diff --git a/Core/DefInjected/ConceptDef/Concepts_NotedSelfshow.xml b/Core/DefInjected/ConceptDef/Concepts_NotedSelfshow.xml
index 933dd38d..34e84173 100644
--- a/Core/DefInjected/ConceptDef/Concepts_NotedSelfshow.xml
+++ b/Core/DefInjected/ConceptDef/Concepts_NotedSelfshow.xml
@@ -1,4 +1,4 @@
-
+
diff --git a/Core/DefInjected/DifficultyDef/Difficulties.xml b/Core/DefInjected/DifficultyDef/Difficulties.xml
index d6cb6e2e..7edab81e 100644
--- a/Core/DefInjected/DifficultyDef/Difficulties.xml
+++ b/Core/DefInjected/DifficultyDef/Difficulties.xml
@@ -1,4 +1,4 @@
-
+
diff --git a/Core/DefInjected/ExpansionDef/ExpansionDefs.xml b/Core/DefInjected/ExpansionDef/ExpansionDefs.xml
index a77f10a3..99abcc78 100644
--- a/Core/DefInjected/ExpansionDef/ExpansionDefs.xml
+++ b/Core/DefInjected/ExpansionDef/ExpansionDefs.xml
@@ -7,8 +7,8 @@
Rimworld的基础内容。
- TODO
+ 皇权
- TODO
+ 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。
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_CombatIncludes.xml b/Core/DefInjected/RulePackDef/RulePacks_CombatIncludes.xml
index 5719e778..15ff5fe9 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_CombatIncludes.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_CombatIncludes.xml
@@ -78,9 +78,17 @@
-->
result(p=0.5)->[damaged_present][RECIPIENT_possessive][targetlist]
- result(p=0.1)->[adverb_flavortext][damaged_present][RECIPIENT_possessive][targetlist]
- result(p=0.1)->[flavortext_situation][damaged_present][RECIPIENT_possessive][targetlist]
- result(p=0.1)->[damaged_present][RECIPIENT_possessive][targetlist],同时[flavortext_consequence]
+ result(p=0.2)->[damaged_present][RECIPIENT_possessive][targetlist],同时[flavortext_consequence]
+ result(p=0.1)->[damaged_present] [RECIPIENT_possessive] [targetlist] [strikeAdv]
+ strikeAdv->残忍地
+ strikeAdv->可怖地
+ strikeAdv->野蛮地
+ strikeAdv->无情地
+ flavortext_consequence(recipient_flesh!=Mechanoid)->留下一个令人作呕的伤口
+ flavortext_consequence->留下一个可怖的伤口
+ flavortext_consequence(recipient_flesh!=Mechanoid)->[painevent]使[RECIPIENT_objective][wince][painevent]
+ flavortext_consequence(p=0.2)->使[RECIPIENT_objective]失去平衡
+
- r_logentry->[action],[result]。
+
+ r_logentry->[action],[result]。
+ implement(IMPLEMENTOWNER_type==weapon,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]
+ implement(IMPLEMENTOWNER_type==weapon,p=1)->[INITIATOR_possessive][WEAPON_label]
+ implement(IMPLEMENTOWNER_type==weapon,p=1)->[WEAPON_label]的[TOOL_label]
+ implement(IMPLEMENTOWNER_type==weapon,p=0.5)->[WEAPON_label]
+ implement(IMPLEMENTOWNER_type==bodypart,p=2)->[INITIATOR_possessive][TOOL_label]
+ implement(IMPLEMENTOWNER_type==hediff,p=2)->[INITIATOR_possessive][WEAPON_label]的[TOOL_label]
+ implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][WEAPON_label]
+ implement(IMPLEMENTOWNER_type==hediff,p=1)->[INITIATOR_possessive][TOOL_label]
targetlist(recipient_part_count==1)->[recipient_part0_label]
targetlist(recipient_part_count==2)->[recipient_part0_label]和[recipient_part1_label]
