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Chinese translation fix (MCreator#3978)
* Update ai_path_node_type.md * Update beacon_color_modifier.md * Update bind_gui.md * Update block_sound.md * Update bounding_box.md * Update creative_pick_item.md * Update drop_amount.md * Update drop_inventory_items.md * Update unbreakable.md * Update when_added.md * Update when_entity_walks_on.md * Fix outrageous errors in Simplified Chinese!! (#2) * fixed * Update display_condition.md * Update base_texture.md * Update overlay_target.md * Update rendering_priority.md * Update display_condition.md (#3) * command * common * dimension * enchantment * feature * entity * fluid * function * name * gui * item * item_extension * keybinding * loottable * musicdisc * overlay * painting * recipe * structure * villagertrades --------- Co-authored-by: Jin1358 <126249552+Jin1358@users.noreply.github.com> Co-authored-by: cdc <63762187+cdc12345@users.noreply.github.com>
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设置密度,单位(kg/m3)。 | ||
设置密度,单位(kg/m³)。 |
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为了获取最好结果,流体的纹理应该是灰度的。 | ||
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着色类型也会影响自动生成的流体桶纹理。 | ||
着色类型也会影响自动生成的流体桶纹理。 |
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黏度越高,在流体中移动越慢。 | ||
黏度越高,实体在流体中移动越慢。 |
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plugins/mcreator-localization/help/zh_CN/function/registry_name.md
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函数的注册名,只允许半角英文数字和下划线。 | ||
函数的注册名,只允许使用半角英文数字和下划线。 | ||
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例如: | ||
* advancement | ||
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该游戏规则的类型。被用于按作用分类游戏规则。 | ||
该游戏规则的类型。被用于按作用分类游戏规则。 |
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当该 GUI 被关闭时触发流程。 | ||
当该 GUI 被关闭时触发该流程。 |
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当该 GUI 打开期间,每刻触发该流程。 | ||
当该 GUI 打开期间,每一游戏刻触发该流程。 |
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plugins/mcreator-localization/help/zh_CN/gui/on_button_clicked.md
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当该按钮被点击时触发流程。 | ||
当该按钮被点击时触发该流程。 |
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plugins/mcreator-localization/help/zh_CN/gui/slot_pickup_condition.md
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如果条件返回为true,玩家将无法拿这个槽内的物品。 | ||
如果条件返回为true,玩家将无法拿这个物品槽内的物品。 | ||
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然而,他们仍然可以不受任何限制地放置物品。 | ||
然而,他们仍然可以不受任何限制地向内放置物品。 |
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plugins/mcreator-localization/help/zh_CN/gui/slot_placement_condition.md
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如果条件返回true,玩家将无法将物品放入此物品槽中。 | ||
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但是,他们仍然可以不受任何限制地携带物品。 | ||
但是,他们仍然可以不受任何限制地拿走物品。 | ||
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注意:此条件覆盖“限制堆栈输入”参数。 | ||
注意: 此条件覆盖“限制堆栈输入”参数。 |
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plugins/mcreator-localization/help/zh_CN/gui/when_transferred_from_slot.md
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当玩家将物品从该槽位 Shift+鼠标点击 拿走时,触发此流程。 | ||
当玩家将物品从该槽位 “Shift+鼠标点击” 拿走时,触发此流程。 | ||
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注意:漏斗不会触发此流程。也会同时触发一次中间的“拿走”流程和两次左侧的“变化”流程。 |
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动画,当物品被使用时会进行的物品动画。 | ||
当物品被使用时会进行的物品动画。 |
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plugins/mcreator-localization/help/zh_CN/item/condition_glow.md
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如果指定了条件,则仅在通过此条件时物品才会发光。 | ||
