update for 2706

This commit is contained in:
VaniatD 2020-07-26 20:25:29 +08:00
parent 98615b2a90
commit 07c0932b89
14 changed files with 46 additions and 16 deletions

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@ -28,6 +28,9 @@
<!-- EN: rotate right -->
<Designator_RotateRight.label>向右旋转</Designator_RotateRight.label>
<!-- EN: change selected debug action -->
<Dev_ChangeSelectedDebugAction.label>更改已选择的调试选项</Dev_ChangeSelectedDebugAction.label>
<!-- EN: tick once -->
<Dev_TickOnce.label>Tick一次debug</Dev_TickOnce.label>

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@ -8,6 +8,13 @@
<li>r_logentry->[INITIATOR_definite]对[SUBJECT_definite]使用了[ABILITY_label]。</li>
</Event_AbilityUsed.rulePack.rulesStrings>
<!-- EN:
<li>r_logentry->[INITIATOR_definite] used [ITEM_indefinite] on [SUBJECT_definite].</li>
-->
<Event_ItemUsed.rulePack.rulesStrings>
<li>r_logentry->[INITIATOR_definite]对[SUBJECT_definite]使用了[ITEM_indefinite]。</li>
</Event_ItemUsed.rulePack.rulesStrings>
<!-- EN:
<li>r_logentry->[SUBJECT_definite] was [stunned] by the attack.</li>
<li>r_logentry->[SUBJECT_definite] was [stunned] by [INITIATOR_definite]'s attack.</li>

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@ -298,7 +298,7 @@
<li>townname_combo->[AnimalBadass] [geography]</li>
<li>townname_combo->[AnimalBadass]'s [geography]</li>
<li>townname_combo->[ConceptBadass] [geography]</li>
<li>townname_combo->[ConceptBadass]'s' [geography]</li>
<li>townname_combo->[ConceptBadass]'s [geography]</li>
<li>townname_combo->[PersonBadass] [geography]</li>
<li>townname_combo->[PersonBadass]'s [geography]</li>
<li>townname_combo->[Enemy]'s [geography]</li>

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@ -13,8 +13,8 @@
<!-- EN: medical tend quality -->
<MedicalTendQuality.label>医疗治疗质量</MedicalTendQuality.label>
<!-- EN: The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, room cleanliness, luck, and so on. -->
<MedicalTendQuality.description>此人作为一名医生时给予病人治疗的基础质量。\n\n实际治疗质量还受到相关设施、药品使用、房间清洁度以及运气等因素的影响。</MedicalTendQuality.description>
<!-- EN: The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on. -->
<MedicalTendQuality.description>此人作为一名医生时给予病人治疗的基础质量。\n\n实际治疗质量还受到相关设施、药品使用以及运气等因素的影响。</MedicalTendQuality.description>
<!-- EN: medical tend speed -->
<MedicalTendSpeed.label>医疗治疗速度</MedicalTendSpeed.label>

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@ -1,9 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- UNUSED -->
<Broadshield.label>便携护盾</Broadshield.label>
<Broadshield.description>一个临时的子弹护盾投射器。子弹能够射出,但是无法射入。它会在一段时间后自动烧毁。</Broadshield.description>
<Broadshield.comps.CompDestroyAfterDelay.countdownLabel>烧毁于</Broadshield.comps.CompDestroyAfterDelay.countdownLabel>
<!-- EN: ship part (defoliator) -->
<DefoliatorShipPart.label>飞船部件(枯萎)</DefoliatorShipPart.label>
<!-- EN: An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.\n\nThis one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests during land, to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies. -->
<!-- EN: An ancient ship part, torn off of a craft of unknown origin. It might be thousands of years old.\n\nThis one contains a device which annihilates plant life near itself without directly affecting flesh creatures. These kinds of weapons are sometimes scattered across farmlands or forests to remove the enemy's food supply and hiding places without permanently ruining the territory. They're usually associated with orbital-drop mechanoid armies. -->
<DefoliatorShipPart.description>一块来历不明的古老飞船残骸,它可能有数千年的历史了。\n\n这一块残骸内包含了一个特殊装置能够在不影响活着的动物的情况下消灭它周围的植物。这类武器有时会被散布至陆地上的农田或者森林里用以在不损坏领地的情况下除掉敌人的粮食供应和避难所。它们通常与轨道空投的机械体敌人相关。</DefoliatorShipPart.description>
<!-- EN: ship part (psychic droner) -->