targetlist(recipient_part_count==3)->[recipient_part0_label],[recipient_part1_label]和[recipient_part2_label]
@@ -178,15 +177,17 @@
destroyed(p=0.5)->破坏了
destroyed(p=0.5)->摧毁了
destroyed(p=0.5)->毁坏了
- destroyed(p=0.5)->带走了
+ destroyed(p=0.5)->打烂了
wince(recipient_flesh==Normal)->龇牙咧嘴
wince(recipient_flesh==Normal)->脸部变得扭曲
wince(recipient_flesh==Normal)->退缩
wince(recipient_flesh==Normal)->不断呻吟
- wince(recipient_flesh!=Mechanoid)->不断尖叫
- wince(recipient_flesh!=Mechanoid)->疼得大叫
+ wince(recipient_flesh!=Mechanoid)->发出尖啸
+ wince(recipient_flesh!=Mechanoid)->发出噪音
wince->退缩
wince->跌倒
+ to->to
+ to->into
painstate->感到
painstate->觉得
painstate->
@@ -195,8 +196,6 @@
painevent(recipient_flesh==Normal)->痛苦
painevent->受伤部位
painevent->伤口
- to->变成
- to->成为
- TODO
+
+ skillDescMelee->[wielding] [INITIATOR_possessive] [WEAPON_label] [skillAdv]
+ skillDescMelee->[using] [implement] [skillAdv]
+ wielding(p=4)->拿着
+ wielding(p=3)->用着
+ wielding(p=2)->握着
+ wielding->挥舞着
+ wielding->操弄着
+ using(p=4)->使用
+ using->挥舞着
+ using->拿着
+ using->使用
+ using->挥动着
+ skillAdv(INITIATOR_skill<=3)->不熟练地
+ skillAdv(INITIATOR_skill<=3)->无力地
+ skillAdv(INITIATOR_skill<=3)->胡乱地
+ skillAdv(INITIATOR_skill<=3)->随意地
+ skillAdv(INITIATOR_skill<=3)->摇摇摆摆地
+ skillAdv(INITIATOR_skill<=4)->尴尬地
+ skillAdv(INITIATOR_skill<=4)->笨拙地
+ skillAdv(INITIATOR_skill<=5)->虚张声势地
+ skillAdv(INITIATOR_skill<=5)->颤抖地
+ skillAdv(INITIATOR_skill<=5)->愚蠢的
+ skillAdv(INITIATOR_skill<=6)->犹豫地
+ skillAdv(INITIATOR_skill<=6)->勉强地
+ skillAdv(INITIATOR_skill<=6)->缓慢地
+ skillAdv(INITIATOR_skill<=6)->迟疑地
+ skillAdv(INITIATOR_skill<=6)->不熟练地
+ skillAdv(INITIATOR_skill<=6)->业余地
+ skillAdv(INITIATOR_skill<=6)->胆小地
+ skillAdv(INITIATOR_skill<=8)->激动地
+ skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->顺手地
+ skillAdv(INITIATOR_skill>=6,INITIATOR_skill<=10)->熟练地
+ skillAdv(INITIATOR_skill>=8)->专业地
+ skillAdv(INITIATOR_skill>=8)->灵巧地
+ skillAdv(INITIATOR_skill>=8)->适当地
+ skillAdv(INITIATOR_skill>=8)->机智地
+ skillAdv(INITIATOR_skill>=8)->灵敏地
+ skillAdv(INITIATOR_skill>=8)->熟练地
+ skillAdv(INITIATOR_skill>=10)->娴熟地
+ skillAdv(INITIATOR_skill>=10)->利落地
+ skillAdv(INITIATOR_skill>=12)->如宗师一般地
+ skillAdv(INITIATOR_skill>=12)->精确地
+ skillAdv(INITIATOR_skill>=14)->不费吹灰之力地
+ skillAdv(INITIATOR_skill>=16)->如舞一般地
+ skillAdv(INITIATOR_skill>=16)->优雅地
+ skillAdv(initiator_flesh==Mechanoid)->机械地
+ skillAdv(initiator_flesh==Mechanoid)->机械地
+ skillAdv(initiator_flesh==Mechanoid)->直接地
+
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_CombatMelee.xml b/Core/DefInjected/RulePackDef/RulePacks_CombatMelee.xml
index 0a450a11..f86e5004 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_CombatMelee.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_CombatMelee.xml
@@ -32,6 +32,35 @@
deflecting->glancing
-->
+ r_logentry(p=0.5)->[INITIATOR_definite][damaged_past][atMaybe][RECIPIENT_definite]的[recipient_part0_label][deflected_result]。
