Compare commits
8 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 618166aac7 | |||
| f885cd9ce3 | |||
| a8c9b4218b | |||
| e3af61546f | |||
| e8513c9988 | |||
| 3bc996e356 | |||
| a49b19831a | |||
| 9e655f3e0d |
@@ -1,7 +1,7 @@
|
||||
<Project Sdk="Microsoft.NET.Sdk">
|
||||
<PropertyGroup>
|
||||
<Authors>r00telement;Pilzinsel64</Authors>
|
||||
<Version>1.9.2.0</Version>
|
||||
<Version>1.9.5.0</Version>
|
||||
</PropertyGroup>
|
||||
|
||||
<PropertyGroup>
|
||||
@@ -24,8 +24,8 @@
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||||
</PropertyGroup>
|
||||
|
||||
<ItemGroup>
|
||||
<PackageReference Include="Dalamud.ContextMenu" Version="1.2.1" />
|
||||
<PackageReference Include="DalamudPackager" Version="2.1.10" />
|
||||
<PackageReference Include="Dalamud.ContextMenu" Version="1.2.3" />
|
||||
<PackageReference Include="DalamudPackager" Version="2.1.11" />
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||||
<ProjectReference Include="..\Pilz.Dalamud\Pilz.Dalamud\Pilz.Dalamud.csproj" />
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||||
<Reference Include="FFXIVClientStructs">
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||||
<HintPath>$(DalamudLibPath)FFXIVClientStructs.dll</HintPath>
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||||
|
||||
@@ -75,7 +75,7 @@ namespace PlayerTags
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||||
switch (command)
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||||
{
|
||||
case c_CommandName:
|
||||
if (string.IsNullOrWhiteSpace(command))
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||||
if (string.IsNullOrWhiteSpace(arguments))
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||||
UiBuilder_OpenConfigUi();
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||||
else
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||||
{
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||||
|
||||
@@ -829,4 +829,9 @@ Utilisez ce modèle si vous souhaitez avoir toutes les options sous votre contr
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||||
<value>Lorsque cette option est activée, le tag s'appliquera à tous les messages qui n'ont pas de type défini.
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||||
Cela peut se produire si les mises à jour du jeu et l'énumération de tous les types de chat deviennent invalides en raison de valeurs déplacées ou altérées, ou si un autre plugin crée un type de chat personnalisé pour quelque raison que ce soit.</value>
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</data>
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||||
<data name="Loc_Command_playertags_v2" xml:space="preserve">
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<value>Affiche la fenêtre de configuration des tags du joueur
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Sous-commandes :
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enableglobal on|of|toggle -> Commande globale maîtresse qui active ou désactive toutes les fonctionnalités du plugin sans en modifier la configuration actuelle.</value>
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</data>
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</root>
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||||
120
PlayerTags/Resources/Strings.it.resx
Normal file
120
PlayerTags/Resources/Strings.it.resx
Normal file
@@ -0,0 +1,120 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata" id="root">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace"/>
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string"/>
|
||||
<xsd:attribute name="type" type="xsd:string"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string"/>
|
||||
<xsd:attribute name="name" type="xsd:string"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1"/>
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
</root>
|
||||
198
PlayerTags/Resources/Strings.ko.resx
Normal file
198
PlayerTags/Resources/Strings.ko.resx
Normal file
@@ -0,0 +1,198 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata" id="root">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace"/>
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string"/>
|
||||
<xsd:attribute name="type" type="xsd:string"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string"/>
|
||||
<xsd:attribute name="name" type="xsd:string"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1"/>
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<data name="Loc_Static_PluginName" xml:space="preserve">
|
||||
<value>플레이어 태그</value>
|
||||
</data>
|
||||
<data name="Loc_Static_WarningMessage" xml:space="preserve">
|
||||
<value>이 플러그인은 네임태그 및 채팅을 수정할 수 있습니다. 해당 기능을 수정하는 다른 플러그인과 동시에 사용하면 예기치 못한 결과가 나올 수 있습니다. 플러그인 로드 순서에 따라 달라집니다.</value>
|
||||
</data>
|
||||
<data name="Loc_Static_General" xml:space="preserve">
|
||||
<value>기본</value>
|
||||
</data>
|
||||
<data name="Loc_Static_QuickTag" xml:space="preserve">
|
||||
<value>퀵 태그</value>
|
||||
</data>
|
||||
<data name="Loc_Static_TaggedPlayers" xml:space="preserve">
|
||||
<value>태그된 플레이어</value>
|
||||
</data>
|
||||
<data name="Loc_Static_PlayerName" xml:space="preserve">
|
||||
<value>플레이어</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ContextMenu_AddTag" xml:space="preserve">
|
||||
<value>태그 추가: {0}</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ContextMenu_RemoveTag" xml:space="preserve">
