update for 2653

This commit is contained in:
VaniatD 2020-06-03 21:10:31 +08:00
parent bb4ef829a1
commit 2308728771
22 changed files with 137 additions and 77 deletions

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<!-- EN: This setting is designed to be unfair. Huge threats will crash upon you without mercy until your colony dies. Only choose this setting if you are happy with the drama of struggling and dying.\n\nRecommended for:\n\n- Experienced players who want to face a brutal, unfair challenge where even great skill may not prevent death.\n- Lovers of tragedy.\n- Digital masochists. -->
<Extreme.description>专家难度。这个选择是不公平的,巨大的威胁将毫无怜悯地接踵而至,直到你的殖民地消失。只有当你对挣扎和死亡的戏剧感到满足时,才建议使用这项难度。\n你必须懂得如何止损因为它没有完美的结局。你需要很多时间才能从灾难、疾病、战争和死亡的打击中恢复需要面对失去自己喜欢的人事物需要适应这个没有公平可言的世界活下去并书写属于自己的故事。\n\n建议使用\n-有经验的玩家,希望面对残酷、不公平的挑战,即使是高超的技巧也无法阻止死亡\n-悲剧爱好者\n-数值受虐狂\n\n在这个难度下殖民者的心情惩罚进一步增加同时采矿和农业收入减少更多食物中毒和感染几率大幅提高事件强度已经翻倍。其实想愉快体验游戏的话这个难度不是什么好选择。</Extreme.description>
<!-- EN: the price of survival is blood -->
<!-- EN: blood and dust -->
<Hard.label>残暴狂飙</Hard.label>
<!-- EN: Face brutal survival challenges. Even if you play well, people will die. You will need to anticipate threats before they arrive, and seek out every advantage.\n\nRecommended for:\n\n- Experienced players who want to struggle to survive. -->
<Hard.description>挑战难度。你将面临严酷的生存挑战,各种威胁迅速提升,并以恶趣味的方式接踵而至。这里没有万全之策,有时候必须懂得取舍。\n为了适应这个难度你需要多样化的策略、战术和一些运气。\n\n建议使用\n-想要努力求生的有经验的玩家。\n\n这个难度下殖民者会有一个额外的小幅心情惩罚同时采矿和农业的收入略有减少食物中毒和感染的机率小幅增加事件强度增加很多。如果难以继续不妨将难度降低一点。</Hard.description>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: paralytic abasia -->
<Abasia.label>麻痹</Abasia.label>
<!-- EN: A condition that affects the motor cortex of a patient, resulting in the inability to walk. -->
<Abasia.description>一个影响病人运动皮层,导致不能行走的状态。</Abasia.description>
<!-- EN: blood rot -->
<BloodRot.label>坏血病</BloodRot.label>
<!-- EN: A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death. The body's immune system will clear blood rot after a long time, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. -->
<BloodRot.description>一种生长较缓慢的细菌性疾病。细菌在生长阶段初期对患者的影响很小,一旦达到饱和水平,就会引发毒素风暴,进而导致死亡。免疫系统需要很长的时间才能清除坏血病,所以标准的治疗方案是用普通药物来抑制坏血病直到恢复正常。闪耀世界的医生能够使用大剂量的纳米试剂来一次性清除坏血病感染,但相对要昂贵得多。</BloodRot.description>
<!-- EN: minor -->
<BloodRot.stages.minor.label>轻度</BloodRot.stages.minor.label>
<!-- EN: major -->
<BloodRot.stages.major.label>中度</BloodRot.stages.major.label>
<!-- EN: extreme -->
<BloodRot.stages.extreme.label>严重</BloodRot.stages.extreme.label>
<!-- EN: chemical damage -->
<ChemicalDamageModerate.label>化学性损伤</ChemicalDamageModerate.label>
<!-- EN: Chemical damage at the cellular level. -->

