📄 localization.lua
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-- This associates the string names of damage types (schools) with the DM_DMGTYPE constants.
DM_DMGNAMETOID = {
Arcane = DM_DMGTYPE_ARCANE,
Fire = DM_DMGTYPE_FIRE,
Nature = DM_DMGTYPE_NATURE,
Frost = DM_DMGTYPE_FROST,
Shadow = DM_DMGTYPE_SHADOW,
Holy = DM_DMGTYPE_HOLY,
Physical = DM_DMGTYPE_PHYSICAL,
};
DM_DMGTYPENAMES = {
"奥术",
"火焰",
"自然",
"冰霜",
"暗影",
"神圣",
"物理",
"标准",
};
-- Errors --
DM_ERROR_INVALIDARG = "伤害统计: 无效数目.";
DM_ERROR_MISSINGARG = "伤害统计: 数目丢失.";
DM_ERROR_NOSAVEDTABLE = "伤害统计: 没有保存列表.";
DM_ERROR_BADREPORTTARGET = "伤害统计: 无效报告目标 = ";
DM_ERROR_MISSINGWHISPERTARGET = "伤害统计: 指定对象不存在.";
DM_ERROR_MISSINGCHANNEL = "伤害统计: 指定同步频道不存在.";
DM_ERROR_NOSYNCCHANNEL = "伤害统计: 使用同步指令前请用 dmsyncchan 指定同步频道.";
DM_ERROR_JOINSYNCCHANNEL = "伤害统计: 使用同步指令必须加入同步频道 ('%s').";
DM_ERROR_SYNCTOOSOON = "伤害统计: 同步请求发送过快; 忽略.";
DM_ERROR_POPNOPARTY = "伤害统计: 不能传送列表,你不在队伍内.";
DM_ERROR_NOROOMFORPLAYER = "伤害统计: 不能将宠物数据与玩家合并因为不能将玩家添加至列表(列表已满?).";
DM_ERROR_BROADCASTNOGROUP = "伤害统计: 必须再小队或团队中才能广播频道.";
DM_ERROR_NOPARTY = "伤害统计: 你不在小队中.";
DM_ERROR_NORAID = "伤害统计: 你不在团队中.";
-- Messages --
DM_MSG_SETQUANT = "伤害统计: 设置可见个数为 ";
DM_MSG_CURRENTQUANT = "伤害统计: 当前个数 = ";
DM_MSG_CURRENTSORT = "伤害统计: 当前排列类型 = ";
DM_MSG_SORT = "伤害统计: 设置排列类型为 ";
DM_MSG_CLEAR = "伤害统计: 删除 %d 到 %d.";
--DM_MSG_REMAINING = "伤害统计: %d 单位剩余.";
DM_MSG_REPORTHEADER = "伤害统计: <%s> 报告于 %d/%d 单位:";
DM_MSG_PLAYERREPORTHEADER = "伤害统计: 玩家报告于 %s:";
DM_MSG_SETCOUNTTOMAX = "伤害统计: 未指定统计个数,设为最大.";
DM_MSG_SETCOUNT = "伤害统计: 新的统计个数 = ";
DM_MSG_RESETFRAMEPOS = "伤害统计: 重置面板位置.";
DM_MSG_SAVE = "伤害统计: 保存列表.";
DM_MSG_RESTORE = "伤害统计: 恢复保存列表.";
DM_MSG_MERGE = "伤害统计: 与当前列表合并.";
DM_MSG_SWAP = "伤害统计: 交换 (%d) 列表并保存 (%d) 列表.";
DM_MSG_SETCOLORSCHEME = "伤害统计: 设置颜色显示为 ";
DM_MSG_TRUE = "true";
DM_MSG_FALSE = "false";
DM_MSG_SETVISINPARTY = "伤害统计: 只在队伍中可见设为 ";
DM_MSG_SETAUTOCOUNT = "伤害统计: 设置新的自动统计限制为 ";
