Merge pull request #222 from VaniatD/master

update for 2744
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Vaniat 2020-09-02 20:10:51 +08:00 committed by GitHub
commit 279942d630
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8 changed files with 52 additions and 16 deletions

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@ -196,7 +196,7 @@
<!-- EN: Warning: You will be landing in a frozen environment. It may be hard or nearly impossible to survive. If you are not intending to face an extreme challenge, choose a different site or season. -->
<MapTemperatureDangerWarning>警告:你将会降落在一个冰冻地区。这会让生存非常艰难甚至是不可能。如果你并不想挑战艰难的环境,选择另一个降落点或另一个月份。</MapTemperatureDangerWarning>
<!-- EN: The game is designed to play on medium map sizes. These sizes provide plenty of space!\n\nLarge map sizes don't just degrade performance - they actually break the game design. The AI will make stupid decisions, and game balance will be badly affected in various ways. These sizes are included for tradition and testing reasons only, please do not use them without a specific reason. -->
<MapSizePerformanceWarning>该游戏是以在中等地图上进行游戏来设计的。这些大小提供了充足的空间!\n\n大型地图不仅会降低游戏性能也破坏了游戏设计。AI 将作出愚蠢的决定,游戏平衡将在多方面被严重影响。这些地图大小仅用作传统和测试原因,没有特定原因的话请勿使用。</MapSizePerformanceWarning>
<MapSizePerformanceWarning>该游戏是以在中等地图上进行游戏来设计的。这些大小提供了充足的空间!\n\n大型地图不仅会降低游戏性能也破坏了游戏的设计目标。AI将可能会做出愚蠢的决定并且游戏平衡可能会在多方面被严重影响。这些地图大小仅用作存档继承和测试,没有特定原因的话请勿使用。</MapSizePerformanceWarning>
<!-- EN: Map size -->
<MapSize>地图大小</MapSize>
<!-- EN: {0}x{0} ({1} cells) -->
@ -544,6 +544,8 @@
<TraderCount>贸易商拥有的待售物品数量。</TraderCount>
<!-- EN: Accept -->
<AcceptButton>接受</AcceptButton>
<!-- EN: Load selected -->
<LoadSelected>加载已选项</LoadSelected>
<!-- EN: Reset -->
<ResetButton>重置</ResetButton>
<!-- EN: Cancel -->

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@ -219,9 +219,9 @@
<!-- EN: Cannot wear {1_label} -->
<CannotWear>无法穿上{1_label}</CannotWear>
<!-- EN: Force equip {1_labelShort} -->
<ForceEquipApparel>强制装备{1_labelShort}</ForceEquipApparel> <!-- text_todo -->
<ForceEquipApparel>强制装备{1_labelShort}</ForceEquipApparel>
<!-- EN: Cannot equip {1_label} -->
<CannotEquipApparel>无法装备{1_label}</CannotEquipApparel> <!-- text_todo -->
<CannotEquipApparel>无法装备{1_label}</CannotEquipApparel>
<!-- EN: missing body parts -->
<CannotWearBecauseOfMissingBodyParts>身体部位缺失</CannotWearBecauseOfMissingBodyParts>

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@ -130,7 +130,7 @@
<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期: 2020年8月26日 21点29分</text>
<text>修订日期: 2020年9月2日 20点09分</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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@ -45,8 +45,8 @@
<!-- EN: neural heat -->
<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
<!-- EN: Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes.\n\nIf neural heat is pushed past normal limits, it may cause temporary psychic breakdown, psylink degradation and finally unconsciousness due to psychic shock. None of these conditions cause permanent damage, but they can knock someone unconscious for days. -->
<PsychicEntropy.description>尽管被称为“熵”,但并不是传统意义的熵。它指的是在使用心灵能力时在大脑中产生的一种混乱的心灵能量,会随着时间逐渐消散。\n\n如果心灵熵超过安全阈值可能会造成暂时的心灵崩溃、降低启灵等级最终因为心灵休克失去意识。不过这些情况都不是永久的,它会让人在数天内失去意识</PsychicEntropy.description>
<!-- EN: Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psychic powers and dissipates over the course of a few seconds or minutes.\n\nIf neural heat is pushed past normal limits, it may cause temporary psychic breakdown and unconsciousness due to psychic shock. These conditions don't cause permanent damage. -->
<PsychicEntropy.description>尽管被称为“熵”,但并不是传统意义的熵。它指的是在使用心灵能力时在大脑中积累的一种混乱的心灵能量,会在几秒到几分钟内自然消散。\n\n如果心灵熵超过安全阈值可能会造成暂时的心灵崩溃、降低启灵等级最终因为心灵休克失去意识。这些情况并不会造成永久性后遗症</PsychicEntropy.description>
<!-- EN: safe -->
<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
<!-- EN: overloaded -->

