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Translations update from Hosted Weblate
2 parents f379444 + 73c2c83 commit 352ba86

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src-ui/res/history.en.yaml

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@@ -228,3 +228,5 @@ morningwalk: This genre was invented by Anurag Sahay.
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energywalk: This genre was invented by Parachor.
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circuitwalk: This genre was invented by Parachor.
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cornerch: This genre first appeared in Puzzle Communication Nikoli vol. 191.
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marutaring: This genre first appeared in Puzzle Communication Nikoli vol. 181.
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bhaibahan: This genre was invented by Prasanna Seshadri.

src-ui/res/history.ja.yaml

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@@ -228,3 +228,5 @@ morningwalk: Anurag Sahay氏発案
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energywalk: Parachor氏発案
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circuitwalk: Parachor氏発案
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cornerch: パズル通信ニコリ vol.191より
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marutaring: パズル通信ニコリ vol.181より
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bhaibahan: Prasanna Seshadri氏発案

src-ui/res/rules.en.yaml

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@@ -384,3 +384,14 @@ edamame: |-
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2. Every rectangle contains exactly three circles: One on each endpoint, and another somewhere in the middle.
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3. A number indicates the amount of circles in the 4 orthogonally adjacent cells. Circles cannot appear outside of rectangles.
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4. All cells not used by rectangles form an orthogonally contiguous area.
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marutaring: |-
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Shade some cells on the board to form a loop.
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1. Every shaded cell is adjacent to exactly 2 other shaded cells.
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2. The shaded cells cannot form a 2x2 square.
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3. Each group of shaded cells within a region must be a rectangle or square. A region may have multiple non-adjacent groups of shaded cells.
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4. Numbered regions must contain the indicated amount of shaded cells. Regions without numbers must contain at least one shaded cell.
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bhaibahan: |-
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Draw a loop that goes through every circle.
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1. The loop cannot branch off or cross itself.
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2. When two circles are orthogonally adjacent, the loop goes straight in one and turns in the other.
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3. The loop is split into segments, alternating between a segment where the loop turns in every cell and a segment where the loop goes straight in every cell. A number indicates the size of the segment that the number is on.

src-ui/res/rules.ja.yaml

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@@ -322,3 +322,8 @@ cornerch: |-
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3. 1つのシマに、いくつ数字が入っても かまいません。また、数字が入っている マスを黒くぬってはいけません。
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4. マスの数が偶数のシマは必ず長方形 (正方形も含みます)になります。また、 マスの数が奇数のシマは必ず長方形 (正 方形も含みます) 以外の形になります。
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5. すべてのシマは頂点を通じてひとつな がりになっていなければなりません。
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marutaring: |-
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盤面のいくつかのマスを黒く塗り、1つの黒マスの輪っかを作りましょう。
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1. 全ての黒マスはタテヨコに2つだけ、他の黒マスと隣り合うようにします。
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2. 太線で区切られた領域に入っている数字は、その領域に入る黒マスの数を表します。数字の入っていない領域には、いくつ黒マスが入るか分かりません。
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3. 一つの領域の中では、丸太(幅1マスで長さ1マス以上の長方形または正方形)の形でのみ黒マスを入れることができます。各領域にはいくつ丸太が入っても構いませんが、必ず1つ以上の丸太を入れるようにします。

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