various revision
Co-Authored-By: leafzxg <leafzxg@users.noreply.github.com> Co-Authored-By: Vaniat <vaniatd@users.noreply.github.com> Co-Authored-By: dango998 <dango998@users.noreply.github.com> Co-Authored-By: madxingjin <madxingjin@users.noreply.github.com> Co-Authored-By: lingluo39 <lingluo39@users.noreply.github.com> Co-Authored-By: gretino <gretino@users.noreply.github.com> Co-Authored-By: Sean <fsg19@outlook.com> Co-Authored-By: Ricofox233 <ricofox233@users.noreply.github.com> Co-Authored-By: rs-czh <rs-czh@users.noreply.github.com> Co-Authored-By: Boxrsxx <boxrsxx@users.noreply.github.com>
This commit is contained in:
parent
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: Alerts -->
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@ -1,4 +1,4 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: builder -->
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@ -7,8 +7,8 @@
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<Core.description>Rimworld的基础内容。</Core.description>
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<!-- EN: Royalty -->
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<Royalty.label>TODO</Royalty.label>
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<Royalty.label>皇权</Royalty.label>
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<!-- EN: The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings, queens, titles and honor.\n\nEarn royal titles. Construct luxurious thronerooms and royal chambers. Call Imperial elite troops and bond with unique Imperial bladelink weapons.\n\nUse new psychic abilities. Blind, mind-control, nauseate, and induce insanity. Teleport, block pain, confer deadly focus, and turn invisible.\n\nServe the Imperial High Stellarch well and earn a pass off the rimworld.\n\nA new quest system procedurally generates unique quests, combining different goals, foes, guests, rewards, helpers, special threats, and world conditions. The expansion adds a large amount of new quest content.\n\nMechanoids can now create clusters of mechanoid buildings. Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Mech clusters always appear in an initially dormant state, so you can plan and execute a careful attack - or use them against your foes.\n\nYou don't have to serve the Empire. You can steal psychic amplifiers and other Imperial technology. The rebel life is free - but challenging.\n\nThis expansion includes a new album music by Alistair Lindsay, composer of the original RimWorld soundtrack. -->
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<Royalty.description>TODO</Royalty.description>
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<Royalty.description>帝国已经到来。虽然要向国王、王后、头衔及荣誉的古老传统低头,他们受荣誉约束的文化依然指导着极致的科学技术。\n\n赢得荣誉头衔。建造豪华的谒见厅和豪华房间。召唤帝国精英部队,并于帝国独特的绑定武器形成牵绊。\n\n使用新的心灵能力。致盲、精神控制、眩晕并引发精神错乱。传送、止痛、赋予致命集中以及获得隐身。\n\n为帝国的星系主宰服务并获得在边缘世界的通行证。\n\n一个新的任务系统会程序性地产生独特的任务,结合不同的目标、敌人、访客、奖励、援军、特殊威胁以及世界条件等等。这个扩展增加了大量新的任务内容。\n\n机械族现在可以创建一个机械族建筑集群。每一个机械集群都有一个独特的布局,构成一个独特的战术难题。机械集群在最初的时候总是休眠的,所以你可以计划一次精心计划的袭击——或者利用它们来对付你的其他敌人。\n\n当然你也可以选择不为帝国服务。你可以偷取心灵增幅器和其他的帝国技术。叛逆的人生总是自由的——当然也更具挑战性。\n\n这一扩展含有一张新的音乐专辑,由RimWorld原声带作曲家Alistair Lindsay制作。</Royalty.description>
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</LanguageData>
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@ -78,9 +78,17 @@
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-->
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<Combat_MeleeDamageIncludes.rulePack.rulesStrings>
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<li>result(p=0.5)->[damaged_present][RECIPIENT_possessive][targetlist]</li>
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<li>result(p=0.1)->[adverb_flavortext][damaged_present][RECIPIENT_possessive][targetlist]</li>
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<li>result(p=0.1)->[flavortext_situation][damaged_present][RECIPIENT_possessive][targetlist]</li>
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<li>result(p=0.1)->[damaged_present][RECIPIENT_possessive][targetlist],同时[flavortext_consequence]</li>
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<li>result(p=0.2)->[damaged_present][RECIPIENT_possessive][targetlist],同时[flavortext_consequence]</li>
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<li>result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] [strikeAdv]</li>
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<li>strikeAdv->残忍地</li>
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<li>strikeAdv->可怖地</li>
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<li>strikeAdv->野蛮地</li>
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<li>strikeAdv->无情地</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->留下一个令人作呕的伤口</li>
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<li>flavortext_consequence->留下一个可怖的伤口</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->[painevent]使[RECIPIENT_objective][wince][painevent]</li>
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<li>flavortext_consequence(p=0.2)->使[RECIPIENT_objective]失去平衡</li>
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<!--
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<li>adverb_flavortext->疯狂地</li>
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<li>adverb_flavortext->残忍地</li>
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<li>adverb_flavortext->凶狠地</li>
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@ -90,20 +98,7 @@
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<li>adverb_flavortext->凶残地</li>
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<li>adverb_flavortext->恶毒地</li>
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<li>adverb_flavortext->无情地</li>
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<li>adverb_flavortext->无情地</li>
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<li>flavortext_situation(recipient_flesh!=Mechanoid)->伴随血块四溅,</li>
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<li>flavortext_situation(recipient_flesh==Mechanoid)->随着废料乱飞,</li>
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<li>flavortext_situation->冷酷无情地</li>