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@ -3,11 +3,11 @@
<!-- EN:
<li>questDescription(askerIsNull==true)->We've intercepted messages about a collection of valuable items worth [itemStashContentsValue] not far from [map_definite]. The collection consists of:\n\n[itemStashContents]\n\nIt seems that [allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_label], [asker_faction_leaderTitle] of [asker_faction_name], has informed us of a collection of valuable items worth [itemStashContentsValue] not far from us. The collection consists of:\n\n[itemStashContents]\n\n[asker_label] says that [allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_nameDef], [asker_faction_leaderTitle] of [asker_faction_name], has informed us of a collection of valuable items worth [itemStashContentsValue] not far from us. The collection consists of:\n\n[itemStashContents]\n\n[asker_label] says that [allSitePartsDescriptionsExceptFirst]</li>
-->
<OpportunitySite_ItemStash.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->我们截获了一组信息, 关于一批价值[itemStashContentsValue]的物资被匿藏在[map_definite]附近。 物资包括:\n\n[itemStashContents]\n\n看起来[allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_label] 告知我们一批价值[itemStashContentsValue]的贵重物品被留在距离我们不远处等待接收。 这批物品包含:\n\n[itemStashContents]\n\n[asker_label]透露:[allSitePartsDescriptionsExceptFirst]</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameDef] 告知我们一批价值[itemStashContentsValue]的贵重物品被留在距离我们不远处等待接收。 这批物品包含:\n\n[itemStashContents]\n\n[asker_label]透露:[allSitePartsDescriptionsExceptFirst]</li>
</OpportunitySite_ItemStash.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName(priority=1)->[asker_nameDef]'s [stash] of [treasure]</li>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: anti-abasia mechanite infusion -->
<CureAbasia.label>抗麻痹治疗</CureAbasia.label>
<!-- EN: This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine. -->
<CureAbasia.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并在不损伤大脑的情况下对协调功能进行修复重组。这能立刻治愈因麻痹引起的瘫痪,但是会消耗大量的闪耀世界药物。</CureAbasia.description>
<!-- EN: Infusing anti-abasia mechanites. -->
<CureAbasia.jobString>注入抗麻痹机械。</CureAbasia.jobString>
<!-- EN: {0} has successfully cured {1}'s paralytic abasia. -->
<CureAbasia.successfullyRemovedHediffMessage>{0}成功治愈了{1}的麻痹。</CureAbasia.successfullyRemovedHediffMessage>
<!-- EN: cure blood rot -->
<CureBloodRot.label>治疗坏血病</CureBloodRot.label>
<!-- EN: This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites. -->
<CureBloodRot.description>这项特殊的医学手术通过大量的噬菌体来治疗坏血病。</CureBloodRot.description>
<!-- EN: Curing blood rot. -->
<CureBloodRot.jobString>正在治疗坏血病。</CureBloodRot.jobString>
<!-- EN: {0} has successfully cured {1}'s blood rot. -->
<CureBloodRot.successfullyRemovedHediffMessage>{0}成功治愈了{1}的坏血病。</CureBloodRot.successfullyRemovedHediffMessage>
<!-- UNUSED -->
<CureComa.label>昏迷唤醒</CureComa.label>
<CureComa.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并且在不损伤大脑的情况下进行协调性的神经活动。这能立即让病人从昏迷中苏醒,但是会消耗大量的闪耀世界药物。</CureComa.description>

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<!-- EN: Building -->
<Building.label>建筑</Building.label>
<!-- EN: capacity effects -->
<!-- EN: effects -->
<CapacityEffects.label>能力影响</CapacityEffects.label>
<!-- EN: Drug -->
<Drug.label>成瘾品</Drug.label>
<!-- EN: drug addiction -->
<DrugAddiction.label>药物成瘾</DrugAddiction.label>
<!-- EN: Offsets when equipped -->
<EquippedStatOffsets.label>装备时属性偏移量</EquippedStatOffsets.label>

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<!-- EN: The maximum quality of medical tending that can be achieved while using this.\n\nBetter tend quality allows skilled doctors to treat wounds better, as well as more reliably. -->
<MedicalQualityMax.description>这个物品所能提供的最高医疗治疗质量。\n\n更好的治疗质量能让熟练医生更好地处理伤口使治疗更可靠。</MedicalQualityMax.description>
<!-- EN: meditation focus strength -->
<MeditationFocusStrength.label>冥想专注力</MeditationFocusStrength.label>
<!-- EN: The amount of extra psyfocus someone gains by focusing on this object during meditation. For some objects, this number can change depending on the surroundings and the person doing the meditating. -->
<MeditationFocusStrength.description>这个物体在冥想中能够提供的额外精神力数值。对于一些物体来说,这个数值会因为周围的环境或者冥想的人而发生变化。</MeditationFocusStrength.description>
<!-- EN: {0}/d -->
<!-- EN: meditation psyfocus bonus -->
<MeditationFocusStrength.label>冥想增效</MeditationFocusStrength.label>
<!-- EN: The amount of extra psyfocus someone gains by focusing on this object during meditation, in addition to their own base rate of meditation psyfocus gain.\n\nFor some objects, this number can change depending on the surroundings and the person doing the meditating. -->
<MeditationFocusStrength.description>这个媒介在冥想中能够提供的额外精神力数值。\n\n对于一些媒介来说,这个数值会因为周围的环境或者冥想的人而发生变化。</MeditationFocusStrength.description>
<!-- EN: {0} / day -->
<MeditationFocusStrength.formatString>{0}/天</MeditationFocusStrength.formatString>
<!-- EN: {0} / day -->
<MeditationFocusStrength.formatStringUnfinalized>{0}/天</MeditationFocusStrength.formatStringUnfinalized>
</LanguageData>

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<GameplayTips.MoreAlliesMoreTraders>你结盟的派系越多,能够获得的商队活动和军事援助就越多。</GameplayTips.MoreAlliesMoreTraders>
<!-- EN: You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle. -->
<GameplayTips.CombatDrugsFromInventory>你可以设置成瘾品管制让你的战士携带类似活力水的战斗增强用品。这样可以在战斗开始前快速使用。</GameplayTips.CombatDrugsFromInventory>
<!-- EN: Set schedules with long stretches of one activity to minimize travel time. -->
<GameplayTips.SchedulesSetLong>制定一个长期计划来让旅行时间最短化。</GameplayTips.SchedulesSetLong>
</LanguageData>