+ r_logentry(p=0.3)->[INITIATOR_definite]用[implement][skillAdvMaybe][damaged_past][atMaybe][RECIPIENT_definite][deflected_result]。
+ r_logentry(p=0.3)->[INITIATOR_definite] [skillAdvMaybe] [damaged_past] [atMaybe] [RECIPIENT_definite] [deflected_result]。
+ r_logentry(p=0.1)->[INITIATOR_definite], [skillDescMelee], [damaged_past] [RECIPIENT_definite]的[recipient_part0_label][deflected_result]。
+ r_logentry(p=0.1)->[INITIATOR_definite]使用[implement]的[damaged_inf]攻击[RECIPIENT_definite][deflected_result]。
+ r_logentry(p=0.1)->[INITIATOR_definite] [skillAdvMaybe]使用[implement][damaged_inf][RECIPIENT_definite][deflected_result]。
+ skillAdvMaybe->
+ skillAdvMaybe->[skillAdv]
+ atMaybe->
+ atMaybe->了
+ deflected_result->, 但[TOOL_label][harmlessly_opt][deflected]
+ deflected_result->, 但[harmlessly_opt][deflecting][RECIPIENT_possessive]的护甲
+ harmlessly_opt(p=4)->
+ harmlessly_opt->[harmlessly]
+ harmlessly->柔弱的
+ harmlessly->无力的
+ deflected->弹开
+ deflected->刮过
+ deflected->划过
+ deflected->擦过
+ deflected->弹开
+ deflected->撇过
+ deflecting->反弹开
+ deflecting->刮过
+ deflecting->划过
+ deflecting->擦过
+ deflecting->弹开
+ deflecting->撇过
+
- r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[implement]发动的[damaged_inf]。
- r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]的[damaged_inf]。
+ r_logentry(p=0.5)->[RECIPIENT_definite] [skillAdvMaybe]闪开了[INITIATOR_definite]用[implement]的[damaged_inf]。
+ r_logentry(p=0.5)->[RECIPIENT_definite] [skillAdvMaybe]闪开了[INITIATOR_definite]的[damaged_inf].
+ skillAdvMaybe->
+ skillAdvMaybe->[skillAdv]
result->但[RECIPIENT_definite]闪开了
result->但被[RECIPIENT_definite]的假动作欺骗
result->但这次攻击被巧妙地化解
@@ -94,6 +125,27 @@
action(p=0.3)->[INITIATOR_definite] used [implement] [skillAdv] to [damaged_inf] [RECIPIENT_definite]
-->
+ r_logentry(p=1.0)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。
+ r_logentry(p=0.4)->[INITIATOR_definite][strikeAdv][damaged_past][RECIPIENT_definite]的[recipient_part0_label] 。
+ r_logentry(p=0.4)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]的[recipient_part0_label], [flavortext_consequence]。
+ r_logentry(p=0.4)->[INITIATOR_definite][skillDescMelee][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。
+ r_logentry(p=0.2)->[INITIATOR_definite][skillDescMelee][strikeAdv][damaged_past][RECIPIENT_definite]的[recipient_part0_label]。
+ r_logentry(p=0.4)->[INITIATOR_definite][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。
+ r_logentry(p=0.4)->[INITIATOR_definite][destroyed_past][RECIPIENT_definite]的[destroyed_targets][destroyed_suffix]。
+ r_logentry(p=0.4)->[INITIATOR_definite]用[implement][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。
+ r_logentry(p=1,recipient_part_count==0)->[INITIATOR_definite]用[implement][damaged_past][RECIPIENT_definite]。
+ r_logentry(p=0.4,recipient_part_count==0)->[INITIATOR_definite]用[implement][skillAdv][damaged_past][RECIPIENT_definite]。
+ result(p=1,recipient_part_damaged_count==0)->[destroyed_present][RECIPIENT_possessive][destroyed_targets]