|
||||
<value>태그 지우기: {0}</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Nameplates" xml:space="preserve">
|
||||
<value>네임태그</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Format_AddTagToPlayer" xml:space="preserve">
|
||||
<value>추가 '{0}' 또는 {1}.</value>
|
||||
</data>
|
||||
<data name="Loc_IsSelected" xml:space="preserve">
|
||||
<value>선택됨</value>
|
||||
</data>
|
||||
<data name="Loc_IsExpanded" xml:space="preserve">
|
||||
<value>펼침</value>
|
||||
</data>
|
||||
<data name="Loc_IsCustomTagsContextMenuEnabled" xml:space="preserve">
|
||||
<value>상황에 맞는 메뉴 통합</value>
|
||||
</data>
|
||||
<data name="Loc_IsCustomTagsContextMenuEnabled_Description" xml:space="preserve">
|
||||
<value>플레이어에서 사용자 지정 태그를 추가 혹은 제거하기 위한 옵션을 상황에 맞는 메뉴에서 사용할 수 있습니다.</value>
|
||||
</data>
|
||||
<data name="Loc_IsShowInheritedPropertiesEnabled" xml:space="preserve">
|
||||
<value>상속 속성 표시</value>
|
||||
</data>
|
||||
<data name="Loc_IsShowInheritedPropertiesEnabled_Description" xml:space="preserve">
|
||||
<value>상위 노드에서 상속된 속성이 편집기에 표시됩니다.</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility" xml:space="preserve">
|
||||
<value>자유부대 표시</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Default" xml:space="preserve">
|
||||
<value>기본</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Default_Description" xml:space="preserve">
|
||||
<value>네임태그의 자유부대는 캐릭터가 자유부대에 속해 있을 때만 볼 수 있습니다.</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Never" xml:space="preserve">
|
||||
<value>안 보이게 하기</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Never_Description" xml:space="preserve">
|
||||
<value>자유부대를 보이지 않게 합니다.</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility" xml:space="preserve">
|
||||
<value>칭호 표시</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Always" xml:space="preserve">
|
||||
<value>항상 표시</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Always_Description" xml:space="preserve">
|
||||
<value>네임태그의 칭호는 캐릭터에게 칭호가 없는 경우에도 볼 수 있습니다.</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Default" xml:space="preserve">
|
||||
<value>기본</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Never" xml:space="preserve">
|
||||
<value>안 보이게 하기</value>
|
||||
</data>
|
||||
</root>
|
||||
837
PlayerTags/Resources/Strings.zh-CN.resx
Normal file
837
PlayerTags/Resources/Strings.zh-CN.resx
Normal file
@@ -0,0 +1,837 @@
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<root>
|
||||
<!--
|
||||
Microsoft ResX Schema
|
||||
|
||||
Version 2.0
|
||||
|
||||
The primary goals of this format is to allow a simple XML format
|
||||
that is mostly human readable. The generation and parsing of the
|
||||
various data types are done through the TypeConverter classes
|
||||
associated with the data types.
|
||||
|
||||
Example:
|
||||
|
||||
... ado.net/XML headers & schema ...
|
||||
<resheader name="resmimetype">text/microsoft-resx</resheader>
|
||||
<resheader name="version">2.0</resheader>
|
||||
<resheader name="reader">System.Resources.ResXResourceReader, System.Windows.Forms, ...</resheader>
|
||||
<resheader name="writer">System.Resources.ResXResourceWriter, System.Windows.Forms, ...</resheader>
|
||||
<data name="Name1"><value>this is my long string</value><comment>this is a comment</comment></data>
|
||||
<data name="Color1" type="System.Drawing.Color, System.Drawing">Blue</data>
|
||||
<data name="Bitmap1" mimetype="application/x-microsoft.net.object.binary.base64">
|
||||
<value>[base64 mime encoded serialized .NET Framework object]</value>
|
||||
</data>
|
||||
<data name="Icon1" type="System.Drawing.Icon, System.Drawing" mimetype="application/x-microsoft.net.object.bytearray.base64">
|
||||
<value>[base64 mime encoded string representing a byte array form of the .NET Framework object]</value>
|
||||
<comment>This is a comment</comment>
|
||||
</data>
|
||||
|
||||
There are any number of "resheader" rows that contain simple
|
||||
name/value pairs.
|
||||
|
||||
Each data row contains a name, and value. The row also contains a
|
||||
type or mimetype. Type corresponds to a .NET class that support
|
||||
text/value conversion through the TypeConverter architecture.
|
||||
Classes that don't support this are serialized and stored with the
|
||||
mimetype set.
|
||||
|
||||
The mimetype is used for serialized objects, and tells the
|
||||
ResXResourceReader how to depersist the object. This is currently not
|
||||
extensible. For a given mimetype the value must be set accordingly:
|
||||
|
||||
Note - application/x-microsoft.net.object.binary.base64 is the format
|
||||
that the ResXResourceWriter will generate, however the reader can
|
||||
read any of the formats listed below.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.binary.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Binary.BinaryFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.soap.base64
|
||||
value : The object must be serialized with
|
||||
: System.Runtime.Serialization.Formatters.Soap.SoapFormatter
|
||||
: and then encoded with base64 encoding.
|
||||
|
||||
mimetype: application/x-microsoft.net.object.bytearray.base64
|
||||
value : The object must be serialized into a byte array
|
||||
: using a System.ComponentModel.TypeConverter
|
||||
: and then encoded with base64 encoding.
