📄 messages.properties
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MechSelectorDialog.4=YearMechSelectorDialog.5=CostMechSelectorDialog.All=AllMechSelectorDialog.ISAll=IS AllMechSelectorDialog.ISAndClan=IS and ClanMechSelectorDialog.m_bPick=SelectMechSelectorDialog.m_bPickClose=Select & CloseMechSelectorDialog.m_labelListOptions=Display:MechSelectorDialog.m_cModel=MMechSelectorDialog.m_cName=NMechSelectorDialog.m_cTons=TMechSelectorDialog.m_cBV=BMechSelectorDialog.m_cYear=YMechSelectorDialog.m_cLevel=LMechSelectorDialog.m_cCost=CMechSelectorDialog.m_labelPlayer=Player:MechSelectorDialog.m_labelSort=Sort: MechSelectorDialog.m_labelType=Type: MechSelectorDialog.m_labelUnitType=Unit Type: MechSelectorDialog.m_labelWeightClass=Weight Class: MechSelectorDialog.MixedAll=Mixed AllMechSelectorDialog.Search.Show=< Show Advanced Search >MechSelectorDialog.Search.Hide=> Hide Advanced Search <MechSelectorDialog.Search.Any=AnyMechSelectorDialog.Search.or=orMechSelectorDialog.Search.and=andMechSelectorDialog.Search.AtLeast=at leastMechSelectorDialog.Search.EqualTo=equal toMechSelectorDialog.Search.NoMoreThan=no more thanMechSelectorDialog.Search.Search=SearchMechSelectorDialog.Search.Reset=ResetMechSelectorDialog.Search.Walk=WalkMechSelectorDialog.Search.Jump=JumpMechSelectorDialog.Search.Armor=Armor at leastMechSelectorDialog.Search.Armor25=25% of maximumMechSelectorDialog.Search.Armor50=50% of maximumMechSelectorDialog.Search.Armor75=75% of maximumMechSelectorDialog.Search.Armor90=90% of maximumMechSelectorDialog.Search.Weapons=Has weapons:MechSelectorDialog.Search.WeaponsAtLeast=At leastMechSelectorDialog.Search.Equipment=Has equipment:MechSelectorDialog.title=Select Mech...MechView.Armor=Armor: MechView.CarringCapacity=\nCarrying Capacity:\nMechView.Clan=\ (Clan)MechView.Endo\ Steel=\ (Endo Steel)MechView.Endo\ Steel\ Prototype=\ (Endo Steel Prototype)MechView.Reinforced=\ (Reinforced)MechView.Composite=\ (Composite)MechView.Engine=Engine: MechView.Gyro=Gyro: MechView.Cockpit=Cockpit: MechView.ConstructionFactor=Construction Factor: MechView.TurretArmor=Turret Armor: MechView.Ferro-Fibrous=\ (Ferro-Fibrous)MechView.Reactive=\ (Reactive)MechView.Reflective=\ (Reflective)MechView.Hardened=\ (Hardened)MechView.Light\ Ferro-Fibrous=\ (Light Ferro-Fibrous)MechView.Heavy\ Ferro-Fibrous=\ (Heavy Ferro-Fibrous)MechView.Patchwork=\ (Patchwork)MechView.Stealth=\ (Stealth)MechView.Ferro-Fibrous\ Prototype=\ (Ferro-Fibrous Prototype)MechView.Heat=\ HeatMechView.HeatSinks=Heat Sinks: MechView.Internal=Internal: MechView.IS=\ (IS)MechView.MixedIS=\ Mixed (Base IS)MechView.MixedClan=\ Mixed (Base Clan)MechView.Linkedc3bv=Linked c3 BV: MechView.Movement=Movement: MechView.Standard=MechView.tons=\ tons MineLayingDialog.title=Mine SelectionMineLayingDialog.selectMineToLay=Select which mine should be laid:MiniMap.BuildingHeightLabel=BMiniMap.GroundHeightLabel=GMiniMap.NoHeightLabel=NMiniMap.TotalHeightLabel=TMiniReportDisplay.title=Turn ReportMovementDisplay.AbandonDialog.message=Do you want to abandon this vehicle?MovementDisplay.AbandonDialog.title=Abandon?MovementDisplay.AbandonDialog1.message=Do you want to abandon this