diff --git a/src/main/resources/assets/dimdoors/lang/zh_cn.json b/src/main/resources/assets/dimdoors/lang/zh_cn.json index 42481b9ba..adff3eba1 100644 --- a/src/main/resources/assets/dimdoors/lang/zh_cn.json +++ b/src/main/resources/assets/dimdoors/lang/zh_cn.json @@ -1,47 +1,427 @@ { - "itemGroup.dimensional_doors_creative_tab": "次元门物品", - "block.gold_door": "金门", - "block.quartz_door": "石英门", - "block.iron_dimensional_door": "次元门", - "block.gold_dimensional_door": "金制次元门", - "block.quartz_dimensional_door": "私人次元门", - "block.unstable_dimensional_door": "不稳定的门", - "block.oak_dimensional_door": "扭曲之门", - "block.dimensional_trapdoor": "空间活板门", - "block.dimensional_portal": "瞬息之门", - "block.fabric.black": "现实之壁", - "block.fabric.white": "变化之壁", - "block.ancient_fabric.black": "远古之壁", - "block.eternal_fabric": "永恒之壁", - "block.unravelled_fabric": "边境之壁", - "block.rift": "裂痕", - "item.gold_door": "金门", - "item.quartz_door": "石英门", - "item.iron_dimensional_door": "次元门", - "item.gold_dimensional_door": "金制次元门", - "item.quartz_dimensional_door": "私人次元门", - "item.unstable_dimensional_door": "不稳定的门", - "item.oak_dimensional_door": "扭曲之门", - "item.rift_key": "裂痕钥匙", - "item.rift_signature": "裂痕印记", - "item.stabilized_rift_signature": "裂痕印记(稳定)", - "item.rift_configuration_tool": "Rift Configuration Tool", - "item.rift_remover": "裂痕移除器", - "item.rift_blade": "裂痕之刃", - "item.world_thread": "世界纤维", - "item.stable_fabric": "稳定构造", - "item.rift_key.bound.info": "绑定", - "item.rift_key.unbound.info": "取消绑定", - "item.iron_dimensional_door.info": "放在裂痕下方的方块上 \\n来激活裂痕 \\n或放在任意地点生成 \\n一个口袋次元.", - "item.gold_dimensional_door.info": "类似于次元门 \\n但它放在次元内部时 \\n会保持次元的加载.", - "item.quartz_dimensional_door.info": "生成一个通向你 \\n口袋次元的路径", - "item.rift_blade.info": "在裂痕上开启临时的门 \\n它还拥有瞬移攻击的能力.", - "item.rift_remover.info": "在外露的裂痕附近使用 \\n来移除它以及附近的其他 \\n裂痕.", - "item.rift_signature.bound.info": "指向(%d, %d, %d) 位于#%d", - "item.rift_signature.unbound.info": "第一次点击记录一个位置; \\n第二次点击在两地间创造 \\n一对相互连接的裂痕.", - "item.stabilized_rift_signature.bound.info": "指向(%d, %d, %d) 位于#%d", - "item.stabilized_rift_signature.unbound.info": "首次点击记录一个位置, \\n再次点击生成连接两地的 \\n裂痕.", - "item.unstable_dimensional_door.info": "注意: 将会随机传送", - "item.oak_dimensional_door.info": "放在裂痕下方的方块上 \\n来制造传送门, \\n放在口袋次元中 \\n以退出空间.", - "entity.dimdoors.monolith": "巨石" + "itemGroup.dimdoors.dimensional_doors": "维度门", + + "dimdoors.autogen_block_prefix": "%s制成的维度门", + "block.dimdoors.gold_door": "金门", + "block.dimdoors.quartz_door": "石英门", + "block.dimdoors.iron_dimensional_door": "铁质维度门", + "block.dimdoors.gold_dimensional_door": "金质维度门", + "block.dimdoors.quartz_dimensional_door": "私人维度门", + "block.dimdoors.unstable_dimensional_door": "不稳定维度门", + "block.dimdoors.oak_dimensional_door": "橡木维度门", + "block.dimdoors.wood_dimensional_trapdoor": "橡木维度活板门", + "block.dimdoors.stone_door": "石门", + "block.dimdoors.dungeon_door": "地牢门", + "block.dimdoors.dimensional_portal": "临时维度门", + "block.dimdoors.black_fabric": "变化之壁", + "block.dimdoors.white_fabric": "白色变化之壁", + "block.dimdoors.orange_fabric": "橙色变化之壁", + "block.dimdoors.magenta_fabric": "品红色变化之壁", + "block.dimdoors.light_blue_fabric": "淡蓝色变化之壁", + "block.dimdoors.yellow_fabric": "黄色变化之壁", + "block.dimdoors.lime_fabric": "黄绿色变化之壁", + "block.dimdoors.pink_fabric": "粉红色变化之壁", + "block.dimdoors.gray_fabric": "灰色变化之壁", + "block.dimdoors