OMORI_Android/www.sc/Languages/sc/XX_BLUE.yaml
2024-09-30 18:00:51 +03:00

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#=========================================================================================
# Updated at 06/25/2021
# This file has been created by BLUEMOON for exporting all the hardcoded strings
# from JS files.
#
# Just for a good memo, some strings are incapsulated in "" quotes because they have
# : inside the string.
#=========================================================================================
# =========================================================================================
# OMOCAT
# Put the name "OMOCAT" in the Steam version of the game, It will unlock a discount code
# for the OMOCAT shop.
#
# WARNING! This feature is not available for console releases for rights problems.
# =========================================================================================
OMOCAT:
text: omocat
# =========================================================================================
# World Currency Unit
# Those chars are the symbols of the currencies used inside shops and such. Originally,
# they were hardcoded inside OMORI BASE
# =========================================================================================
World_Currency_Unit:
clams: 蚌币
dollars: $
# =========================================================================================
# SUMMONING CIRCLE MAP
# =========================================================================================
item_loaf:
text: 面包
item_SPAGHETTI:
text: 意面
item_LIFEJAM:
text: 生命果酱
item_COOKIES:
text: 曲奇饼
item_OATMEALCOOKIES:
text: 燕麦曲奇饼
item_FORESTBUNNY:
text: 森林兔兔
item_STRAYCAT:
text: 流浪猫
item_RECIPEFORDISASTER:
text: 灾难的配方
# =========================================================================================
# Common Event 3 - Game Chapters Names
# Originally, those texts where hardcoded inside Common Event 3. Added a configuration here.
# =========================================================================================
Chapter_Names:
unknown:
moving_day: 搬家当天
one_day_left: 还有一天……
two_days_left: 还有两天……
three_days_left: 还有三天……
prologue: 序章
# =========================================================================================
# Map Display Names
# Those are the display names of the game map extracted with a tool I have made. Those
# names will directly applied on the map.
#
# THIS WILL NOT AFFECT OLD SAVE FILES, THEY WILL ALWAYS SHOW THE LAST SAVED STRING :(
# =========================================================================================
Map_Display_Names:
13: 外面
14: 妈妈的房间
18: 妈妈的房间
46: 贝瑟尔家
50: 贝瑟尔家
63: 遥远公园
73: 遥远公园
74: 秘密湖泊
78: 妈妈的房间
80: 贝瑟尔家
83: 遥远公园
92: 森林游乐场
96: 辽阔森林
100: 风车森林
106: 橙子绿洲
111: 落雨镇
124: 异世界
131: 结冰湖
140: 雪花球山
145: 垃圾场
150: 垃圾场
158: 焚火虫森林
162: 迷失森林
164: 焚火虫森林
165: 树苗鼹鼠村
180: 甜心城堡
183: 甜心城堡
185: 甜心城堡
191: 最后度假村
197: 最后度假村
202: 最后度假村
215: 水下高架
216: 深井深处
223: 汉弗莱
236: 汉弗莱
244: 头目反击战
249: 汉弗莱
250: 汉弗莱
252: 最后度假村
258: 深渊
264: 黑色空间
310: 贝瑟尔的草地
340: 失落图书馆
341: 回收教徒总部
345: 面包天堂
347: 雪花球山
356: 后台
380: 后台
383: 回忆小道
384: 回忆小道
455: 黑色空间
466: 邻居的卧室
497: 辽阔森林
# =========================================================================================
# Pluto Ride Names
# Those are the names of the locations shown in the Pluto's ride event
# =========================================================================================
Pluto_Ride_Names:
otherworld: 异世界
orange_oasis: 橙子绿洲
vast_forest: 辽阔森林
pyrefly: 焚火虫森林
deep_well: 深井
snowglobe_mountain: 雪花球山
# =========================================================================================
# QUEST NAMES
#
# Those are the quest names in-game. Originally, those names were taken from the
# XX_QUEST.YAML file. However, I have decided to NOT EDIT it as I fear problems with
# other stuff I may not know. So, I have decided to apply Quest Names here and to make
# a small edito to OMORI QUEST MENU.
# =========================================================================================
Quest_Names:
Aubergine: 填充玩偶
LostBall: 波利遗失的球
Hector: 赫克托尔
FlowerPuzzle: 黛西的困境
KiteKid: 精神弱小
Duckie: 小鸭鸭在哪里
StickInTheMud: 恋旧之人
StrangeRequest: 奇怪的要求
Itchy: 痒痒
Orange: 香橙乔的执念
PresentForPalmie: 给帕尔米的礼物
FascinatingLiterature: 精彩的书籍
Candlie: 倾听者
CarePackage: 爱心包裹
BED: 持·无·昂
Sweaty: 流汗零食
Pessi: 佩西的宝贝
GhostParty: 幽灵派对
PoolNoodle: 灵感的召唤
Willow: 哭泣柳娘
Pinkbeard: 太空海盗之子
Humphrey: 喂饱汉弗莱
Marina: 玛丽娜的手术
Medusa: 美杜莎的实验
Molly: 莫莉的分析
Missing: 贝瑟尔
Mixtape: 太空海盗的首领
FrontRow: 前排票
Alone: 朋友们不见了
BasilHouse: 贝瑟尔
Leafie: 兔子杀手
Raintown: 落雨镇
Squizzards: 墨鱼巫贼
Rest: 在邻居的房间休息
Abandoned: 空屋子
# =========================================================================================
# Map_Character_Tag
# Those texts are for the MAP TAG SYSTEM
# =========================================================================================
Map_Character_Tag:
leader: 领队
tag_who: 和谁交换?
# =========================================================================================
# OMORI BATTLE SYSTEM
# =========================================================================================
Omori_Battle_System:
hold: 持有x%1 # This is for the hold item on item window of battle scene. %1 is the number of items
cost: 花费: # Those are the MP cost of a skill in battle
# =========================================================================================
# OMORI BLACK LETTER MENU
# =========================================================================================
Omori_Blackletter_Menu:
hangman: 吊死鬼
collect_desc: 收集按键来填补空缺。
incorrect_desc: 错误的按键会被丢弃在右侧。
# =========================================================================================
# OMORI ITEM SHOP
# =========================================================================================
Omori_Item_Shop:
total_price: 总价:
amount: 数量:
# =========================================================================================
# OMORI MAIN MENU SCENE SKILL
# =========================================================================================
Omori_Mainmenu_Sceneskill:
do_what: 做什么?
use_on_who: 对谁使用?
use_on_all: 对所有人使用吗?
use: 使用
swap: 交换
# =========================================================================================
# OMORI MAIN MENU
# =========================================================================================
Omori_Mainmenu:
lvl: LVL.
select_who: 选择谁?
# =========================================================================================
# OMORI MAIN MENU SCENE OPTIONS
# =========================================================================================
Omori_Mainmenu_Sceneoptions:
commands: [通用, 音频, 控制, 系统]
# =========================================================================================
# OMORI NAME INPUT
# =========================================================================================
Omori_Name_Input:
nameask: 他叫什么名字?
defaultname: SUNNY
max_chars: 6
# =========================================================================================
# OMORI SAVE AND LOAD
# =========================================================================================
Omori_Save_Load:
file: 文件 %1 # This is the file number entry on save/load scene. %1 is the file index
level: 等级
playtime: 游玩总时长:
location: 地点:
overwrite_file: 是否覆盖此文件?
load_file: 是否加载此文件?
save_command: 保存
load_command: 加载
# =========================================================================================
# YIN BLACKJACK
# =========================================================================================
Yin_Blackjack:
bets: [$5, $25, $100, 退出] # Those are the strings in the bet commands
jack_commands: [停牌, 拿牌] # Those are the commands for blackjack. They will be uppercased.
dealer_streak: 庄家 %1 # %1 is streak string
player_streak: 玩家 %1 # %1 is streak string
streak_string: ' - 连胜 - %1' # %1 is the player/dealer streak value
score: 分数:庄家 - %1 你 - %2 # %1 and %2 are dealer and player scores
bet: 赌注:$%1 x%2 总现金 - $%3 # Format numbers references to wagerAmount, playerBonus and currentEarnings
maincommands: [新游戏, 继续, 退出] # Blackjack commands. They will be uppercased.
# =========================================================================================
# YIN OMORI FIXES
# =========================================================================================
Yin_Omori_Fixes:
# Final Battle Strings
continue: 你是否想要继续? # This message is returned on the scripted Game Over during the final OMORI BATTLE
retry: 你是否想要重试?