DM_MSG_LISTBANNED = "伤害统计: 显示被禁止单位:";
DM_MSG_CLEARBANNED = "伤害统计: 解禁所有被禁止单位.";
DM_MSG_HOWTOSHOW = "伤害统计: 隐藏窗口,使用 /dmshow 再次可见.";
DM_MSG_SYNCCHAN = "伤害统计: 同步频道设为 ";
DM_MSG_SYNCREQUESTACK = "伤害统计: 发送同步请求 ";
DM_MSG_SYNCREQUESTACKEVENTS = "伤害统计: 发送同步请求(包含详细数据) ";
DM_MSG_SYNC = "伤害统计: 发送数据.";
DM_MSG_SYNCEVENTS = "伤害统计: 发送数据(包含详细数据).";
DM_MSG_LOCKED = "伤害统计: 列表已锁定.";
DM_MSG_NOTLOCKED = "伤害统计: 列表解锁.";
DM_MSG_PAUSED = "伤害统计: 统计暂停.";
DM_MSG_UNPAUSED = "伤害统计: 统计继续.";
DM_MSG_POSLOCKED = "伤害统计: 位置已锁定.";
DM_MSG_POSNOTLOCKED = "伤害统计: 位置解锁.";
DM_MSG_CLEARRECEIVED = "伤害统计: 同步清除请求接收于 ";
DM_MSG_ADDINGPETTOPLAYER = "伤害统计: 宠物数据将作为你的数据.";
DM_MSG_NOTADDINGPETTOPLAYER = "伤害统计: 宠物数据与你的数据分离.";
DM_MSG_PETMERGE = "伤害统计: 将宠物的 (%s) 信息与你合并.";
DM_MSG_RESETWHENCOMBATSTARTSCHANGE = "伤害统计: 战斗开始时重置数据 = ";
DM_MSG_SHOWFIGHTASPS = "伤害统计: 本次战斗每秒数据显示 = ";
DM_MSG_COMBATDURATION = "战斗持续 = %.2f 秒.";
DM_MSG_RECEIVEDSYNCDATA = "伤害统计: 从 %s 接收数据.";
DM_MSG_TOTAL = "总计";
DM_MSG_VERSION = "伤害统计 %s 已激活,查看指令输入/dmcmd.";
DM_MSG_REPORTHELP = "/dmreport指令包含3个部分:\n\n1) 发送目标. 包含以下几点:\n c - 控制台(只有你可见)%.\n s - 说\n p - 小队\n r - 团队\n g - 工会\n o - 工会管理\n h - 聊天频道.如 /dmreport h mychannel\n w - 悄悄话.如 /dmreport w 某某\n f - 面板: 在窗口中显示报告.\n\n下方的字母将有更高的优先级(最低到最高)%.\n\n2) 随意的限制数,这个数字紧跟在发送目标后.\n如: /dmreport p5\n\n3) 默认情况下,报告只发送当前显示类别. 如果'total'被指定在发送目标前, 那么报告将发送每个类别. 完整报告是规整的以方便剪切-粘贴到一个文本文件,所以最好指定面板显示.\n如: /dmreport total f\n\n一个例子: 向玩家'Charia'发送列表中前3名的资料:\n/dmreport w3 Charia";
DM_MSG_COLLECTORS = "数据收集者: (%s)";
DM_MSG_ACCUMULATING = "伤害统计: 数据累积已开启.";
DM_MSG_REPORTTOTALDPS = "总计 = %.1f (%.1f 可见)";
DM_MSG_REPORTTOTAL = "总计 = %d (%d 可见)";
DM_MSG_SYNCMSG = "[DMM] |Hplayer:%s|h[%s]|h: %s";
DM_MSG_MEMCLEAR = "伤害统计: 清除保存列表.";
DM_MSG_MAXBARS = "伤害统计: 显示最大统计个数设置为 %s.";
DM_MSG_MINBARS = "伤害统计: 设置最小化到 %s.";
DM_MSG_LEADERREPORTHEADER = "伤害统计: 团长报告于 %d/%d 单位:\n #";
-- This causes disconnects...maybe its too long? ..maybe WoW doesn't like the \n character?
