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<Database> | ||
<GameDBStringTable ID="LOC_TR_PATCH_1_0_13"> | ||
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<LanguageCode>tr</LanguageCode> | ||
<LanguageNameLocalized>Türkçe</LanguageNameLocalized> | ||
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<Contributors> | ||
<Name>Oxymoron Games</Name> | ||
</Contributors> | ||
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<!-- Note: feel free to rearrange any sentences with the parameter {1} so the word order makes sense --> | ||
<LocalizedStrings> | ||
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<!-- RELATED FILE: StringTable[Language]Characters.xml --> | ||
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<GameDBLocalizedString> <LocID>ReservingAmbulance</LocID> <Text>Ambulans bekleniyor</Text> </GameDBLocalizedString> | ||
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<!-- Note: used in second half of a sentence, lower-case is intentional --> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_ROOM_EXM</LocID> <Text>bir muayene odasının boşalmasını bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_ROOM_TRT</LocID> <Text>bir tedavi odasının boşalmasını bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_ROOM_SURG</LocID> <Text>bir ameliyat odasının boşalmasını bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_STAFF_EXM</LocID> <Text>muayene için bir doktor/uzman bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_STAFF_TRT</LocID> <Text>tedavi için bir doktor/uzman bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_STAFF_SURG</LocID> <Text>cerrahi ekibi bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_TRANSPORT_EXM</LocID> <Text>muayene için nakil bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_TRANSPORT_TRT</LocID> <Text>tedavi için nakil bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_TRANSPORT_SURG</LocID> <Text>ameliyata nakil bekliyor</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WAITING_FOR_CRITICAL_PATIENTS</LocID> <Text>durumu ciddi hastalara öncelik veriyor</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>SKIPPED_AFTER_LONG_WAIT</LocID> <Text>Çok bekletildiği için gitti</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>SCHEDULED_PROCEDURE_WAITING</LocID> <Text>Sıraya alındı</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>HOSPITALIZED_WaitingForBedFix</LocID> <Text>gerekli teçhizatın olmadığı bir yatakta</Text> </GameDBLocalizedString> | ||
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<!-- RELATED FILE: StringTable[Language]Notifications.xml --> | ||
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<!-- Roles - for other usage in the UI see SEGMENT_HEADING_ROLES in StringTable[Language]UI.xml --> | ||
<!-- Roles - for the list of employee roles see EMPL_ROLE_EXM_TRT in StringTable[Language]Characters.xml --> | ||
<GameDBLocalizedString> <LocID>NOTIF_NO_ROLES</LocID> <Text>Çalışanın bir görevi yok!</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_NO_ROLES_TEXT</LocID> <Text>Bu çalışana verilmiş bir görev yok, çalışan boşta bekleyecek.</Text> </GameDBLocalizedString> | ||
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<!-- Workload - see UI_ROOM_USAGE_DAY in StringTable[Language]UI.xml --> | ||
<GameDBLocalizedString> <LocID>NOTIF_ROOM_USAGE_STATS_DAY</LocID> <Text>Oda iş yükü istatistikleri</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_ROOM_USAGE_STATS_DAY_TEXT</LocID> <Text>Gündüz vardiyası istatistikleri:\nBoş odalar: {1}\nİş yükü kritik odalar: {2}</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_ROOM_USAGE_STATS_NIGHT</LocID> <Text>Oda iş yükü istatistikleri</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_ROOM_USAGE_STATS_NIGHT_TEXT</LocID> <Text>Gece vardiyası istatistikleri:\nBoş odalar: {1}\nİş yükü kritik odalar: {2}</Text> </GameDBLocalizedString> | ||
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<!-- Broken beds/rooms --> | ||