# =========================================================================================
# OMORI TITLE SCREEN
# =========================================================================================
Omori_Title_Screen:
commands: [新游戏, 继续, 选项, 张贴者]
# =========================================================================================
# YIN PIZZA MINIGAME
# As I have not coded this plugin myself, I'm trying to imagine the logic of the
# original coder. - BLUEMOON
# =========================================================================================
Yin_Pizza_Delivery:
houseHints:
1: [院子里有罐头, 停了辆红色皮卡, 门垫绿色, 垃圾箱旁有罐头, 破旧的棕色屋顶, 窗户钉上木板, 前墙是砖做的, 没有围栏, 后院里有树根, 车道摆了几盆植物,
垃圾箱前门排成一排]
2: [停了辆深绿色皮卡, 门垫紫色, 黄色屋顶上是灰色烟囱, 门是黄色并且有窗户, 门上有窗户]
3: [门垫白色, 门深粉色的, 后院里有绳球, 屋顶粉色, 有个粉色的窗户, 窗旁放着紫花]
4: [门垫灰色, 门棕色的, 车道前摆着三角锥, 屋顶浅蓝色, 树旁有梯子]
5: [停了辆灰色的车, 后院里有大石头, 大石头旁有花, 门垫紫色, 屋顶橙色, 前墙是砖做的, 没有垃圾箱]
6: [门白色的, 屋顶是深蓝色并且有石烟囱, 前墙破旧, 后院里有画架, 后院里有植物]
7: [停了辆红色皮卡, 门是淡黄色并且有窗户, 侧院里有箱子, 有个黄色的窗户, 窗旁放着紫花, 门垫深紫色, 没有垃圾箱, 屋顶红色, 没有围栏]
8: [紫色屋顶上有烟囱, 院子满是野草, 门垫棕色, 没有围栏, 门旁有梯子, 前门外有消防龙头, 门浅棕色]
9: [屋顶浅棕色, 门粉色, 停了辆灰色皮卡, 没有围栏]
10: [屋顶黄色, 后院里有轮胎, 门是黄色带窗的, 路旁有野餐桌, 后院里有烤架]
11: [屋顶蓝色, 门浅棕色, 门垫棕色, 有狗屋, 后院里有树根]
12: [屋顶浅绿色, 后院里有玩具, 白色围栏旁有罐头, 门垫白色, 一扇绿色窗户, 后院里有大石头, 前门外有消防龙头]
13: [车道有灯, 门垫深绿色, 停了辆蓝色皮卡, 棕色围栏旁有灌木丛, 前门外有消防龙头, 深绿色屋顶上是紫砖烟囱]
14: [屋顶棕色, 后院里有树根和花, 树在前门排成一排, 门垫深黄色, 门深红色, 车库门白色]
15: [蓝色屋顶上是蓝砖烟囱, 前墙是白色的砖做的, 停了辆绿色皮卡, 左侧有垃圾箱, 后院里有篮球架, 有绳球, 棕色车库门旁有灌木丛]
16: [车道里停了辆粉色的车, 棕色屋顶上是深绿色烟囱, 门是浅棕色并且没有窗户, 灌木丛上有黄花]
17: [停了辆白色的车, 车库门浅粉色, 门垫浅粉色, 门是粉色没有窗户, 围栏旁是泥土, 屋顶浅灰色, 后院里有花, 车库门旁有箱子]
18: [屋顶是深棕色的砖做的, 车库门没有窗, 围栏断了一截, 停了辆绿色皮卡, 前门外有垃圾箱, 灌木丛上有黄花, 后院里有树, 垃圾箱旁有沙发]
19: [屋顶红色, 左侧有一堆垃圾, 门垫蓝色, 门红色的, 车道旁两排石头, 后院有瓶子和罐子, 门边有树, 车库门没有窗户, 红砖烟囱]
20: [屋顶浅棕色, 门浅棕色, 车道旁有垃圾箱, 停了辆灰色的车, 烟囱棕色, 车道旁有两排开花灌木]
21: [屋顶紫色, 烟囱紫色, 门紫粉色, 车库门深红色, 前门外有消防龙头, 门垫深蓝色, 停了辆粉色的车, 右侧有烤架, 前门外有邮箱, 后院里很多花,