--DM_MSG_FULLREPORTHEADER = "伤害统计: 完整报告于 %d/%d 单位:\n玩家 伤害量 治疗量 承受伤害 接受治疗 击中 致命\n_______________________________________________________________________________";
DM_MSG_FULLREPORTHEADER1 = "伤害统计: 完整报告于 %d/%d 单位:";
DM_MSG_FULLREPORTHEADER2 = "玩家 伤害量 治疗量 承受伤害 接受治疗 击中 致命";
DM_MSG_FULLREPORTHEADER3 = "_______________________________________________________________________________";
DM_MSG_CLEARACKNOWLEDGED = "伤害统计: 清除已知玩家 %s.";
DM_MSG_EVENTREPORTHEADER = "伤害统计: %d/%d 单位的详细数据报告:\n";
DM_MSG_PLAYERONLYEVENTDATAOFF = "伤害统计: 记录所有玩家的详细数据.";
DM_MSG_PLAYERONLYEVENTDATAON = "伤害统计: 只记录自己的详细数据.";
DM_MSG_SYNCCHANBROADCAST = "伤害统计: 将队内同步频道设置为: ";
DM_MSG_SYNCINGROUPON = "伤害统计: 你将只与队员同步.";
DM_MSG_SYNCINGROUPOFF = "伤害统计: 你将与任何人同步.";
DM_MSG_AUTOSYNCJOINON = "伤害统计: 你会自动加入同步频道.";
DM_MSG_AUTOSYNCJOINOFF = "伤害统计: 你不再自动加入同步频道.";
DM_MSG_SYNCHELP = "数据同步是多个伤害统计插件(DamageMeters)互相传输数据的过程. 它主要用在玩家经常因为互相距离太远而接收不到其他人的战斗信息的副本中.\n\n同步设置快速指引:\n\n1) 一个玩家(称他为Leader)设置一个频道名并加入, 比如 /dmsyncchan ourchannel.\n2) Leader使用 /dmsyncbroadcastchan (或者/dmsyncb). 任何使用较新版本伤害统计插件的玩家都会自动加入这个频道.\n3) Leader为当前副本进程选择一个名字--比如 Onyxia ,使用 /dmsyncstart 来设置(/dmsyncstart Onyxia). 这样会清除每个玩家的数据并暂停,并且标记当前副本进程.\n3) 一旦每个人都在频道了,在开始RAID前, Leader应该使用 /dmsyncready 或者 /dmsyncunpause 来使插件开始工作.\n4) 开始RAID吧! \n5) 最后使用 /dmsync 来同步数据. 这样会造成一些延迟所以最好打几仗再使用一次(虽然没必要每仗结束后都使用). 如果希望得到详细数据,使用(/dmsync e), 那么同步过程将更长一点.\n\n注意: Leader没有任何特别, 任何有伤害统计插件的玩家都能使用这些指令. 只是让一个人来负责简单一些.";
DM_MSG_PINGING = "伤害统计: 正在与其他玩家连接...";
DM_MSG_SYNCONLYPLAYEREVENTSON = "伤害统计: 自己的详细数据将被传送.";
DM_MSG_SYNCONLYPLAYEREVENTSOFF = "伤害统计: 所有玩家的详细数据将被传送.";
DM_MSG_SYNCPAUSE = "伤害统计: %s 请求暂停统计.";
DM_MSG_SYNCUNPAUSE = "伤害统计: %s 请求继续统计.";
DM_MSG_SYNCREADY = "伤害统计: %s 准备就绪.";
DM_MSG_SYNCPAUSEREQ = "伤害统计: 发送暂停指令...";
DM_MSG_SYNCUNPAUSEREQ = "伤害统计: 发送继续指令...";
DM_MSG_SYNCREADYREQ = "伤害统计: 发送已准备就绪...";
DM_MSG_PRESSCONTROLEVENT = "按CTRL查看详细数据";
DM_MSG_PRESSCONTROLQUANTITY = "按CTRL查看统计数据";
DM_MSG_PRESSALTSINGLEQUANTITY = "按ALT查看当前数据";
DM_MSG_PAUSEDTITLE = "暂停";
DM_MSG_READYTITLE = "准备就绪";
DM_MSG_EVENTDATALEVEL = {
"伤害统计: 不分析详细数据.",
"伤害统计: 只分析自己的详细数据.",
"伤害统计: 分析所有玩家的详细数据."
