝石"
#. STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_OTHER_ITEM
msgctxt "STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_OTHER_ITEM"
msgid "<p img='images/ui_ftf/ic_warning.tex' color=0 scale=0.9> This gem is already set on your <#RED>%s</>."
msgstr "<p img='images/ui_ftf/ic_warning.tex' color=0 scale=0.9>这颗宝石已镶嵌在了你的<#RED>%s</>上。"
#. STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_THIS_ITEM
msgctxt "STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_THIS_ITEM"
msgid "<p img='images/ui_ftf/ic_warning.tex' color=0 scale=0.9> This gem is already set\non this weapon."
msgstr "<p img='images/ui_ftf/ic_warning.tex' color=0 scale=0.9>这颗宝石已镶嵌\n在了此武器上。"
#. STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_TT
msgctxt "STRINGS.UI.GEMSCREEN.GEM_EQUIPPED_TT"
msgid "This {name.gem} is set on your <#RED>%s</>."
msgstr "这颗{name.gem}正安在你的<#RED>%s</>上。"
#. STRINGS.UI.GEMSCREEN.TT_EMPTY_SLOT_DESC
msgctxt "STRINGS.UI.GEMSCREEN.TT_EMPTY_SLOT_DESC"
msgid "No gem set."
msgstr "未安装宝石。"
#. 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}为它嵌入<#HEALTH>{name.gem}</>吧。"
#. STRINGS.UI.GEMSCREEN.UNSET_GEM_POPUP.TITLE
msgctxt "STRINGS.UI.GEMSCREEN.UNSET_GEM_POPUP.TITLE"
msgid "Gem already set on your"
msgstr "宝石已镶入了"
#. STRINGS.UI.MECHANIC_TUTORIALS.GEMTABLE_UNLOCKED.DESC
msgctxt "STRINGS.UI.MECHANIC_TUTORIALS.GEMTABLE_UNLOCKED.DESC"
msgid "Use the <#RED>{name.gemtools}</> to cut <#RED>{name_multiple.gem}</> and set them in your <#RED>Weapons</>."
msgstr "用<#RED>{name.gemtools}</>切割<#RED>{name_multiple.gem}</>,并镶入你的<#RED>武器</>中。"
Explanation:
翻译不一致
- Support (gem/gem slot type):
Associated lines:
#. STRINGS.GEMS.SLOT_TYPE.SUPPORT
msgctxt "STRINGS.GEMS.SLOT_TYPE.SUPPORT"
msgid "Support"
msgstr "增益"
#. STRINGS.UI.GEMSCREEN.SORT_DIALOG.FILTER_SUPPORT_TITLE
msgctxt "STRINGS.UI.GEMSCREEN.SORT_DIALOG.FILTER_SUPPORT_TITLE"
msgid "Only <p img='images/ui_ftf_gems/ic_gem_support.tex' color=0 scale=0.9> Support gems"
msgstr "仅<p img='images/ui_ftf_gems/ic_gem_support.tex' color=0 scale=0.9>辅助类宝石"
Explanation:
翻译不一致
- Sustain (gem/gem slot type):
Associated lines:
#. STRINGS.GEMS.SLOT_TYPE.SUSTAIN
msgctxt "STRINGS.GEMS.SLOT_TYPE.SUSTAIN"
msgid "Sustain"
msgstr "防护"
#. STRINGS.UI.GEMSCREEN.SORT_DIALOG.FILTER_SUSTAIN_TITLE
msgctxt "STRINGS.UI.GEMSCREEN.SORT_DIALOG.FILTER_SUSTAIN_TITLE"
msgid "Only <p img='images/ui_ftf_gems/ic_gem_sustain.tex' color=0 scale=0.9> Sustain gems"
msgstr "仅<p img='images/ui_ftf_gems/ic_gem_sustain.tex' color=0 scale=0.9>回复类宝石"
Explanation:
翻译不一致
- The Orphaned Hivemind:
Associated lines:
#. STRINGS.TITLE_CARDS.thatcher.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.thatcher.LOWERTHIRD"
msgid "The Orphaned Hivemind"
msgstr "流浪巢脑"
#. STRINGS.TITLE_CARDS.thatcher_elite.LOWERTHIRD
msgctxt "STRINGS.TITLE_CARDS.thatcher_elite.LOWERTHIRD"
msgid "The Orphaned Hivemind\nMaestro of Misery"
msgstr "丧母巢脑\n痛苦的音乐大师"
Explanation:
翻译不一致
- threshold:
Associated lines:
#. 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:
翻译不一致
- unset (gem):
Associated lines:
#. STRINGS.UI.GEMSCREEN.INFO_LABEL
msgctxt "STRINGS.UI.GEMSCREEN.INFO_LABEL"
msgid "<#LIGHT_TEXT>Press <p bind='Controls.Digital.ATTACK_HEAVY' color=0> on a slot to unset its {name.gem}.</>\n\nSlay {name_multiple.rot} to level all equipped {name_multiple.gem}."