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<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期2020年5月28日 19点52</text>
<text>修订日期2020年6月3日 21点10</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Meditation desired psyfocus -->
<MeditationDesiredPsyfocus.label>冥想渴求阈值</MeditationDesiredPsyfocus.label>
<!-- EN: You can set a desired psyfocus level for each colonist. To do this, select a colonist with psylink, and click on their psyfocus bar.\n\nIf a colonist's psyfocus is below their desired level, they will meditate automatically during the "Anything" time assignment. -->
<MeditationDesiredPsyfocus.helpText>你可以为每个殖民者设置精神力的需求级别。要想执行此操作,请选择一个拥有启灵等级的殖民者,然后在他们的精神力进度条上进行调节。\n\n如果殖民者的精神力低于渴求阈值他们将会在“任意”时间里自动前去进行冥想活动。</MeditationDesiredPsyfocus.helpText>
<!-- EN: Meditation schedule -->
<MeditationSchedule.label>冥想管制</MeditationSchedule.label>
<!-- EN: You can assign your colonists to meditate on a specific schedule.\n\nOpen the SCHEDULE tab, select the 'Meditate' assignment and click-drag the times when you want someone to meditate. -->
<MeditationSchedule.helpText>你可以指定你的殖民者在特定的时间内冥想。\n\n打开管制选项栏选择“冥想”然后点击或拖动以指派某人在你想要的时间内进行冥想。</MeditationSchedule.helpText>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: paralytic abasia -->
<Abasia.label>麻痹</Abasia.label>
<!-- EN: A condition that affects the motor cortex of a patient, resulting in the inability to walk. -->
<Abasia.description>一个影响病人运动皮层,导致不能行走的状态。</Abasia.description>
<!-- EN: blood rot -->
<BloodRot.label>坏血病</BloodRot.label>
<!-- EN: A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death.\n\nThe body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. -->
<BloodRot.description>一种生长较缓慢的细菌性疾病。细菌在生长阶段初期对患者的影响很小,一旦达到饱和水平,就会引发毒素风暴,进而导致死亡。免疫系统需要很长的时间才能清除坏血病,所以标准的治疗方案是用普通药物来抑制坏血病直到恢复正常。闪耀世界的医生能够使用大剂量的纳米试剂来一次性清除坏血病感染,但相对要昂贵得多。</BloodRot.description>
<!-- EN: minor -->
<BloodRot.stages.minor.label>轻度</BloodRot.stages.minor.label>
<!-- EN: major -->
<BloodRot.stages.major.label>中度</BloodRot.stages.major.label>
<!-- EN: extreme -->
<BloodRot.stages.extreme.label>严重</BloodRot.stages.extreme.label>
</LanguageData>

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<!-- EN: duchess -->
<Empire_Royal_Duke.labelFemale>女公爵</Empire_Royal_Duke.labelFemale>
<!-- EN: esquire -->
<Empire_Royal_Esquire.label>爵士</Empire_Royal_Esquire.label>
<!-- EN: acolyte -->
<Empire_Royal_Esquire.label>侍从</Empire_Royal_Esquire.label>
<!-- EN: knight -->
<Empire_Royal_Knight.label>骑士</Empire_Royal_Knight.label>

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<li>specialNeedsExplanation-></li>
<li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
<li>theirHisHer(lodgersCount>=2)->their</li>
<li>lodgersPronoun(lodgersCount==1)->[lodgers0_pronoun]</li>
<li>lodgersPronoun(lodgersCount>=2)->they</li>
<li>lodgersWasWere(lodgersCount==1)->was</li>
<li>lodgersWasWere(lodgersCount>=2)->were</li>
<li>appreciateAppreciates(lodgersCount==1)->appreciates</li>
<li>appreciateAppreciates(lodgersCount>=2)->appreciate</li>
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] [appreciateAppreciates] quality accommodation. You will gain goodwill with [asker_faction_name] if you keep [theirHisHer] average mood above 50%.</li>
@ -72,6 +76,10 @@
<li>specialNeedsExplanation-></li>
<li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
<li>theirHisHer(lodgersCount>=2)->他们的</li>
<li>lodgersPronoun(lodgersCount==1)->[lodgers0_pronoun]</li>
<li>lodgersPronoun(lodgersCount>=2)->他们</li>
<li>lodgersWasWere(lodgersCount==1)->本</li>
<li>lodgersWasWere(lodgersCount>=2)->本</li>
<li>appreciateAppreciates(lodgersCount==1)->感谢</li>
<li>appreciateAppreciates(lodgersCount>=2)->感谢</li>
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] [appreciateAppreciates] 高质量的住宿。 如果你保持 [theirHisHer] 的平均心情在 50% 以上, 你会获得与[asker_faction_name]的好感。</li>

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<Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已损毁。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Quest completed -->
<Hospitality_Util_Worker.LetterLabelGoodwillSuccessQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelGoodwillSuccessQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\n[asker_nameDef] said [asker_pronoun] was willing to reward quality accommodation. [lodgersLabelSingOrPluralDef] average mood was {AVERAGEMOOD} during [theirHisHer] stay, so your goodwill with [asker_faction_name] has increased by {GOODWILL} -->
<Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[asker_nameDef]说[asker_pronoun]乐意为高质量的住宿服务提供奖励。 [lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情为{AVERAGEMOOD} 所以你与[asker_faction_name]的关系提升了{GOODWILL}</Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\n[lodgersLabelSingOrPluralDef] said [lodgersPronoun] [lodgersWasWere] willing to reward quality accommodation. The average mood of [lodgersLabelSingOrPluralDef] was {AVERAGEMOOD} during [theirHisHer] stay, so your goodwill with [asker_faction_name] has increased by {GOODWILL} -->
<Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[lodgersLabelSingOrPluralDef]说[lodgersPronoun][lodgersWasWere]乐意为高质量的住宿服务提供奖励。 [lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情为{AVERAGEMOOD} 所以你与[asker_faction_name]的关系提升了{GOODWILL}</Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>
<!-- EN: Quest completed -->
<Hospitality_Util_Worker.LetterLabelGoodwillFailedQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelGoodwillFailedQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\nWhile [asker_nameDef] was willing to reward quality accommodation, [lodgersLabelSingOrPluralDef] average mood was only {AVERAGEMOOD} during [theirHisHer] stay. You will receive no faction goodwill reward. -->
<Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[asker_nameDef]本乐意为高质量的住宿服务提供奖励, 但[lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情只有{AVERAGEMOOD}。 你不会获得任何派系关系的奖励。</Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\nWhile [lodgersLabelSingOrPluralDef] [lodgersWasWere] willing to reward quality accommodation, [theirHisHer] average mood was only {AVERAGEMOOD} during [theirHisHer] stay. You will receive no faction goodwill reward. -->
<Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[lodgersLabelSingOrPluralDef][lodgersWasWere]乐意为高质量的住宿服务提供奖励, 但[theirHisHer]逗留期间内的平均心情只有{AVERAGEMOOD}。 你不会获得任何派系关系的奖励。</Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has departed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->