+ result(p=1,recipient_part_destroyed_count==0)->[damaged_present][RECIPIENT_possessive][damaged_targets]
+ result(p=1)->[destroyed_present][RECIPIENT_possessive][destroyed_targets]并[damaged_present][RECIPIENT_possessive][damaged_targets]
+ action(p=1.0)->[INITIATOR_definite]用[implement][damaged_past][RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite][damaged_past][RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite][skillDescMelee][damaged_past][RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite]用[implement]的[damaged_inf]攻击[RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite]用[implement]的[damaged_inf][skillDescMelee]攻击[RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite]用[implement][damaged_inf][RECIPIENT_definite]
+ action(p=0.3)->[INITIATOR_definite]用[implement][skillAdv][damaged_inf][RECIPIENT_definite]
+
- r_logentry(p=0.2)->[RECIPIENT_definite]躲闪了[INITIATOR_definite]用[WEAPON_label]使出的[damaged_inf]。
- r_logentry(p=0.2)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。
- r_logentry(p=0.2)->[INITIATOR_definite]试图用[implement][damaged_inf][RECIPIENT_definite]但[failtype]。
- r_logentry(p=0.2)->在试图[damaged_inf][RECIPIENT_definite]时,[INITIATOR_definite][failtype]。
- r_logentry(p=0.2)->[INITIATOR_definite][failtype]。
+ r_logentry(p=0.3)->[RECIPIENT_definite]闪开了[INITIATOR_definite]用[WEAPON_label]的[damaged_inf]。
+ r_logentry(p=0.3)->[INITIATOR_definite]用[implement]使出的[damaged_inf]没有命中[RECIPIENT_definite]。
+ r_logentry(p=0.3)->[INITIATOR_definite]尝试用[implement][damaged_inf][RECIPIENT_definite],但[failtype]。
+ r_logentry(p=0.3)->[INITIATOR_definite]试图[damaged_inf][RECIPIENT_definite],但[failtype]
+ r_logentry(p=0.3)->[INITIATOR_definite]想要[skillAdvMaybe][damaged_inf][RECIPIENT_definite],但[failtype]。
+ skillAdvMaybe->
+ skillAdvMaybe->[skillAdv]
+ failtype(p=5)->打空了
+ failtype->失去重心
+ failtype->绊倒了
+ failtype->摔倒了
+ failtype->脚底一个踉跄
+ result(p=4)->但打空了
+ result->但只击中了空气
+ result->但挥动的幅度太大
+ result->但在最后失去了重心
+ result(initiator_flesh!=Mechanoid)->但在最后犹豫不决
+
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_CombatRanged.xml b/Core/DefInjected/RulePackDef/RulePacks_CombatRanged.xml
index 654f71fd..5819e561 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_CombatRanged.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_CombatRanged.xml
@@ -126,18 +126,14 @@
r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。
r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets][to][destroyed_suffix]。
- r_logentry->[INITIATOR_definite]的[WEAPON_projectile_label][expertly][destroyed_past][RECIPIENT_definite]的[destroyed_targets]。
r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite]并[destroyed_past][RECIPIENT_definite]的[destroyed_targets]。
r_logentry(p=2)->[INITIATOR_definite]的[WEAPON_projectile_label][missed][ORIGINALTARGET_definite],同时[destroyed_present][RECIPIENT_definite]的[destroyed_targets]。
r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past]。