msgstr "<#LIGHT_TEXT>在孔位上按<p bind='Controls.Digital.ATTACK_HEAVY' color=0>,来拆下里面的{name.gem}。</>\n\n击杀{name_multiple.rot}可以给所有已装备的{name_multiple.gem}升级。"
#. STRINGS.UI.GEMSCREEN.UNEQUIP_BTN
msgctxt "STRINGS.UI.GEMSCREEN.UNEQUIP_BTN"
msgid "Unset"
msgstr "卸下"
#. STRINGS.UI.GEMSCREEN.UNEQUIP_HOTKEY
msgctxt "STRINGS.UI.GEMSCREEN.UNEQUIP_HOTKEY"
msgid "<p bind='Controls.Digital.UNSET_GEM' color=0 scale=1> Unset"
msgstr "<p bind='Controls.Digital.UNSET_GEM' color=0 scale=1>取下"
#. STRINGS.UI.GEMSCREEN.UNSET_GEM_POPUP.MESSAGE
msgctxt "STRINGS.UI.GEMSCREEN.UNSET_GEM_POPUP.MESSAGE"
msgid "Do you want to unset it from there first?"
msgstr "你想先把它从那上面取下吗?"
Explanation:
翻译不一致
- Weapon Rack (decorations):
Associated lines:
#. STRINGS.ITEMS.DECOR.weapon_rack.name
msgctxt "STRINGS.ITEMS.DECOR.weapon_rack.name"
msgid "Weapon Rack"
msgstr "兵器架"
#. STRINGS.ITEMS.STRUCTURES.rugged_weapon_rack.name
msgctxt "STRINGS.ITEMS.STRUCTURES.rugged_weapon_rack.name"
msgid "Rustic Weapon Rack"
msgstr "生锈的武器架"
#. STRINGS.ITEMS.STRUCTURES.rustic_weapon_rack.name
msgctxt "STRINGS.ITEMS.STRUCTURES.rustic_weapon_rack.name"
msgid "Rugged Weapon Rack"
msgstr "破烂的武器架"
Explanation:
我不确定这是否算翻译不一致(从严格意义上来说这些文本是在描述不同的物品,但这些物品都属于同一类)
- while wearing no Armour:
Associated lines:
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_bandicoot.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_bandicoot.desc"
msgid "Kill <#RED>{name.bandicoot}</> in the <#BLUE>{name.bandi_swamp}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>的条件下,击杀<#BLUE>{name.bandi_swamp}</><#RED>{name.ascension}等级3</>中的<#RED>{name.bandicoot}</>。"
#. 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}</>。"
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_grimhollow.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_grimhollow.desc"
msgid "Kill <#RED>{name.grimhollow}</> in the <#BLUE>{name.grimhollow_volcano}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿戴<#RED>护具</>的条件下,击杀<#BLUE>{name.grimhollow_volcano}</><#RED>{name.ascension}等级3</>中的<#RED>{name.grimhollow}</>。"
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_megatreemon.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_megatreemon.desc"
msgid "Kill <#RED>{name.megatreemon}</> in the <#BLUE>{name.treemon_forest}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>的条件下,击杀<#BLUE>{name.treemon_forest}</><#RED>{name.ascension}等级3</>中的<#RED>{name.megatreemon}</>。"
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_owlitzer.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_owlitzer.desc"
msgid "Kill <#RED>{name.owlitzer}</> in the <#BLUE>{name.owlitzer_forest}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>的条件下,击杀<#BLUE>{name.owlitzer_forest}</><#RED>{name.ascension}等级3</>中的<#RED>{name.owlitzer}</>。"
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_sedament.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_sedament.desc"
msgid "Kill <#RED>{name.sedament}</> in the <#BLUE>{name.sedament_tundra}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>的条件下,击杀<#BLUE>{name.sedament_tundra}</><#RED>{name.ascension}等级3</>中的<#RED>{name.sedament}</>。"
#. STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_thatcher.desc
msgctxt "STRINGS.ITEMS.CHALLENGE_MASTERY.CHALLENGE.nakedsolo_thatcher.desc"
msgid "Kill <#RED>{name.thatcher}</> in <#BLUE>{name.thatcher_swamp}</> on <#RED>{name.ascension} Level 3</>, <#RED>alone</> while wearing no <#RED>Armour</>."
msgstr "<#RED>单人</>且不穿<#RED>护具</>的条件下,击杀<#BLUE>{name.thatcher_swamp}</><#RED>{name.ascension}等级3</>中的<#RED>{name.thatcher}</>。"
Explanation:
翻译不一致
Set the language to Simplified Chinese.
These issues have nothing related to log file, so I uploaded the translation file. (I changed the filename extension to .txt to be able to upload it)
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.