.silver_fabric": "淡灰色变化之壁", + "block.dimdoors.cyan_fabric": "青色变化之壁", + "block.dimdoors.purple_fabric": "紫色变化之壁", + "block.dimdoors.blue_fabric": "蓝色变化之壁", + "block.dimdoors.brown_fabric": "棕色变化之壁", + "block.dimdoors.green_fabric": "绿色变化之壁", + "block.dimdoors.red_fabric": "红色变化之壁", + "block.dimdoors.black_ancient_fabric": "远古之壁", + "block.dimdoors.white_ancient_fabric": "白色远古之壁", + "block.dimdoors.orange_ancient_fabric": "橙色远古之壁", + "block.dimdoors.magenta_ancient_fabric": "品红色远古之壁", + "block.dimdoors.light_blue_ancient_fabric": "淡蓝色远古之壁", + "block.dimdoors.yellow_ancient_fabric": "黄色远古之壁", + "block.dimdoors.lime_ancient_fabric": "黄绿色远古之壁", + "block.dimdoors.pink_ancient_fabric": "粉红色远古之壁", + "block.dimdoors.gray_ancient_fabric": "灰色远古之壁", + "block.dimdoors.silver_ancient_fabric": "淡灰色远古之壁", + "block.dimdoors.cyan_ancient_fabric": "青色远古之壁", + "block.dimdoors.purple_ancient_fabric": "紫色远古之壁", + "block.dimdoors.blue_ancient_fabric": "蓝色远古之壁", + "block.dimdoors.brown_ancient_fabric": "棕色远古之壁", + "block.dimdoors.green_ancient_fabric": "绿色远古之壁", + "block.dimdoors.red_ancient_fabric": "红色远古之壁", + "block.dimdoors.eternal_fabric": "永恒之壁", + "block.dimdoors.decayed_block": "衰变的方块", + "block.dimdoors.unfolded_block": "崩解的方块", + "block.dimdoors.unwarped_block": "扭曲的方块", + "block.dimdoors.unravelled_block": "破碎的方块", + "block.dimdoors.unravelled_fabric": "破碎之壁", + "block.dimdoors.eternal_fluid": "永恒源质", + "block.dimdoors.solid_static": "固态噪点", + "block.dimdoors.detached_rift": "裂痕", + "block.dimdoors.tesselating_loom": "嵌合织机", + + "dimdoors.autogen_item_prefix": "%s制成的维度门", + "item.dimdoors.gold_door": "金门", + "item.dimdoors.quartz_door": "石英门", + "item.dimdoors.iron_dimensional_door": "铁质维度门", + "item.dimdoors.gold_dimensional_door": "金质维度门", + "item.dimdoors.quartz_dimensional_door": "私人维度门", + "item.dimdoors.unstable_dimensional_door": "不稳定维度门", + "item.dimdoors.oak_dimensional_door": "橡木维度门", + "item.dimdoors.rift_key": "裂痕之钥", + "item.dimdoors.rift_signature": "裂痕印记", + "item.dimdoors.rift_signature.stored": "坐标已存储!", + "item.dimdoors.rift_signature.created": "裂痕已创建!", + "item.dimdoors.stabilized_rift_signature": "稳定裂痕印记", + "item.dimdoors.stabilized_rift_signature.stored": "坐标已存储!", + "item.dimdoors.stabilized_rift_signature.created": "稳定裂痕已创建!", + "item.dimdoors.rift_configuration_tool": "裂痕配置器", + "item.dimdoors.rift_configuration_tool.info": "右击裂痕以移除其所有的绑定数据并为其分配一个地牢ID,右击除裂痕外的任意方块以显示被分配的裂痕数,左击任意方块以删除储存的地牢ID。", + "item.dimdoors.rift_remover": "裂痕移除器", + "item.dimdoors.rift_remover.closing": "这条裂痕即将关闭……", + "item.dimdoors.rift_remover.already_closing": "这条裂痕已经开始关闭", + "item.dimdoors.rift_stabilizer": "裂痕稳定器", + "item.dimdoors.rift_stabilizer.info": "对着裂痕的核心处右击以阻止其扩大", + "item.dimdoors.rift_stabilizer.stabilized": "这条裂痕已被稳定并将停止扩大", + "item.dimdoors.rift_stabilizer.already_stabilized": "这条裂痕已被稳定", + "item.dimdoors.rift_blade": "裂痕之刃", + "item.dimdoors.rift_blade.rift_miss": "你只能在裂痕的核心处使用此物品", + "item.dimdoors.world_thread": "世界纤维", + "item.dimdoors.infrangible_fiber": "坚韧纤维", + "item.dimdoors.frayed_filament": "崩解的纤维", + "item.dimdoors.stable_fabric": "稳定构造", + "item.dimdoors.world_thread_boots": "世界纤维织物靴子", + "item.dimdoors.world_thread_helmet": "世界纤维织物帽子", + "item.dimdoors.world_thread_leggings": "世界纤维织物裤子", + "item.dimdoors.world_thread_chestplate": "世界纤维织物外套", + "item.dimdoors.rift_key.bound.info