};
DM_MSG_SYNCEVENTDATALEVEL = {
"伤害统计: 不传送详细数据.",
"伤害统计: 传送自己的详细数据.",
"伤害统计: 传送所有玩家的详细数据."
};
DM_MSG_HELP = "- 输入 /dmcmd 显示所有指令.\n- 如果你不可见DM面板,请使用 /dmresetpos.";
DM_MSG_LEAVECHAN = "伤害统计: 离开频道 '%s'.";
DM_MSG_READYUNPAUSING = "伤害统计: 详细数据已接收,发送继续传输指令...";
DM_MSG_KICKED = "伤害统计: 你被 %s 移出同步频道.";
DM_MSG_SETLABEL = "伤害统计: 当前进程标记为 <%s>. (标签 = %d)";
DM_MSG_SESSIONMISMATCH = "伤害统计: 接收到不同进程同步数据.自动清除.";
DM_MSG_SHOWINGFIGHTEVENTSONLY = "仅显示本次战斗详细数据.";
DM_MSG_SYNCCLEARREQ = "伤害统计: 发送清除请求...";
DM_MSG_CURRENTBARWIDTH = "伤害统计: 当前显示条宽度 = %d.\n使用 (/dmsetbarwidth default) 来重置宽度到默认值.";
DM_MSG_NEWBARWIDTH = "伤害统计: 新的显示条宽度 = %d.";
DM_MSG_PLAYERJOINEDSYNCCHAN = "伤害统计: 玩家 %s 加入同步频道. [版本 %s]";
DM_MSG_SYNCSESSIONMISMATCH = "玩家 %s 的进程 (%s:%d) 不符: 玩家数据清除.";
DM_MSG_SYNCHALTRECEIVED = "伤害统计: 同步中止命令接收于 %s.";
DM_MSG_SYNCHALTSENT = "伤害统计: 发送中止命令...";
-- RPS
DM_MSG_RPS_CHALLENGE = "你和 %s 玩石头剪刀布! 你出了 %s.";
DM_MSG_RPS_CHALLENGED = "%s 和你玩石头剪刀布! 使用 /dmrpsr [player] [r/p/s] (r=石头 p=布 s=剪刀) 回应.";
DM_MSG_RPS_MISSING_PLAYER = "错误: 请求无效. 当前只能有一名玩家和你猜拳所以其他玩家请求被忽略.";
DM_MSG_RPS_NOTCHALLENGED = "错误: %s 并没有和你玩石头剪刀布.";
DM_MSG_RPS_YOUPLAY = "你出了 %s.";
DM_MSG_RPS_PLAYS = "%s 出了 %s.";
DM_MSG_RPS_DEFEATED = "%s 打败了你.";
DM_MSG_RPS_VICTORIOUS = "你打败了 %s!"
DM_MSG_RPS_TIE = "你和 %s 玩厌了.";
--[[ Note: This is only to help construct the DM_MSG_REPORTHELP string.