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<LanguageData>
<!-- EN:
<li>questDescription->[asker_nameFull], [asker_titleIndef], is calling from nearby. [asker_pronoun] has deserted the army of [asker_factionName] and is being hunted by a loyalty squad. [asker_pronoun] wishes to join you at [map_definite].\n\n[asker_nameDef] knows the location of key outpost containing everything needed to develop psychic powers:\n\n[sitePart1_itemStashContents]\n\nBeware - If you accept [asker_nameDef], you will become an enemy of [asker_factionName]! The pursuing loyalty squad will attack immediately. It is composed of: \n\n[raid/raidPawnKinds]\n\nOnly accept if you wish to fight against [asker_factionName] and develop your psycasters on your own. You will have one year to attack the outpost it before it is moved.</li>
<li>questDescription->[asker_nameFull], [asker_titleIndef], is calling from nearby. [asker_pronoun] has deserted the army of [asker_factionName] and is being hunted by a loyalty squad. [asker_pronoun] wishes to join you at [map_definite].\n\n[asker_nameDef] knows the location of key outpost containing everything needed to develop psychic powers:\n\n[sitePart1_itemStashContents]\n\nBeware - If you accept [asker_nameDef], you will become an enemy of [asker_factionName]! The pursuing loyalty squad will attack immediately. It is composed of: \n\n[raid/raidPawnKinds]\n\nOnly accept if you wish to fight against [asker_factionName] and develop your psycasters on your own. You will have one year to attack the outpost before it is moved.</li>
-->
<Intro_Deserter.questDescriptionRules.rulesStrings>
<li>questDescription->一位名叫 [asker_nameFull] 的 [asker_titleIndef] 在附近联系我们。 [asker_pronoun]因为选择逃离[asker_factionName]的军队, 现在正在被一队忠诚卫士追捕。 [asker_pronoun]希望能够加入我们位于[map_definite]的殖民地。 \n\n[asker_nameDef] 知晓一个隐秘的关键哨站, 其中包含了能够开发心灵力量的所有物资:\n\n[sitePart1_itemStashContents]\n\n请注意如果你选择接纳[asker_nameDef] 你就选择了与[asker_factionName]为敌! 追击而来的忠诚卫士小队也会立即对你发起进攻。 其队伍组成为:\n\n[raid/raidPawnKinds]\n\n如果你想凭借自己获得心灵力量的秘密 并且选择与[asker_factionName]为敌的话, 你可以同意接纳。 并且在秘密哨站搬走之前, 你有一年的进攻准备时间!</li>

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@ -0,0 +1,22 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: anti-abasia mechanite infusion -->
<CureAbasia.label>抗麻痹治疗</CureAbasia.label>
<!-- EN: This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine. -->
<CureAbasia.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并在不损伤大脑的情况下对协调功能进行修复重组。这能立刻治愈因麻痹引起的瘫痪,但是会消耗大量的闪耀世界药物。</CureAbasia.description>
<!-- EN: Infusing anti-abasia mechanites. -->
<CureAbasia.jobString>注入抗麻痹机械。</CureAbasia.jobString>
<!-- EN: {0} has successfully cured {1}'s paralytic abasia. -->
<CureAbasia.successfullyRemovedHediffMessage>{0}成功治愈了{1}的麻痹。</CureAbasia.successfullyRemovedHediffMessage>
<!-- EN: cure blood rot -->
<CureBloodRot.label>治疗坏血病</CureBloodRot.label>
<!-- EN: This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites. -->
<CureBloodRot.description>这项特殊的医学手术通过大量的噬菌体来治疗坏血病。</CureBloodRot.description>
<!-- EN: Curing blood rot. -->
<CureBloodRot.jobString>正在治疗坏血病。</CureBloodRot.jobString>
<!-- EN: {0} has successfully cured {1}'s blood rot. -->
<CureBloodRot.successfullyRemovedHediffMessage>{0}成功治愈了{1}的坏血病。</CureBloodRot.successfullyRemovedHediffMessage>
</LanguageData>