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<li>flavortext_situation(p=0.4)->面无表情地</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->面目狰狞地</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->面带[AdjectiveBadass]的神情</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->带着阴险的神情</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->大笑着</li>
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<li>flavortext_situation(p=0.2,initiator_flesh==Normal)->带着得意的微笑</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->留下一个极其糟糕的伤口</li>
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<li>flavortext_consequence->留下一个可怕的伤口</li>
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<li>flavortext_consequence(recipient_flesh!=Mechanoid)->[painevent]使[RECIPIENT_objective][wince]</li>
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<li>flavortext_consequence(p=0.2)->使[RECIPIENT_objective]失去平衡</li>
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<li>adverb_flavortext->无情地</li>-->
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</Combat_MeleeDamageIncludes.rulePack.rulesStrings>
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<!-- EN:
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@ -146,17 +141,9 @@
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<li>to->into</li>
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-->
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<Combat_MeleeIncludes.rulePack.rulesStrings>
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<li>r_logentry->[action],[result]。</li>
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<!--
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<li>r_logentry(p=0.2)->[action]。</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=1)->[INITIATOR_possessive][WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=1)->[WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=0.5)->[WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==bodypart,p=2)->[INITIATOR_possessive][TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==bodypart,p=1)->[INITIATOR_possessive][adjective_bodypart][TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][TOOL_label]</li>
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<li>adjective_bodypart->坚硬的</li>
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<li>adjective_bodypart->强壮的</li>
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<li>adjective_bodypart->有力的</li>
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@ -169,6 +156,18 @@
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<li>adjective_bodypart->坚韧的</li>
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<li>adjective_bodypart(initiator_flesh==True)->长满老茧的</li>
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<li>adjective_bodypart->坚固的</li>
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<li>to->变成</li>
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<li>to->成为</li>
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-->
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<li>r_logentry->[action],[result]。</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=1)->[INITIATOR_possessive][WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=1)->[WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==weapon,p=0.5)->[WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==bodypart,p=2)->[INITIATOR_possessive][TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][WEAPON_label]</li>
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<li>implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][TOOL_label]</li>
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<li>targetlist(recipient_part_count==1)->[recipient_part0_label]</li>
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<li>targetlist(recipient_part_count==2)->[recipient_part0_label]和[recipient_part1_label]</li>
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<li>targetlist(recipient_part_count==3)->[recipient_part0_label],[recipient_part1_label]和[recipient_part2_label]</li>
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@ -178,15 +177,17 @@
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<li>destroyed(p=0.5)->破坏了</li>
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<li>destroyed(p=0.5)->摧毁了</li>
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<li>destroyed(p=0.5)->毁坏了</li>
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<li>destroyed(p=0.5)->带走了</li>
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<li>destroyed(p=0.5)->打烂了</li>
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<li>wince(recipient_flesh==Normal)->龇牙咧嘴</li>
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<li>wince(recipient_flesh==Normal)->脸部变得扭曲</li>
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<li>wince(recipient_flesh==Normal)->退缩</li>
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<li>wince(recipient_flesh==Normal)->不断呻吟</li>
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<li>wince(recipient_flesh!=Mechanoid)->不断尖叫</li>
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<li>wince(recipient_flesh!=Mechanoid)->疼得大叫</li>
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<li>wince(recipient_flesh!=Mechanoid)->发出尖啸</li>
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<li>wince(recipient_flesh!=Mechanoid)->发出噪音</li>
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<li>wince->退缩</li>
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<li>wince->跌倒</li>
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<li>to->to</li>
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<li>to->into</li>
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<li>painstate->感到</li>
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<li>painstate->觉得</li>
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<li>painstate-></li>
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@ -195,8 +196,6 @@
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<li>painevent(recipient_flesh==Normal)->痛苦</li>
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<li>painevent->受伤部位</li>
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<li>painevent->伤口</li>
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<li>to->变成</li>
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<li>to->成为</li>
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</Combat_MeleeIncludes.rulePack.rulesStrings>
