Merge pull request #282 from VaniatD/master

typos fix
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Vaniat 2021-07-27 09:54:18 +08:00 committed by GitHub
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18 changed files with 184 additions and 137 deletions

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@ -9,7 +9,7 @@
<!-- EN: Ideology --> <!-- EN: Ideology -->
<Ideology.label>文化</Ideology.label> <Ideology.label>文化</Ideology.label>
<!-- EN: Create your own belief system with fine control over behaviors, preferences, rituals, symbols, and more. Play as pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, and more.\n\nAssign social roles like leader, moral guide, and specialist to your colonists.\n\nHold unforgettable rituals: Dance parties, cannibal feasts, burn and smoke circles, skylantern festivals, sacrifices, gladiator duels, blindings, scarifications, funerals, and more.\n\nConnect with Gauranlen trees and command the dryads that live inside them.\n\nHunt for ancient relics. Explore long-forgotten ruins, hack downed spacedrones, and infiltrate tribal villages. Attract wealthy pilgrims by presenting your relics in reliquaries. Plunder ancient complexes for treasure. Raid temporary encampments. Help beggars in need, or betray them.\n\nEnslave prisoners to perform work or fight for you.\n\nPlace many new buildings linked to belief systems, and see the many visual styles of different beliefs.\n\nUse new apparel, tattoos, and hairstyles desired by believers.\n\nSeek transcendence through a machine god in the new archonexus endgame. --> <!-- EN: Create your own belief system with fine control over behaviors, preferences, rituals, symbols, and more. Play as pirate nudist cannibals, blind undergrounder mole people, charitable ranching cowboys, machine-obsessed transhumanists, and more.\n\nAssign social roles like leader, moral guide, and specialist to your colonists.\n\nHold unforgettable rituals: Dance parties, cannibal feasts, burn and smoke circles, skylantern festivals, sacrifices, gladiator duels, blindings, scarifications, funerals, and more.\n\nConnect with Gauranlen trees and command the dryads that live inside them.\n\nHunt for ancient relics. Explore long-forgotten ruins, hack downed spacedrones, and infiltrate tribal villages. Attract wealthy pilgrims by presenting your relics in reliquaries. Plunder ancient complexes for treasure. Raid temporary encampments. Help beggars in need, or betray them.\n\nEnslave prisoners to perform work or fight for you.\n\nPlace many new buildings linked to belief systems, and see the many visual styles of different beliefs.\n\nUse new apparel, tattoos, and hairstyles desired by believers.\n\nSeek transcendence through a machine god in the new archonexus endgame. -->
<Ideology.description>创建你自己的文化体系,对行为、偏好、仪式、符号等进行精细控制。扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者,以及更多。\n\n为你的殖民者分配社会身份,如领导者、向导和专家。\n\n举行令人难忘的仪式。舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼以及更多。\n\n与母树共鸣并指挥住在里面的树精。\n\n猎取古代圣物。探索被遗忘已久的遗迹入侵空间无人机并潜入部落村庄。将你的圣物放在灵位上吸引富有的朝圣者。掠夺古代建筑群的宝藏。袭击临时营地。帮助需要帮助的乞丐或者背叛他们。\n\n奴役囚犯让他们为你工作或战斗。\n\n放置许多与信仰体系相关的新建筑并看到不同信仰的许多视觉风格。\n\n使用信徒们所需要的新服装、纹身和发型。\n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description> <Ideology.description>创建你自己的文化体系,对行为、偏好、仪式、符号等进行精细控制。扮演裸体海盗食人族、盲目的穴居者、慈善的牧场牛仔、机器迷恋的超人主义者,以及更多。\n\n为你的殖民者分配社会职位,如领导者、向导和专家。\n\n举行令人难忘的仪式。舞蹈派对、食人族盛宴、烟火大会、天灯节、祭祀、角斗士决斗、失明、伤疤、葬礼以及更多。\n\n与母树共鸣并指挥住在里面的树精。\n\n猎取古代圣物。探索被遗忘已久的遗迹入侵空间无人机并潜入部落村庄。将你的圣物放在灵位上吸引富有的朝圣者。掠夺古代建筑群的宝藏。袭击临时营地。帮助需要帮助的乞丐或者背叛他们。\n\n奴役囚犯让他们为你工作或战斗。\n\n放置许多与信仰体系相关的新建筑并看到不同信仰的许多视觉风格。\n\n使用信徒们所需要的新服装、纹身和发型。\n\n在超凡枢纽终局中通过机械神明寻求超越。</Ideology.description>
<!-- EN: Royalty --> <!-- EN: Royalty -->
<Royalty.label>皇权</Royalty.label> <Royalty.label>皇权</Royalty.label>