- r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite][expert][WEAPON_projectile_label][destroyed_past]。
r_logentry->[RECIPIENT_definite]的[destroyed_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past],变成了[destroyed_suffix]。
r_logentry(recipient_part_destroyed_count==0)->[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past][RECIPIENT_definite]的[damaged_targets]。
- r_logentry(recipient_part_destroyed_count==0)->[INITIATOR_definite][expertly]用[WEAPON_projectile_label][damaged_past][RECIPIENT_definite]的[damaged_targets]。
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]。
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]。
r_logentry(recipient_part_destroyed_count==0)->[RECIPIENT_definite]的[damaged_targets]被[INITIATOR_definite]的[WEAPON_projectile_label][damaged_past]。
- r_logentry(recipient_part_destroyed_count==0)->[RECIPIENT_definite]的[damaged_targets]被[INITIATOR_definite][expert][WEAPON_projectile_label][damaged_past]。
r_logentry(p=3)->[INITIATOR_definite]的[WEAPON_projectile_label][destroyed_past][RECIPIENT_definite]的[destroyed_targets]并[damaged_past][RECIPIENT_possessive][damaged_targets]。
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]。
r_logentry(p=0.2)->[INITIATOR_definite]的[WEAPON_projectile_label]命中了[RECIPIENT_definite]。
@@ -171,9 +167,9 @@
damaged_past->射中
damaged_past->射中
damaged_past->命中
+ damaged_present->击伤
damaged_present->射伤
- damaged_present->射伤
- damaged_present->射伤
+ damaged_present->射穿
damaged_present->射伤
damaged_present->射伤
damaged_suffix->面目全非
@@ -226,8 +222,8 @@
deflected_result->,[deflected_consequence]
adverb_deflected_opt(p=4)->
adverb_deflected_opt->[adverb_deflected]
- adverb_deflected->,没有造成伤害
- adverb_deflected->,收效甚微
+ adverb_deflected->,但没有造成伤害
+ adverb_deflected->,但收效甚微
deflected_consequence->但[scraped_past][adverb_deflected_opt]
deflected_consequence->但被[RECIPIENT_possessive]的护甲[scraped_present][adverb_deflected_opt]
scraped_past->被弹开
@@ -284,6 +280,7 @@
shotat->开火[aburst]
shotat->[adverb_shot]开火[aburst]
shotat(p=0.5)->瞄准并开火[aburst]
+ shotat(p=0.5)->[skillAdv]瞄准并开火[aburst]
shotat(p=0.3)->开火
aburst->
aburst(BURST==True,p=3)->,打出一组点射
@@ -291,7 +288,8 @@
burst(BURST==True,p=3)->点射
verb_shot->射击
verb_shot->开火
- verb_shot->开火
+ verb_shot(p=0.2)->射出
+
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_DamageEvent.xml b/Core/DefInjected/RulePackDef/RulePacks_DamageEvent.xml
index 1ac65218..ce406111 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_DamageEvent.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_DamageEvent.xml
@@ -29,7 +29,6 @@
collapsed->塌陷
damaged_present->击伤
damaged_present->砸伤
- damaged_present->击中
damaged_present->擦伤
damaged_present->撕裂
destroyed_present->击碎
diff --git a/Core/DefInjected/RulePackDef/RulePacks_Event.xml b/Core/DefInjected/RulePackDef/RulePacks_Event.xml
index 4250e216..136bf81b 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_Event.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_Event.xml
@@ -4,7 +4,9 @@
- TODO
+
