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extend i18n #78
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extend i18n #78
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Thank you, much appreciated! |
I've pushed new branch Please review, since format now allows
Question: Do you need (from #76 )
Is this OK? If so, do you have JP for |
Thanks for setting this up.
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In "Mechanic: AACI Rework (sequential roll and new AACI priority), Additional Stats show fleetwide AACI rate", does 'sequential roll' mean multiplexing? In 'Air Support Sub node settings, update Night Zuiun Cut-In trigger rate (removed Advanced Setting) + show in Additional Stats' does 'Air Support Sub node settings' refers to the support fleet? What is Phase 2 of "Carry over HP/Morale option, update presets to Phase 2 comps, vanguard formation"? Historical Bonus config, Nelson/Nagato/Mutsu specials (day only currently), new mechanics: new installation mods/new resource costs/new echelon What is 'new resource costs' in 'mods'? What is 'vs LBAS' in #divAdditionalStats? What does "Effective" in "Effective LoS" mean? The following are things that occurred to me while translating and have nothing to do with the translation Why is "Use default World 6 costs for Air Raid" not ON by default? Do you not use the estimated formula for the activation rate of the special bombardment? Wouldn't it be better to make it clear what exactly is included in "Avg Resupply"? Maybe we should make it clear that 'Standard Accuracy' and 'Standard Evasion' take into account increases due to luck and level. 'Override Support Fleet Chance' should be made clear that it is set with the antenna in mind. |
Ah, I think changelogs can be low priority for now since they may not be so relevant anymore, but no problem if you're interested in translating them anyway.
"Sequential roll" refers to the AACI mechanics update on 2023-05-26, where now individual AACI types are rolled "one after another". https://en.kancollewiki.net/Sequential_AACI
"Phase 2" refers to the major update in 2018 when all normal maps were reworked. So here I replaced old maps' enemy comps with new maps' enemy comps.
I meant these 3 settings under Mechanics:
The air power value which enemy fleets use against player's LBAS (which is different because recons etc are counted)
The LoS used for map branching. This formula: https://wikiwiki.jp/kancolle/%E3%83%AB%E3%83%BC%E3%83%88%E5%88%86%E5%B2%90#los_formula
OFF = use 6%/4% for raid node cost (used by all event, world 5, world 7, etc)
Currently it does not, as I was told that those formulas may be inaccurate, and we have not been able to confirm personally with DB. Good idea, I am thinking about adding a note/warning similar to DD vanguard and smoke.
Good idea, I will add a tooltip.
Maybe can also add tooltip for this?
Sure, I can add a note. |
Sorry. |
Questions about translation are addressed here in the comments. It is the same as the original file except for the comments. |
The following is not related to translation
_2024_07_03_00_55_02_827.mp4 |
js/data/question.jsonc
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"smokescreen_mods": "煙幕補正値", | ||
"smoke_level": "煙幕レベル", | ||
"activation_rate": "発動率", | ||
// In Japanese, it is more natural to say "暫定計算式を使用する" (link to '暫定計算式') |
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Do you mean 暫定計算式を使用する (<a href="https://twitter.com/Xe_UCH/status/1767407602554855730">https://twitter.com/Xe_UCH/status/1767407602554855730</a>)
? If so I can add another v-slot for direct link which only JP uses.
Or would this work?
"use_provisional_link": "暫定計算式を使用する ({link})",
"activation_formula": "<generic term such as 'Twitter'/'Link'>",
js/data/question.jsonc
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"set_bonuses": "手動セット", | ||
"main_fleet_set": "Main Fleet set", // ? | ||
"lbas_set": "Land Base Aerial Support set", // ? | ||
"friend_fleet_set": "Friend Fleet set", // ? |
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"Main Fleet set" means "Main Fleet bonuses have been set", to notify the user that they have already set some value. Same thing for the other two.
"lbas_set"/"friend_fleet_set" are currently unused but maybe I may find a use in the future.
js/data/question.jsonc
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"bonus_acc_desc": "マップ全体で命中ボーナスを付与します(倍率)", | ||
"bonus_eva": "回避ボーナス", | ||
"bonus_eva_desc": "マップ全体で回避ボーナスを付与します(倍率)", | ||
// Who applies what to whom and how? |
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Value is a damage multiplier similar to "Bonus Dmg" that is applied to the player ship's attack, it is effective against the enemy flagship of the final node only and is cumulative with Bonus Dmg.