|
||||
-->
|
||||
<xsd:schema xmlns="" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xmlns:msdata="urn:schemas-microsoft-com:xml-msdata" id="root">
|
||||
<xsd:import namespace="http://www.w3.org/XML/1998/namespace"/>
|
||||
<xsd:element name="root" msdata:IsDataSet="true">
|
||||
<xsd:complexType>
|
||||
<xsd:choice maxOccurs="unbounded">
|
||||
<xsd:element name="metadata">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" use="required" type="xsd:string"/>
|
||||
<xsd:attribute name="type" type="xsd:string"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="assembly">
|
||||
<xsd:complexType>
|
||||
<xsd:attribute name="alias" type="xsd:string"/>
|
||||
<xsd:attribute name="name" type="xsd:string"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="data">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
<xsd:element name="comment" type="xsd:string" minOccurs="0" msdata:Ordinal="2"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required" msdata:Ordinal="1"/>
|
||||
<xsd:attribute name="type" type="xsd:string" msdata:Ordinal="3"/>
|
||||
<xsd:attribute name="mimetype" type="xsd:string" msdata:Ordinal="4"/>
|
||||
<xsd:attribute ref="xml:space"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
<xsd:element name="resheader">
|
||||
<xsd:complexType>
|
||||
<xsd:sequence>
|
||||
<xsd:element name="value" type="xsd:string" minOccurs="0" msdata:Ordinal="1"/>
|
||||
</xsd:sequence>
|
||||
<xsd:attribute name="name" type="xsd:string" use="required"/>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:choice>
|
||||
</xsd:complexType>
|
||||
</xsd:element>
|
||||
</xsd:schema>
|
||||
<resheader name="resmimetype">
|
||||
<value>text/microsoft-resx</value>
|
||||
</resheader>
|
||||
<resheader name="version">
|
||||
<value>2.0</value>
|
||||
</resheader>
|
||||
<resheader name="reader">
|
||||
<value>System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<resheader name="writer">
|
||||
<value>System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089</value>
|
||||
</resheader>
|
||||
<data name="Loc_Static_PluginName" xml:space="preserve">
|
||||
<value>玩家标签</value>
|
||||
</data>
|
||||
<data name="Loc_Static_WarningMessage" xml:space="preserve">
|
||||
<value>此插件可以修改姓名版和聊天栏。当与其他修改这些内容的插件同时使用时,您可能会看到预期之外的行为。 您的插件的加载顺序可能会影响这个现象。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_General" xml:space="preserve">
|
||||
<value>通常设置</value>
|
||||
</data>
|
||||
<data name="Loc_Static_QuickTag" xml:space="preserve">
|
||||
<value>快速标签[国服好像不可用]</value>
|
||||
</data>
|
||||
<data name="Loc_Static_TaggedPlayers" xml:space="preserve">
|
||||
<value>已标记的玩家</value>
|
||||
</data>
|
||||
<data name="Loc_Static_PlayerName" xml:space="preserve">
|
||||
<value>玩家</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ContextMenu_AddTag" xml:space="preserve">
|
||||
<value>添加标签: {0}</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ContextMenu_RemoveTag" xml:space="preserve">
|
||||
<value>移除标签: {0}</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Nameplates" xml:space="preserve">
|
||||
<value>铭牌</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Format_AddTagToPlayer" xml:space="preserve">
|
||||
<value>将 ‘{0}’添加到 {1}.</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Inherited" xml:space="preserve">
|
||||
<value><已继承></value>
|
||||
</data>
|
||||
<data name="Loc_IsSelected" xml:space="preserve">
|
||||
<value>已选择</value>
|
||||
</data>
|
||||
<data name="Loc_IsExpanded" xml:space="preserve">
|
||||
<value>已展开</value>
|
||||
</data>
|
||||
<data name="Loc_IsCustomTagsContextMenuEnabled" xml:space="preserve">
|
||||
<value>上下文菜单集成</value>
|
||||
</data>
|
||||
<data name="Loc_IsCustomTagsContextMenuEnabled_Description" xml:space="preserve">
|
||||
<value>选项将在上下文菜单中可用,用于添加和删除玩家的自定义标签。</value>
|
||||
</data>
|
||||
<data name="Loc_IsShowInheritedPropertiesEnabled" xml:space="preserve">
|
||||
<value>显示继承的属性</value>
|
||||
</data>
|
||||
<data name="Loc_IsShowInheritedPropertiesEnabled_Description" xml:space="preserve">
|
||||
<value>从父节点继承的属性将显示在编辑器中。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility" xml:space="preserve">
|
||||
<value>部队名称可见性</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Default" xml:space="preserve">
|
||||
<value>默认</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Default_Description" xml:space="preserve">
|
||||
<value>铭牌上的部队名称部分只有当角色已加入部队时才可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Never" xml:space="preserve">
|
||||
<value>不可见</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Never_Description" xml:space="preserve">
|
||||
<value>铭牌上的部队名称部分将永远不可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility" xml:space="preserve">
|
||||
<value>称号可见性</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Always" xml:space="preserve">
|
||||
<value>始终可见</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Always_Description" xml:space="preserve">
|
||||
<value>铭牌上的标题将始终可见,即使角色没有标题。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Default" xml:space="preserve">
|
||||
<value>默认</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Default_Description" xml:space="preserve">
|
||||