<!-- The room names filled in are from StringTable[Language]BuildingMode.xml, for example: --> | ||
<!-- ROOM_TYPE_ER_OBSERVATION_ROOM, ROOM_TYPE_INTENSIVE_CARE_UNIT, ROOM_TYPE_INPATIENT_WARD, ROOM_TYPE_HIGH_PRIORITY_INPATIENT_WARD --> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BROKEN_BED</LocID> <Text>Hastanın yatağı kırıldı.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BROKEN_BED_TEXT</LocID><Text>Yatağı tamir ettirmezsen hasta mevcut başka bir yatağa taşınacak veya gönderilecek.</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BED_TRANSFER</LocID> <Text>Hasta yeni bir yatağa taşınıyor.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BED_TRANSFER_TEXT</LocID> <Text>Hastanın yatağı kırıldığı için onu yeni bir yatağa taşıyoruz.</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_TRANSFER_NEW_BED_WAIT</LocID> <Text>Hasta yeni bir yatağa taşınmayı bekliyor.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_TRANSFER_NEW_BED_WAIT_TEXT</LocID> <Text><![CDATA[Hastanın yatağı kırıldığı için onu yeni bir yatağa taşımalıyız fakat <i>{1}</i> odasında boş yatak yok.]]></Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_NO_TRANSFER_NEW_BED_WAIT</LocID> <Text>Hasta yeni bir yatağa taşınmayı bekliyor.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_NO_TRANSFER_NEW_BED_WAIT_TEXT</LocID> <Text>Hastanın yatağı kırıldığından onu yeni bir yatağa taşımalıyız fakat şu an onu nakledecek müsait hemşire yok.</Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_NO_TRANSFER_BED_WAIT</LocID> <Text>Hasta yeni bir odaya taşınmayı bekliyor.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_ROOM_NO_TRANSFER_BED_WAIT_TEXT</LocID> <Text><![CDATA[Hastanın odası kötü durumda veya kullanıma uygun değil. Onu yeni bir <i>{1}</i> odasına taşımalıyız fakat şu an hastayı nakledecek müsait hemşire yok.]]></Text> </GameDBLocalizedString> | ||
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<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BROKEN_BED_TAKEN_AWAY</LocID> <Text>Hasta başka bir hastaneye naklediliyor.</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>NOTIF_HOSPITALIZED_PATIENT_BROKEN_BED_TAKEN_AWAY_TEXT</LocID> <Text>Hastanın yatağı uzun süre kırık kaldı. Hasta başka bir hastaneye naklediliyor.</Text> </GameDBLocalizedString> | ||
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<!-- RELATED FILE: StringTable[Language]UI.xml --> | ||
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<!-- Status column in table of patients --> | ||
<GameDBLocalizedString> <LocID>TABLE_PATIENTS_STATUS</LocID> <Text>Durum</Text> </GameDBLocalizedString> | ||
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<!-- Workload shown in department management mode for individual rooms (on the floor) --> | ||
<GameDBLocalizedString> <LocID>WORKLOAD_NONE</LocID> <Text>Yok</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WORKLOAD_LOW</LocID> <Text>Düşük</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WORKLOAD_MEDIUM</LocID> <Text>Orta</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WORKLOAD_HIGH</LocID> <Text>Yüksek</Text> </GameDBLocalizedString> | ||
<GameDBLocalizedString> <LocID>WORKLOAD_CRITICAL</LocID> <Text>KRİTİK</Text> </GameDBLocalizedString> | ||
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<!-- Marker of rooms extended outdoors in department management mode for individual rooms (on the floor) --> | ||
<GameDBLocalizedString> <LocID>UI_ROOM_OUTDOORS</LocID> <Text>DIŞ MEKÂN</Text> </GameDBLocalizedString> | ||
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<!-- Department management mode, neurology, on the right panel (hospitalization) --> | ||
<GameDBLocalizedString> <LocID>LAB_TECHNOLOGIST_NEURO</LocID> <Text>Nörolog</Text> </GameDBLocalizedString> | ||
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</LocalizedStrings> | ||
</GameDBStringTable> | ||
</Database> | ||
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