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<!-- EN:
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@ -249,7 +248,56 @@
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<li>skillAdv(initiator_flesh==Mechanoid)->robotically</li>
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<li>skillAdv(initiator_flesh==Mechanoid)->directly</li>
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-->
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<Combat_SkillIncludes.rulePack.rulesStrings>TODO</Combat_SkillIncludes.rulePack.rulesStrings>
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<Combat_SkillIncludes.rulePack.rulesStrings>
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<li>skillDescMelee->[wielding] [INITIATOR_possessive] [WEAPON_label] [skillAdv]</li>
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<li>skillDescMelee->[using] [implement] [skillAdv]</li>
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<li>wielding(p=4)->拿着</li>
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<li>wielding(p=3)->用着</li>
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<li>wielding(p=2)->握着</li>
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<li>wielding->挥舞着</li>
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<li>wielding->操弄着</li>
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<li>using(p=4)->使用</li>
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<li>using->挥舞着</li>
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<li>using->拿着</li>
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<li>using->使用</li>
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<li>using->挥动着</li>
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<li>skillAdv(INITIATOR_skill<=3)->不熟练地</li>
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<li>skillAdv(INITIATOR_skill<=3)->无力地</li>
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<li>skillAdv(INITIATOR_skill<=3)->胡乱地</li>
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<li>skillAdv(INITIATOR_skill<=3)->随意地</li>
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<li>skillAdv(INITIATOR_skill<=3)->摇摇摆摆地</li>
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<li>skillAdv(INITIATOR_skill<=4)->尴尬地</li>
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<li>skillAdv(INITIATOR_skill<=4)->笨拙地</li>
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<li>skillAdv(INITIATOR_skill<=5)->虚张声势地</li>
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<li>skillAdv(INITIATOR_skill<=5)->颤抖地</li>
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<li>skillAdv(INITIATOR_skill<=5)->愚蠢的</li>
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<li>skillAdv(INITIATOR_skill<=6)->犹豫地</li>
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<li>skillAdv(INITIATOR_skill<=6)->勉强地</li>
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<li>skillAdv(INITIATOR_skill<=6)->缓慢地</li>
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<li>skillAdv(INITIATOR_skill<=6)->迟疑地</li>
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<li>skillAdv(INITIATOR_skill<=6)->不熟练地</li>
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<li>skillAdv(INITIATOR_skill<=6)->业余地</li>
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<li>skillAdv(INITIATOR_skill<=6)->胆小地</li>
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<li>skillAdv(INITIATOR_skill<=8)->激动地</li>
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<li>skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->顺手地</li>
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<li>skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->熟练地</li>
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<li>skillAdv(INITIATOR_skill>=8)->专业地</li>
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<li>skillAdv(INITIATOR_skill>=8)->灵巧地</li>
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<li>skillAdv(INITIATOR_skill>=8)->适当地</li>
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<li>skillAdv(INITIATOR_skill>=8)->机智地</li>
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<li>skillAdv(INITIATOR_skill>=8)->灵敏地</li>
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<li>skillAdv(INITIATOR_skill>=8)->熟练地</li>
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<li>skillAdv(INITIATOR_skill>=10)->娴熟地</li>
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<li>skillAdv(INITIATOR_skill>=10)->利落地</li>
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<li>skillAdv(INITIATOR_skill>=12)->如宗师一般地</li>
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<li>skillAdv(INITIATOR_skill>=12)->精确地</li>
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<li>skillAdv(INITIATOR_skill>=14)->不费吹灰之力地</li>
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<li>skillAdv(INITIATOR_skill>=16)->如舞一般地</li>
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<li>skillAdv(INITIATOR_skill>=16)->优雅地</li>
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<li>skillAdv(initiator_flesh==Mechanoid)->机械地</li>
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<li>skillAdv(initiator_flesh==Mechanoid)->机械地</li>
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<li>skillAdv(initiator_flesh==Mechanoid)->直接地</li>
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</Combat_SkillIncludes.rulePack.rulesStrings>
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|
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<!-- EN:
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<li>destroyed_targets(recipient_part_destroyed_count==1)->[recipient_part_destroyed0_label]</li>
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@ -270,7 +318,7 @@
|
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<li>damaged_targets(recipient_part_damaged_count==2)->[recipient_part_damaged0_label]和[recipient_part_damaged1_label]</li>
|
||||
<li>damaged_targets(recipient_part_damaged_count==3)->[recipient_part_damaged0_label],[recipient_part_damaged1_label],以及[recipient_part_damaged2_label]</li>
|
||||
<li>damaged_targets->[recipient_part_damaged0_label],[recipient_part_damaged1_label],[recipient_part_damaged2_label],以及[recipient_part_damaged3_label]</li>
|
||||
<li>expertly->干练地</li>
|
||||
<!--<li>expertly->干练地</li>
|
||||