mech?MovementDisplay.AbandonDialog1.title=Eject?MovementDisplay.addNag=Need {0} [{1}]\nMovementDisplay.AllPlayersUnload=All players unload entities stranded on immobile transports.MovementDisplay.areYouSure=Are you sure?MovementDisplay.butBackup=Back UpMovementDisplay.butCharge=ChargeMovementDisplay.butClear=Clear minesMovementDisplay.butClimbMode=Climb ModeMovementDisplay.butDfa=D.F.A.MovementDisplay.butDigIn=Dig InMovementDisplay.butDone=MoveMovementDisplay.butDown=Go ProneMovementDisplay.butEject=EjectMovementDisplay.butFlee=FleeMovementDisplay.butFortify=FortifyMovementDisplay.butHullDown=Hull DownMovementDisplay.butJump=JumpMovementDisplay.butSwim=UMUMovementDisplay.butLayMine=Lay MineMovementDisplay.butLoad=LoadMovementDisplay.butMore=More...MovementDisplay.butNext=Next UnitMovementDisplay.butRAC=Unjam RACMovementDisplay.butSearchlightOn=S/light ONMovementDisplay.butSearchlightOff=S/light OFFMovementDisplay.butTurn=TurnMovementDisplay.butUnload=UnloadMovementDisplay.butUp=Get UpMovementDisplay.butWalk=WalkMovementDisplay.CantCharge=Can't perform chargeMovementDisplay.CantClearMinefield=Can't clear minefieldMovementDisplay.CantDFA=Can't perform D.F.A.MovementDisplay.ChargeDialog.message=To Hit: {0} ({1}%) ({2})\nDamage to Target: {3} (in 5pt clusters){4}\nDamage to Self: {5} (in 5pt clusters)MovementDisplay.ChargeDialog.title=Charge {0}?MovementDisplay.ChooseTargetDialog.message=Hex {0} contains the following targets.\n\nWhich target do you want to attack?MovementDisplay.ChooseTargetDialog.title=Choose TargetMovementDisplay.ClearMinefieldDialog.message=The unit successfully clears the\nminefield on {0}+. The minefield\nwill explode on {1} or less.MovementDisplay.ClearMinefieldDialog.title=Clear the minefield?MovementDisplay.ConfirmMoveRoll=The movement you have selected will require a roll of {0} or higher\nto avoid MASC failure. Do you wish to proceed?MovementDisplay.ConfirmNoMoveDlg.message=This unit has not moved.\n\nAre you really done?\nMovementDisplay.ConfirmNoMoveDlg.title=Remain stationary?MovementDisplay.ConfirmPilotingRoll=You must make the following piloting\nskill check(s) for your movement:\nMovementDisplay.DFADialog.message=To Hit: {0} ({1}%) ({2})\nDamage to Target: {3} (in 5pt clusters){4}\nDamage to Self: {5} (in 5pt clusters) (using Kick table)MovementDisplay.DFADialog.title=D.F.A. {0}?MovementDisplay.Done=DoneMovementDisplay.EntityAt={0} at {1}MovementDisplay.EscapeDialog.message=Do you want to flee?MovementDisplay.EscapeDialog.title=Escape?MovementDisplay.FireMoving=Needs {0}+ to avoid instant flaming death.\nMovementDisplay.IceLanding=Landing on ice will break through on 4+ on 1d6.\nMovementDisplay.IceMoving=Crossing ice will break through on 6+ on 1d6.\nMovementDisplay.its_others_turn=It''s {0}''s turn to move.MovementDisplay.its_your_turn=It's your turn to move.MovementDisplay.MagmaCrustMoving=Crossing magma crust will break through on 6+ on 1d6.\nMovementDisplay.MagmaLiquidMoving=Red hot molten lava melts armour and destroys non-mechs!