右侧有烤架, 树旁有木板]
22: [门深棕色, 屋顶深绿色, 前墙是白砖做的, 门旁有植物, 后院一侧有堆肥, 围栏旁有垃圾箱, 有狗屋, 烟囱是紫砖做的, 有篮球架]
23: [屋顶黄色, 侧面有工作台, 后院里有工具, 门垫黄色, 停了辆灰色皮卡, 车库门是白色并且有窗户, 后院里有轮胎]
24: [停了辆红色皮卡, 屋顶蓝色, 前门外有三角锥, 门是黄色并且有窗户, 有火烈鸟, 有鸟巢屋, 烟囱是蓝砖做的]
25: [屋顶紫色, 门垫白色, 车道上有火烈鸟和树, 左侧有棕色围栏, 烟囱是灰石做的, 有一扇粉色窗户, 野餐桌旁有烤架]
26: [屋顶浅棕色, 门棕色, 棕色围栏旁有篮球架, 门垫紫色, 有两个黑色的垃圾箱, 后院里有玩具, 前墙是浅棕色砖做的, 前门外有三角锥]
27: [屋顶深棕色, 前门外有告示牌, 后院里有树根, 黄色窗户旁有红花]
28: [路边种着一排花, 左右两侧有垃圾箱, 右侧有两个绿色的垃圾箱, 屋顶白色, 前门外有消防龙头, 烟囱是白石头做的]
29: [屋顶黄色, 门浅棕色, 门垫棕色, 前门外有垃圾箱, 后院里有轮胎, 门旁有梯子, 停了辆灰色皮卡, 停了辆蓝色皮卡, 侧面有木板]
30: [围栏白色, 停了辆粉色的车, 车道旁花排成两排, 屋顶浅棕色, 左侧有烤架, 门深粉色]
31: [屋顶深棕色, 有秋千, 有绳球, 后院有花, 垃圾箱放在砂砾上, 有一条小土路, 院子里有玩具]
32: [屋顶红色, 门垫灰色, 门灰色, 后院里有树根, 有两个绿色的垃圾箱, 前墙破旧, 前门外有消防龙头, 木板上放着梯子, 烟囱是灰石头做的]
33: [屋顶灰色, 前墙是砖做的, 门垫紫色, 门旁有梯子, 有两个垃圾箱, 垃圾箱旁有瓶子, 有狗屋, 后院有木板, 没有围栏, 前门外停了辆灰色的皮卡]
34: [前门外停了辆白色的车, 前门外有邮箱, 前门外的垃圾箱旁有罐头, 屋顶浅蓝色, 入口处有树, 门浅灰色, 有篮球架, 门垫浅绿色]
35: [前门外停了辆黄色的车, 窗户旁有红色的花, 小路旁有花, 后院里有堆肥, 屋顶蓝色, 门垫深蓝色, 白色围栏前面有树]
36: [前门外有消防龙头, 没有围栏, 粉色窗户旁有紫色的花, 右侧的垃圾箱旁有玩具, 门粉色, 屋顶白色, 停了辆灰色的车, 后院里有车子玩具]
partPool: ['请帮我把披萨送到一个{1}并且{2}的房子', '你找找那个{1}还有{2}的房子送过去就行', '这份披萨要送到{1}和{2}的房子',
'把披萨送到{1}和{2}的房子', '找到{1}和{2}的房子', '请去寻找一栋{1}并且{2}的房子', '把披萨带到{1}而且{2}的房子', '沿着这条街把披萨送到{1}还有{2}的房子',
'请找到{1}并且{2}的房子', '这份披萨要送到{1}还有{2}的房子', '请去寻找一栋{1}另外{2}的房子']
descriptionLink: '' # This part of the string seems to be used to link the description of the House Pools -> var text = part + $gameSystem.pizza[0] + " And The " + $gameSystem.pizza[1];
#==========================
# In the original code, there is this line
# if (text.contains("The No")) {
# text = text.replace("The No", "No");
# }
#
# I'm not sure why the original programmer added this, probably to prevent
# some kind of mispelling/grammar problem. If you think that this is not
# needed in the localization by any chance, just leave void the strings
# this way ["", ""]
theNo: [The No, No]