<li>expertly->熟练地</li>
|
||||
<li>expertly->娴熟地</li>
|
||||
<li>expertly->轻巧地</li>
|
||||
@ -305,11 +353,11 @@
|
||||
<li>expert->巧妙的</li>
|
||||
<li>expert->灵巧的</li>
|
||||
<li>expert->专业的</li>
|
||||
<li>expert->掐当的</li>
|
||||
<li>expert->恰当的</li>
|
||||
<li>expert->迅速的</li>
|
||||
<li>expert->机智的</li>
|
||||
<li>expert->高超的</li>
|
||||
<li>expert->优雅的</li>
|
||||
<li>expert->优雅的</li>-->
|
||||
</Combat_WoundIncludes.rulePack.rulesStrings>
|
||||
|
||||
</LanguageData>
|
@ -32,6 +32,35 @@
|
||||
<li>deflecting->glancing</li>
|
||||
-->
|
||||
<Combat_Deflect.rulePack.rulesStrings>
|
||||
<li>r_logentry(p=0.5)->[INITIATOR_definite][damaged_past][atMaybe][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement][skillAdvMaybe][damaged_past][atMaybe][RECIPIENT_definite][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite] [skillAdvMaybe] [damaged_past] [atMaybe] [RECIPIENT_definite] [deflected_result]。</li>
|
||||
<li>r_logentry(p=0.1)->[INITIATOR_definite], [skillDescMelee], [damaged_past] [RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.1)->[INITIATOR_definite]使用[implement]的[damaged_inf]攻击[RECIPIENT_definite][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.1)->[INITIATOR_definite] [skillAdvMaybe]使用[implement][damaged_inf][RECIPIENT_definite][deflected_result]。</li>
|
||||
<li>skillAdvMaybe-></li>
|
||||
<li>skillAdvMaybe->[skillAdv]</li>
|
||||
<li>atMaybe-></li>
|
||||
<li>atMaybe->了</li>
|
||||
<li>deflected_result->, 但[TOOL_label][harmlessly_opt][deflected] </li>
|
||||
<li>deflected_result->, 但[harmlessly_opt][deflecting][RECIPIENT_possessive]的护甲 </li>
|
||||
<li>harmlessly_opt(p=4)-></li>
|
||||
<li>harmlessly_opt->[harmlessly]</li>
|
||||
<li>harmlessly->柔弱的</li>
|
||||
<li>harmlessly->无力的</li>
|
||||
<li>deflected->弹开</li>
|
||||
<li>deflected->刮过</li>
|
||||
<li>deflected->划过</li>
|
||||
<li>deflected->擦过</li>
|
||||
<li>deflected->弹开</li>
|
||||
<li>deflected->撇过</li>
|
||||
<li>deflecting->反弹开</li>
|
||||
<li>deflecting->刮过</li>
|
||||
<li>deflecting->划过</li>
|
||||
<li>deflecting->擦过</li>
|
||||
<li>deflecting->弹开</li>
|
||||
<li>deflecting->撇过</li>
|
||||
<!--
|
||||
<li>r_logentry(p=1)->[INITIATOR_definite][damaged_past][at][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite][expertly]挥舞着[INITIATOR_possessive][WEAPON_label],[damaged_past][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]给了[RECIPIENT_definite]一记[damaged_inf][deflected_result]。</li>
|
||||
@ -51,7 +80,7 @@
|
||||
<li>scraped_present->刮着</li>
|
||||
<li>scraped_present->滑着</li>
|
||||
<li>scraped_past->刮过目标</li>
|
||||
<li>scraped_past->滑过目标</li>
|
||||
<li>scraped_past->滑过目标</li>-->
|
||||
</Combat_Deflect.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
@ -64,8 +93,10 @@
|
||||
<li>result->but the attack was cleverly avoided</li>
|
||||
-->
|
||||
<Combat_Dodge.rulePack.rulesStrings>
|
||||
<li>r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[implement]发动的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.5)->[RECIPIENT_definite] [skillAdvMaybe]闪开了[INITIATOR_definite]用[implement]的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.5)->[RECIPIENT_definite] [skillAdvMaybe]闪开了[INITIATOR_definite]的[damaged_inf].</li>
|
||||
<li>skillAdvMaybe-></li>
|
||||
<li>skillAdvMaybe->[skillAdv]</li>
|
||||
<li>result->但[RECIPIENT_definite]闪开了</li>
|
||||
<li>result->但被[RECIPIENT_definite]的假动作欺骗</li>
|
||||
<li>result->但这次攻击被巧妙地化解</li>
|
||||
@ -94,6 +125,27 @@
|
||||
<li>action(p=0.3)->[INITIATOR_definite] used [implement] [skillAdv] to [damaged_inf] [RECIPIENT_definite]</li>
|
||||
-->
|
||||
<Combat_Hit.rulePack.rulesStrings>
|
||||
<li>r_logentry(p=1.0)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite][strikeAdv][damaged_past][RECIPIENT_definite]的[recipient_part0_label] 。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label], [flavortext_consequence]。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite][skillDescMelee][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
<li>r_logentry(p=0.2)->[INITIATOR_definite][skillDescMelee][strikeAdv][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite][destroyed_past][RECIPIENT_definite]的[destroyed_targets][destroyed_suffix]。</li>
|
||||
<li>r_logentry(p=0.4)->[INITIATOR_definite]用[implement][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry(p=1,recipient_part_count==0)->[INITIATOR_definite]用[implement][damaged_past][RECIPIENT_definite]。</li>
|
||||
<li>r_logentry(p=0.4,recipient_part_count==0)->[INITIATOR_definite]用[implement][skillAdv][damaged_past][RECIPIENT_definite]。</li>
|
||||
<li>result(p=1,recipient_part_damaged_count==0)->[destroyed_present][RECIPIENT_possessive][destroyed_targets]</li>
|
||||
<li>result(p=1,recipient_part_destroyed_count==0)->[damaged_present][RECIPIENT_possessive][damaged_targets]</li>
|
||||
<li>result(p=1)->[destroyed_present][RECIPIENT_possessive][destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]</li>
|
||||
<li>action(p=1.0)->[INITIATOR_definite]用[implement][damaged_past][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite][skillDescMelee][damaged_past][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement]的[damaged_inf]攻击[RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement]的[damaged_inf][skillDescMelee]攻击[RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement][damaged_inf][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement][skillAdv][damaged_inf][RECIPIENT_definite]</li>
|
||||
<!--
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
<li>r_logentry(p=0.1)->[INITIATOR_definite][adverb_flavortext][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
<li>r_logentry(p=0.1)->[INITIATOR_definite][flavortext_situation][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。</li>
|
||||
@ -110,7 +162,7 @@
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement]对[RECIPIENT_definite]发动[damaged_inf]</li>
|
||||
<li>action(p=0.3)->[INITIATOR_definite]用[implement][damaged_inf][RECIPIENT_definite]</li>
|
||||
<li>action->[INITIATOR_definite]用[implement][damaged_past][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.6)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]</li>
|
||||
<li>action(p=0.6)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]</li>-->
|
||||