<value>只有当角色有头衔时,铭牌上的头衔才会可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Never" xml:space="preserve">
|
||||
<value>不可见</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Never_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号部分将永远不可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_WhenHasTags" xml:space="preserve">
|
||||
<value>仅当有标签时可见</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_WhenHasTags_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号部分只在有标签时才可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition" xml:space="preserve">
|
||||
<value>称号位置</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_AlwaysAboveName" xml:space="preserve">
|
||||
<value>总是在名称上字</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_AlwaysAboveName_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号将始终位于名字上方。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_AlwaysBelowName" xml:space="preserve">
|
||||
<value>总是在名字下面</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_AlwaysBelowName_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号将始终位于名字下方。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_Default" xml:space="preserve">
|
||||
<value>默认</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_Default_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号将根据称号定位。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_FreeCompany" xml:space="preserve">
|
||||
<value>部队</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_FreeCompany_Description" xml:space="preserve">
|
||||
<value>铭牌上的部队名称部分。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_Name" xml:space="preserve">
|
||||
<value>名字</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_Name_Description" xml:space="preserve">
|
||||
<value>铭牌上的名字部分。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_Title" xml:space="preserve">
|
||||
<value>称号</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateElement_Title_Description" xml:space="preserve">
|
||||
<value>铭牌上的称号部分。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Development" xml:space="preserve">
|
||||
<value>开发</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Experimental" xml:space="preserve">
|
||||
<value>实验</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayerNameRandomlyGenerated" xml:space="preserve">
|
||||
<value>随机生成玩家名字</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayerNameRandomlyGenerated_Description" xml:space="preserve">
|
||||
<value>将每个玩家的名字替换为随机生成的名字。</value>
|
||||
</data>
|
||||
<data name="Loc_IsLinkSelfInChatEnabled" xml:space="preserve">
|
||||
<value>在聊天中为自己应用标签</value>
|
||||
</data>
|
||||
<data name="Loc_IsLinkSelfInChatEnabled_Description" xml:space="preserve">
|
||||
<value>尝试将您的聊天名称链接到您的角色,允许在聊天中将标签应用于自己。</value>
|
||||
</data>
|
||||
<data name="Loc_IsApplyTagsToAllChatMessagesEnabled" xml:space="preserve">
|
||||
<value>将标签应用到所有聊天信息</value>
|
||||
</data>
|
||||
<data name="Loc_IsApplyTagsToAllChatMessagesEnabled_Description" xml:space="preserve">
|
||||
<value>将标签应用于所有聊天消息,包括非社交消息。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ResetDefault_Description" xml:space="preserve">
|
||||
<value>重置此项为默认值。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ResetAllDefault_Description" xml:space="preserve">
|
||||
<value>重置所有项为默认值。自定义标签不会被触及。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Tags" xml:space="preserve">
|
||||
<value>标签</value>
|
||||
</data>
|
||||
<data name="Loc_Static_NoText" xml:space="preserve">
|
||||
<value><无文本></value>
|
||||
</data>
|
||||
<data name="Loc_AllTags" xml:space="preserve">
|
||||
<value>全部</value>
|
||||
</data>
|
||||
<data name="Loc_AllRoleTags" xml:space="preserve">
|
||||
<value>角色</value>
|
||||
</data>
|
||||
<data name="Loc_Role_LandHand" xml:space="preserve">
|
||||
<value>地/手</value>
|
||||
</data>
|
||||
<data name="Loc_Role_Tank" xml:space="preserve">
|
||||
<value>坦克</value>
|
||||
</data>
|
||||
<data name="Loc_Role_Healer" xml:space="preserve">
|
||||
<value>治疗</value>
|
||||
</data>
|
||||
<data name="Loc_Role_Dps" xml:space="preserve">
|
||||
<value>每秒伤害</value>
|
||||
</data>
|
||||
<data name="Loc_DpsRole_Melee" xml:space="preserve">
|
||||
<value>混战</value>
|
||||
</data>
|
||||
<data name="Loc_DpsRole_Ranged" xml:space="preserve">
|
||||
<value>远程</value>
|
||||
</data>
|
||||
<data name="Loc_RangedDpsRole_Magical" xml:space="preserve">
|
||||
<value>魔法</value>
|
||||
</data>
|
||||
<data name="Loc_RangedDpsRole_Physical" xml:space="preserve">
|
||||
<value>物理</value>
|
||||
</data>
|
||||
<data name="Loc_LandHandRole_Hand" xml:space="preserve">
|
||||
<value>手部</value>
|
||||
</data>
|
||||
<data name="Loc_LandHandRole_Land" xml:space="preserve">
|
||||
<value>大地</value>
|
||||
</data>
|
||||
<data name="Loc_AllCustomTags" xml:space="preserve">
|
||||
<value>自定义</value>
|
||||
</data>
|
||||
<data name="Loc_CustomTags" xml:space="preserve">
|
||||
<value>自定义</value>
|
||||
</data>
|
||||
<data name="Loc_IsEnabled_Description" xml:space="preserve">
|
||||
<value>启用此覆盖的值。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_AddPropertyOverride_Description" xml:space="preserve">
|
||||
<value>添加属性覆盖。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_RemovePropertyOverride_Description" xml:space="preserve">