# =========================================================================================
# UI_CONFIGURATION
# In the object below, you can edit some settings related to some UI parts of the game
# that were originally edited directly in the source code.
# =========================================================================================
# LanguageManager.getMessageData("XX_BLUE.Window_Base")
Sprite_MapCharacterTagFace:
setText_fontsize: 18 # MAP CHARACTER TAG line 622
Window_Base:
drawShortActorHP_contents_fontsize: 18 # OMORI BASE line 3514
processDrawIconOffset: [0, 0] # This adds a offset when the escape character \i[x] is used. The format is [x,y]
processDrawInputIconOffset: [0, 0] # This adds an offset when the escape character \DII[x] is used for drawing inputs images. The format is [x,y]
Window_OmoMenuHelp:
refresh_contents_fontsize: 18 # OMORI BASE line 3868
refresh_description_fontsize: 18 # OMORI BASE line 3870
refresh_position: [6, 28] # OMORI BASE line 3872
Window_OmoWindowIndexCursor:
refresh_contents_fontsize: 16 # OMORI BASE line 3969
refresh_draw_text_position: [0, -10] # OMORI BASE line 3976
Window_NameBox:
refresh_draw_text_position: [padding, -4] # OMORI BASE line 4634
standardFontSize: $gameSystem.getMessageFontSize() # YEP MESSAGE CORE line 1094
Window_OmoriBattleActorStatus:
drawHP_contents_fontsize: 14 # OMORI BATTLE SYSTEM line 2537
drawHP_contents_clearRect_position: [0, y + 10] # OMORI BATTLE SYSTEM line 2539
drawMP_contents_fontsize: 14 # OMORI BATTLE SYSTEM line 2551
Window_ScrollingTextSource:
standardFontSize: 18 # OMORI BATTLE SYSTEM line 4124
Window_OmoMenuOptionsCategory:
standardFontSize: 18 # OMORI MAIN MENU SCENE OPTIONS line 698
Window_MenuCommand:
standardFontSize: 18 # OMORI MAIN MENU line 259
Window_Gold:
drawCurrencyValue_position: [x, 0] # OMORI MAIN MENU line 334
Window_OmoMainMenuActorStatus:
refresh_contents_fontsize: 16 # OMORI MAIN MENU line 604
refresh_drawText_position: [12, -3] # OMORI MAIN MENU line 606
refresh_contents_fontsize2: 16 # OMORI MAIN MENU line 607
refresh_drawTextHP_position: [12, 44] # OMORI MAIN MENU line 626
refresh_drawTextMP_position: [12, 72] # OMORI MAIN MENU line 631
Window_OmoriFileInformation:
refresh_contents_fontsize: 20 # OMORI SAVE AND LOAD LINE 608
refresh_drawText_position: [150, 4] # OMORI SAVE AND LOAD line 613
file_position: [40, -5] # OMORI SAVE AND LOAD line 610
level_position: [345, 30] # OMORI SAVE AND LOAD line 632
playtime_position: [350, 55] # OMORI SAVE AND LOAD line 637
Scene_OmoriTitleScreen:
commandHints_fontsize: 16 # OMORI TITLE SCREEN line 208
commandHints_confirm_position: [iconSize + 5, paddingY + 2] # OMORI TITLE SCREEN line 211
commandHints_cancel_position: [iconSize*2 + 20 + this._commandHints.bitmap.measureTextWidth(confirm),
paddingY] # OMORI TITLE SCREEN line 214
gameVersion_position: [5, 5] # OMORI TITLE SCREEN line 234
gameVersion_fontsize: 16 # OMORI TITLE SCREEN line 235
Window_OmoTitleScreenBox:
refresh_contents_fontsize: 18 # OMORI TITLE SCREEN line 1134
refresh_drawText_position: [0, -9] # OMORI TITLE SCREEN line 1140
Window_OmoMenuItemCategory:
standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 620
Window_OmoMenuItemList:
drawItem_contents_fontsize: 18 # OMORI MAIN MENU SCENE ITEM line 794
drawItem_drawText_position: [rect.x + rect.width - 18, rect.y] # OMORI MAIN MENU SCENE ITEM line 800
Window_OmoMenuItemConfirmation:
standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 832
Window_OmoMenuItemTrashPromptWindow:
standardFontSize: 18 # OMORI MAIN MENU SCENE ITEM line 893
itemRectForText_rectx: this.textPadding() + 35 # OMORI MAIN MENU SCENE ITEM line 925
Window_ChoiceList:
standardFontSize: 18 # OMORI BASE LINE 4665
Window_OmoMenuActorSkillEquip:
skillsFontSize: 16 # OMORI MAIN MENU SCENE SKILL LINE 701
Window_OmoriShopItemList:
transactionHeaderFontSize: 16 # OMORI ITEM SHOP LINE 910
itemFontSize: 16 # OMORI ITEM SHOP LINE 892