</Combat_Hit.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
@ -133,11 +185,29 @@
|
||||
<li>result(initiator_flesh!=Mechanoid)->but hesitated at the last second</li>
|
||||
-->
|
||||
<Combat_Miss.rulePack.rulesStrings>
|
||||
<li>r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[WEAPON_label]使出的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.2)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。</li>
|
||||
<li>r_logentry(p=0.2)->[INITIATOR_definite]试图用[implement][damaged_inf][RECIPIENT_definite]但[failtype]。</li>
|
||||
<li>r_logentry(p=0.2)->在试图[damaged_inf][RECIPIENT_definite]时,[INITIATOR_definite][failtype]。</li>
|
||||
<li>r_logentry(p=0.2)->[INITIATOR_definite][failtype]。</li>
|
||||
<li>r_logentry(p=0.3)->[RECIPIENT_definite]闪开了[INITIATOR_definite]用[WEAPON_label]的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]尝试用[implement][damaged_inf][RECIPIENT_definite],但[failtype]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]试图[damaged_inf][RECIPIENT_definite],但[failtype]</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]想要[skillAdvMaybe][damaged_inf][RECIPIENT_definite],但[failtype]。</li>
|
||||
<li>skillAdvMaybe-></li>
|
||||
<li>skillAdvMaybe->[skillAdv]</li>
|
||||
<li>failtype(p=5)->打空了</li>
|
||||
<li>failtype->失去重心</li>
|
||||
<li>failtype->绊倒了</li>
|
||||
<li>failtype->摔倒了</li>
|
||||
<li>failtype->脚底一个踉跄</li>
|
||||
<li>result(p=4)->但打空了</li>
|
||||
<li>result->但只击中了空气</li>
|
||||
<li>result->但挥动的幅度太大</li>
|
||||
<li>result->但在最后失去了重心</li>
|
||||
<li>result(initiator_flesh!=Mechanoid)->但在最后犹豫不决</li>
|
||||
<!--
|
||||
<li>r_logentry(p=0.3)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[WEAPON_label]使出的[damaged_inf]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite]试图用[implement][damaged_inf][RECIPIENT_definite]但[failtype]。</li>
|
||||
<li>r_logentry(p=0.3)->在试图[damaged_inf][RECIPIENT_definite]时,[INITIATOR_definite][failtype]。</li>
|
||||
<li>r_logentry(p=0.3)->[INITIATOR_definite][failtype]。</li>
|
||||
<li>failtype->被绊倒了</li>
|
||||
<li>failtype->摔倒了</li>
|
||||
<li>failtype->被闪开</li>
|
||||
@ -147,7 +217,7 @@
|
||||
<li>result->但打空了</li>
|
||||
<li>result->可是幅度过大</li>
|
||||
<li>result->然而在最后一刻摔倒了</li>
|
||||
<li>result(initiator_flesh!=Mechanoid)->却在最后一瞬间迟疑了</li>
|
||||
<li>result(initiator_flesh!=Mechanoid)->却在最后一瞬间迟疑了</li>-->
|
||||
</Combat_Miss.rulePack.rulesStrings>
|
||||
|
||||
</LanguageData>
|
@ -126,18 +126,14 @@
|
||||
<Combat_RangedDamage.rulePack.rulesStrings>
|
||||
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets][to][destroyed_suffix]。</li>
|
||||
<li>r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][expertly][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite]并[destroyed_past][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]。</li>
|
||||
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past]。</li>
|
||||
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite][expert][WEAPON_projectile_label][destroyed_past]。</li>
|
||||
<li>r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past],变成了[destroyed_suffix]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0)->[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past][RECIPIENT_definite]的[damaged_targets]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0)->[INITIATOR_definite][expertly]用[WEAPON_projectile_label][damaged_past][RECIPIENT_definite]的[damaged_targets]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0,p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite]并[damaged_past][RECIPIENT_definite]的[damaged_targets]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0,p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[damaged_present][RECIPIENT_definite]的[damaged_targets]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0)->[RECIPIENT_definite]的[damaged_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past]。</li>
|
||||
<li>r_logentry(recipient_part_destroyed_count==0)->[RECIPIENT_definite]的[damaged_targets]被[INITIATOR_definite][expert][WEAPON_projectile_label][damaged_past]。</li>
|
||||
<li>r_logentry(p=3)->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]并[damaged_past][RECIPIENT_possessive][damaged_targets]。</li>
|
||||
<li>r_logentry(p=6)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]。</li>
|
||||
<li>r_logentry(p=0.2)->[INITIATOR_definite]的[WEAPON_projectile_label]命中了[RECIPIENT_definite]。</li>
|
||||
@ -171,9 +167,9 @@
|
||||
<li>damaged_past->射中</li>
|
||||
<li>damaged_past->射中</li>
|
||||
<li>damaged_past->命中</li>
|
||||
<li>damaged_present->击伤</li>
|
||||
<li>damaged_present->射伤</li>
|
||||
<li>damaged_present->射伤</li>
|
||||
<li>damaged_present->射伤</li>
|
||||
<li>damaged_present->射穿</li>
|
||||
<li>damaged_present->射伤</li>
|
||||
<li>damaged_present->射伤</li>
|
||||
<li>damaged_suffix->面目全非</li>
|
||||
@ -226,8 +222,8 @@
|
||||
<li>deflected_result->,[deflected_consequence]</li>
|
||||
<li>adverb_deflected_opt(p=4)-></li>
|
||||
<li>adverb_deflected_opt->[adverb_deflected]</li>
|
||||
<li>adverb_deflected->,没有造成伤害</li>
|
||||
<li>adverb_deflected->,收效甚微</li>
|
||||
<li>adverb_deflected->,但没有造成伤害</li>
|
||||
<li>adverb_deflected->,但收效甚微</li>
|
||||
<li>deflected_consequence->但[scraped_past][adverb_deflected_opt]</li>
|
||||
<li>deflected_consequence->但被[RECIPIENT_possessive]的护甲[scraped_present][adverb_deflected_opt]</li>
|
||||
<li>scraped_past->被弹开</li>
|
||||
@ -284,6 +280,7 @@
|
||||
<li>shotat->开火[aburst]</li>
|
||||
<li>shotat->[adverb_shot]开火[aburst]</li>
|
||||
<li>shotat(p=0.5)->瞄准并开火[aburst]</li>
|
||||
<li>shotat(p=0.5)->[skillAdv]瞄准并开火[aburst]</li>
|
||||
<li>shotat(p=0.3)->开火</li>
|
||||
<li>aburst-></li>
|
||||
<li>aburst(BURST==True,p=3)->,打出一组点射</li>
|
||||
@ -291,7 +288,8 @@
|
||||
<li>burst(BURST==True,p=3)->点射</li>
|
||||
<li>verb_shot->射击</li>
|
||||
<li>verb_shot->开火</li>
|
||||
<li>verb_shot->开火</li>
|
||||
<li>verb_shot(p=0.2)->射出</li>
|
||||
<!--
|
||||
<li>adverb_shot->小心地</li>
|
||||
<li>adverb_shot->迅速</li>
|
||||
<li>adverb_shot->准确地</li>
|
||||
@ -303,7 +301,7 @@
|
||||
<li>adjective_shot->迅速的</li>
|
||||
<li>adjective_shot->早有预谋的</li>
|
||||
<li>adjective_shot->精确的</li>
|
||||
<li>adjective_shot(initiator_flesh!=Mechanoid)->机警的</li>
|
||||
<li>adjective_shot(initiator_flesh!=Mechanoid)->机警的</li>-->
|
||||