": "已绑定!", + "item.dimdoors.rift_key.unbound.info": "已解除绑定!", + "item.dimdoors.rift_key.no_links": "目前没有已绑定的维度门", + "block.dimdoors.iron_dimensional_door.info0": "放置在裂痕核心下方的方块上", + "block.dimdoors.iron_dimensional_door.info1": "以激活此裂痕", + "block.dimdoors.iron_dimensional_door.info2": "放置在其他地方则会", + "block.dimdoors.iron_dimensional_door.info3": "创建一个公用口袋维度", + "block.dimdoors.dungeon_door.info0": "放置在裂痕核心下方的方块上", + "block.dimdoors.dungeon_door.info1": "以进入裂痕对应的地方", + "block.dimdoors.dungeon_door.info2": "放置在其他地方则会", + "block.dimdoors.dungeon_door.info3": "创建一个地牢遗迹", + "block.dimdoors.gold_dimensional_door.info0": "和铁质维度门作用相同", + "block.dimdoors.gold_dimensional_door.info1": "但是更闪耀", + "block.dimdoors.quartz_dimensional_door.info": "创建一个前往你专属的口袋维度的通道", + "item.dimdoors.rift_blade.info0": "在裂痕上创建一个临时传送门", + "item.dimdoors.rift_blade.info1": "右击生物以传送到它周围", + "item.dimdoors.rift_remover.info0": "用在裂痕上", + "item.dimdoors.rift_remover.info1": "以移除它,并且关闭", + "item.dimdoors.rift_remover.info2": "和它连接的对应裂痕", + "item.dimdoors.rift_signature.bound.info1": "目标坐标(%d, %d, %d)", + "item.dimdoors.rift_signature.bound.info0": "目标维度:%d", + "item.dimdoors.rift_signature.unbound.info0": "第一次右击将存储点击位置的维度和坐标", + "item.dimdoors.rift_signature.unbound.info1": "第二次点击则会创造", + "item.dimdoors.rift_signature.unbound.info2": "连接两个位置的一对裂痕", + "item.dimdoors.stabilized_rift_signature.bound.info0": "目标坐标(%d, %d, %d)", + "item.dimdoors.stabilized_rift_signature.bound.info1": "目标维度:%d", + "item.dimdoors.stabilized_rift_signature.unbound.info0": "第一次右击将存储点击位置的维度和坐标", + "item.dimdoors.stabilized_rift_signature.unbound.info1": "再次右击则会创建一个连接", + "item.dimdoors.stabilized_rift_signature.unbound.info2": "第一次点击位置和最后一次点击位置的裂痕", + "item.dimdoors.unstable_dimensional_door.info": "警告:它将把你传送到一个随机的位置", + "block.dimdoors.oak_dimensional_door.info0": "放置在裂痕核心下方的方块", + "block.dimdoors.oak_dimensional_door.info1": "以进入裂痕对应的地方,或放置在地牢维度的", + "block.dimdoors.oak_dimensional_door.info2": "任何地方以离开地牢维度", + "item.dimdoors.creepy_record": "音乐唱片", + "item.dimdoors.creepy_record.desc": "Creepy - The sound of Limbo", + "item.dimdoors.eternal_fluid_bucket": "永恒源质桶", + "item.dimdoors.white_void_record": "音乐唱片", + "item.dimdoors.white_void_record.desc": "White Void - The sound of Pocket", + "item.dimdoors.dimensional_eraser": "空间抹除器", + "item.dimdoors.dimensional_eraser.desc": "瞬间抹除生物", + "item.dimdoors.monolith_spawner": "灵狱之瞳刷怪蛋", + "item.dimdoors.mask_wand": "伪装权杖", + "item.dimdoors.mask_shard": "伪装残片", + + "dimdoors.virtualTarget.dimdoors.available_link": "随机", + "dimdoors.virtualTarget.dimdoors.escape": "逃离", + "dimdoors.virtualTarget.dimdoors.global": "全局", + "dimdoors.virtualTarget.dimdoors.limbo": "灵薄狱", + "dimdoors.virtualTarget.dimdoors.local": "本地", + "dimdoors.virtualTarget.dimdoors.public_pocket": "公用口袋维度", + "dimdoors.virtualTarget.dimdoors.pocket_entrance": "公用口袋维度入口", + "dimdoors.virtualTarget.dimdoors.pocket_exit": "公用口袋维度出口", + "dimdoors.virtualTarget.dimdoors.private": "私人口袋维度", + "dimdoors.virtualTarget.dimdoors.private_pocket_exit": "私人口袋维度出口", + "dimdoors.virtualTarget.dimdoors.relative": "相对", + "dimdoors.virtualTarget.dimdoors.id_marker": "地牢ID标记", + "dimdoors.virtualTarget.dimdoors.unstable": "不稳定", + "dimdoors.virtualTarget.dimdoors.none": "未绑定", + + "fluid.dimdoors.eternal_fabric": "永恒之壁", + + "entity.dimdoors.monolith": "灵狱之瞳", + + "commands.dimteleport.usage": "/dimteleport <维度> [水平角度] [垂直角度]", + "commands.fabricconvert.usage": "/fabricconvert", + "commands.fabricconvert.success": "所有现实之壁已转变为黑色", + "commands.pocket.usage": "/pocket <组> <名称> [配置]", + "commands.pocket.group_not_found": "未找到名为%s的组", + "commands.dimdoors.pocket.template_not_found": "未找到名为%s的模板", + "commands.dimdoors.saveschem.usage": "/saveschem <名称>", + "commands.dimdoors.saveschem.success": "口袋维度%s已被成功保存", + "commands.generic.dimdoors.not_in_pocket_dim": "你只能在口袋维度中使用此命令", + "commands.generic.dimdoors.not_in_pocket": "你只能在口袋维度中使用此命令", + "commands.generic.unknownValue": "错误:未知值“%s”", + "commands.pocket.unknownPocketTemplate": "错误:未知模板“%s”", + "commands.pocket.placedSchem": "已将口袋维度模板%1$s放置于维度%3$s中%2$s处", + "commands.pocket.loadedSchem": "已将口袋维度模板%s加载至剪贴板,使用//paste粘贴", + "commands.pocket.log.creation.off": "已禁用口袋维度创建日志", + "commands.pocket.log.creation.on": "已启用口袋维度创建日志", + "commands.pocket.log.creation.generating": "正于位置%2$s %3$s %4$s处依照“%1$s”模板生成口袋维度", + + "rifts.unlinked1": "这条裂痕没有连接任何地方", + "rifts.unlinked2": "这条裂痕已经关闭", + "rifts.isLocked": "这条裂痕已经锁定", + "rifts.cantUnlock": "无法解锁此维度门!", + "rifts.unlocked": "解锁", + "rifts.locked": "锁定", + "rifts.destinations.escape.cannot_escape_limbo": "想的挺不错,但你必须找到永恒源质才能逃离灵薄狱", + "rifts.destinations.escape.not_in_pocket_dim": "此方块只能用于逃离口袋维度或灵薄狱", + "rifts.destinations.escape.did_not_use_rift": "因为没有使用维度门或裂痕离开口袋维度,你坠入了灵薄狱!", + "rifts.destinations.escape.rift_has_closed": "由于用于进入口袋维度的裂痕已经关闭,你坠入了灵薄狱!", + "rifts.destinations.private_pocket_exit.did_not_use_rift": "你没有使用维度门或裂痕离开口袋维度,所以你坠入了灵薄狱!", + "rifts.destinations.private_pocket_exit.rift_has_closed": "用于进入口袋维度的裂痕已经关闭,所以你坠入了灵薄狱!", + "rifts.entrances.rift_too_close": "在裂痕旁边放置维度门是很危险的。潜行右击以无视此限制,或放置于裂痕核心来连接此裂痕。", + "rifts.entrances.cannot_be_placed_on_rift": "这种类型的门无法放置于裂痕上", + + "tools.rift_miss": "你只能在裂痕的核心处使用此物品", + "tools.signature_blocked": "错误:绑定处已被方块阻挡", + "tools.target_became_block": "创建失败,绑定处已被方块阻挡", + + "text.autoconfig.dimdoors.title": "维度门", + "text.autoconfig.dimdoors.category.general": "全局设置", + "text.autoconfig.dimdoors.option.general.depthSpreadFactor": "Y轴扩散范围", + "text.autoconfig.dimdoors.option.general.depthSpreadFactor.@Tooltip": "逃离口袋维度或灵薄狱后Y轴的扩散范围, 以格每单位深度计。灵薄狱的默认深度为50。", + "text.autoconfig.dimdoors.option.general.riftCloseSpeed": "裂痕闭合速度", + "text.autoconfig.dimdoors.option.general.riftCloseSpeed.@Tooltip": "在使用裂痕移除器之后裂痕闭合的速度,以单位裂痕大小每游戏刻计。", + "text.autoconfig.dimdoors.option.general.riftGrowthSpeed": "裂痕成长速度", + "text.autoconfig.dimdoors.option.general.riftGrowthSpeed.@Tooltip": "裂痕扩大的速度,以单位裂痕大小每游戏刻计。", + "text.autoconfig.dimdoors.option.general.teleportOffset": "传送修正", + "text.autoconfig.dimdoors.option.general.teleportOffset.@Tooltip": "传送后玩家距离维度门的距离,以格计。", + "text.autoconfig.dimdoors.option.general.riftBoundingBoxInCreative": "创造模式裂痕碰撞体积", + "text.autoconfig.dimdoors.option.general.riftBoundingBoxInCreative.@Tooltip": "启用:在创造模式将显示裂痕方块的碰撞体积。", + "text.autoconfig.dimdoors.option.general.endermanSpawnChance": "末影人生成概率", + "text.autoconfig.dimdoors.option.general.endermanSpawnChance.@Tooltip": "末影人生成于独立裂痕的概率。", + "text.autoconfig.dimdoors.option.general.endermanAggressiveChance": "末影人激怒概率", + "text.autoconfig.dimdoors.option.general.endermanAggressiveChance.