|
||||
<value>移除此属性覆盖。该值将从父项继承。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_NewTag" xml:space="preserve">
|
||||
<value>新标签</value>
|
||||
</data>
|
||||
<data name="Loc_Static_AddCustomTag_Description" xml:space="preserve">
|
||||
<value>添加自定义标签。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_RemoveCustomTag_Description" xml:space="preserve">
|
||||
<value>移除此自定义标签。</value>
|
||||
</data>
|
||||
<data name="Loc_Icon" xml:space="preserve">
|
||||
<value>图标</value>
|
||||
</data>
|
||||
<data name="Loc_Icon_Description" xml:space="preserve">
|
||||
<value>将显示的图标。</value>
|
||||
</data>
|
||||
<data name="Loc_IsIconVisibleInChat" xml:space="preserve">
|
||||
<value>在聊天中显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsRoleIconVisibleInChat_Description" xml:space="preserve">
|
||||
<value>是否在聊天中显示角色图标。</value>
|
||||
</data>
|
||||
<data name="Loc_IsRoleIconVisibleInNameplates" xml:space="preserve">
|
||||
<value>在铭牌上显示角色图标</value>
|
||||
</data>
|
||||
<data name="Loc_IsRoleIconVisibleInNameplates_Description" xml:space="preserve">
|
||||
<value>是否在铭牌上显示角色图标。</value>
|
||||
</data>
|
||||
<data name="Loc_Text" xml:space="preserve">
|
||||
<value>文本</value>
|
||||
</data>
|
||||
<data name="Loc_Text_Description" xml:space="preserve">
|
||||
<value>将显示的文本。</value>
|
||||
</data>
|
||||
<data name="Loc_TextColor" xml:space="preserve">
|
||||
<value>颜色</value>
|
||||
</data>
|
||||
<data name="Loc_TextColor_Description" xml:space="preserve">
|
||||
<value>文本的颜色。</value>
|
||||
</data>
|
||||
<data name="Loc_TextGlowColor" xml:space="preserve">
|
||||
<value>发光颜色</value>
|
||||
</data>
|
||||
<data name="Loc_TextGlowColor_Description" xml:space="preserve">
|
||||
<value>文本的发光颜色。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextItalic" xml:space="preserve">
|
||||
<value>斜体</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextItalic_Description" xml:space="preserve">
|
||||
<value>文本是否为斜体。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextVisibleInChat" xml:space="preserve">
|
||||
<value>在聊天中显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextVisibleInChat_Description" xml:space="preserve">
|
||||
<value>文本是否会在聊天中显示。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextVisibleInNameplates" xml:space="preserve">
|
||||
<value>在铭牌上显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextVisibleInNameplates_Description" xml:space="preserve">
|
||||
<value>文本是否会显示在铭牌上。</value>
|
||||
</data>
|
||||
<data name="Loc_TagPositionInChat" xml:space="preserve">
|
||||
<value>聊天窗口中的位置</value>
|
||||
</data>
|
||||
<data name="Loc_TagPositionInChat_Description" xml:space="preserve">
|
||||
<value>标签将放置在聊天中的位置。</value>
|
||||
</data>
|
||||
<data name="Loc_TagPositionInNameplates" xml:space="preserve">
|
||||
<value>铭牌中的位置</value>
|
||||
</data>
|
||||
<data name="Loc_TagPositionInNameplates_Description" xml:space="preserve">
|
||||
<value>标签将放置在铭牌上的位置。</value>
|
||||
</data>
|
||||
<data name="Loc_TagTargetInNameplates" xml:space="preserve">
|
||||
<value>铭牌上的目标</value>
|
||||
</data>
|
||||
<data name="Loc_TagTargetInNameplates_Description" xml:space="preserve">
|
||||
<value>标签应在铭牌中针对的元素。</value>
|
||||
</data>
|
||||
<data name="Loc_GameObjectNamesToApplyTo" xml:space="preserve">
|
||||
<value>添加到玩家</value>
|
||||
</data>
|
||||
<data name="Loc_GameObjectNamesToApplyTo_Description" xml:space="preserve">
|
||||
<value>要添加玩家列表的标签,以逗号或分号分隔。例如 “Cloud Strife, Tifa Lockhart”。</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_After" xml:space="preserve">
|
||||
<value>之后</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_After_Description" xml:space="preserve">
|
||||
<value>在目标元素之后显示标签。</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_Before" xml:space="preserve">
|
||||
<value>之前</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_Before_Description" xml:space="preserve">
|
||||
<value>在目标元素之前显示标签。</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_Replace" xml:space="preserve">
|
||||
<value>替换</value>
|
||||
</data>
|
||||
<data name="Loc_TagPosition_Replace_Description" xml:space="preserve">
|
||||
<value>将目标元素替换为标签。</value>
|
||||
</data>
|
||||
<data name="Loc_IsEnabled" xml:space="preserve">
|
||||
<value>已启用</value>
|
||||
</data>
|
||||
<data name="Loc_CustomId" xml:space="preserve">
|
||||
<value>自定义ID</value>
|
||||
</data>
|
||||
<data name="Loc_GeneralCategory" xml:space="preserve">
|
||||
<value>通用属性</value>
|
||||
</data>
|
||||
<data name="Loc_IconCategory" xml:space="preserve">
|
||||
<value>图标属性</value>
|
||||
</data>
|
||||
<data name="Loc_TextCategory" xml:space="preserve">
|
||||
<value>文本属性</value>
|
||||
</data>
|
||||
<data name="Loc_PositionCategory" xml:space="preserve">
|
||||
<value>位置属性</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityCategory" xml:space="preserve">
|
||||
<value>活动属性</value>
|
||||
</data>
|
||||
<data name="Loc_PlayerCategory" xml:space="preserve">
|
||||
<value>玩家属性</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInPveDuties" xml:space="preserve">
|
||||
<value>在 PvE 任务中显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInPveDuties_Description" xml:space="preserve">
|
||||