</Combat_RangedFire.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
@ -431,11 +429,25 @@
|
||||
<li>missing->从[ORIGINALTARGET_definite]身边呼啸而过</li>
|
||||
<li>missing->弹着点距离[ORIGINALTARGET_definite]很远</li>
|
||||
<li>missing->偏离了目标</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True,p=2)->[moment][moved]</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True,p=0.3)->[ducked][COVER_definite]的掩护下</li>
|
||||
<li>moved->挪开了</li>
|
||||
<li>moved->闪开了</li>
|
||||
<li>moved->跳开了</li>
|
||||
<li>moved->躲开了</li>
|
||||
<li>moment->瞬间</li>
|
||||
<li>moment->一瞬</li>
|
||||
<li>moment->立即</li>
|
||||
<li>ducked->躲到</li>
|
||||
<li>ducked->蹲到</li>
|
||||
<li>ducked->趴到</li>
|
||||
<li>ducked->藏在</li>
|
||||
<!--
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True)->千钧一发之际猛地闪开</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True)->毫无征兆地平地摔</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True)->迅速卧倒</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True,p=0.3)->低身躲到[COVER_definite]后</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True,p=0.3)->一跃躲到[COVER_definite]后</li>
|
||||
<li>avoidance(ORIGINALTARGET_mobile==True,p=0.3)->一跃躲到[COVER_definite]后</li>-->
|
||||
</Combat_RangedMiss.rulePack.rulesStrings>
|
||||
|
||||
</LanguageData>
|
@ -29,7 +29,6 @@
|
||||
<li>collapsed->塌陷</li>
|
||||
<li>damaged_present->击伤</li>
|
||||
<li>damaged_present->砸伤</li>
|
||||
<li>damaged_present->击中</li>
|
||||
<li>damaged_present->擦伤</li>
|
||||
<li>damaged_present->撕裂</li>
|
||||
<li>destroyed_present->击碎</li>
|
||||
|
@ -4,7 +4,9 @@
|
||||
<!-- EN:
|
||||
<li>r_logentry->[INITIATOR_definite] used [ABILITY_label] on [SUBJECT_definite]</li>
|
||||
-->
|
||||
<Event_AbilityUsed.rulePack.rulesStrings>TODO</Event_AbilityUsed.rulePack.rulesStrings>
|
||||
<Event_AbilityUsed.rulePack.rulesStrings>
|
||||
<li>r_logentry->[INITIATOR_definite]对[SUBJECT_definite]使用了[ABILITY_label]</li>
|
||||
</Event_AbilityUsed.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>r_logentry->[SUBJECT_definite] was [stunned] by the attack.</li>
|
||||
|
@ -4,6 +4,8 @@
|
||||
<!-- EN:
|
||||
<li>r_tip->[tip_text]</li>
|
||||
-->
|
||||
<GameplayTips.rulePack.rulesStrings>TODO</GameplayTips.rulePack.rulesStrings>
|
||||
<GameplayTips.rulePack.rulesStrings>
|
||||
<li>r_tip->[tip_text]</li>
|
||||
</GameplayTips.rulePack.rulesStrings>
|
||||
|
||||
</LanguageData>
|
@ -54,16 +54,16 @@
|
||||
<li>destroyed_past->咬掉</li>
|
||||
<li>destroyed_past->咬下</li>
|
||||
<li>destroyed_past->撕下</li>
|
||||
<li>destroyed_past->破坏</li>
|
||||
<li>destroyed_present->咬掉</li>
|
||||
<li>destroyed_present->咬下</li>
|
||||
<li>destroyed_present->撕下</li>
|
||||
<li>destroyed_present->破坏了</li>
|
||||
<li>destroyed_suffix->[to]碎条</li>
|
||||
<li>destroyed_suffix->[to]碎片</li>
|
||||
<li>destroyed_suffix->[to]碎块</li>
|
||||
<li>destroyed_suffix(recipient_flesh!=Mechanoid)->[to]碎片</li>
|
||||
<li>destroyed_suffix(recipient_flesh!=Mechanoid)->[to]凌乱的碎条</li>
|
||||
<li>destroyed_suffix(recipient_flesh!=Mechanoid)->[to]血肉模糊</li>
|
||||
<li>destroyed_suffix(recipient_flesh!=Mechanoid)->[to]一滩烂泥</li>
|
||||
</Maneuver_Bite.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
@ -178,8 +178,6 @@
|
||||
<Maneuver_Scratch.rulePack.rulesStrings>
|
||||
<li>woundname->伤口</li>
|
||||
<li>woundname(p=0.3)->豁口</li>
|
||||
<li>flavortext_situation(recipient_flesh!=Mechanoid)->伴随着血液从[woundname]滴下</li>
|
||||
<li>flavortext_situation->伴随着液体从[woundname]滴下</li>
|
||||
<li>flavortext_consequence(recipient_flesh!=Mechanoid)->并暴露出下面的肉</li>
|
||||
<li>flavortext_consequence(recipient_flesh==Mechanoid)->并暴露出内部的机械线缆</li>
|
||||
<li>flavortext_consequence(recipient_flesh!=Mechanoid)->并留下鲜血淋漓的[woundname]</li>
|
||||
@ -300,8 +298,6 @@
|
||||
<li>damaged_present(deflected!=True)->撕开</li>
|
||||
<li>woundname->伤口</li>
|
||||
<li>woundname(p=0.3)->豁口</li>
|
||||
<li>flavortext_situation(recipient_flesh!=Mechanoid)->伴随着血液从[woundname]滴下</li>
|
||||
<li>flavortext_situation->伴随着液体从[woundname]滴下</li>
|
||||
<li>flavortext_consequence(recipient_flesh!=Mechanoid)->并暴露出下面的肉</li>
|
||||
<li>flavortext_consequence(recipient_flesh==Mechanoid)->并暴露出内部的机械线缆</li>
|
||||
<li>flavortext_consequence(recipient_flesh!=Mechanoid)->并留下鲜血淋漓的[woundname]</li>
|
||||
|
@ -25,7 +25,30 @@
|
||||
<li>msyl->yoth</li>
|
||||
<li>msyl->lite</li>
|
||||
-->
|
||||
<NamerFactionMechanoid.rulePack.rulesStrings>TODO</NamerFactionMechanoid.rulePack.rulesStrings>
|
||||
<NamerFactionMechanoid.rulePack.rulesStrings>
|
||||
<li>r_name->[msyl][msyl] [mechhive]</li>
|
||||
<li>mechhive->机械巢</li>
|
||||
<li>msyl->尼尔</li>
|
||||
<li>msyl->奥格</li>
|
||||
<li>msyl->弎</li>
|
||||
<li>msyl->笮</li>
|
||||
<li>msyl->瞿</li>
|
||||
<li>msyl->棱</li>
|
||||
<li>msyl->拉</li>
|
||||
<li>msyl->阿尔</li>
|
||||
<li>msyl->奥米</li>
|
||||
<li>msyl->艾里</li>
|
||||
<li>msyl->司棱</li>
|
||||
<li>msyl->陀</li>
|
||||
<li>msyl->锕丝</li>
|
||||
<li>msyl->钨斯</li>
|
||||
<li>msyl->骜</li>
|
||||
<li>msyl->珥</li>
|
||||
<li>msyl->莫德</li>
|
||||
<li>msyl->禅</li>
|
||||
<li>msyl->幽</li>
|
||||
<li>msyl->铼</li>
|
||||
</NamerFactionMechanoid.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>political_union_outlander->Words/Nouns/PoliticalUnions_Outlander</li>
|
||||
|
@ -6,7 +6,11 @@
|
||||
<li>WordImperial(p=2)->[SylB][SylB][SylB]</li>
|
||||
<li>WordImperial(p=0.2)->[SylB][SylB][SylB][SylB]</li>
|
||||
-->
|
||||
<EmpireNameUtility.rulePack.rulesStrings>TODO</EmpireNameUtility.rulePack.rulesStrings>
|
||||
<EmpireNameUtility.rulePack.rulesStrings>
|
||||
<li>WordImperial(p=4)->[SylB][SylB]</li>
|
||||
<li>WordImperial(p=2)->[SylB][SylB][SylB]</li>
|
||||
<li>WordImperial(p=0.2)->[SylB][SylB][SylB][SylB]</li>
|
||||
</EmpireNameUtility.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>r_name(p=2)->[WordTribal] [WordTribal]</li>
|
||||
|
@ -4,6 +4,8 @@
|
||||
<!-- EN:
|
||||
<li>defaultQuestName->[adjectiveCurious] [quest]</li>
|
||||
-->
|
||||
<NamerQuestDefault.rulePack.rulesStrings>TODO</NamerQuestDefault.rulePack.rulesStrings>
|
||||
<NamerQuestDefault.rulePack.rulesStrings>
|
||||
<li>defaultQuestName->[adjectiveCurious] [quest]</li>
|
||||
</NamerQuestDefault.rulePack.rulesStrings>
|
||||
|
||||
</LanguageData>
|
@ -465,6 +465,7 @@
|
||||
<WorldFeatureNamerCommon.rulePack.rulesStrings>