Note this is a legacy setting to remain compatible with simulations done before we figured out precise debuff effects, so it would be rarely used now.
js/data/question.jsonc
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"aaci_none": "不発", | ||
"aaci_planes": "固定ボーナス", | ||
"aaci_rate": "発動率", | ||
// For what? |
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Fleet-wide AACI activation rate. For example, if Ship1 and Ship2 both have 50% individually but Ship1 has priority, then Ship1 -> 50%, Ship2 -> 25%.
js/data/question.jsonc
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"vs_installation_power": "対地火力", | ||
"soft_skin": "ソフトスキン", | ||
"pillbox": "砲台/トーチカ", | ||
"iso_hime": "Iso Hime", // Who? |
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離島棲姫
js/data/question.jsonc
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"diff_C": "丙", | ||
"diff_D": "丁", | ||
"hq_level": "司令部レベル", | ||
"ff_skip_comps": "Skip comps with same ship in Main Fleet?", // ? |
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ON = If a Friend Fleet contains a ship which is also currently present in the player's Main Fleet, then do not import this Friend Fleet.
js/data/question.jsonc
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"from_friend_fleet": "From Friend Fleet", // ? | ||
"from_targeting_boss": "From Targeting Boss", // ? | ||
"import_to_main_fleet": "Import to Main Fleet", // ? | ||
"import_to_friend_fleets": "Import to Friend Fleets", // ? |
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https://github.com/sorewachigauyo/kc-event-bonus/tree/master/54-5
"From Friend Fleet" = "Use the data where samples are from Friend Fleet attacking" (_friendlyfleet
files)
"From Targeting Boss" = "Use the data where samples are from Enemy Flagship being attacked" (_vsboss
files)
"Import to Main Fleet": ON = apply these bonus values to ships currently in the Main Fleet
"Import to Friend Fleets": ON = apply these bonus values to ships currently in the Friend Fleets
js/data/question.jsonc
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"request_error_not_found": "Request error/Not found", // ok | ||
"request_timed_out": "Request timed out", // ok | ||
"ship": "艦", | ||
"count": "Count", // ? |
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js/data/question.jsonc
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"average_all": "平均値を採用", | ||
"confirm": "決定", | ||
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"warn_replay_import": "Warning: Replay import will overwrite existing data.", // ? |
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https://kc3kai.github.io/kancolle-replay/battleplayer.html From here, load a Sample Code and click IMPORT INTO SIMULATOR. It is a warning that data imported this way will replace whatever you had before.
js/data/question.jsonc
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"OASW": "先制対潜", | ||
"CVCI": "昼戦空母CI", | ||
"destroyerNBCI": "駆逐艦の夜戦CI", | ||
"LBASBuff": "LBAS/Support Revamp (Fall 17)", // ? |
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Starting from Fall 2017 Event update, support and LBAS mechanics were updated to make them stronger: Support usable on night-only nodes, ASW support implemented, LBAS received bonus from proficiency, some calculation differences
js/data/question.jsonc
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"coloradoSpecialFix": "コロラドタッチ", | ||
"eqBonusTorp": "艦攻に装備ボーナス適用", | ||
"eqBonusASW": "対潜に装備ボーナス適用", | ||
"ffReroll": "Friend Fleet Flagship Reroll", // ? |
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The mechanic where Friend Fleet is less likely to target the enemy flagship. https://wikiwiki.jp/kancolle/%E5%8F%8B%E8%BB%8D%E8%89%A6%E9%9A%8A#notetext_3
js/data/question.jsonc
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"CVCI (BBA)": "空母CI (BBA)", | ||
"CVCI (BA)": "空母CI (BA)", | ||
"Zuiun CI": "海空立体攻撃/瑞雲立体攻撃", | ||
"DB CI": "DB CI" // ? |
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https://wikiwiki.jp/kancolle/%E6%88%A6%E9%97%98%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6#Observation -> 詳細説明
"Sec. CI" = 主砲 + 副砲 (カットイン表示 column)
"Radar CI" = 主砲 + 電探
"AP+Sec. CI" = 主砲 + 徹甲弾
"AP CI" = 主砲 + 主砲
"Zuiun CI": 瑞雲立体攻撃 only? (only 瑞雲)
"DB CI" = 海空立体攻撃 only? (only 彗星(六三四空))
js/data/question.jsonc
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"NZuiun CI (ZZR)": "NZuiun CI (ZZR)", // ? | ||
"NZuiun CI (ZZ)": "NZuiun CI (ZZ)", // ? | ||