<value>标签是否应该在 PvE 任务中可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInPvpDuties" xml:space="preserve">
|
||||
<value>在 PvP 任务中显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInPvpDuties_Description" xml:space="preserve">
|
||||
<value>标签是否应该在 PvP 任务中可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInOverworld" xml:space="preserve">
|
||||
<value>在别处显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleInOverworld_Description" xml:space="preserve">
|
||||
<value>标签是否应该在没有特定选项的其他情况下可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForSelf" xml:space="preserve">
|
||||
<value>为自己显示</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForSelf_Description" xml:space="preserve">
|
||||
<value>标签是否对本地玩家可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForPartyPlayers" xml:space="preserve">
|
||||
<value>显示给组队成员</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForPartyPlayers_Description" xml:space="preserve">
|
||||
<value>标签是否应该对组队成员可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForAlliancePlayers" xml:space="preserve">
|
||||
<value>显示给联盟成员</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForAlliancePlayers_Description" xml:space="preserve">
|
||||
<value>标签是否对不在当前组队中的联盟成员可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForFriendPlayers" xml:space="preserve">
|
||||
<value>显示给朋友</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForFriendPlayers_Description" xml:space="preserve">
|
||||
<value>标签是否应该对朋友可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForEnemyPlayers" xml:space="preserve">
|
||||
<value>显示给敌人</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForEnemyPlayers_Description" xml:space="preserve">
|
||||
<value>标签是否应该对 PvP 中的敌人可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForOtherPlayers" xml:space="preserve">
|
||||
<value>显示给其他人</value>
|
||||
</data>
|
||||
<data name="Loc_IsVisibleForOtherPlayers_Description" xml:space="preserve">
|
||||
<value>在没有特定选项的其他情况下,标签是否应该对玩家可见。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabOrderedByProximity" xml:space="preserve">
|
||||
<value>按距离排序</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabOrderedByProximity_Description" xml:space="preserve">
|
||||
<value>离您较近的玩家将被排序到顶部。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabSelfVisible" xml:space="preserve">
|
||||
<value>显示自己</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabSelfVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示您自己。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabFriendsVisible" xml:space="preserve">
|
||||
<value>显示朋友</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabFriendsVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示朋友。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabPartyVisible" xml:space="preserve">
|
||||
<value>显示组队成员</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabPartyVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示组队成员。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabAllianceVisible" xml:space="preserve">
|
||||
<value>显示联盟成员</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabAllianceVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示联盟成员。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabEnemiesVisible" xml:space="preserve">
|
||||
<value>显示敌人</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabEnemiesVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示敌人。</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabOthersVisible" xml:space="preserve">
|
||||
<value>显示其他人</value>
|
||||
</data>
|
||||
<data name="Loc_IsPlayersTabOthersVisible_Description" xml:space="preserve">
|
||||
<value>在玩家列表中显示其他人。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToChatName" xml:space="preserve">
|
||||
<value>对聊天名称应用颜色</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToChatName_Description" xml:space="preserve">
|
||||
<value>颜色是否将应用于聊天中的名称。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateName" xml:space="preserve">
|
||||
<value>将颜色应用于铭牌名称</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateName_Description" xml:space="preserve">
|
||||
<value>颜色是否应用于铭牌中的名称。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateTitle" xml:space="preserve">
|
||||
<value>将颜色应用于铭牌标题</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateTitle_Description" xml:space="preserve">
|
||||
<value>颜色是否应用于铭牌中的标题。</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateFreeCompany" xml:space="preserve">
|
||||
<value>将颜色应用于铭牌自由公司</value>
|
||||
</data>
|
||||
<data name="Loc_IsTextColorAppliedToNameplateFreeCompany_Description" xml:space="preserve">
|
||||
<value>颜色是否应用于铭牌中的自由公司。</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_All" xml:space="preserve">
|
||||
<value>任何位置</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_None" xml:space="preserve">
|
||||
<value>无任务</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_PveDuty" xml:space="preserve">
|
||||
<value>PvE 任务</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_PvpDuty" xml:space="preserve">
|
||||
<value>PvP 任务</value>
|
||||
</data>
|
||||
<data name="Loc_Static_CurrentActivityProfile" xml:space="preserve">
|
||||
<value>当前活动个人资料</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection" xml:space="preserve">