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@ -6,6 +6,10 @@
<!-- EN: A hyper-advanced computer core that houses a peak-human-equivalent machine persona. In its isolated state, the core is dormant. Installed in a proper support structure, however, it can become a mind of great power. -->
<AIPersonaCore.description>一个极先进的计算机核心,装载有类似于超人一般的人工智能。目前处于未连接的休眠状态。一但装在合适的飞船结构梁上,它将变成有着惊人能力的大脑。</AIPersonaCore.description>
<!-- UNUSED -->
<BroadshieldUnit.label>斥力护盾单元</BroadshieldUnit.label>
<BroadshieldUnit.description>一种可以产生动量斥力的极致时代产物。它无法独立完成任何事情,但是对于某些东西的制造是至关重要的。\n\n可以通过拆除机械护盾产生器来获得这个物品。</BroadshieldUnit.description>
<!-- EN: elephant tusk -->
<ElephantTusk.label>象牙</ElephantTusk.label>
<!-- EN: An elephant's tusk. It is very durable and valuable. While somewhat unwieldy as a melee weapon, it can still be deadly. -->

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@ -44,6 +44,11 @@
<!-- EN: An unfinished piece of metal armor. -->
<UnfinishedMetallicTechArmor.description>一件未完成的金属护甲。</UnfinishedMetallicTechArmor.description>
<!-- EN: unfinished pack -->
<UnfinishedPack.label>未完成的装备包</UnfinishedPack.label>
<!-- EN: An unfinished piece of a pack. -->
<UnfinishedPack.description>一个未完成的装备组件。</UnfinishedPack.description>
<!-- EN: unfinished sculpture -->
<UnfinishedSculpture.label>未完成的雕塑</UnfinishedSculpture.label>
<!-- EN: An unfinished sculpture. -->

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@ -437,7 +437,7 @@
<Difficulty_AdaptationEffectFactor_Info>适应性表示玩家对当前游戏的适应能力,故事叙述者会在你游刃有余的情况下随着时间的推移使游戏更富挑战性。这与财富和人口对故事的影响效果不同。\n\n这个选项会调整适应性数值对实际威胁的影响。</Difficulty_AdaptationEffectFactor_Info>
<!-- EN: Fixed wealth progress mode -->
<Difficulty_FixedWealthMode_Label>固定财富模式</Difficulty_FixedWealthMode_Label>
<!-- EN: Play in fixed wealth progress mode.\n\nIn normal mode, the storyteller scales threats according to colonist, count, player wealth, and a variety of other factors. Fixed wealth progress mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony.\n\nThis is only recommended for those looking for a strict skill challenge. In fixed progression mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. -->
<!-- EN: Play in fixed wealth progress mode.\n\nIn normal mode, the storyteller scales threats according to colonist count, player wealth, and a variety of other factors. Fixed wealth progress mode removes the wealth factor and replaces it with a fixed progress curve based on time. The time is counted from the founding of each colony.\n\nThis is only recommended for those looking for a strict skill challenge. In fixed progression mode, it may be nearly impossible to recover from serious losses unless you found a new settlement. It's also possible to get too far ahead of the curve and find the game too easy. -->
<Difficulty_FixedWealthMode_Info>在固定财富模式下进行游戏。\n\n普通模式中故事叙述者会根据殖民者、人口、财富值和其他因素来衡量威胁的强度。固定财富模式下移除了财富因素并用基于时间的固定进度曲线来代替它。这个时间曲线从殖民地建立开始计算。\n\n这个方案只推荐给那些寻求严格技能挑战的玩家。在固定财富模式下除非你找到新的解决方案否则几乎不可能从严重损失中恢复。当然也可能因为超前发展而使游戏变得过分简单。</Difficulty_FixedWealthMode_Info>
<!-- Site select -->

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@ -621,6 +621,9 @@
<!-- EN: {0_label} is currently hidden. -->
<MessageCannotSelectInvisibleStat>{0_label}当前是隐藏的。</MessageCannotSelectInvisibleStat>
<!-- EN: {PAWN_nameDef} is a prisoner -->
<MessagePrisonerCannotEquipWeapon>{PAWN_nameDef}是一名囚犯</MessagePrisonerCannotEquipWeapon>
<!-- UNUSED -->
<MessageChoseRoute>远行队会自动前往第一个路径点。</MessageChoseRoute>
<MessagePsychicAmplifierNoSensitivity>{PAWN_labelShort}无法使用心灵增幅装置,因为{PAWN_pronoun}心灵敏感度为零。</MessagePsychicAmplifierNoSensitivity>