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@ -3,27 +3,27 @@
<!-- EN: baron -->
<Baron.label>男爵</Baron.label>
<!-- EN: The Imperial title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service.\n\nIn the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops. -->
<Baron.description>男爵是帝国中级贵族头衔中地位最低一级。等级比男爵低的头衔侧重于个人在战争中的服务或在君主统治下的商业活动,而男爵则是一种拥有半独立统治地位的头衔。每一个男爵都隶属于他的君主,但他的义务主要是提供税金和军队,而不是个人服务。\n\n在帝国中男爵通常拥有一个城市区、采矿殖民地或类似的辖地。在战时男爵可以名义上指挥一艘主力舰或者控制一支兵团。</Baron.description>
<!-- EN: The title of baron is the lowest of the middle nobility. While lower titles focus on personal service at war or commerce under a lord, barons hold title as semi-independent rulers. Each baron is subordinate to his liege lord, but his obligations are mostly in supplying wealth and troops, and not in personal service.\n\nIn the Empire, a baron will typically own a city sector, mining colony, or similar outfit. At wartime, a baron may captain a capital ship in name, or control a regiment of troops. -->
<Baron.description>男爵是中级贵族头衔中地位最低一级。等级比男爵低的头衔侧重于个人在战争中的服务或在君主统治下的商业活动,而男爵则是一种拥有半独立统治地位的头衔。每一个男爵都隶属于他的君主,但他的义务主要是提供税金和军队,而不是个人服务。\n\n在帝国中男爵通常拥有一个城市区、采矿殖民地或类似的辖地。在战时男爵可以名义上指挥一艘主力舰或者控制一支兵团。</Baron.description>
<!-- EN: baroness -->
<Baron.labelFemale>女男爵</Baron.labelFemale>
<!-- EN: consul -->
<Consul.label>执政官</Consul.label>
<!-- EN: The Imperial title of consul is a lower level of high nobility.\n\nIn the Empire, consuls control planets. At war, a consul can usually field an army-sized force of multiple divisions, supported by several fleets. Some command from a super-capital ship or control space-based megastructures. -->
<Consul.description>执政官是帝国高级贵族头衔中地位最低一级。\n\n在帝国中执政官通常是行星的控制者。在战争中执政官通常可以派出一支由多个师团规模的陆军组成的部队配合多支支援舰队。有些执政官还担任超级主力舰的指挥官或控制巨型天基系统。</Consul.description>
<Consul.description>执政官是高级贵族头衔中地位最低一级。\n\n在帝国中执政官通常是行星的控制者。在战争中执政官通常可以派出一支由多个师团规模的陆军组成的部队配合多支支援舰队。有些执政官还担任超级主力舰的指挥官或控制巨型天基系统。</Consul.description>
<!-- EN: count -->
<Count.label>伯爵</Count.label>
<!-- EN: The Imperial title of count is the middle rank of middle nobility.\n\nIn the Empire, a count would hold title to a city or colony, and might have a small personal fleet possibly including capital ships. -->
<Count.description>伯爵是帝国中级贵族头衔中地位中等一级。\n\n在帝国中伯爵通常拥有一个城市或殖民地并且可能有一支小型的私人舰队甚至主力舰。</Count.description>
<!-- EN: The title of count is the middle rank of middle nobility.\n\nIn peacetime, counts hold title to a city or colony, and might have a small personal fleet, possibly including capital ships. -->
<Count.description>伯爵是中级贵族头衔中地位中等一级。\n\n在帝国中伯爵通常拥有一个城市或殖民地并且可能有一支小型的私人舰队甚至主力舰。</Count.description>
<!-- EN: countess -->
<Count.labelFemale>女伯爵</Count.labelFemale>
<!-- EN: duke -->
<Duke.label>公爵</Duke.label>
<!-- EN: The Imperial title of duke is the highest of the middle nobility.\n\nIn the Empire, dukes control provinces, mega-cities, or moons. At war, a duke can field a division-level force, or a fleet with capital ships and dozens of support craft. -->
<Duke.description>公爵是帝国中级贵族头衔中地位最高一级。\n\n在帝国中公爵通常拥有一个省、大城市或卫星。在战争中公爵可以派出一支师团或是一支拥有主力舰和几十艘支援舰的舰队。</Duke.description>
<Duke.description>公爵是中级贵族头衔中地位最高一级。\n\n在帝国中公爵通常拥有一个省、大城市或卫星。在战争中公爵可以派出一支师团或是一支拥有主力舰和几十艘支援舰的舰队。</Duke.description>
<!-- EN: duchess -->
<Duke.labelFemale>女公爵</Duke.labelFemale>
@ -34,27 +34,27 @@
<!-- EN: empress -->
<Emperor.labelFemale>女皇</Emperor.labelFemale>
<!-- EN: esquire -->
<Esquire.label>爵士</Esquire.label>
<!-- EN: The Imperial title of esquire is held by individuals at the lowest level of nobility. Esquires are subordinate nobles who mostly do what their liege lord tells them.\n\nIn the Empire, esquires might own a city building or a farm complex. During wartime, an esquire might lead a platoon of troops, captain a frigate, or serve their lord as a specialist or advisor.\n\nTheir low rank makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked esquire to a negotiation can itself be seen as an insult, whereas a yeoman negotiator is seen as only representing his lord. -->
<Esquire.description>爵士是帝国贵族头衔中的底层。爵士是从属于其他贵族的,他们大多按照他们领主的指示行事。在帝国中,爵士可能拥有一座城市建筑或一座农场。在战争期间,爵士可以领导一个排的军队、一艘护卫舰的舰长或者作为一名专家顾问服务于他们的领主。他们的爵位等级使得他们作为外交官时甚至不如文书官。派一个地位低下的爵士参与谈判本身就可以被视为一种侮辱,而文书官作为谈判代表则被视为其主人在场。</Esquire.description>
<!-- EN: acolyte -->
<Esquire.label>侍从</Esquire.label>
<!-- EN: The title of acolyte is the first title of noble duty, an encompasses a wide range of practical positions. Some acolytes are purely students, learning to lead troops, manage societies, or use psycasts in specialized schools. Others come from wealthy families and might own city buildings or farm complexes.\n\nDuring wartime, an acolyte might lead a platoon of troops, captain a small frigate, or serve their lord as an advisor.\n\nTheir low rank within the nobility makes them paradoxically less useful as diplomats than yeomen. Sending a low-ranked acolyte to a negotiation can itself be seen as an insult, whereas a non-noble yeoman negotiator is seen only as the mouthpiece of his lord. -->