@Tooltip": "生成于独立裂痕的末影人攻击最近玩家的概率。", + + "text.autoconfig.dimdoors.category.doors": "维度门设置", + "text.autoconfig.dimdoors.option.doors.closeDoorBehind": "自动关闭维度门", + "text.autoconfig.dimdoors.option.doors.closeDoorBehind.@Tooltip": "启用:在玩家进入维度门后它将自动关闭。", + "text.autoconfig.dimdoors.option.doors.doorList": "维度门", + "text.autoconfig.dimdoors.option.doors.doorList.@Tooltip": "调整某些维度门的属性。", + "text.autoconfig.dimdoors.option.doors.doorList.mode": "模式", + "text.autoconfig.dimdoors.option.doors.doorList.mode.@Tooltip": "启用:仅生成这些维度门对应的变种维度;禁用:禁止生成这些维度门对应的变种维度。", + "text.autoconfig.dimdoors.option.doors.doorList.doors": "维度门适配", + "text.autoconfig.dimdoors.option.doors.doorList.doors.@Tooltip": "可用于制作维度门的门类方块的ID列表。如果一个门类物品的物品ID和方块ID不对应,可手动在此添加。", + "text.autoconfig.dimdoors.option.doors.placeRiftsInCreativeMode": "创造模式下生成裂痕", + "text.autoconfig.dimdoors.option.doors.placeRiftsInCreativeMode.@Tooltip": "启用:在创造模式下破坏维度门同样会产生裂痕。", + + + "text.autoconfig.dimdoors.category.pockets": "口袋维度设置", + "text.autoconfig.dimdoors.option.pockets.pocketGridSize": "房间生成间距", + "text.autoconfig.dimdoors.option.pockets.pocketGridSize.@Tooltip": "设置口袋维度的房间生成间隔,以区块(16格)计。", + "text.autoconfig.dimdoors.option.pockets.maxPocketSize": "最大口袋维度大小", + "text.autoconfig.dimdoors.option.pockets.maxPocketSize.@Tooltip": "设置全部口袋维度的最大房间大小。若数值为x,则大小为(x + 1) * (x + 1)区块。", + "text.autoconfig.dimdoors.option.pockets.privatePocketSize": "私人口袋维度大小", + "text.autoconfig.dimdoors.option.pockets.privatePocketSize.@Tooltip": "设置新生成的私人口袋维度的空间大小。如果此数值大于“最大口袋维度大小”,则将会按照“最大口袋维度大小”来处理。", + "text.autoconfig.dimdoors.option.pockets.publicPocketSize": "公用口袋维度大小", + "text.autoconfig.dimdoors.option.pockets.publicPocketSize.@Tooltip": "设置新生成的私人口袋维度的空间大小。如果此数值大于“私人口袋维度大小”,则将会按照“私人口袋维度大小”来处理。", + "text.autoconfig.dimdoors.option.pockets.defaultWeightEquation": "默认权重方程", + "text.autoconfig.dimdoors.option.pockets.defaultWeightEquation.@Tooltip": "当口袋生成器json中没有或仅有无效的权重方程时,设置用于计算权重的方程。", + "text.autoconfig.dimdoors.option.pockets.fallbackWeight": "备用权重", + "text.autoconfig.dimdoors.option.pockets.fallbackWeight.@Tooltip": "设置在默认权重方程计算失败后的备用方程。", + "text.autoconfig.dimdoors.option.pockets.classicPocketsResourcePackActivationType": "经典纹理包启用类型", + "text.autoconfig.dimdoors.option.pockets.classicPocketsResourcePackActivationType.@Tooltip": "默认:禁用,但可手动启用,默认开启:启用,但可手动禁用,始终开启:启用,且不可被禁用。", + "text.autoconfig.dimdoors.option.pockets.defaultPocketsResourcePackActivationType": "默认纹理包启用类型", + "text.autoconfig.dimdoors.option.pockets.asyncWorldEditPocketLoading": "创世神口袋载入同步", + "text.autoconfig.dimdoors.option.pockets.asyncWorldEditPocketLoading.@Tooltip": "将载入口袋维度时设置为同步/异步于创世神剪贴板,仅在创世神模组安装时生效。", + "text.autoconfig.dimdoors.option.pockets.canUseRiftSignatureInPrivatePockets": "口袋维度能否使用裂痕印记", + "text.autoconfig.dimdoors.option.pockets.canUseRiftSignatureInPrivatePockets.@Tooltip": "如果启用,则可在口袋维度中使用裂痕印记创建裂痕。", + + "dimdoors.pocket.dyeAlreadyAbsorbed": "因为口袋维度已经是此颜色了,所以裂痕拒绝了吸收染料。", + "dimdoors.pocket.pocketHasBeenDyed": "此口袋维度已被染色为%s。", + "dimdoors.pocket.remainingNeededDyes": "将此口袋维度染为%3$s的染料吸收进度:%1$s/%2$s。", + + "text.autoconfig.dimdoors.category.world": "世界生成设置", + "text.autoconfig.dimdoors.option.world.clusterGenChance": "裂痕集群生成概率", + "text.autoconfig.dimdoors.option.world.clusterGenChance.@Tooltip": "设置裂痕集群在区块中的生成概率(最大为1)。", + "text.autoconfig.dimdoors.option.world.gatewayGenChance": "临时维度门生成概率", + "text.autoconfig.dimdoors.option.world.gatewayGenChance.