+ r_logentry->[INITIATOR_definite]对[SUBJECT_definite]使用了[ABILITY_label]
+
- TODO
+
+ r_tip->[tip_text]
+
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_Maneuvers.xml b/Core/DefInjected/RulePackDef/RulePacks_Maneuvers.xml
index 88fc3cf4..0ac63b2a 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_Maneuvers.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_Maneuvers.xml
@@ -54,16 +54,16 @@
destroyed_past->咬掉
destroyed_past->咬下
destroyed_past->撕下
- destroyed_past->破坏
destroyed_present->咬掉
destroyed_present->咬下
destroyed_present->撕下
- destroyed_present->破坏了
destroyed_suffix->[to]碎条
destroyed_suffix->[to]碎片
destroyed_suffix->[to]碎块
+ destroyed_suffix(recipient_flesh!=Mechanoid)->[to]碎片
destroyed_suffix(recipient_flesh!=Mechanoid)->[to]凌乱的碎条
destroyed_suffix(recipient_flesh!=Mechanoid)->[to]血肉模糊
+ destroyed_suffix(recipient_flesh!=Mechanoid)->[to]一滩烂泥
- TODO
+
+ r_name->[msyl][msyl] [mechhive]
+ mechhive->机械巢
+ msyl->尼尔
+ msyl->奥格
+ msyl->弎
+ msyl->笮
+ msyl->瞿
+ msyl->棱
+ msyl->拉
+ msyl->阿尔
+ msyl->奥米
+ msyl->艾里
+ msyl->司棱
+ msyl->陀
+ msyl->锕丝
+ msyl->钨斯
+ msyl->骜
+ msyl->珥
+ msyl->莫德
+ msyl->禅
+ msyl->幽
+ msyl->铼
+
- TODO
+
+ WordImperial(p=4)->[SylB][SylB]
+ WordImperial(p=2)->[SylB][SylB][SylB]
+ WordImperial(p=0.2)->[SylB][SylB][SylB][SylB]
+
- TODO
+
+ defaultQuestName->[adjectiveCurious] [quest]
+
\ No newline at end of file
diff --git a/Core/DefInjected/RulePackDef/RulePacks_Namers_WorldFeatures.xml b/Core/DefInjected/RulePackDef/RulePacks_Namers_WorldFeatures.xml
index 4b0fc5f0..fc788545 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_Namers_WorldFeatures.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_Namers_WorldFeatures.xml
@@ -465,6 +465,7 @@
r_name->[metaprefix][standardname]
r_name(p=0.05)->[storyname][terrain_word]
+
narrative_name(p=12)->[WordTribal]
narrative_name(p=12)->[PlaceOutlander]
narrative_name->[Color][NaturalObject]
@@ -487,11 +489,13 @@
narrative_name->[Color][Animal]
narrative_name->[AdjectiveNatural][Animal]
narrative_name->[Animal][BodyPart]
- storyname(p=50)->[subject]的[maybe_basic_adjective][story_result]
+ storyname(p=50)->[subject]的[story_result]
storyname(p=2)->[subject]的[BodyPart]
storyname->[subject]的[Gore]
+
subject(p=5)->[NamePerson]
subject->[Animal]
subject->[WordTribal]
diff --git a/Core/DefInjected/RulePackDef/RulePacks_Transitions.xml b/Core/DefInjected/RulePackDef/RulePacks_Transitions.xml
index e8c38be4..e0a21754 100644
--- a/Core/DefInjected/RulePackDef/RulePacks_Transitions.xml
+++ b/Core/DefInjected/RulePackDef/RulePacks_Transitions.xml
@@ -16,6 +16,19 @@
died(SUBJECT_flesh==Mechanoid)->lost power
-->
+ die(SUBJECT_flesh!=Mechanoid,p=2)->死亡
+ die(SUBJECT_flesh!=Mechanoid)->死去
+ die(SUBJECT_flesh!=Mechanoid)->失去生命迹象
+ die(SUBJECT_flesh==Mechanoid)->停机
+ die(SUBJECT_flesh==Mechanoid)->停止运作
+ die(SUBJECT_flesh==Mechanoid)->电压不足关机
+ died(SUBJECT_flesh!=Mechanoid,p=2)->已死亡
+ died(SUBJECT_flesh!=Mechanoid)->死去
+ died(SUBJECT_flesh!=Mechanoid)->失去生命迹象
+ died(SUBJECT_flesh==Mechanoid)->停机