|
||||
<value>以下选项将被应用于</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_All_Description" xml:space="preserve">
|
||||
<value>下面的大多数选项将适用于您所在的任何地方。 在主世界、PvE 任务和 PvP 任务中,它们将是相同的。 您专门为另一个上下文定义的选项将被覆盖。</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_None_Description" xml:space="preserve">
|
||||
<value>以下大多数选项仅在您不在任何任务范围内时才适用。</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_PveDuty_Description" xml:space="preserve">
|
||||
<value>以下大多数选项仅适用于 PvE 任务。</value>
|
||||
</data>
|
||||
<data name="Loc_ActivityContextSelection_PvpDuty_Description" xml:space="preserve">
|
||||
<value>以下大多数选项仅适用于 PvP 任务。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_ChatExperimental" xml:space="preserve">
|
||||
<value>聊天(实验性)</value>
|
||||
</data>
|
||||
<data name="Loc_Static_OtherExperimental" xml:space="preserve">
|
||||
<value>其他(实验性)</value>
|
||||
</data>
|
||||
<data name="Loc_InsertBehindNumberPrefixInChat" xml:space="preserve">
|
||||
<value>在聊天中插入组编号前缀</value>
|
||||
</data>
|
||||
<data name="Loc_InsertBehindNumberPrefixInChat_Description" xml:space="preserve">
|
||||
<value>如果启用,标签和图标将插入聊天中组/联盟号码前缀的后面,而不是前面。 </value>
|
||||
</data>
|
||||
<data name="Loc_NameplateCategory" xml:space="preserve">
|
||||
<value>铭牌属性</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateFreeCompanyVisibility_Description" xml:space="preserve">
|
||||
<value>定义铭牌的免费公司元素何时可见或不可见。</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitlePosition_Description" xml:space="preserve">
|
||||
<value>定义铭牌标题元素的位置。它应该在名称上方还是下方? 你来决定!</value>
|
||||
</data>
|
||||
<data name="Loc_NameplateTitleVisibility_Description" xml:space="preserve">
|
||||
<value>定义铭牌的标题元素何时可见或不可见。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_Chat" xml:space="preserve">
|
||||
<value>聊天</value>
|
||||
</data>
|
||||
<data name="Loc_IsRoleJobIconVisibleInNameplates" xml:space="preserve">
|
||||
<value>在铭牌上显示角色图标</value>
|
||||
</data>
|
||||
<data name="Loc_IsJobIconVisibleInNameplates" xml:space="preserve">
|
||||
<value>在铭牌上显示职业图标</value>
|
||||
</data>
|
||||
<data name="Loc_IsJobIconVisibleInNameplates_Description" xml:space="preserve">
|
||||
<value>职业图标是否显示在铭牌上。</value>
|
||||
</data>
|
||||
<data name="Loc_JobIconSet" xml:space="preserve">
|
||||
<value>职业图标集</value>
|
||||
</data>
|
||||
<data name="Loc_JobIconSet_Description" xml:space="preserve">
|
||||
<value>用于显示职业图标的图标集。您也可以选择角色图标集来代替显示角色图标。</value>
|
||||
</data>
|
||||
<data name="Loc_ChatFeatureCategory" xml:space="preserve">
|
||||
<value>高级聊天选项</value>
|
||||
</data>
|
||||
<data name="Loc_TargetChatTypes" xml:space="preserve">
|
||||
<value>目标聊天类型</value>
|
||||
</data>
|
||||
<data name="Loc_TargetChatTypes_Description" xml:space="preserve">
|
||||
<value>定义应为哪种聊天类型启用此标签的聊天功能。</value>
|
||||
</data>
|
||||
<data name="Loc_Static_StatusIconPrioList" xml:space="preserve">
|
||||
<value>状态图标优先级</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_InDuty" xml:space="preserve">
|
||||
<value>在任中</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_InDuty_Description" xml:space="preserve">
|
||||
<value>在任务中应优先考虑的状态图标。</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_InForay" xml:space="preserve">
|
||||
<value>突袭中</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_InForay_Description" xml:space="preserve">
|
||||
<value>在突袭中应优先考虑的状态图标。</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_Overworld" xml:space="preserve">
|
||||
<value>主世界</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizerConditionSets_Overworld_Description" xml:space="preserve">
|
||||
<value>应该在主世界范围内优先考虑的状态图标。</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizer_ResetToDefault" xml:space="preserve">
|
||||
<value>重置为默认</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizer_ResetToDefault_Description" xml:space="preserve">
|
||||
<value>将所有条件集重置为默认设置</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizer_ResetToEmpty" xml:space="preserve">
|
||||
<value>重置为空</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIconPriorizer_ResetToEmpty_Description" xml:space="preserve">
|
||||
<value>将所有条件集清除为空集合。 没有状态图标将被优先考虑。</value>
|
||||
</data>
|
||||
<data name="Loc_UsePriorizedIcons" xml:space="preserve">
|
||||
<value>使用优先图标</value>
|
||||
</data>
|
||||
<data name="Loc_UsePriorizedIcons_Description" xml:space="preserve">
|
||||
<value>如果您启用了职业图标,则选中此选项将强制一组状态图标优先于职业图标。
|
||||
禁用时,只有断开连接状态图标优先。</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_Busy" xml:space="preserve">
|
||||
<value>忙碌</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_Disconnecting" xml:space="preserve">
|
||||
<value>正在断开连接</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_DutyFinder" xml:space="preserve">
|
||||
<value>任务查找器</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_GroupPose" xml:space="preserve">
|
||||
<value>集体姿势</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_Idle" xml:space="preserve">
|
||||
<value>空闲</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_InDuty" xml:space="preserve">
|
||||
<value>在任中</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_Mentor" xml:space="preserve">
|
||||