@Tooltip": "设置临时维度门在区块中的生成概率(最大为1)。", + "text.autoconfig.dimdoors.option.world.clusterDimBlacklist": "裂痕集群生成黑名单", + "text.autoconfig.dimdoors.option.world.clusterDimBlacklist.@Tooltip": "禁用一个维度的裂痕集群生成。在此写入对应的维度ID以禁用。", + "text.autoconfig.dimdoors.option.world.gatewayDimBlacklist": "临时维度门生成黑名单", + "text.autoconfig.dimdoors.option.world.gatewayDimBlacklist.@Tooltip": "禁用一个维度的临时维度门生成。在此写入对应的维度ID以禁用。", + + "text.autoconfig.dimdoors.category.dungeons": "地牢维度设置", + "text.autoconfig.dimdoors.option.dungeons.maxDungeonDepth": "最大地牢深度", + "text.autoconfig.dimdoors.option.dungeons.maxDungeonDepth.@Tooltip": "设置被判定为灵薄狱区域的深度。玩家进入小于此深度的维度门或裂痕时将被送入灵薄狱。", + + "text.autoconfig.dimdoors.category.monoliths": "灵狱之瞳设置", + "text.autoconfig.dimdoors.option.monoliths.dangerousLimboMonoliths": "危险的灵薄狱内灵狱之瞳", + "text.autoconfig.dimdoors.option.monoliths.dangerousLimboMonoliths.@Tooltip": "启用:灵薄狱内的灵狱之瞳将会攻击玩家并造成伤害。", + "text.autoconfig.dimdoors.option.monoliths.monolithTeleportation": "灵狱之瞳传送", + "text.autoconfig.dimdoors.option.monoliths.monolithTeleportation.@Tooltip": "启用:如果被灵狱之瞳注视时间过长,将把玩家传送至灵薄狱顶层。", + + "text.autoconfig.dimdoors.category.limbo": "灵薄狱设置", + "text.autoconfig.dimdoors.option.limbo.universalLimbo": "全局启用灵薄狱", + "text.autoconfig.dimdoors.option.limbo.universalLimbo.@Tooltip": "启用:玩家在除灵薄狱以外的任何维度死亡都将导致被送入灵薄狱。禁用:玩家仅于口袋维度中死亡时才被送入灵薄狱。", + "text.autoconfig.dimdoors.option.limbo.hardcoreLimbo": "硬核灵薄狱", + "text.autoconfig.dimdoors.option.limbo.hardcoreLimbo.@Tooltip": "启用:玩家将无法通过死亡逃离灵薄狱,这将使得金质次元门和永恒源质成为逃离的唯二手段。", + "text.autoconfig.dimdoors.option.limbo.decaySpreadChance": "衰败蔓延概率", + "text.autoconfig.dimdoors.option.limbo.decaySpreadChance.@Tooltip": "未完成。", + + "text.autoconfig.dimdoors.category.graphics": "图像设置", + "text.autoconfig.dimdoors.option.graphics.highlightRiftCoreFor": "裂痕核心高亮持续时间", + "text.autoconfig.dimdoors.option.graphics.highlightRiftCoreFor.@Tooltip": "在裂痕旁(并非直接放置于裂痕上)放置次元门时高亮裂痕的时间。单位为毫秒。", + "text.autoconfig.dimdoors.option.graphics.showRiftCore": "始终高亮裂痕核心", + "text.autoconfig.dimdoors.option.graphics.showRiftCore.@Tooltip": "启用:所有裂痕的核心都将以旋转的彩色方框形式高亮。", + "text.autoconfig.dimdoors.option.graphics.riftSize": "裂痕渲染大小", + "text.autoconfig.dimdoors.option.graphics.riftSize.@Tooltip": "裂痕渲染大小倍率,默认为1。", + "text.autoconfig.dimdoors.option.graphics.riftJitter": "裂痕抖动强度", + "text.autoconfig.dimdoors.option.graphics.riftJitter.@Tooltip": "裂痕抖动强度倍率,默认为1。", + + "argument.dimdoors.schematic.invalidNamespace": "未知的结构命名空间,应为%s中的一个,实际则是%s。", + "command.dimdoors.schematicv2.unknownSchematic": "未知命名空间“%2$s”中结构“%1$s”。", + "dimdoors.destination": "目标类型", + + "dimdoors.advancement.root": "维度门", + "dimdoors.advancement.root.desc": "向着未知空间的冒险", + "dimdoors.advancement.dark_ostiology": "至暗之径", + "dimdoors.advancement.dark_ostiology.desc": "通过木质维度门逃离地牢空间", + "dimdoors.advancement.darklight": "至暗之光", + "dimdoors.advancement.darklight.desc": "获得现实之壁", + "dimdoors.advancement.door_to_adventure": "冒险之门", + "dimdoors.advancement.door_to_adventure.desc": "进入地牢遗迹", + "dimdoors.advancement.enter_limbo": "地狱边境", + "dimdoors.advancement.enter_limbo.desc": "进入灵薄狱", + "dimdoors.advancement.hole_in_the_sky": "虚空虫洞", + "dimdoors.advancement.hole_in_the_sky.desc": "进入一条裂隙", + "dimdoors.advancement.home_away_from_home": "家外之家", + "dimdoors.advancement.home_away_from_home.desc": "进入私人口袋维度", + "dimdoors.advancement.lost_and_found": "失而复得", + "dimdoors.advancement.lost_and_found.desc": "打开地牢遗迹中的箱子", + "dimdoors.advancement.out_of_time": "连接超时", + "dimdoors.advancement.out_of_time.desc": "试图在口袋维度设置重生点", + "dimdoors.advancement.public_pocket": "公用空间", + "dimdoors.advancement.public_pocket.desc": "进入公用口袋维度", + "dimdoors.advancement.string_theory": "弦理论", + "dimdoors.advancement.string_theory.desc": "收集一些世界纤维", + "dimdoors.advancement.world_unfurled": "崩坏的维度", + "dimdoors.advancement.world_unfurled.desc": "收集一些破碎之壁", + "dimdoors.advancement.unravelled_but_immutable": "永恒的破碎", + "dimdoors.advancement.unravelled_but_immutable.desc": "收集一些坚韧纤维", + "dimdoors.advancement.fuzzy_unreality": "模糊而虚幻", + "dimdoors.advancement.fuzzy_unreality.desc": "收集一些崩解的纤维", + + "biome.dimdoors.black_void": "黑色虚空(公用口袋维度空间)", + "biome.dimdoors.dangerous_black_void": "凶险的黑暗虚空(地牢遗迹空间)", + "biome.dimdoors.limbo": "灵薄狱", + "biome.dimdoors.white_void": "白色虚空(私人口袋维度空间)", + + "limbo.death.fell.accident.ladder": "%1$s从梯子上摔入了灵薄狱", + "limbo.death.fell.accident.vines": "%1$s从藤蔓上摔入了灵薄狱", + "limbo.death.fell.accident.weeping_vines": "%1$s从垂泪藤上摔入了灵薄狱", + "limbo.death.fell.accident.twisting_vines": "%1$s从缠怨藤上摔入了灵薄狱", + "limbo.death.fell.accident.scaffolding": "%1$s从脚手架上摔入了灵薄狱", + "limbo.death.fell.accident.other_climbable": "%1$s在攀爬时摔入了灵薄狱", + "limbo.death.fell.accident.generic": "%1$s从高处摔入了灵薄狱", + "limbo.death.fell.killer": "%1$s注定要坠入灵薄狱", + "limbo.death.fell.assist": "%1$s因为%2$s注定要坠入灵薄狱", + "limbo.death.fell.assist.item": "%1$s因为%2$s使用了%3$s注定要坠入灵薄狱", + "limbo.death.fell.finish": "%1$s摔伤的太重并被%2$s送进了灵薄狱", + "limbo.death.fell.finish.item": "%1$s摔伤的太重并被%2$s用%3$s送进了灵薄狱", + "limbo.death.attack.lightningBolt": "%1$s被闪电劈进了灵薄狱", + "limbo.death.attack.lightningBolt.player": "%1$s在与%2$s战斗时被闪电劈进了灵薄狱", + "limbo.death.attack.inFire": "%1$s在火焰中升入了灵薄狱", + "limbo.death.attack.inFire.player": "%1$s在与%2$s战斗时踏入了火中并升入了灵薄狱", + "limbo.death.attack.onFire": "%1$s被烤的酥脆,醒来后发现自己处于灵薄狱", + "limbo.death.attack.onFire.player": "%1$s在与%2$s战斗时被烤的酥脆,醒来后发现自己处于灵薄狱", + "limbo.death.attack.lava": "%1$s试图在熔岩里游泳并沉入了灵薄狱", + "limbo.death.attack.lava.player": "%1$s在逃离%2$s时试图在熔岩里游泳并沉入了灵薄狱", + "limbo.death.attack.hotFloor": "%1$s发现地板是灵薄狱做的", + "limbo.death.attack.hotFloor.player": "%1$s因%2$s而步入危险之地并沉入了灵薄狱", + "limbo.death.attack.inWall": "%1$s卡进了灵薄狱", + "limbo.death.attack.inWall.player": "%1$s在与%2$s战斗时卡进了灵薄狱", + "limbo.death.attack.cramming": "%1$s因被过度挤压而被送入了灵薄狱", + "limbo.death.attack.cramming.player": "%1$s被%2$s挤扁而被送入了灵薄狱", + "limbo.death.attack.drown": "%1$s淹死了并沉入了灵薄狱", + "limbo.death.attack.drown.player": "%1$s在试图逃离%2$s时淹死了并沉入了灵薄狱", + "limbo.death.attack.starve": "%1$s饿昏了,醒来后发现自己处于灵薄狱", + "limbo.death.attack.starve.player": "%1$s在与%2$s战斗时饿昏了,醒来后发现自己处于灵薄狱", + "limbo.death.attack.cactus": "%1$s撞上了仙人掌,醒来后发现自己处于灵薄狱", + "limbo.death.attack.cactus.player": "%1$s在试图逃离%2$s时撞上了仙人掌,醒来后发现自己处于灵薄狱", + "limbo.death.attack.generic": "%1$s坠入了灵薄狱", + "limbo.death.attack.generic.player": "%1$s被%2$s送入了灵薄狱", + "limbo.death.attack.explosion": "%1$s被炸进了灵薄狱", + "limbo.death.attack.explosion.player": "%1$s被%2$s炸进了灵薄狱", + "limbo.death.attack.explosion.player.item": "%1$s被%2$s使用%3$s炸进了灵薄狱", + "limbo.death.attack.magic": "%1$s被魔法送入了灵薄狱", + "limbo.death.attack.magic.player": "%1$s被%2$s的魔法送入了灵薄狱", + "limbo.death.attack.even_more_magic": "%1$s被不为人知的魔法淹没了,醒来后发现自己处于灵薄狱", + "limbo.death.attack.message_too_long": "信息过长!