<Esquire.description>侍从头衔是第一个具有荣耀使命的头衔,存在的范围非常广泛。一些侍从纯粹是血胜,学习如何领导舰队,管理社会或者在专业的学校内使用心灵能力。其他一些来自富贵家庭的可能拥有城市建筑或者农场。\n\n在战争期间侍从可以领导一个排的军队、一艘护卫舰的舰长或者作为一名专家顾问服务于他们的领主。\n\n他们的爵位等级使得他们作为外交官时甚至不如文书官。派一个地位低下的侍从参与谈判本身就可以被视为一种侮辱,而文书官作为谈判代表则被视为其主人在场。</Esquire.description>
<!-- EN: freeholder -->
<Freeholder.label>自由民</Freeholder.label>
<!-- EN: The Imperial title of freeholder gives an Imperial citizen the right to own productive private property.\n\nIn the Empire, most freeholders own no more than a tiny shop or taxi, but some can become very wealthy as merchants, entrepreneurs, or investors. -->
<Freeholder.description>自由民的帝国头衔赋予了帝国公民拥有生产资料私有化的权利。\n\n在帝国中大多数自由民只拥有一家小商店或出租车但有些人可以成为商人、企业家或投资者变得非常富有。</Freeholder.description>
<!-- EN: The Imperial title of freeholder is used by the Empire to signifies a fully-respected individual. Most Imperial citizens earn it while young through volunteer work or military service. The title is also offered to outsiders who act with honor in the eyes of the Empire. -->
<Freeholder.description>自由民的头衔赋予了公民拥有生产资料私有化的权利。\n\n在帝国中大多数自由民只拥有一家小商店或出租车但有些人可以成为商人、企业家或投资者变得非常富有。</Freeholder.description>
<!-- EN: knight -->
<Knight.label>骑士</Knight.label>
<!-- EN: The Imperial title of knight is held by subordinate nobles of significant stature, but without a leadership role. Knights serve higher lords in all their actions, but they are ranked high enough to command respect from everyone.\n\nIn the Empire, a knight will control a factory complex, commercial district, or small farming region. In combat, a knight typically leads a company of troops or a small fleet assault group. Knights are expected to engage personally in work and battle. -->
<Knight.description>骑士是帝国低级贵族头衔中地位最高一级,但没有领导权力。骑士们的所有行动是都为更高级的领主服务的,但他们的地位很高,足以赢得所有人的尊重。\n\n在帝国中骑士通常拥有一间工厂、商业区或小型农业区。在战争中骑士通常领导一个排的军队或一支小型突击舰队。骑士们要亲自参加工作和战斗。</Knight.description>
<!-- EN: The title of knight is held by nobles who have largely passed their training, but who have not ascended to higher leadership roles. Many knights never advance further, and spend their lives as respected managers, advisors, or warriors.\n\nMost knights have some wealth, but a few remain quite poor while others may be very rich.\n\nIn peacetime, a knight may manage a factory complex, commercial district, or small farming region. In war, some knights lead troop companies and assault squadrons, while psychic-focused knights engage in espionage, sabotage, and battlefield psychic combat. -->
<Knight.description>骑士是低级贵族头衔中地位最高一级,但没有领导权力。骑士们的所有行动是都为更高级的领主服务的,但他们的地位很高,足以赢得所有人的尊重。\n\n在帝国中骑士通常拥有一间工厂、商业区或小型农业区。在战争中骑士通常领导一个排的军队或一支小型突击舰队。骑士们要亲自参加工作和战斗。</Knight.description>
<!-- EN: dame -->
<Knight.labelFemale>女骑士</Knight.labelFemale>
<!-- EN: praetor -->
<Praetor.label>总督</Praetor.label>
<!-- EN: The Imperial title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above.\n\nIn the Empire, praetors usually hold title to a city district, asteroid sector, or agricultural region. At war, they take authority over the smallest combat units that fight independently. On the ground, a praetor will lead a troop cohort. In the fleet, a praetor will captain a destroyer or a combat group. -->
<Praetor.description>总督是帝国低级贵族与高级贵族之间沟通的桥梁。\n\n在帝国中总督通常拥有一个城市群、小行星带或农业区。在战争中他们一般指挥一支最小的独立作战单位。在地面上一位总督将领导一支部队。在舰队中总督将担任驱逐舰或战斗编队的舰长。</Praetor.description>
<!-- EN: The title of praetor is a bridge between the service-oriented lower titles below and the power-holding nobility above.\n\nDuring peacetime, a prateor will usually manage a city district, asteroid sector, or agricultural region. During war, they take authority over the smallest combat units that fight independently - terrestrial troop cohorts, or space-borne destroyers or combat groups. -->
<Praetor.description>总督是低级贵族与高级贵族之间沟通的桥梁。\n\n在帝国中总督通常拥有一个城市群、小行星带或农业区。在战争中他们一般指挥一支最小的独立作战单位。在地面上一位总督将领导一支部队。在舰队中总督将担任驱逐舰或战斗编队的舰长。</Praetor.description>
<!-- EN: stellarch -->
<Stellarch.label>星系主宰</Stellarch.label>
@ -63,7 +63,7 @@
<!-- EN: yeoman -->
<Yeoman.label>文书官</Yeoman.label>
<!-- EN: The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title and offers no economic rights beyond those of a freeholder, it does give the holder the right to use low-level psychic abilities.\n\nIn the Empire, this title is often held by high-level soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. -->
<Yeoman.description>自由民的帝国头衔由那些以一种重要的、具体的方式为一位贵族服务的人所拥有。虽然这不是贵族头衔,实际的经济权利也与自由民无异,但它确实赋予了持有者使用低级心灵能力的权利。\n\n在帝国中这个头衔通常由高级士兵、战舰飞行员、间谍、顾问、外交官、特工和其他关键人士所持有。</Yeoman.description>
<!-- EN: The Imperial title of yeoman is held by those who serve a noble lord in an important, specific way. While it is not a noble title, it does give the holder the right to use low-level psychic abilities.\n\nThis title is often held by senior soldiers, warskiff pilots, spies, advisors, diplomats, intrusion operatives, and other key individuals. Many important people spend their entire lives as yeomen, seeking success outside the strictures of nobility. -->
<Yeoman.description>自由民的头衔由那些以一种重要的、具体的方式为一位贵族服务的人所拥有。虽然这不是贵族头衔,实际的经济权利也与自由民无异,但它确实赋予了持有者使用低级心灵能力的权利。\n\n在帝国中这个头衔通常由高级士兵、战舰飞行员、间谍、顾问、外交官、特工和其他关键人士所持有。</Yeoman.description>
</LanguageData>