<value>导师</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_MentorCrafting" xml:space="preserve">
|
||||
<value>导师制作</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_MentorPvE" xml:space="preserve">
|
||||
<value>PvE 导师</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_MentorPvP" xml:space="preserve">
|
||||
<value>PvP 导师</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_NewAdventurer" xml:space="preserve">
|
||||
<value>新冒险家</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_PartyLeader" xml:space="preserve">
|
||||
<value>队长</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_PartyMember" xml:space="preserve">
|
||||
<value>队员</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_Returner" xml:space="preserve">
|
||||
<value>归还者</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_RolePlaying" xml:space="preserve">
|
||||
<value>角色扮演</value>
|
||||
</data>
|
||||
<data name="Loc_StatusIcons_ViewingCutscene" xml:space="preserve">
|
||||
<value>观看过场动画</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate" xml:space="preserve">
|
||||
<value>模板</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Basic" xml:space="preserve">
|
||||
<value>基本</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Basic_Description" xml:space="preserve">
|
||||
<value>与空的相同,但包含一个非常基本的格式和着色预配置。
|
||||
如果您想进行自己的配置但需要基本格式,也可以使用。</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Description" xml:space="preserve">
|
||||
<value>您可以在此处为以下所有设置选择模板。
|
||||
该模板用作基本属性集。您所做的每项更改都会被保存。但不会保存此模板中的所有选项。
|
||||
这可以帮助您不需要覆盖那么多属性 - 或者通过在没有模板的情况下进行完全自己的配置。
|
||||
|
||||
警告:
|
||||
更改此项可能会导致属性被重置。您可能会丢失部分配置。
|
||||
更改此设置后,请确保一切都按照您喜欢的方式进行设置。</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Full" xml:space="preserve">
|
||||
<value>已满</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Full_Description" xml:space="preserve">
|
||||
<value>用颜色显示工作标签,并为玩家名称元素着色。</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_None" xml:space="preserve">
|
||||
<value>空空如也</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_None_Description" xml:space="preserve">
|
||||
<value>没有进行单一配置。 这是一个完全空的模板。
|
||||
如果您想控制每个选项或只想进行一些配置,请使用此选项。</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Simple" xml:space="preserve">
|
||||
<value>简易</value>
|
||||
</data>
|
||||
<data name="Loc_DefaultPluginDataTemplate_Simple_Description" xml:space="preserve">
|
||||
<value>通过替换标题显示带有颜色的职业标签和角色图标。</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_GrayOut" xml:space="preserve">
|
||||
<value>变灰</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_Ignore" xml:space="preserve">
|
||||
<value>忽略</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_Include" xml:space="preserve">
|
||||
<value>包含</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling" xml:space="preserve">
|
||||
<value>处理死亡玩家</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_GrayOut_Description" xml:space="preserve">
|
||||
<value>应用任何标签,但将铭牌变灰。</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_Ignore_Description" xml:space="preserve">
|
||||
<value>不要处理死亡玩家,不要应用任何标签。</value>
|
||||
</data>
|
||||
<data name="Loc_DeadPlayerHandling_Include_Description" xml:space="preserve">
|
||||
<value>在他们还活着的时候处理死去的玩家。 死了和活着的玩家没有区别。</value>
|
||||
</data>
|
||||
<data name="Loc_MoveStatusIconToNameplateTextIfPossible" xml:space="preserve">
|
||||
<value>如果可以,将状态图标移动到铭牌文本</value>
|
||||
</data>
|
||||
<data name="Loc_MoveStatusIconToNameplateTextIfPossible_Description" xml:space="preserve">
|
||||
<value>如果当前状态图标可用作字体图标,则将其移动到铭牌中的玩家姓名文本,这样就有地方可以使用另一个图标,例如职业图标。</value>
|
||||
</data>
|
||||
<data name="Loc_IsRoleIconVisibleInChat" xml:space="preserve">
|
||||
<value>在聊天中显示角色图标</value>
|
||||
</data>
|
||||
<data name="Loc_TargetChatTypesIncludeUndefined" xml:space="preserve">
|
||||
<value>包含未定义的聊天类型</value>
|
||||
</data>
|
||||
<data name="Loc_TargetChatTypesIncludeUndefined_Description" xml:space="preserve">
|
||||
<value>启用后,标签将应用于所有未定义类型的聊天消息。
|
||||
如果游戏更新并且所有聊天类型的枚举由于值偏移而变得无效,或者插件出于任何原因创建自定义聊天类型,就会发生这种情况。</value>
|
||||
</data>
|
||||
<data name="Loc_Command_playertags_v2" xml:space="preserve">
|
||||
<value>显示玩家标签的配置窗口
|
||||
子命令:
|
||||
enableglobal on|of|toggle -> 设置一个全局主开关,在不更改当前配置的情况下启用或禁用所有插件功能。</value>
|
||||
</data>
|
||||
</root>
|
||||
@@ -4,15 +4,15 @@
|
||||
"net7.0-windows7.0": {
|
||||
"Dalamud.ContextMenu": {
|
||||
"type": "Direct",
|
||||
"requested": "[1.2.1, )",
|
||||
"resolved": "1.2.1",
|
||||
"contentHash": "RiBkn1OYRTnVbfUGYolLBE8MOeXjok+JiZaryb27oGa7YARCTu0XgUzkRiCglujknsHOn5kAaXsT3TUJmqMigg=="
|
||||
"requested": "[1.2.3, )",
|
||||
"resolved": "1.2.3",
|
||||
"contentHash": "ydemplF7DNcA/LLeongDVzWUD/JV0Fw3EwA2+P0jYq3Le2ZYSt4U8qyJq4FyoChqt0lFG8BxYCAzfeWp4Jmnqw=="
|
||||
},
|
||||
"DalamudPackager": {
|
||||
"type": "Direct",
|
||||
"requested": "[2.1.10, )",
|
||||
"resolved": "2.1.10",
|
||||
"contentHash": "S6NrvvOnLgT4GDdgwuKVJjbFo+8ZEj+JsEYk9ojjOR/MMfv1dIFpT8aRJQfI24rtDcw1uF+GnSSMN4WW1yt7fw=="
|
||||
"requested": "[2.1.11, )",
|
||||
"resolved": "2.1.11",
|
||||
"contentHash": "9qlAWoRRTiL/geAvuwR/g6Bcbrd/bJJgVnB/RurBiyKs6srsP0bvpoo8IK+Eg8EA6jWeM6/YJWs66w4FIAzqPw=="
|
||||
},
|
||||
"pilz.dalamud": {
|
||||
"type": "Project"
|
||||
|
||||
Reference in New Issue
Block a user