以下为截取:%s", + "limbo.death.attack.wither": "%1$s化作了灵薄狱中的亡魂", + "limbo.death.attack.wither.player": "%1$s在与%2$s战斗时化作了灵薄狱中的亡魂", + "limbo.death.attack.witherSkull": "%1$s被%2$s发射的头颅炸进了灵薄狱", + "limbo.death.attack.anvil": "%1$s被坠落的铁砧砸进了灵薄狱", + "limbo.death.attack.anvil.player": "%1$s在与%2$s战斗时被坠落的铁砧砸进了灵薄狱", + "limbo.death.attack.fallingBlock": "%1$s被下落的方块砸进了灵薄狱", + "limbo.death.attack.fallingBlock.player": "%1$s在与%2$s战斗时被下落的方块砸进了灵薄狱", + "limbo.death.attack.stalagmite": "%1$s摔在了石笋上,穿越进了灵薄狱", + "limbo.death.attack.stalagmite.player": "%1$s在与%2$s战斗时摔在了石笋上,穿越进了灵薄狱", + "limbo.death.attack.fallingStalactite": "%1$s被坠落的钟乳石砸进了灵薄狱", + "limbo.death.attack.fallingStalactite.player": "%1$s在与%2$s战斗时被坠落的钟乳石砸进了灵薄狱", + "limbo.death.attack.mob": "%1$s被%2$s送进了灵薄狱", + "limbo.death.attack.mob.item": "%1$s被%2$s用%3$s送进了灵薄狱", + "limbo.death.attack.player": "%1$s被%2$s送进了灵薄狱", + "limbo.death.attack.player.item": "%1$s被%2$s用%3$s送进了灵薄狱", + "limbo.death.attack.arrow": "%1$s被%2$s射进了灵薄狱", + "limbo.death.attack.arrow.item": "%1$s被%2$s用%3$s射进了灵薄狱", + + "limbo.death.attack.fireball": "%1$s被%2$s的火球炸进了灵薄狱", + "limbo.death.attack.fireball.item": "%1$s被%2$s用%3$s发射的火球炸进了灵薄狱", + "limbo.death.attack.thrown": "%1$s被%2$s砸进了灵薄狱", + "limbo.death.attack.thrown.item": "%1$s被%2$s用%3$s砸进了灵薄狱", + "limbo.death.attack.indirectMagic": "%1$s被%2$s使用的魔法送进了灵薄狱", + "limbo.death.attack.indirectMagic.item": "%1$s被%2$s用%3$s送进了灵薄狱", + "limbo.death.attack.thorns": "%1$s在试图伤害%2$s时被吸进了灵薄狱", + "limbo.death.attack.thorns.item": "%1$s在试图伤害%2$s时被%3$s吸进了灵薄狱", + "limbo.death.attack.trident": "%1$s被%2$s叉进了灵薄狱", + "limbo.death.attack.trident.item": "%1$s被%2$s用%3$s叉进了灵薄狱", + "limbo.death.attack.fall": "%1$s摔进了灵薄狱", + "limbo.death.attack.fall.player": "%1$s在试图逃离%2$s时摔进了灵薄狱", + "limbo.death.attack.outOfWorld": "%1$s掉入了灵薄狱", + "limbo.death.attack.outOfWorld.player": "%1$s因为与%2$s不共戴天,所以把自己关进了灵薄狱", + "limbo.death.attack.dragonBreath": "%1$s被龙息烤熟了,醒来后发现自己处于灵薄狱", + "limbo.death.attack.dragonBreath.player": "%1$s被%2$s的龙息烤熟了,醒来后发现自己处于灵薄狱", + "limbo.death.attack.flyIntoWall": "%1$s感受到了动能,然后飞进了灵薄狱", + "limbo.death.attack.flyIntoWall.player": "%1$s在试图逃离%2$s时飞进了灵薄狱", + "limbo.death.attack.fireworks": "%1$s随着一声巨响进入了灵薄狱", + "limbo.death.attack.fireworks.player": "%1$s在与%2$s战斗时随着一声巨响进入了灵薄狱", + "limbo.death.attack.fireworks.item": "%1$s随着%2$s用%3$s发射的烟花发出的巨响进入了灵薄狱", + "limbo.death.attack.badRespawnPoint.message": "%1$s被%2$s送入了灵薄狱", + "limbo.death.attack.badRespawnPoint.link": "刻意的游戏设计", + "limbo.death.attack.sweetBerryBush": "%1$s被甜浆果丛缠进了灵薄狱", + "limbo.death.attack.sweetBerryBush.player": "%1$s在试图逃离%2$s时被甜浆果丛缠进了灵薄狱", + "limbo.death.attack.sting": "%1$s被迫“虫”进了灵薄狱", + "limbo.death.attack.sting.player": "%1$s因为%2$s被迫“虫”进了灵薄狱", + "limbo.death.attack.freeze": "%1$s被冰封了,我们在灵薄狱发现了ta", + "limbo.death.attack.freeze.player": "%1$s被%2$s冰封了,我们在灵薄狱发现了ta", + + "limbo.exit.eternal_fluid": "%1$s沐浴在现实之中", + "limbo.exit.generic": "%1$s逃离了灵薄狱", + "limbo.exit.rift": "%1$s发现了逃离灵薄狱的裂痕", + "stat.dimdoors.deaths_in_pocket": "口袋维度中的死亡次数", + "stat.dimdoors.times_been_to_dungeon": "前往地牢的次数", + "stat.dimdoors.times_sent_to_limbo": "坠入灵薄狱的次数", + "stat.dimdoors.times_teleported_by_monolith": "被灵狱之瞳传送的次数", + + "resourcePackActivationType.normal": "正常", + "resourcePackActivationType.defaultEnabled": "询问", + "resourcePackActivationType.alwaysEnabled": "始终", + + "dimdoors.mode.enable": "启用", + "dimdoors.mode.disable": "禁用" } \ No newline at end of file