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@ -130,7 +130,7 @@
<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期2020年7月23日 21点42</text>
<text>修订日期2020年7月26日 20点19</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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@ -2,12 +2,12 @@
<LanguageData>
<!-- EN:
<li>questDescription->Pirates have set up an outpost and are harassing caravans of [asker_faction_name]. [asker_nameDef] is planning an aerial assault on the outpost. [asker_pronoun] wants you to provide [soldiers] for the attack.\n\n[asker_pronoun] will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward.\n\nOnce the attack begins, you must defeat all enemies and turrets within [timeoutTicks_duration].</li>
<li>questDescription->[enemiesLabel] have set up a camp and are harassing caravans of [asker_faction_name]. [asker_nameDef] is planning an aerial assault on the camp, which is guarded by [enemiesCount] [enemiesLabel]. [asker_pronoun] wants you to provide [soldiers] to carry out the attack.\n\n[asker_pronoun] will send a shuttle to pick up your fighters, bring them to the attack site, and take them home afterward. They will be fed en-route.\n\nOnce the attack begins, you must defeat all enemies and turrets within [timeoutTicks_duration].</li>
<li>soldiers(requiredPawnCount>1)->[requiredPawnCount] soldiers</li>
<li>soldiers(requiredPawnCount==1)->[requiredPawnCount] soldier</li>
-->
<Mission_BanditCamp.questDescriptionRules.rulesStrings>
<li>questDescription->海盗在附近建立了前哨站以骚扰[asker_faction_name]的商队。[asker_nameDef]正计划对该前哨站进行空袭。[asker_pronoun]想要你为这次进攻提供[soldiers]。\n\n[asker_pronoun]会派出穿梭机接送你的殖民者,将他们带到攻击目标,并在事后带他们返回\n\n一旦开始进攻你必须在[timeoutTicks_duration]击败所有的敌人和炮塔。</li>
<li>questDescription->[enemiesLabel]在附近建立了营地以骚扰[asker_faction_name]的商队。[asker_nameDef]正计划对该营地进行空袭。[asker_pronoun]想要你为这次进攻提供[soldiers]。\n\n[asker_pronoun]会派出穿梭机接送你的殖民者,将他们带到攻击目标,并在事后带他们返回\n\n一旦开始进攻你必须在[timeoutTicks_duration]击败所有的敌人和炮塔。</li>
<li>soldiers(requiredPawnCount>1)->[requiredPawnCount]战士</li>
<li>soldiers(requiredPawnCount==1)->[requiredPawnCount]战士</li>
</Mission_BanditCamp.questDescriptionRules.rulesStrings>

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@ -1,12 +1,12 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: broadshield -->
<Broadshield.label>便携护盾</Broadshield.label>
<!-- EN: broadshield projector -->
<BroadshieldProjector.label>护盾投影仪</BroadshieldProjector.label>
<!-- EN: A temporary bullet shield projector. Bullets can go out, but not in. It burns out after a few seconds of use. -->
<Broadshield.description>一个临时的子弹护盾投射器。子弹能够射出,但是无法射入。它会在一段时间后自动烧毁。</Broadshield.description>
<BroadshieldProjector.description>一个临时的子弹护盾投射器。子弹能够射出,但是无法射入。它会在一段时间后自动烧毁。</BroadshieldProjector.description>
<!-- EN: Burnout in -->
<Broadshield.comps.CompDestroyAfterDelay.countdownLabel>烧毁于</Broadshield.comps.CompDestroyAfterDelay.countdownLabel>
<BroadshieldProjector.comps.CompDestroyAfterDelay.countdownLabel>烧毁于</BroadshieldProjector.comps.CompDestroyAfterDelay.countdownLabel>
<!-- EN: shuttle -->
<Shuttle.label>穿梭机</Shuttle.label>

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@ -1,9 +1,9 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: broadshield unit -->
<BroadshieldUnit.label>斥力护盾单元</BroadshieldUnit.label>
<!-- EN: A piece of ultratechnology that can generate a momentum-repulsor shield. This can't do anything on its own, but it is necessary to craft some other usable shield items.\n\nBroadshield units can be obtained by deconstructing mechanoid shield generators. -->
<BroadshieldUnit.description>一种可以产生动量斥力的极致时代产物。它无法独立完成任何事情,但是对于某些东西的制造是至关重要的。\n\n可以通过拆除机械护盾产生器来获得这个物品。</BroadshieldUnit.description>
<!-- EN: broadshield core -->
<BroadshieldCore.label>斥力护盾核心</BroadshieldCore.label>
<!-- EN: A piece of ultratechnology that can generate a momentum-repulsor shield. This can't do anything on its own, but it is necessary to craft some other usable shield items.\n\nBroadshield cores can be obtained by deconstructing mechanoid shield generators. -->
<BroadshieldCore.description>一种可以产生动量斥力的极致时代产物。它无法独立完成任何事情,但是对于某些东西的制造是至关重要的。\n\n可以通过拆除机械护盾产生器来获得这个物品。</BroadshieldCore.description>
</LanguageData>

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<!-- EN: Mote -->
<Mote_Bestow.label>赏赐</Mote_Bestow.label>
<!-- EN: Mote -->
<Mote_BroadshieldActivation.label>力场</Mote_BroadshieldActivation.label>
<!-- EN: Mote -->
<Mote_BulletShieldAreaEffect.label>斥力</Mote_BulletShieldAreaEffect.label>