/dmreport指令包含3个部分:
1) 发送目标. 包含以下几点:
c - 控制台(只有你可见)%.
s - 说
p - 小队
r - 团队
g - 工会
h - 聊天频道.如 /dmreport h mychannel
w - 悄悄话.如 /dmreport w 某某
f - 面板: 在窗口中显示报告.
下方的字母将有更高的优先级(最低到最高)%.
2) 随意的限制数,这个数字紧跟在发送目标后.
如: /dmreport p5
3) 默认情况下,报告只发送当前显示类别. 如果'total'被指定在发送目标前, 那么报告将发送每个类别. 完整报告是规整的以方便剪切-粘贴到一个文本文件,所以最好指定面板显示.
如: /dmreport total f
一个例子: 向玩家'Charia'发送列表中前3名的资料:
/dmreport w3 Charia
]]--
--[[ Note: This is only to help construct the DM_MSG_SYNCHELP string.
DamageMeters Sync'ing (short for synchronization) is a process whereby multiple DM users can transmit their data to each other. Its primary use is for instances where the players are often far from each other and thus miss some of each other's combat messages.\n\nSync Quick-Start Guide:\n\n1) Someone (I'll call her the Sync Leader) chooses a channel name and joins it, ie. /dmsyncchan ourchannel.\n2) The Sync Leader then calls /dmsyncbroadcastchan (or just /dmsyncb). Anyone who is running a sufficiently recent version of DM will automatically be joined into that channel.\n3) The Sync Leader choses a name for the session--for example, Onyxia-- then calls /dmsyncstart with that name. (/dmsyncstart Onyxia_. This will clear everyone's data and pause them, as well as mark them with this label.\n3) Once everyone is in the channel, but before the activity begins, the Sync Leader should call /dmsyncready or /dmsyncunpause so that data collection can happen.\n4) Play! Collect data!\n5) Finally, the Sync Leader calls /dmsync whenever she wants the raid to share data. Since it can cause a little slowdown it is best to do this between fights (though not necessarily between every fight). If event data is desired, call (/dmsync e), though it takes a lot longer to sync.\n\nNote: There is nothing special about the Sync Leader: any player can perform any of these commands. It just seems simpler to have one person in charge of it.
]]--
-- Menu Options --
DM_MENU_CLEAR = "清除";
DM_MENU_RESETPOS = "重置位置";
DM_MENU_HIDE = "隐藏面板";
DM_MENU_SHOW = "显示面板";
DM_MENU_VISINPARTY = "只在队伍中可见";
DM_MENU_REPORT = "生成报告";
DM_MENU_BARCOUNT = "统计个数";
DM_MENU_AUTOCOUNTLIMIT = "自动统计限制";
DM_MENU_SORT = "排列类型";
DM_MENU_VISIBLEQUANTITY = "显示类别";
--DM_MENU_COLORSCHEME = "颜色显示";
DM_MENU_MEMORY = "内存计数";
DM_MENU_SAVE = "保存";
DM_MENU_RESTORE = "恢复";
DM_MENU_MERGE = "合并";
DM_MENU_SWAP = "交换";
DM_MENU_DELETE = "删除";
DM_MENU_BAN = "禁止";