"NZuiun CI (ZR)": "NZuiun CI (ZR)", // ? | ||
"NZuiun CI (Z)": "NZuiun CI (Z)" // ? |
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https://wikiwiki.jp/kancolle/%E5%A4%9C%E6%88%A6#dfcb6e1f
"Mixed CI" = 魚魚主
"DDCI (GTR) x1" = 駆逐 主魚電
"DDCI (LTR) x1" = 駆逐 魚見電/魚水電
"DDCI (TTL) x1" = 駆逐 魚水魚
"DDCI (TDL) x1" = 駆逐 ド水魚
"... x2" = same as above, but versions that hit twice
"NZuiun CI (ZZR...)" = 主主瑞, Z = 試製 夜間瑞雲(攻撃装備), R = 電
js/data/question.jsonc
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"bug_reports_feature_requests": "バグ報告/要望", | ||
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// You can import your in-game fleet using KC3Kai's Basic Profile file.・・・ | ||
// I can't verify these because I don't have the environment |
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js/data/question.jsonc
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"fuel_percent": "燃料残量(%)", | ||
"ammo_percent": "弾薬残量(%)", | ||
"air_sub_node": "対潜空襲マス", | ||
"air_sub_support": "Support",// ? |
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This is just a short name for this node/setting, you can just name it "対潜空襲マス" if it fits.
jsonc has been removed because of the hassle of synchronization
Not related to translation Why is the "air_sub_support" setting not in the Battle Type? |
Yes, both sortie cost and replenishment cost are included for LBAS.
Sorry not sure what you mean by "single-track". But "standard_evasion_tooltip" is the tooltip for explaining this: https://wikiwiki.jp/kancolle/%E5%91%BD%E4%B8%AD%E3%81%A8%E5%9B%9E%E9%81%BF%E3%81%AB%E3%81%A4%E3%81%84%E3%81%A6#avoidterm1
I just haven't implemented yet. But I am thinking about redesigning so it doesn't need
It's possible to send an input directly to sim, like this. So if that input is wrong, or if devs add new combined fleet type.
This is so you can set each enemy individually. If KC devs ever add something like non-carrier supporters, or non-submarine normal enemies, or night-only version, then it's already supported. |
Okay, I can certainly see that it is an override.
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There is a fixed maximum loss limit on maelstrom nodes. |
Okay, but I don't think this is a widely known specification, so why not add a tooltip and write out the upper loss limit for each square there as well?
"enemy_fleet": "敵艦隊"
"ダメージボーナス(ボス旗艦)" can be shortened to "ボス特効".
Yes, the grammar is natural, but are we talking about coding? I think it would be helpful to have a table that shows the correspondence between the English abbreviation and the Japanese notation for each ship type. I think it would be good to put a jp-wiki,en-wiki,Twitter but I don't know if the treatment in the simulator would match the table. For example, is the Souya divided into three types, or are they all supply ships together, etc. |
Added "add_cost_max_tooltip"
Looks like similar wording is already there?
Just checking grammar, thanks.
They follow API types, the same as KCNav (so all Souya are AO, etc). I think many people may be familiar with them from using KCNav too. Some questions:
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Good ideas 👍 I've implemented both. |
Thanks for adopting it. I think it looks really good. |
Yep I think we are almost done. |
The following are just to check if our understandings match (I am using machine translate, so apologies if these are due to bad machine translation):
Can you confirm if these are being described accurately? Also should have a change log entry for this update. |
Yes, that would be fine.
I think neither 'edges' nor '航路' are very common in Japan.
I have reviewed the parts that are still in English and everything is ok as it is. I think the translation into Japanese is not good, or to put it simply, it looks lame. However, it depends on my personal sensitivity, so I can't say for sure until I hear feedback.
Thanks, glad I could contribute. |
One small thing, "Set: None removing all bonuses" happens only if it's ON. If it's OFF then current ships are unaffected just like otherwise. I moved that sentence to the first part, is that OK? Besides that I think everything looks good. |
I think it's good.I dare say that "(倍率: 1 にリセット)" would have been better than "(1 にリセット)".
Yes, that's fine because the notification should come.I would like to cooperate unless unforeseen circumstances arise. |
Alright, glad to hear. 👍 I've published it to the site now. Thank you very much for your hard work. お疲れさまでした。 |
#77