\nMovementDisplay.Move=MoveMovementDisplay.NoMinefield=No minefield in hex\!MovementDisplay.NoTarget=No target\!MovementDisplay.UnloadStrandedUnitsDialog.message=The following units are currently stranded\non immobile transports. Select as any and\nall units that you want to unload.MovementDisplay.UnloadStrandedUnitsDialog.title=Unload Stranded UnitsMovementDisplay.UnloadUnitDialog.message={0} has the following unused space:\n{1}\n\nWhich unit do you want to unload?MovementDisplay.UnloadUnitDialog.title=Unload UnitMovementDisplay.waitForAnother=Please wait for another player to unload their stranded units...MovementDisplay.waitingForMovementPhase=Waiting to begin Movement phase...MovementDisplay.butRaise=Go UpMovementDisplay.butLower=Go DownPhysicalDisplay.AlertDialog.message=You've selected a 'brush off' attack that automatically fails\! Try again.PhysicalDisplay.AlertDialog.title=Code shouldn't get here\!PhysicalDisplay.bothArms=Both ArmsPhysicalDisplay.BreakGrappleDialog.message=To Hit: {0} ({1}%) ({2})PhysicalDisplay.BreakGrappleDialog.title=Break grapple of {0}?PhysicalDisplay.BrushOff=Brush OffPhysicalDisplay.brushOff1=\nbrush off the {0}?\nWARNING: any arm that misses the pod\n\thits the Mek on the Punch table!PhysicalDisplay.brushOff2=\nbrush off the swarming infantry?\nWARNING: any arm that misses the infantry\n\thits the Mek on the Punch table!PhysicalDisplay.chooseBrushOff=Choose Brush Off AttacksPhysicalDisplay.ChooseClubDialog.message=You have multiple melee weapons.\n\nWhich one do you want to use?"PhysicalDisplay.ChooseClubDialog.title=Choose WeaponPhysicalDisplay.ChooseClubDialog.line={0} - To Hit: {1} Damage: {2}PhysicalDisplay.ChooseTargetDialog.message=Hex {0} contains the following targets.\n\nWhich target do you want to attack?"PhysicalDisplay.ChooseTargetDialog.title=Choose TargetPhysicalDisplay.Club=ClubPhysicalDisplay.ClubDialog.message=To Hit: {0} ({1}%) ({2})\nDamage: {3}PhysicalDisplay.ClubDialog.title=Club {0}?PhysicalDisplay.confirmArm=Confirm you want to use this arm toPhysicalDisplay.confirmBrushOff=Confrim Brush Off AttackPhysicalDisplay.CounterGrappleDialog.message={0} is trying to break the grapple, counterattack?\nTo Hit: {1} ({2}%) ({3})PhysicalDisplay.Dodge=DodgePhysicalDisplay.DodgeDialog.message=Enable dodge? You will not be able to do other physical attacks this round.PhysicalDisplay.DodgeDialog.title=Dodge?PhysicalDisplay.Done=DonePhysicalDisplay.DontPhysicalAttackDialog.message=This unit has not used any physical attacks.\n\nAre you really done?\nPhysicalDisplay.DontPhysicalAttackDialog.title=Don't physical attack?PhysicalDisplay.Grapple=GrapplePhysicalDisplay.GrappleDialog.message=To Hit: {0} ({1}%) ({2})PhysicalDisplay.GrappleDialog.title=Grapple {0}?PhysicalDisplay.its_others_turn=It''s {0}''s turn to declare physical attacks.PhysicalDisplay.its_your_turn=It's your turn to declare physical attacks.PhysicalDisplay.JumpJet=JJ Atk.PhysicalDisplay.JumpJetDialog.message=To Hit: {0} ({1}%) ({2})\nDamage: {3}PhysicalDisplay.JumpJetDialog.title=Jump Jet Attack {0}?PhysicalDisplay.Kick=KickPhysicalDisplay.KickDialog.message=To Hit: {0} ({1}%) ({2})\nDamage: {3}PhysicalDisplay.KickDialog.title=Kick {0}?PhysicalDisplay.LAHit=Left Arm to-hit: {0} ({1}%) Damage: {2}PhysicalDisplay.More=More...PhysicalDisplay.NextUnit=\ Next Unit