DM_MENU_CLEARABOVE = "清除以上";
DM_MENU_CLEARBELOW = "清除以下";
--DM_MENU_LOCK = "锁定列表";
--DM_MENU_UNLOCK = "解锁列表";
DM_MENU_PAUSE = "暂停统计";
--DM_MENU_UNPAUSE = "继续统计";
DM_MENU_LOCKPOS = "锁定位置";
DM_MENU_UNLOCKPOS = "解锁位置";
DM_MENU_GROUPMEMBERSONLY = "只监视队内成员";
DM_MENU_ADDPETTOPLAYER = "将宠物数据做为自己的数据";
DM_MENU_TEXT = "文字选项";
DM_MENU_TEXT_RANK = "排行";
DM_MENU_TEXT_NAME = "姓名";
DM_MENU_TEXT_TOTALPERCENTAGE = "百分比";
DM_MENU_TEXT_LEADERPERCENTAGE = "与第一相比";
DM_MENU_TEXT_VALUE = "值";
DM_MENU_TEXT_DELTA = "差值";
DM_MENU_SETCOLORFORALL = "将所有颜色设为";
DM_MENU_DEFAULTCOLORS = "恢复默认颜色";
DM_MENU_RESETONCOMBATSTARTS = "战斗开始时重置数据";
DM_MENU_SHOWFIGHTASPS = "显示本次战斗的每秒数据";
DM_MENU_REFRESHBUTTON = "刷新";
DM_MENU_TOTAL = "总计";
DM_MENU_CHOOSEREPORT = "选择报告";
-- Note reordered this list in version 2.2.0
DM_MENU_REPORTNAMES = {"面板", "控制台", "说", "小队", "团队", "工会", "工会管理"};
DM_MENU_TEXTCYCLE = "循环";
DM_MENU_QUANTCYCLE = "循环显示";
DM_MENU_HELP = "帮助";
DM_MENU_ACCUMULATEINMEMORY = "数据累计";
DM_MENU_POSITION = "位置";
DM_MENU_RESIZELEFT = "向左延伸";
DM_MENU_RESIZEUP = "向上延伸";
DM_MENU_SHOWMAX = "显示最大";
DM_MENU_SHOWTOTAL = "显示全部";
DM_MENU_LEADERS = "Leaders";
DM_MENU_PLAYERREPORT = "玩家报告";
DM_MENU_EVENTREPORT = "详细数据报告";
DM_MENU_EVENTDATA = "详细数据";
DM_MENU_EVENTDATA_NONE = "不分析详细数据";
DM_MENU_EVENTDATA_PLAYER = "分析自己的详细数据";
DM_MENU_EVENTDATA_ALL = "分析所有玩家的详细数据";
--DM_MENU_SYNCEVENTDATA_NONE = "不传送详细数据";
--DM_MENU_SYNCEVENTDATA_PLAYER = "传送自己的详细数据";
--DM_MENU_SYNCEVENTDATA_ALL = "传送所有玩家的详细数据";
DM_MENU_SHOWEVENTDATATOOLTIP = "详细数据";
DM_MENU_EVENTS1 = "事件1-20";
DM_MENU_EVENTS2 = "事件21-40";
DM_MENU_EVENTS3 = "事件41-50";
DM_MENU_SYNC = "数据同步";
DM_MENU_ONLYSYNCWITHGROUP = "只在队内同步";
DM_MENU_PERMITSYNCAUTOJOIN = "加入同步频道";
DM_MENU_CLEARONAUTOJOIN = "加入时清除";
DM_MENU_SYNCBROADCASTCHAN = "广播同步频道";
DM_MENU_SYNCLEAVECHAN = "离开频道";
DM_MENU_SYNCONLYPLAYEREVENTS = "只同步自己的详细数据";
DM_MENU_ENABLEDMM = "显示DMM消息";
DM_MENU_NOSYNCCHAN = "未设置同步频道";
DM_MENU_SYNCCHAN = "当前同步频道 = ";
DM_MENU_SESSION = "当前进程 = ";
DM_MENU_SAVEDSESSION = "进程 = ";
DM_MENU_JOINSYNCCHAN = "加入频道请使用 /dmsyncchan";
DM_MENU_PARSEEVENTMESSAGES = "分析接收详细数据中";
DM_MENU_SENDINGBAR = "发送中...";
DM_MENU_PROCESSINGBAR = "处理中...";
DM_MENU_QUANTITYFILTER = "循环显示";
DM_MENU_MINIMIZE = "最小化";
DM_MENU_LEFTJUSTIFYTEXT = "左对齐";
DM_MENU_RESTOREDEFAULTOPTIONS = "恢复默认设置";
DM_MENU_PLAYERALWAYSVISIBLE = "自己总是可见";
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