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@ -85,7 +85,7 @@
<EndGame_RoyalAscent.LetterTextLodgerRanWild.slateRef>需要你护卫的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</EndGame_RoyalAscent.LetterTextLodgerRanWild.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<EndGame_RoyalAscent.LetterLabelShuttleSentUnsatisfied.slateRef>任务[resolvedQuestName]已失败。</EndGame_RoyalAscent.LetterLabelShuttleSentUnsatisfied.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has departed without him. He will now leave on foot. [failLetterEndingCommon] -->
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has departed without [asker_objective]. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->
<EndGame_RoyalAscent.LetterTextShuttleSentUnsatisfied.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机没有接到[asker_objective]。[asker_pronoun]现在只能走回去。[failLetterEndingCommon]</EndGame_RoyalAscent.LetterTextShuttleSentUnsatisfied.slateRef>
</LanguageData>

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@ -145,7 +145,16 @@
<li>approachInfo(lodgerCount==2)->[asker_nameDef] and another desperate [faction_pawnSingular] are approaching.</li>
<li>approachInfo(lodgerCount>=3)->[lodgerCount] desperate [faction_pawnsPlural] are approaching. Their leader is called [asker_nameDef].</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] claims to have lost [asker_possessive] home in a recent attack.</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] claims to woken up from cryptosleep all alone and friendless.</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] claims to have been chased from [asker_possessive] home by a vengeful ex-lover.</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] claims to have been banished after an argument with a village leader.</li>
<li>claimInfo(lodgerCount>=2)->They claim to have lost their home in a recent attack.</li>
<li>claimInfo(lodgerCount>=2)->They claim to have escaped an organ harvesting operation.</li>
<li>claimInfo(lodgerCount>=2)->They say they escaped from a slave caravan.</li>
<li>claimInfo(lodgerCount>=2)->They say that crop blights starved them out of their village.</li>
<li>claimInfo(lodgerCount>=2)->They say a great flashstorm burned down their home.</li>
<li>claimInfo(lodgerCount>=2)->They say their caravan was ambushed and everything was taken.</li>
<li>claimInfo(lodgerCount>=2)->They say they were banished from their town due to moral disagreements.</li>
<li>joinInfo(lodgerCount==1)->If you make [asker_objective] happy, [asker_pronoun] may offer to join you.</li>
<li>joinInfo(lodgerCount>=2)->If you make them happy, some of them may offer to join you.</li>
<li>travelerInfo(lodgerCount==1)->This [faction_pawnSingular] is</li>
@ -169,7 +178,16 @@
<li>approachInfo(lodgerCount==2)->[asker_nameDef]和其他绝望的[faction_pawnSingular]正在靠近。</li>
<li>approachInfo(lodgerCount>=3)->[lodgerCount] 名绝望的 [faction_pawnsPlural]正在靠近, 他们的领导者是[asker_nameDef]。</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称 [asker_possessive] 在最近一次袭击中失去了家园。</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称自己孤零零地从一个冷冻休眠舱中醒来。</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称被[asker_possessive]前情人从家中赶了出来。</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] 声称因为和社区领导争吵被驱逐。</li>
<li>claimInfo(lodgerCount>=2)->他们声称在最近一次袭击中失去了家园。</li>
<li>claimInfo(lodgerCount>=2)->他们声称逃离了器官采割手术。</li>
<li>claimInfo(lodgerCount>=2)->他们说他们是从一个奴隶商队中逃出来的。</li>
<li>claimInfo(lodgerCount>=2)->他们说一场枯萎病让他们无法继续在社区生存。</li>
<li>claimInfo(lodgerCount>=2)->他们说一场大风暴毁了他们的家园。</li>
<li>claimInfo(lodgerCount>=2)->他们说他们的商队遭到袭击,所有的货物都被抢走了。</li>
<li>claimInfo(lodgerCount>=2)->他们说由于道德观不同,他们被赶出了城镇。</li>
<li>joinInfo(lodgerCount==1)->如果你能让[asker_objective]开心, [asker_pronoun]可能会提议加入你。</li>
<li>joinInfo(lodgerCount>=2)->如果你能让他们开心,他们中的一部分可能会提议加入你。</li>
<li>travelerInfo(lodgerCount==1)->这名 [faction_pawnSingular] </li>

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@ -1,9 +1,19 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: beret -->
<Apparel_Beret.label>贝雷帽</Apparel_Beret.label>
<!-- EN: A soft, round, flat-crowned hat. -->
<Apparel_Beret.description>一种柔软的平顶圆帽。</Apparel_Beret.description>
<!-- EN: cape -->
<Apparel_Cape.label>披肩</Apparel_Cape.label>
<!-- EN: A long cape of elegant design. It hangs over one side of the torso. -->
<Apparel_Cape.description>具有典雅设计的长斗篷,它挂在躯干的一侧。</Apparel_Cape.description>
<!-- EN: coronet -->
<Apparel_Coronet.label>冠冕</Apparel_Coronet.label>
<!-- EN: A tiny crown-like piece of headwear made of metal. -->
<!-- EN: A small crown-like piece of headwear made of metal. -->
<Apparel_Coronet.description>类似皇冠的金属小头饰。</Apparel_Coronet.description>
<!-- EN: corset -->
@ -13,9 +23,14 @@
<!-- EN: crown -->
<Apparel_Crown.label>皇冠</Apparel_Crown.label>
<!-- EN: A grand crown of metal with an elaborate design. -->
<!-- EN: A crown of metal with an elaborate design. -->
<Apparel_Crown.description>造型精美的大皇冠。</Apparel_Crown.description>
<!-- EN: stellic crown -->
<Apparel_CrownStellic.label>星尘王冠</Apparel_CrownStellic.label>
<!-- EN: A grand crown of metal with an elaborate, overbearing design. -->
<Apparel_CrownStellic.description>精心设计的华丽的金属王冠,霸气十足。</Apparel_CrownStellic.description>
<!-- EN: hood -->
<Apparel_HatHood.label>兜帽</Apparel_HatHood.label>
<!-- EN: A draped hood which covers the head and ears. -->