|
||||
<li>r_name->[metaprefix][standardname]</li>
|
||||
<li>r_name(p=0.05)->[storyname][terrain_word]</li>
|
||||
<!--
|
||||
<li>standardname->[narrative_name][terrain_word]</li>
|
||||
<li>metaprefix(p=10)-></li>
|
||||
<li>metaprefix->[Direction]</li>
|
||||
@ -475,6 +476,7 @@
|
||||
<li>basic_adjective->宏伟</li>
|
||||
<li>basic_adjective->新</li>
|
||||
<li>basic_adjective->旧</li>
|
||||
-->
|
||||
<li>narrative_name(p=12)->[WordTribal]</li>
|
||||
<li>narrative_name(p=12)->[PlaceOutlander]</li>
|
||||
<li>narrative_name->[Color][NaturalObject]</li>
|
||||
@ -487,11 +489,13 @@
|
||||
<li>narrative_name->[Color][Animal]</li>
|
||||
<li>narrative_name->[AdjectiveNatural][Animal]</li>
|
||||
<li>narrative_name->[Animal][BodyPart]</li>
|
||||
<li>storyname(p=50)->[subject]的[maybe_basic_adjective][story_result]</li>
|
||||
<li>storyname(p=50)->[subject]的[story_result]</li>
|
||||
<li>storyname(p=2)->[subject]的[BodyPart]</li>
|
||||
<li>storyname->[subject]的[Gore]</li>
|
||||
<!--
|
||||
<li>maybe_basic_adjective-></li>
|
||||
<li>maybe_basic_adjective(p=0.1)->[basic_adjective]</li>
|
||||
-->
|
||||
<li>subject(p=5)->[NamePerson]</li>
|
||||
<li>subject->[Animal]</li>
|
||||
<li>subject->[WordTribal]</li>
|
||||
|
@ -16,6 +16,19 @@
|
||||
<li>died(SUBJECT_flesh==Mechanoid)->lost power</li>
|
||||
-->
|
||||
<Transition_Died.rulePack.rulesStrings>
|
||||
<li>die(SUBJECT_flesh!=Mechanoid,p=2)->死亡</li>
|
||||
<li>die(SUBJECT_flesh!=Mechanoid)->死去</li>
|
||||
<li>die(SUBJECT_flesh!=Mechanoid)->失去生命迹象</li>
|
||||
<li>die(SUBJECT_flesh==Mechanoid)->停机</li>
|
||||
<li>die(SUBJECT_flesh==Mechanoid)->停止运作</li>
|
||||
<li>die(SUBJECT_flesh==Mechanoid)->电压不足关机</li>
|
||||
<li>died(SUBJECT_flesh!=Mechanoid,p=2)->已死亡</li>
|
||||
<li>died(SUBJECT_flesh!=Mechanoid)->死去</li>
|
||||
<li>died(SUBJECT_flesh!=Mechanoid)->失去生命迹象</li>
|
||||
<li>died(SUBJECT_flesh==Mechanoid)->停机</li>
|
||||
<li>died(SUBJECT_flesh==Mechanoid)->停止运作</li>
|
||||
<li>died(SUBJECT_flesh==Mechanoid)->电压不足关机</li>
|
||||
<!--
|
||||
<li>die(p=2)->死亡</li>
|
||||
<li>die->死去</li>
|
||||
<li>die->失去生命迹象</li>
|
||||
@ -27,6 +40,7 @@
|
||||
<li>died(subject_flesh!=Mechanoid)->已断气</li>
|
||||
<li>died(subject_flesh==Mechanoid)->已关停</li>
|
||||
<li>died(subject_flesh==Mechanoid)->已停止运转</li>
|
||||
-->
|
||||
</Transition_Died.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
@ -74,8 +88,8 @@
|
||||
<li>flavor(p=4)->变成[fireball]</li>
|
||||
<li>flavor(p=4)-></li>
|
||||
<li>flavorsuffix->,[pieces]散落得[everywhere]都是</li>
|
||||
<li>flavorsuffix(subject_flesh!=Mechanoid,p=2)->,[Gore][everywhere]飞溅</li>
|
||||
<li>flavorsuffix(subject_flesh!=Mechanoid)->,留下一小滩[Gore]</li>
|
||||
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid,p=2)->,[Gore][everywhere]飞溅</li>
|
||||
<li>flavorsuffix(SUBJECT_flesh!=Mechanoid)->,留下一小滩[Gore]</li>
|
||||
<li>flavorsuffix->,留下一个小弹坑</li>
|
||||
<li>flavorsuffix(p=4)-></li>
|
||||
<li>fireball(p=3)->火球</li>
|
||||
@ -138,33 +152,33 @@
|
||||
<Transition_Downed.rulePack.rulesStrings>
|
||||
<li>r_logentry->[CULPRITHEDIFF_labelNoun]导致[SUBJECT_definite][collapsemeta]。</li>
|
||||
<li>r_logentry->[CULPRITHEDIFF_labelNounPretty]导致[SUBJECT_definite][collapsemeta]。</li>
|
||||
<li>r_logentry->[CULPRITHEDIFF_labelNoun]使得[SUBJECT_definite] [collapsemeta].</li>
|
||||
<li>r_logentry->[CULPRITHEDIFF_labelNounPretty]使得[SUBJECT_definite][collapsemeta].</li>
|
||||
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNoun][SUBJECT_definite][collapsedmeta]。</li>
|
||||
<li>r_logentry->[duetoa][CULPRITHEDIFF_labelNounPretty][SUBJECT_definite][collapsedmeta]。</li>
|
||||
<li>r_logentry(p=0.1)->[SUBJECT_definite][collapsedmeta]。</li>
|
||||
<li>collapse->倾倒</li>
|
||||
<li>collapse->无法行动</li>
|
||||
<li>collapse->倒下</li>
|
||||
<li>collapse->倒地不起</li>
|
||||
<li>collapse(subject_flesh!=Mechanoid)->昏厥</li>
|
||||
<li>collapse(subject_flesh==Mechanoid)->系统崩溃</li>
|
||||
<li>collapse(subject_flesh==Mechanoid)->蓝屏</li>
|
||||
<li>collapse(subject_flesh==Mechanoid)->被锁死</li>
|
||||
<li>collapsed->已倾倒</li>
|
||||
<li>collapsed->已无法行动</li>
|
||||
<li>collapsed->已倒地不起</li>
|
||||
<li>collapsed(subject_flesh!=Mechanoid)->已昏厥</li>
|
||||
<li>collapsed(subject_flesh==Mechanoid)->已系统崩溃</li>
|
||||
<li>collapsed(subject_flesh==Mechanoid)->已蓝屏</li>
|
||||
<li>collapsed(subject_flesh==Mechanoid)->已被锁死</li>
|
||||
<li>helplessly->显得无能为力</li>
|
||||
<li>helplessly(subject_flesh!=Mechanoid)->不省人事</li>
|
||||
<li>helplessly(subject_flesh!=Mechanoid)->精疲力尽</li>
|
||||
<li>helplessly(subject_flesh!=Mechanoid)->软弱无力</li>
|
||||
<li>helplessly(subject_flesh!=Mechanoid)->十分衰弱</li>
|
||||
<li>helplessly(subject_flesh==Mechanoid)->失去控制</li>
|
||||
<li>collapse(SUBJECT_flesh!=Mechanoid)->昏厥</li>
|
||||
<li>collapse(SUBJECT_flesh==Mechanoid)->系统崩溃</li>
|
||||
<li>collapse(SUBJECT_flesh==Mechanoid)->系统全面锁死</li>
|
||||
<li>collapse(SUBJECT_flesh==Mechanoid)->失去主电力</li>
|
||||
<li>collapsed->倒下</li>
|
||||
<li>collapsed->倒地不起</li>
|
||||
<li>collapsed(SUBJECT_flesh!=Mechanoid)->昏厥</li>
|
||||
<li>collapsed(SUBJECT_flesh==Mechanoid)->系统崩溃</li>
|
||||
<li>collapsed(SUBJECT_flesh==Mechanoid)->系统全面锁死</li>
|
||||
<li>collapsed(SUBJECT_flesh==Mechanoid)->失去主电力</li>
|
||||
<li>helplessly->无力地</li>
|
||||
<li>helplessly(SUBJECT_flesh!=Mechanoid)->不省人事地</li>
|
||||
<li>helplessly(SUBJECT_flesh!=Mechanoid)->精疲力尽地</li>
|
||||
<li>helplessly(SUBJECT_flesh!=Mechanoid)->软弱无力地</li>
|
||||
<li>helplessly(SUBJECT_flesh!=Mechanoid)->十分衰弱地</li>
|
||||
<li>helplessly(SUBJECT_flesh==Mechanoid)->失去控制地</li>
|
||||
<li>collapsemeta->[collapse]</li>
|
||||
<li>collapsemeta(p=0.5)->[collapse],[helplessly]</li>
|
||||
<li>collapsedmeta->[collapsed]</li>
|
||||
<li>collapsedmeta(p=0.5)->[collapsed],[helplessly]</li>
|
||||
<li>collapsemeta(p=0.5)->[helplessly][collapse]</li>
|
||||
<li>collapsedmeta->已[collapsed]</li>
|
||||
<li>collapsedmeta(p=0.5)->已[helplessly][collapsed]</li>
|
||||
</Transition_Downed.rulePack.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
|
@ -7,7 +7,7 @@
|
||||
<ArrestSuccessChance.description>改变拘捕的效果。\n\n影响拘捕的成功率。</ArrestSuccessChance.description>
|
||||
|
||||
<!-- EN: negotiation ability -->
|
||||
<NegotiationAbility.label>外交力</NegotiationAbility.label>
|
||||
<NegotiationAbility.label>谈判能力</NegotiationAbility.label>