PhysicalDisplay.ProtoMechAttackDialog.message=To Hit: {0} ({1}%) ({2})\nDamage: {3}PhysicalDisplay.ProtoMechAttackDialog.title=Protomech physical attack at {0}?PhysicalDisplay.ProtoPhysical=Proto-PhysicalPhysicalDisplay.LayExplosivesAttackDialog.message=To Hit: {0} ({1}%) ({2})PhysicalDisplay.LayExplosivesAttackDialog.title=Lay explosives on {0}?PhysicalDisplay.Explosives=Lay ExplosivesPhysicalDisplay.Punch=PunchPhysicalDisplay.PunchDialog.message=To Hit [RA]: {0} ({1}%) ({2})\nDamage [RA]: {3} {4}\n and/or\nTo Hit [LA]: {5} ({6}%) ({7})\nDamage [LA]: {8} {9}PhysicalDisplay.PunchDialog.title=Punch {0}?PhysicalDisplay.Push=PushPhysicalDisplay.PushDialog.message=To Hit: {0} ({1}%) ({2})PhysicalDisplay.PushDialog.title=Push {0}?PhysicalDisplay.Trip=TripPhysicalDisplay.TripDialog.message=To Hit: {0} ({1}%) ({2})PhysicalDisplay.TripDialog.title=Trip {0}?PhysicalDisplay.RAHit=Right Arm to-hit: {0} ({1}%) Damage: {2}PhysicalDisplay.Trash=ThrashPhysicalDisplay.TrashDialog.message=To Hit: {0} ({1}%) ({2})\nDamage: {3}PhysicalDisplay.TrashDialog.title=Thrash at {0} (warning: this causes a Piloting roll to avoid fall damage)?PhysicalDisplay.waitingForPhysicalAttackPhase=Waiting to begin Physical Attack phase...PhysicalDisplay.whichArm=Which arm(s) do you want to use toPlayerListDialog.Close=ClosePlayerListDialog.player_done=donePlayerListDialog.player_ghost=ghostPlayerListDialog.player_observer=observerPlayerListDialog.title=Player listQuadMapSet.L_RA=RLFQuadMapSet.L_LA=LLFQuadMapSet.L_RL=RLRQuadMapSet.L_LL=LLRRandomMapDialog.Advanced=AdvancedRandomMapDialog.AlgorithmWarn=Algorithm to use must be 0-2.RandomMapDialog.AmmountOfElevationWarn=Amount of elevation must be 0-99.RandomMapDialog.BoardSize=Board size (hexes):RandomMapDialog.BoardSizeWarn=Board size settings must be greater than 0.RandomMapDialog.CliffsWarn=Probability for cliffs must be 0-100.RandomMapDialog.CFOutOfRangeWarn=CF range must be within 1-150RandomMapDialog.CratersProbWarn=Probability for craters must be 0-100.RandomMapDialog.DeepWaterProbWarn=Probability for deep water must be 0-100.RandomMapDialog.depressionWarn=Depression probability must be 0-100.RandomMapDialog.DensityOutOfRangeWarn=Density must be 1-100RandomMapDialog.elevHigh=HighRandomMapDialog.elevLow=LowRandomMapDialog.elevMedium=MediumRandomMapDialog.elevNONE=NoneRandomMapDialog.elevRangeWarn=Elevation range must be greater than -1.RandomMapDialog.FileLoadDialog=Load map settings from XMLRandomMapDialog.FileSaveDialog=Save map settings as XMLRandomMapDialog.FloorsOutOfRangeWarn=Floors range must be within 1-100RandomMapDialog.HeavyForestProbWarn=Probability for heavy forest must be 0-100.RandomMapDialog.InvalidSetting=Invalid SettingRandomMapDialog.labAlgorithmToUse=Algorithm:RandomMapDialog.labCityBlocks=City BlocksRandomMapDialog.labCityCF=CFRandomMapDialog.labCityFloors=FloorsRandomMapDialog.labCityDensity=DensityRandomMapDialog.labCity=CityRandomMapDialog.labInvertNegative=Invert negative Terrain:RandomMapDialog.labElevation=Elevation:RandomMapDialog.labForestSize=Wood size in hexes(min-max):RandomMapDialog.labForestSpots=Number of woods(min-max):RandomMapDialog.labFxMod=Special FX