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@ -1,12 +1,14 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: meditation focus gain -->
<!-- EN: meditation psyfocus gain -->
<MeditationFocusGain.label>冥想增益</MeditationFocusGain.label>
<!-- EN: The psyfocus amount this person gains per day of meditation, ignoring bonuses from focus objects. -->
<!-- EN: The amount of psyfocus a person gains per day of meditation, ignoring bonuses from focus objects. -->
<MeditationFocusGain.description>此人冥想一天能够获取的精神力,忽略从冥想媒介获得的增益。</MeditationFocusGain.description>
<!-- EN: {0}/d -->
<!-- EN: {0} / day -->
<MeditationFocusGain.formatString>{0}/天</MeditationFocusGain.formatString>
<!-- EN: {0} / day -->
<MeditationFocusGain.formatStringUnfinalized>{0}/天</MeditationFocusGain.formatStringUnfinalized>
<!-- EN: neural heat gain -->
<PsychicEntropyGain.label>心灵熵增益</PsychicEntropyGain.label>

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@ -10,6 +10,10 @@
<Plant_TreeAnima.label>仙树</Plant_TreeAnima.label>
<!-- EN: A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nIf a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.\n\nAnima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.\n\nMost tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
<Plant_TreeAnima.description>一种罕见的树种,树皮温暖光滑,叶长,充满了发光微粒。仙树会与周围的生命体共鸣产生一种奇特的精神波动,这使得它们能够在各种环境生长。\n\n如果有人在仙树附近冥想它会在根部附近长出灵草。长出足够数量的灵草之后就可以与仙树进行心灵连接仪式这个仪式能提升人的心灵力量。只有部落的居民知道这个仪式的秘密。部落的心灵能力者也能够通过在仙树附近冥想来提升精神力。\n\n如果在附近放置了人工结构这一联系会减弱。祂们拒绝被封闭或者研究并且必须保持是自然的一部分。\n\n大多数的部落认为仙树并不只是一棵树而是世界意志的一部分肢体。</Plant_TreeAnima.description>
<!-- EN: About: Anima tree linking -->
<Plant_TreeAnima.comps.CompPsylinkable.enoughPlantsLetterLabel>关于:仙树连接</Plant_TreeAnima.comps.CompPsylinkable.enoughPlantsLetterLabel>
<!-- EN: The anima tree now has {0} anima grass around it. This is enough for a tribal person to begin their first linking ritual!\n\nThe linking ritual gives a level of psylink and the ability to use psychic powers. Upgrading to a higher level requires more grass at each level.\n\nThe anima grass requirements for linking rituals to upgrade psycasters are:\n\n{1}\n\nNote: Only those with the nature focus type can meditate to or link with anima trees. You can see a persons focus types by looking at their info card with the i button. -->
<Plant_TreeAnima.comps.CompPsylinkable.enoughPlantsLetterText>现在仙树周围有{0}x灵草。这足以让一个部落居民开始他们的连接仪式\n\n连接仪式提供一个启灵等级和相应的心灵能力。从任何一个等级升高到更高级别需要更多的灵草。\n\n使心灵能力者升级所需的灵草为\n\n{1}\n\n注意只有那些具有自然类媒介的人才能在仙树附近冥想或者与仙树连接。你可以在人物面板上点击i按钮打开详情来查看人物的冥想媒介类型。</Plant_TreeAnima.comps.CompPsylinkable.enoughPlantsLetterText>
<!-- EN: The anima tree has died and emitted a disturbing psychic scream. -->
<Plant_TreeAnima.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>仙树死亡,同时发出了令人不安的心灵尖啸。</Plant_TreeAnima.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>