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<!-- EN: The title of {TITLE} cannot be inherited. -->
<LetterRoyalTitleCantBeInherited>头衔{TITLE}无法被继承。</LetterRoyalTitleCantBeInherited>
<!-- EN: Title inheritance -->
<LetterTitleInheritance>头衔继承</LetterTitleInheritance>
<!-- EN: Since {PAWN_nameFull} died, {PAWN_possessive} titles have been transferred to {PAWN_possessive} heirs according to the laws of the title-granting factions. -->
<LetterTitleInheritance_Base>自从{PAWN_nameFull}逝世后,{PAWN_possessive}头衔已根据授予头衔的派系之律法传授给{PAWN_possessive}继承人。</LetterTitleInheritance_Base>
<!-- EN: {PAWN_possessive} {TITLE} title was inherited by {HEIR_nameFull}, according to the succession laws of {FACTION_name}. It replaced {HEIR_possessive} {REPLACEDTITLE} title. -->
<LetterTitleInheritance_AsReplacement>根据{FACTION_name}的继承规则,{PAWN_possessive} {TITLE}头衔均由{HEIR_nameFull}来继承。取代了{HEIR_possessive} {REPLACEDTITLE}头衔。</LetterTitleInheritance_AsReplacement>
<!-- EN: Since {PAWN_nameFull} died, {PAWN_possessive} titles will be transferred to {PAWN_possessive} heirs. -->
<LetterTitleInheritance_Base>当{PAWN_nameFull}逝世后,{PAWN_possessive}头衔将会根据授予头衔的派系之律法传授给{PAWN_possessive}继承人。</LetterTitleInheritance_Base>
<!-- EN: {PAWN_possessive} {TITLE} title was inherited by {HEIR_nameFull}, according to the succession laws of {FACTION_name}. It will replace {HEIR_possessive} {REPLACEDTITLE} title upon completion of a bestowing ceremony. -->
<LetterTitleInheritance_AsReplacement>根据{FACTION_name}的继承规则, {PAWN_possessive} {TITLE}头衔被 {HEIR_nameFull} 继承。 在完成授予仪式之后将取代{HEIR_possessive} {REPLACEDTITLE}头衔。</LetterTitleInheritance_AsReplacement>
<!-- EN: {PAWN_possessive} {TITLE} title would have been inherited by {HEIR_nameFull} according to the succession laws of {FACTION_name}, but {HEIR_pronoun} already had a {HIGHERTITLE} title. -->
<LetterTitleInheritance_NoEffectHigherTitle>根据{FACTION_name}的继承规则,{PAWN_possessive} {TITLE}头衔由{HEIR_nameFull}来继承。但是{HEIR_pronoun}已拥有了{HIGHERTITLE}头衔。</LetterTitleInheritance_NoEffectHigherTitle>
<!-- EN: {PAWN_possessive} {TITLE} title was inherited by {HEIR_nameFull} according to the succession laws of {FACTION_name}. -->
<LetterTitleInheritance_WasInherited>{PAWN_possessive}{TITLE}头衔是根据{FACTION_name}的继承法由{HEIR_nameFull}继承的</LetterTitleInheritance_WasInherited>
<LetterTitleInheritance_NoEffectHigherTitle>根据{FACTION_name}的继承规则,{PAWN_possessive} {TITLE}头衔由{HEIR_nameFull}来继承。 但是{HEIR_pronoun}已拥有了{HIGHERTITLE}头衔。</LetterTitleInheritance_NoEffectHigherTitle>
<!-- EN: {PAWN_possessive} {TITLE} title will be inherited by {HEIR_nameFull} upon completion of a bestowing ceremony, according to the succession laws of {FACTION_name}. -->
<LetterTitleInheritance_WasInherited>根据{FACTION_name}的继承法, {PAWN_possessive}{TITLE}头衔将在完成授予仪式之后由{HEIR_nameFull}继承</LetterTitleInheritance_WasInherited>
<!-- EN: {PAWN_possessive} {TITLE} title was not inherited by anyone, since {PAWN_pronoun} had no designated heir for this title. -->
<LetterTitleInheritance_NoHeirFound>{PAWN_possessive}{TITLE}头衔未被任何人继承,因为{PAWN_pronoun}没有指定该头衔的继承人。</LetterTitleInheritance_NoHeirFound>