+ died(SUBJECT_flesh==Mechanoid)->停止运作
+ died(SUBJECT_flesh==Mechanoid)->电压不足关机
+
- 外交力
+ 谈判能力
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。
diff --git a/Core/DefInjected/StatDef/Stats_Stuff.xml b/Core/DefInjected/StatDef/Stats_Stuff.xml
index 1d20ea02..c3e5cd12 100644
--- a/Core/DefInjected/StatDef/Stats_Stuff.xml
+++ b/Core/DefInjected/StatDef/Stats_Stuff.xml
@@ -1,4 +1,4 @@
-
+
diff --git a/Core/DefInjected/ThingDef/Apparel_Various.xml b/Core/DefInjected/ThingDef/Apparel_Various.xml
index 80e75a82..592d19e3 100644
--- a/Core/DefInjected/ThingDef/Apparel_Various.xml
+++ b/Core/DefInjected/ThingDef/Apparel_Various.xml
@@ -4,7 +4,7 @@
斥候装甲
- 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。
+ 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。
T恤衫
diff --git a/Core/DefInjected/ThingDef/Items_Exotic.xml b/Core/DefInjected/ThingDef/Items_Exotic.xml
index 174eb01a..02425350 100644
--- a/Core/DefInjected/ThingDef/Items_Exotic.xml
+++ b/Core/DefInjected/ThingDef/Items_Exotic.xml
@@ -1,4 +1,4 @@
-
+
diff --git a/Core/DefInjected/ThingDef/Plants_Wild_Arid.xml b/Core/DefInjected/ThingDef/Plants_Wild_Arid.xml
index 1f0b5934..a529d9f1 100644
--- a/Core/DefInjected/ThingDef/Plants_Wild_Arid.xml
+++ b/Core/DefInjected/ThingDef/Plants_Wild_Arid.xml
@@ -14,7 +14,7 @@
巨掌仙人掌
- 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。
+ 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。
龙血树
diff --git a/Core/Keyed/Dialog_StatsReports.xml b/Core/Keyed/Dialog_StatsReports.xml
index 8fe34213..fbf8b465 100644
--- a/Core/Keyed/Dialog_StatsReports.xml
+++ b/Core/Keyed/Dialog_StatsReports.xml
@@ -1,4 +1,4 @@
-
+
diff --git a/Core/Keyed/ITabs.xml b/Core/Keyed/ITabs.xml
index 3200342b..49a89cf7 100644
--- a/Core/Keyed/ITabs.xml
+++ b/Core/Keyed/ITabs.xml
@@ -1,4 +1,4 @@
-
+
@@ -81,15 +81,15 @@
招募难度
- 招募概率
+ 招募几率
- 招募难度系数: {0}\n情绪系数: {1}\n综合基本机率: {2}
+ 招募难度系数: {0}\n情绪系数: {1}\n综合机率: {2}
- \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}
+ \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}
抵抗降低: {0}
- 释放后的好感
+ 关系改善(释放)
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。
diff --git a/Core/Keyed/MainTabs.xml b/Core/Keyed/MainTabs.xml
index d4dcde6e..ff6bf4a0 100644
--- a/Core/Keyed/MainTabs.xml
+++ b/Core/Keyed/MainTabs.xml
@@ -193,7 +193,7 @@
需要研究设施
- 由于自身科技等级,项目基础工作量{0}变为{1}。
+ 由于自身技术级别,项目基础工作量{0}变为{1}。
这些科研蓝图技术可以通过与派系的交易以及任务获取:
@@ -225,13 +225,13 @@
于{0}到期
- 穿梭机已抵达{0}
+ 穿梭机于{0}抵达
- 穿梭机已到达{0}
+ 穿梭机将于{0}抵达
- 穿梭机已离开{0}
+ 穿梭机{0}后离开
- 穿梭机已飞离{0}
+ 穿梭机于{0}离开
{0}之前已完成
diff --git a/Core/Keyed/Messages.xml b/Core/Keyed/Messages.xml
index eeba0d61..92f25cbf 100644
--- a/Core/Keyed/Messages.xml
+++ b/Core/Keyed/Messages.xml
@@ -35,7 +35,7 @@
{1_nameFull}穿着的{0}完全磨损烂掉了。
- {0}的存储空间不足。
+ {0}在存储区中因老化而损毁。
{0}到了。
diff --git a/Core/Keyed/Misc_Gameplay.xml b/Core/Keyed/Misc_Gameplay.xml
index 3fc68b6d..e8a9720a 100644
--- a/Core/Keyed/Misc_Gameplay.xml
+++ b/Core/Keyed/Misc_Gameplay.xml
@@ -1,4 +1,4 @@
-
+