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如果发光效果被禁用,这将被忽略。 |
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plugins/mcreator-localization/help/zh_CN/item/container_item.md
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此参数控制物品在制作时是否停留在制作网格中。 | ||
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这意味着该物品将是配方的一部分,但不会被它消耗。 |
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plugins/mcreator-localization/help/zh_CN/item/container_item_damage.md
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如果你启用了"${l10n.t("elementgui.item.container_item")}",你可以启用这个选项来损坏物品(即降低耐久值),而不是简单地将其保留在制作网格中。 | ||
如果你启用了 `${l10n.t("elementgui.item.container_item")}` ,你可以启用这个选项来损坏物品(即降低耐久值),而不是简单地将其保留在制作网格中。 |
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选择要与此物品一起使用的模型。模型只定义视觉外观。 | ||
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* **Normal** -正常物品 | ||
* 工具-工具使用的模型 | ||
* 自定义-你也可以定义自定义JSON和OBJ模型 | ||
* **正常** -正常物品 | ||
* **工具** -工具使用的模型 | ||
* **自定义** -你也可以定义自定义JSON和OBJ模型 | ||
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在创建自定义模型时,建议使用JSON,因为原版对这种模型类型支持最好。 | ||
在创建自定义模型时,建议使用JSON,因为原版Minecraft对这种模型类型支持最好。 |
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此程序在此物品被制作或熔炼时执行。 | ||
该流程在此物品被制作或熔炼时执行。 |
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plugins/mcreator-localization/help/zh_CN/item/recipe_remainder.md
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此参数控制在制作表中使用时将被替换的物品。 | ||
此参数控制在配方表中使用时将被替换的物品。 | ||
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这意味着该物品将是配方的一部分,但将被另一个物品取代。 |
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plugins/mcreator-localization/help/zh_CN/item/when_right_clicked.md
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当玩家右键点击手中的物品时,这个流程就会执行。 | ||
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如果你想让这个流程只在实体在空中用这个物品右击时被调用,"${l10n.t("elementgui.common.event_right_clicked_block")}"流程应该总是返回SUCCESS/CONSUME。 | ||
如果你想让这个流程只在实体在空中用这个物品右击时被调用, `${l10n.t("elementgui.common.event_right_clicked_block")}` 流程应该总是返回SUCCESS/CONSUME。 |
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...s/mcreator-localization/help/zh_CN/item_extension/dispense_success_condition.md
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这个条件决定分配是否完成。如果条件失败,分配器将发挥失败效果。 | ||
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此流程的值被传递给"${l10n.t("elementgui.item_extension.dispense_result_itemstack")}" | ||
作为“成功”的依赖。 | ||
此流程的值被传递给`${l10n.t("elementgui.item_extension.dispense_result_itemstack")}` | ||
作为“SUCCESS”的依赖。 |
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plugins/mcreator-localization/help/zh_CN/item_extension/enable_fuel.md
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选中此选项可使所选物品成为熔炉的燃料(如煤、木板等)。 | ||
选中此选项可使所选物品成为熔炉的燃料(如煤炭、木板等)。 |
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plugins/mcreator-localization/help/zh_CN/item_extension/has_dispense_behavior.md
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如果选中此选项,则分发器不会使用默认操作删除该物品,而是调用 "${l10n.t("elementgui.item_extension.dispense_success_condition")}" 和 "${l10n.t("elementgui.item_extension.dispense_result_itemstack")}" 程序替代。 | ||
如果选中此选项,则分发器不会使用默认操作删除该物品,而是调用 `${l10n.t("elementgui.item_extension.dispense_success_condition")}` 和 `${l10n.t("elementgui.item_extension.dispense_result_itemstack")}` 程序替代。 |
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plugins/mcreator-localization/help/zh_CN/item_extension/layer_chance.md
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这个数字是该物品添加一层到堆肥桶的概率。 | ||
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保持数值为0来禁用。 | ||
