This commit is contained in:
YueR 2019-09-07 20:58:19 +08:00
parent a5efff7173
commit c6c985aa1c
5 changed files with 20 additions and 19 deletions

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@ -1370,7 +1370,7 @@
German:"Gibt +1 Zufriedenheit pro Sozialgrundsatz"
Dutch:"Levert 1 tevredenheid op per sociaal beleid"
Spanish:"Otorga 1 felicidad por cada política social"
Simplified_Chinese:"每项社会政策+1快乐"
Simplified_Chinese:"每项已推行的社会政策+1快乐"
Portuguese:"Provem 1 felicade por política social"
Polish:"+1 do zadowolenia z każdego ustroju społecznego"
}

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@ -1204,13 +1204,6 @@
Simplified_Chinese:"所有专业人员和所有伟人设施+2科研"
}
"+1 Science for all Specialists and Great Person tile improvements. Receive a tech boost each time a scientific building/Wonder is built in the Korean Capital.":{
Italian:"+1 Scienza per ogni Specialista e miglioramento Grande Personaggio. Ricevi uno sprint tecnologico ogni volta che la tua Capitale costruisce un edificio o una Meraviglia scientifica."
Portuguese:"+1 ciência por todas as melhorias de terras de especialístas e grandes pessoas. Receba um bonus de pesquisa a cada construção/maravilha ciêntifica é construida na capital"
French:"+1 Science pour chaque spécialistes et amélioration de case de personnage illustre. Reçoit un bonus de science à chaque fois qu'un batiment ou une merveille scientifique est construit dans la capitale"
Russian:"+1 Наука для всех специалистов и улучшений клеток Великими людьми. Получите бонус к исследованию каждый раз при создании научного здания/чуда в Корейской столице"
}
/*
"Iroquois":{

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@ -618,7 +618,7 @@
German:"Siegesstatus"
Dutch:"Overwinning Status"
Spanish:"Estatus de victoria"
Simplified_Chinese:"胜利进"
Simplified_Chinese:"胜利进"
Portuguese:"Status da vitória"
Japanese:"勝利の地位"
}
@ -1600,7 +1600,7 @@
Italian:"Vittoria per Dominazione"
German:"Dominanzsieg"
French:"Victoire militaire"
Simplified_Chinese:"征服胜利 "
Simplified_Chinese:"征服胜利"
Portuguese:"Vitória por conquista"
}
@ -1692,33 +1692,38 @@
German:"Zerstöre [civName]"
French:"Détruiser [civName]"
Russian:"Уничтожить [civName]"
Simplified_Chinese:"毁[civName]文明"
Simplified_Chinese:"[civName]文明"
Portuguese:"Destruir [civName]" //what's the context? as in it being a question, or a pre-requisite for conquest victory?
}
"Our status":{
Italian:"I tuoi progressi"
French:"Notre situation"
Simplified_Chinese:"我们文明的胜利进度"
}
"Global status":{
Italian:"Progressi globali"
French:"Situation globale"
Simplified_Chinese:"所有文明的胜利进度"
}
"Spaceship parts remaining":{
Italian:"Parti dell'astronave rimanenti"
French:"Parties de Vaisseau spatial manquantes"
Simplified_Chinese:"未完成建造的飞船组件数量"
}
"Branches completed":{
Italian:"Rami completati"
French:"Branches complêtées"
Simplified_Chinese:"已完全推行的社会政策数量"
}
"Undefeated civs":{
Italian:"Civiltà esistenti"
French:"Civilization invaincues"
Simplified_Chinese:"未被征服的文明"
}
@ -1727,16 +1732,19 @@
"What would you like to do with the city?":{
Italian:"Cosa vorresti farne della Città?"
French:"Que voulez vous faire de cette ville?"
Simplified_Chinese:"你想如何处理这座城市?"
}
"Annex":{
Italian:"Annetti"
French:"Annexer"
Simplified_Chinese:"吞并"
}
"Raze":{
Italian:"Distruggi"
French:"Razer"
Simplified_Chinese:"摧毁"
}

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@ -233,7 +233,7 @@
],
[
"在Unciv游戏中有三种赢得胜利的方式。分别是",
"文化胜利---完全推行4项社会政策",
"文化胜利---完全推行4项社会政策",
"征服胜利---通过消灭其他文明成为世界上唯一的存在;",
"科技胜利---成为第一个建造太空飞船飞向遥远的半人马阿尔法星的文明。"
],

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@ -28,10 +28,10 @@ class VictoryScreen : PickerScreen() {
init {
val tabsTable = Table().apply { defaults().pad(10f) }
val setMyVictoryButton = TextButton("Our status",skin)
val setMyVictoryButton = TextButton("Our status".tr(),skin)
setMyVictoryButton.onClick { setMyVictoryTable() }
tabsTable.add(setMyVictoryButton)
val setGlobalVictoryButton = TextButton("Global status",skin)
val setGlobalVictoryButton = TextButton("Global status".tr(),skin)
setGlobalVictoryButton .onClick { setGlobalVictoryTable() }
tabsTable.add(setGlobalVictoryButton)
topTable.add(tabsTable)
@ -124,7 +124,7 @@ class VictoryScreen : PickerScreen() {
for (key in victoryManager.requiredSpaceshipParts.keys)
for (i in 0 until victoryManager.requiredSpaceshipParts[key]!!)
t.add(getMilestone(key, victoryManager.currentsSpaceshipParts[key]!! > i)).row() //(key, builtSpaceshipParts)
t.add(getMilestone(key.tr(), victoryManager.currentsSpaceshipParts[key]!! > i)).row() //(key, builtSpaceshipParts)
return t
}
@ -134,7 +134,7 @@ class VictoryScreen : PickerScreen() {
t.defaults().pad(5f)
for(branch in GameBasics.PolicyBranches.values) {
val finisher = branch.policies.last().name
t.add(getMilestone(finisher, playerCivInfo.policies.isAdopted(finisher))).row()
t.add(getMilestone(finisher.tr(), playerCivInfo.policies.isAdopted(finisher))).row()
}
return t
}
@ -175,7 +175,7 @@ class VictoryScreen : PickerScreen() {
private fun getGlobalDominationVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
val dominationVictoryColumn = Table().apply { defaults().pad(10f) }
dominationVictoryColumn.add("Undefeated civs".toLabel()).row()
dominationVictoryColumn.add("Undefeated civs".tr().toLabel()).row()
dominationVictoryColumn.addSeparator()
for (civ in majorCivs.filter { !it.isDefeated() })
@ -189,7 +189,7 @@ class VictoryScreen : PickerScreen() {
private fun getGlobalCulturalVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
val policyVictoryColumn = Table().apply { defaults().pad(10f) }
policyVictoryColumn.add("Branches completed".toLabel()).row()
policyVictoryColumn.add("Branches completed".tr().toLabel()).row()
policyVictoryColumn.addSeparator()
data class civToBranchesCompleted(val civ: CivilizationInfo, val branchesCompleted: Int)
@ -206,7 +206,7 @@ class VictoryScreen : PickerScreen() {
private fun getGlobalScientificVictoryColumn(majorCivs: List<CivilizationInfo>): Table {
val scientificVictoryColumn = Table().apply { defaults().pad(10f) }
scientificVictoryColumn.add("Spaceship parts remaining".toLabel()).row()
scientificVictoryColumn.add("Spaceship parts remaining".tr().toLabel()).row()
scientificVictoryColumn.addSeparator()
data class civToSpaceshipPartsRemaining(val civ: CivilizationInfo, val partsRemaining: Int)