modifier:RandomMapDialog.labHilliness=Amount of elevation(0-99):RandomMapDialog.labLakes=Lakes:RandomMapDialog.labCliffs=Cliffs:RandomMapDialog.labCraters=Craters:RandomMapDialog.labMaxCraters=Number of craters(min-max):RandomMapDialog.labMountain=MountainRandomMapDialog.labMountainPeaks=PeaksRandomMapDialog.labMountainHeight=Mountain HeightRandomMapDialog.labMountainWidth=Mountain WidthRandomMapDialog.labMountainStyle=Mountain StyleRandomMapDialog.labPavement=Pavement:RandomMapDialog.labPavementSize=Pavement size in hexes(min-max):RandomMapDialog.labPavementSpots=Number of Pavements(min-max):RandomMapDialog.labRubble=Rubble:RandomMapDialog.labRubbleSize=Rubble size in hexes(min-max):RandomMapDialog.labRubbleSpots=Number of Rubbles(min-max):RandomMapDialog.labFortified=Fortified:RandomMapDialog.labFortifiedSize=Fortified size in hexes(min-max):RandomMapDialog.labFortifiedSpots=Number of Fortifieds(min-max):RandomMapDialog.labIce=Ice:RandomMapDialog.labIceSize=Ice size in hexes(min-max):RandomMapDialog.labIceSpots=Number of Ice spots(min-max):RandomMapDialog.labProbCrater=Probability for craters:RandomMapDialog.labProbDeep=Probability for deep water:RandomMapDialog.labProbDrought=Probability for drought:RandomMapDialog.labProbFire=Probability for fires:RandomMapDialog.labProbFlood=Probability for flooded map:RandomMapDialog.labProbFreeze=Probability for frozen water:RandomMapDialog.labProbHeavy=Probability for heavy wood:RandomMapDialog.labProbInvert=Probability of inverting the map: RandomMapDialog.labProbRiver=Probability for a river:RandomMapDialog.labProbRoad=Probability for a road:RandomMapDialog.labRadius=Crater radius(min-max):RandomMapDialog.labRange=Elevation range: RandomMapDialog.labRivers=River:RandomMapDialog.labRoads=Road:RandomMapDialog.labRough=Roughs:RandomMapDialog.labRoughSize=Rough size in hexes(min-max):RandomMapDialog.labRoughSpots=Number of roughs(min-max):RandomMapDialog.labSwamp=Swamps:RandomMapDialog.labSwampSize=Swamp size in hexes(min-max):RandomMapDialog.labSwampSpots=Number of swamps(min-max):RandomMapDialog.labTheme=Theme:RandomMapDialog.labTownSize=Town Size (%):RandomMapDialog.labWaterSize=Lake size in hexes(min-max):RandomMapDialog.labWaterSpots=Number of lakes(min-max):RandomMapDialog.labWoods=Woods:RandomMapDialog.Load=LoadRandomMapDialog.MaxCratersWarn=Max number of craters must be greater than -1.RandomMapDialog.MaxCratersWarn1=Max number of craters must not be less than min.RandomMapDialog.MaxCraterRadiusWarn=Max crater radius must be greater than -1.RandomMapDialog.MaxCraterRadiusWarn1=Max crater radius must not be less than min.RandomMapDialog.MaxForestSizeWarn=Max forest size must be greater than -1.RandomMapDialog.MaxForestSizeWarn1=Max forest size must not be less than min.RandomMapDialog.MaxForestsWarn=Max number of forests must be greater than -1.RandomMapDialog.MaxForestsWarn1=Max number of forests must not be less than min.RandomMapDialog.MaxLakeSizeWarn=Max lake size must be greater than -1.RandomMapDialog.MaxLakeSizeWarn1=Max lake size must not be less than min.RandomMapDialog.MaxLakesWarn1=Max number of lakes must be greater than -1.
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