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原版值可以在[这里](https://minecraft.fandom.com/wiki/Composter#Composting)查看. |
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plugins/mcreator-localization/help/zh_CN/loottable/namespace.md
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如果你想改变一个普通的战利品表,你必须选择“minecraft”,但如果你想为你的mod元素创建一个新的战利品表,选择“mod”。 | ||
如果你想改变一个原版的战利品表,你必须选择`minecraft`,但如果你想为你的mod元素创建一个新的战利品表,选择`mod`。 |
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plugins/mcreator-localization/help/zh_CN/loottable/registry_name.md
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点击下拉列表,选择战利品表的“类别”。它没有定义战利品表类型。 | ||
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这只是为了标准化战利品表的名称。例如,方块战利品表使用blocks/registry_name。 | ||
这只是为了标准化战利品表的名称。例如,方块战利品表使用`blocks/registry_name`。 |
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音乐唱片的长度,以游戏刻表示。20刻是1秒。 | ||
音乐唱片的长度,以游戏刻表示。20游戏刻是1秒。 | ||
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此参数用于在播放开始后,当在此字段中指定的节拍数通过时,向悦灵发送信号以停止跳动。 |
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plugins/mcreator-localization/help/zh_CN/overlay/rendering_priority.md
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这个参数定义了叠加层的优先级。带有“High”的叠加层图层将在该参数设置为“Low”的叠加层图层之上渲染。 | ||
这个参数定义了叠加层的优先级。带有`High`的叠加层图层将在该参数设置为`Low`的叠加层图层之上渲染。 |
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此参数控制绘画的高度(以格为单位)。 | ||
此参数控制绘画的高度(以一格为单位)。 |
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选择一个纹理,应该用作这幅画的前景。 | ||
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重要提示:如果纹理名称与元素的注册表名称不同,则会生成纹理的副本。 | ||
重要提示: 如果纹理名称与元素的注册表名称不同,则会生成纹理的副本。 |
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此参数控制该绘画的宽度(以格单位)。 | ||
此参数控制该绘画的宽度(以一格单位)。 |
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plugins/mcreator-localization/help/zh_CN/recipe/cooking_time.md
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烹饪类型的配方使用此参数来确定物品需要烹饪多长时间。 | ||
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单位是刻,所以1秒的烹饪时间需要设置为20刻。 | ||
单位是游戏刻(tick),所以1秒的烹饪时间需要设置为20游戏刻。 |
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* 使用“Mod”命名空间为你的模组/数据包创建一个新的配方。 | ||
* 使用“Minecraft”覆盖原版食谱。 | ||
* 使用`Mod`命名空间为你的模组/数据包创建一个新的配方。 | ||
* 使用`Minecraft`覆盖原版食谱。 |
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此参数仅用于烹饪食谱。 | ||
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注意:烹饪包括熔炼、冶炼 | ||
注意: 烹饪包括熔炼、冶炼 |
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plugins/mcreator-localization/help/zh_CN/structure/group_size.md
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这个参数控制着游戏将围绕第一个结构生成多少结构。例如,使用此选项创建森林。 | ||
这个参数控制着游戏将围绕第一个结构生成多少结构。 | ||
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例如,使用此选项创建森林。 |
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plugins/mcreator-localization/help/zh_CN/structure/structure.md
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出于性能原因,当前单个结构的原版限制是48x48x48方块。 | ||
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结构方块是一个内置的原版方块,可以将建筑保存为.nbt后缀名的结构文件。 | ||
结构方块是一个内置的原版方块,可以将建筑保存为`.nbt`后缀名的结构文件。 | ||
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您可以使用结构空位来允许结构在生成时让其他方块覆盖结构中的空气方块。例如,如果你想让你的结构被埋在里面,你可以用/fill命令填充结构的内部,允许自然生成的方块在空余的地方生成。结构空位不会在你的结构中生成,它们只是占位方块,让其它方块覆盖生成的区域。 | ||
您可以使用结构空位来允许结构在生成时让其他方块覆盖结构中的空气方块。例如,如果你想让你的结构被埋在里面,你可以用`/fill`命令填充结构的内部,允许自然生成的方块在空余的地方生成。结构空位不会在你的结构中生成,它们只是占位方块,让其它方块覆盖生成的区域。 |
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plugins/mcreator-localization/help/zh_CN/villagertrades/level.md
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村民提供交易所需的最低水平。 | ||
村民提供交易所需的最低等级。 |