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@ -24,10 +24,10 @@
<RoomRequirementAllBraziersMustBeLit>所有火盆必须点燃</RoomRequirementAllBraziersMustBeLit>
<!-- EN: all fine floored -->
<RoomRequirementAllFineFloored>铺满精致的地板</RoomRequirementAllFineFloored>
<!-- EN: no production facilities -->
<RoomRequirementNoProductionFacilities>生产设施</RoomRequirementNoProductionFacilities>
<!-- EN: no beds -->
<RoomRequirementNoBeds>有床</RoomRequirementNoBeds>
<!-- EN: no work facilities allowed -->
<RoomRequirementNoProductionFacilities>不允许有生产设施</RoomRequirementNoProductionFacilities>
<!-- EN: no beds allowed -->
<RoomRequirementNoBeds>允许有床</RoomRequirementNoBeds>
<!-- EN: Holders of this title must be covered in some combination of -->
<RoyalTitleRequiredApparelStatDescription>此头衔的持有者必须在以下几种方式组合使用</RoyalTitleRequiredApparelStatDescription>
<!-- EN: Any prestige armor -->
@ -67,7 +67,11 @@
<!-- EN: {PAWN_labelShort} is incapable of social tasks. Those with royal titles have great need of social skills, so if {PAWN_labelShort} gains a title, {PAWN_pronoun} may have a difficult time. Another colonist might be more socially-adept. -->
<RoyalIncapableOfSocial>{PAWN_labelShort}无法进行社交活动。 被授予荣誉头衔的人对社交能力的需求很高, 如果{PAWN_labelShort}获得一个头衔, {PAWN_pronoun}可能会过得很艰难。 其他殖民者可能更善于社交。</RoyalIncapableOfSocial>
<!-- EN: Since {PAWN_labelShort} is {2}, {PAWN_pronoun} will demand that the title's privileges be fully respected. {PAWN_labelShort} may refuse to do certain work types or eat low-class food, and will issue decrees. Another colonist would probably be more flexible. -->
<RoyalWithConceitedTrait>由于{PAWN_labelShort}是{2} {PAWN_pronoun}将会索求这个头衔的全部特权。 {PAWN_labelShort}可以拒绝进行一些类型的工作、抗拒低劣的食物、并且颁布法令。 其他殖民者可能会更加灵活变通一些。</RoyalWithConceitedTrait>
<RoyalWithConceitedTrait>当{PAWN_labelShort}是{2}时, {PAWN_pronoun}将会索求这个头衔的全部特权。 {PAWN_labelShort}可以拒绝进行一些类型的工作、抗拒低劣的食物、并且颁布法令。 其他殖民者可能会更加灵活变通一些。</RoyalWithConceitedTrait>
<!-- EN: Since {PAWN_labelShort} is {2}, the psylink might not be useful for {PAWN_possessive}. -->
<RoyalWithTraitAffectingPsylinkNegatively>当{PAWN_labelShort}是{2}时,启灵神经可能无法使用。</RoyalWithTraitAffectingPsylinkNegatively>
<!-- EN: {PAWN_labelShort}'s psylink is not at a high enough level to use {ABILITY}.\n\nGain the psycast anyways? -->
<PsylinkTooLowForGainAbility>{PAWN_labelShort}的启灵等级不足以使用{ABILITY}。\n\n真的要获取这个能力么</PsylinkTooLowForGainAbility>
<!-- UNUSED -->
<ApparelRequirementAnyRoyalPowerArmor>任意皇家装甲</ApparelRequirementAnyRoyalPowerArmor>

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@ -49,6 +49,12 @@
<CommandSelectMonumentMarker>选择纪念碑</CommandSelectMonumentMarker>
<!-- EN: Select the monument marker this belongs to. -->
<CommandSelectMonumentMarkerDesc>选择所属的纪念碑标记。</CommandSelectMonumentMarkerDesc>
<!-- Warn in building radius -->
<!-- EN: Build radius warning -->
<CommandWarnInBuildingRadius>建造半径警告</CommandWarnInBuildingRadius>
<!-- EN: If enabled, this object will draw a red line to buildings you are placing using the architect menu, if they would interfere with meditation due to being too close.\n\nYou can turn this off if you don't intend to use this for meditation. -->
<CommandWarnInBuildingRadiusDesc>如果启用,此项目将在你用规划放置可能会干扰冥想的建筑时绘制一条红线。\n\n如果你不打算将其用于冥想则可以关闭这个选项。</CommandWarnInBuildingRadiusDesc>
<!-- UNUSED -->
<EntropyLetter></EntropyLetter>

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@ -7,4 +7,7 @@
<!-- EN: blocked by {0_label} -->
<BlockedBy>被{0_label}阻挡</BlockedBy>
<!-- EN: Warning: Anima tree has been marked for cutting. -->
<MessageWarningCutAnimaTree>警告:仙树被标记割除。</MessageWarningCutAnimaTree>
</LanguageData>

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@ -66,6 +66,10 @@
<MeditationFocusImpacted>专注力效果受影响</MeditationFocusImpacted>
<!-- EN: Psyfocus gain rate: {0}/d -->
<PsyfocusPerDayOfMeditation>精神力提升速率:{0}/天</PsyfocusPerDayOfMeditation>
<!-- EN: Desired psyfocus -->
<DesiredPsyfocus>精神力阈值</DesiredPsyfocus>
<!-- EN: Click to set desired psyfocus. -->
<DesiredPsyfocusDesc>点击来设置精神力渴求阈值。</DesiredPsyfocusDesc>
<!-- Abilities -->
<!-- EN: must be drafted. -->