|
||||
<!-- EN: How effective this person is as a negotiator.\n\nThis affects the speed of prisoner recruitment, impact on faction relations when giving gifts, and the outcome of peace talks. -->
|
||||
<NegotiationAbility.description>此人作为谈判代表的效果。这会影响囚犯招募的速度,向其他派系馈赠礼物时的效果,以及和平谈判的结果。</NegotiationAbility.description>
|
||||
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: Armor - Blunt -->
|
||||
|
@ -4,7 +4,7 @@
|
||||
<!-- EN: recon armor -->
|
||||
<Apparel_ArmorRecon.label>斥候装甲</Apparel_ArmorRecon.label>
|
||||
<!-- EN: A suit of light partially-powered armor, designed to permit quick movement. Lightweight plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nArmor like this is often used by imperial scout troops and glitterworld police forces. -->
|
||||
<Apparel_ArmorRecon.description>轻量化的阉割版动力装甲服,但轻量化的设计也使其相较于动力装甲具备更优越的机动性,配置的轻型玻璃钢装甲可以在不影响穿戴者灵活性的情况下提供可靠的防护,位于装甲中段的神经记忆辅助装置可以让使用者更容易的穿戴和使用它。\n\n这种装甲服被闪耀世界的被警方和侦查部队大量使用。</Apparel_ArmorRecon.description>
|
||||
<Apparel_ArmorRecon.description>轻量化的阉割版动力装甲服,但轻量化的设计也使其相较于动力装甲具备更优越的机动性,配置的轻型玻璃钢装甲可以在不影响穿戴者灵活性的情况下提供可靠的防护,位于装甲中段的神经模因装置可以让使用者更容易的穿戴和使用它。\n\n这种装甲服被闪耀世界的警方和侦查部队大量使用。</Apparel_ArmorRecon.description>
|
||||
|
||||
<!-- EN: T-shirt -->
|
||||
<Apparel_BasicShirt.label>T恤衫</Apparel_BasicShirt.label>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: persona core -->
|
||||
|
@ -14,7 +14,7 @@
|
||||
<!-- EN: saguaro cactus -->
|
||||
<Plant_SaguaroCactus.label>巨掌仙人掌</Plant_SaguaroCactus.label>
|
||||
<!-- EN: A large cactus native to arid Earth environments. Though it is not a tree, it yields a small amount of fibrous material that can be used like wood. -->
|
||||
<Plant_SaguaroCactus.description>源自地球干旱环境的大型仙人掌。虽然它并不是树,但是他也能收获少量植物纤维,这能当作木材来使用。</Plant_SaguaroCactus.description>
|
||||
<Plant_SaguaroCactus.description>源自地球干旱环境的大型仙人掌。虽然它并不是树,但是也能收获少量植物纤维,这能当作木材来使用。</Plant_SaguaroCactus.description>
|
||||
|
||||
<!-- EN: drago tree -->
|
||||
<Plant_TreeDrago.label>龙血树</Plant_TreeDrago.label>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: Tool -->
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- ITab titles -->
|
||||
@ -81,15 +81,15 @@
|
||||
<!-- EN: Recruitment difficulty -->
|
||||
<RecruitmentDifficulty>招募难度</RecruitmentDifficulty>
|
||||
<!-- EN: Recruitment chance -->
|
||||
<RecruitmentChance>招募概率</RecruitmentChance>
|
||||
<RecruitmentChance>招募几率</RecruitmentChance>
|
||||
<!-- EN: Recruit difficulty factor: {0}\nMood factor: {1}\nCombined base chance: {2} -->
|
||||
<RecruitmentChanceExplanation>招募难度系数: {0}\n情绪系数: {1}\n综合基本机率: {2}</RecruitmentChanceExplanation>
|
||||
<RecruitmentChanceExplanation>招募难度系数: {0}\n情绪系数: {1}\n综合机率: {2}</RecruitmentChanceExplanation>
|
||||
<!-- EN: \n- - - - - - - - - -\nLast recruitment attempt\nRecruiter: {3}\nNegotiation ability factor: {4}\nOpinion factor: {5} ({6})\nFinal chance for {3}: {7} -->
|
||||
<RecruitmentChanceWithLastRecruiterExplanationPart>\n- - - - - - - - - -\n上一次招募尝试\n招募者: {3}\n谈判能力乘数: {4}\n意见乘数: {5} ({6})\n最终概率 {3}: {7}</RecruitmentChanceWithLastRecruiterExplanationPart>
|
||||
<RecruitmentChanceWithLastRecruiterExplanationPart>\n- - - - - - - - - -\n上一次招募尝试\n招募者: {3}\n谈判能力系数: {4}\n意见系数: {5} ({6})\n最终几率 {3}: {7}</RecruitmentChanceWithLastRecruiterExplanationPart>
|
||||
<!-- EN: \nResistance reduction: {0} -->
|
||||
<RecruitmentLastRecruiterResistanceReduceExplanationPart>抵抗降低: {0}</RecruitmentLastRecruiterResistanceReduceExplanationPart>
|
||||
<!-- EN: Relations gain on release -->
|
||||
<PrisonerReleasePotentialRelationGains>释放后的好感</PrisonerReleasePotentialRelationGains>
|
||||
<PrisonerReleasePotentialRelationGains>关系改善(释放)</PrisonerReleasePotentialRelationGains>
|
||||
<!-- EN: The faction relations improvement you will get from the prisoner's faction if you release them. This is affected by the prisoner's health and mental condition. -->
|
||||
<PrisonerReleaseRelationGainsDesc>如果释放该囚犯,你将获得该派系关系的改善。 其程度受到囚犯健康和精神状况的影响。</PrisonerReleaseRelationGainsDesc>
|
||||
<!-- EN: Prison break interval -->
|
||||
|
@ -193,7 +193,7 @@
|
||||
<!-- EN: Required research bench facilities -->
|
||||
<RequiredResearchBenchFacilities>需要研究设施</RequiredResearchBenchFacilities>
|
||||
<!-- EN: Project base cost {0} becomes {1} for you because of your tech level. -->
|
||||
<ResearchCostComparison>由于自身科技等级,项目基础工作量{0}变为{1}。</ResearchCostComparison>
|
||||
<ResearchCostComparison>由于自身技术级别,项目基础工作量{0}变为{1}。</ResearchCostComparison>
|
||||
<!-- EN: Techprints are available from these factions via trade and quests: -->
|
||||
<ResearchTechprintsFromFactions>这些科研蓝图技术可以通过与派系的交易以及任务获取:</ResearchTechprintsFromFactions>
|
||||
<!-- EN: Your faction tech level is {0}, but this project's tech level is {1}. Research speed will be multiplied by {2}. -->
|
||||
@ -225,13 +225,13 @@
|
||||
<!-- EN: Expires on {0} -->
|
||||
<QuestExpiresOn>于{0}到期</QuestExpiresOn>
|
||||
<!-- EN: Shuttle arrives in {0} -->
|
||||
<ShuttleArrivesIn>穿梭机已抵达{0}</ShuttleArrivesIn>
|
||||
<ShuttleArrivesIn>穿梭机于{0}抵达</ShuttleArrivesIn>
|
||||
<!-- EN: Shuttle arrives on {0} -->
|
||||
<ShuttleArrivesOn>穿梭机已到达{0}</ShuttleArrivesOn>
|
||||
<ShuttleArrivesOn>穿梭机将于{0}抵达</ShuttleArrivesOn>
|
||||
<!-- EN: Shuttle departs in {0} -->
|
||||
<ShuttleDepartsIn>穿梭机已离开{0}</ShuttleDepartsIn>
|
||||
<ShuttleDepartsIn>穿梭机{0}后离开</ShuttleDepartsIn>
|
||||
<!-- EN: Shuttle departs on {0} -->
|
||||
<ShuttleDepartsOn>穿梭机已飞离{0}</ShuttleDepartsOn>
|
||||
<ShuttleDepartsOn>穿梭机于{0}离开</ShuttleDepartsOn>
|
||||
<!-- EN: Finished {0} ago -->
|
||||
<QuestFinishedAgo>{0}之前已完成</QuestFinishedAgo>
|
||||
<!-- EN: Accept quest -->
|
||||
|
@ -35,7 +35,7 @@
|
||||
<!-- EN: {0} worn by {1_nameFull} deteriorated away to nothing. -->
|
||||
<MessageWornApparelDeterioratedAway>{1_nameFull}穿着的{0}完全磨损烂掉了。</MessageWornApparelDeterioratedAway>
|
||||
<!-- EN: {0} has deteriorated away in storage. -->
|
||||
<MessageDeterioratedAway>{0}的存储空间不足。</MessageDeterioratedAway>
|
||||
<MessageDeterioratedAway>{0}在存储区中因老化而损毁。</MessageDeterioratedAway>
|
||||
|
||||
<!-- EN: {0} has begun. -->
|
||||
<MessageSeasonBegun>{0}到了。</MessageSeasonBegun>
|
||||
|
@ -1,4 +1,4 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- Various -->
|
||||
|
Loading…
Reference in New Issue
Block a user