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<AnimalFemaleYoung>未成年雌性</AnimalFemaleYoung> <AnimalFemaleYoung>未成年雌性</AnimalFemaleYoung>
<!-- EN: Pregnant --> <!-- EN: Pregnant -->
<AnimalPregnant>怀孕</AnimalPregnant> <AnimalPregnant>怀孕</AnimalPregnant>
<!-- EN: Bonded -->
<AnimalBonded>牵绊</AnimalBonded>
<!-- EN: Slaughter --> <!-- EN: Slaughter -->
<AllowSlaughterPregnant>屠宰</AllowSlaughterPregnant> <AllowSlaughter>屠宰</AllowSlaughter>
<!-- EN: The animal to be automatically slaughtered. --> <!-- EN: The animal to be automatically slaughtered. -->
<AutoSlaugtherHeaderTooltipLabel>将被自动宰杀的动物。</AutoSlaugtherHeaderTooltipLabel> <AutoSlaugtherHeaderTooltipLabel>将被自动宰杀的动物。</AutoSlaugtherHeaderTooltipLabel>
@ -1154,6 +1156,10 @@
<AutoSlaughterHeaderTooltipCurrentPregnant>畜群中目前怀孕的雌性数量。</AutoSlaughterHeaderTooltipCurrentPregnant> <AutoSlaughterHeaderTooltipCurrentPregnant>畜群中目前怀孕的雌性数量。</AutoSlaughterHeaderTooltipCurrentPregnant>
<!-- EN: Allow pregnant animals to be slaughtered along with other females of the same species. --> <!-- EN: Allow pregnant animals to be slaughtered along with other females of the same species. -->
<AutoSlaughterHeaderTooltipAllowSlaughterPregnant>允许怀孕的动物与同一物种的其他雌性动物一起被宰杀。</AutoSlaughterHeaderTooltipAllowSlaughterPregnant> <AutoSlaughterHeaderTooltipAllowSlaughterPregnant>允许怀孕的动物与同一物种的其他雌性动物一起被宰杀。</AutoSlaughterHeaderTooltipAllowSlaughterPregnant>
<!-- EN: The current number of bonded animals in the colony. -->
<AutoSlaughterHeaderTooltipCurrentBonded>殖民地当前产生牵绊的动物总数。</AutoSlaughterHeaderTooltipCurrentBonded>
<!-- EN: Allow bonded animals to be slaughtered. -->
<AutoSlaughterHeaderTooltipAllowSlaughterBonded>允许宰杀牵绊动物。</AutoSlaughterHeaderTooltipAllowSlaughterBonded>
<!-- EN: Click to set an animal count limit. --> <!-- EN: Click to set an animal count limit. -->
<AutoSlaughterTooltipSetLimit>点击设置动物数量限制。</AutoSlaughterTooltipSetLimit> <AutoSlaughterTooltipSetLimit>点击设置动物数量限制。</AutoSlaughterTooltipSetLimit>

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<!-- EN: The number of game years until the wealth-independent mode reaches its maximum threat level.\n\nNote that the storyteller will still scale threats according to colonist count and a variety of other factors. --> <!-- EN: The number of game years until the wealth-independent mode reaches its maximum threat level.\n\nNote that the storyteller will still scale threats according to colonist count and a variety of other factors. -->
<Difficulty_FixedWealthTimeFactor_Info>在固定财富模式下,达到最大威胁等级所需的游戏年数。\n\n注意故事叙述者依然会根据殖民者数量和其他各种因素来调整威胁强度。</Difficulty_FixedWealthTimeFactor_Info> <Difficulty_FixedWealthTimeFactor_Info>在固定财富模式下,达到最大威胁等级所需的游戏年数。\n\n注意故事叙述者依然会根据殖民者数量和其他各种因素来调整威胁强度。</Difficulty_FixedWealthTimeFactor_Info>
<!-- EN: Ideology -->
<DifficultyIdeologySection>文化形态</DifficultyIdeologySection>
<!-- EN: Low pop conversion boost -->
<Difficulty_LowPopConversionBoost_Label>低人口转化补正</Difficulty_LowPopConversionBoost_Label>
<!-- EN: With a single colonist of the player's starting ideoligion, conversion chance to his ideoligion is multiplied by this amount. Conversion attempts against them have their impact divided by that amount.\n\nWith two colonists of the player's starting ideoligion, the effect is halved.\n\nWith three or more colonists of the player's starting ideoligion, this has no effect. -->
<Difficulty_LowPopConversionBoost_Info>当玩家的开局文化形态追随者只有一个人的时候, 转化其他人至此文化形态的几率会乘以此数值。\n\n当玩家的开局文化形态追随者有两个人时 此补正效果减半。\n\n当玩家的开局文化形态追随者有至少三个人时 此补正无效。</Difficulty_LowPopConversionBoost_Info>
<!-- Site select --> <!-- Site select -->
<!-- EN: Select starting site --> <!-- EN: Select starting site -->
<SelectStartingSite>选择初始着陆点</SelectStartingSite> <SelectStartingSite>选择初始着陆点</SelectStartingSite>

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<LanguageData> <LanguageData>
<!-- EN: role --> <!-- EN: role -->
<IdeoRole.label>身份</IdeoRole.label> <IdeoRole.label>职位</IdeoRole.label>
</LanguageData> </LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Rough living -->
<RoughLiving.label>艰苦朴素</RoughLiving.label>
</LanguageData>

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<LanguageData> <LanguageData>
<!-- EN: idealized --> <!-- EN: idealized -->
<Pain_Idealized.label>理想</Pain_Idealized.label> <Pain_Idealized.label>理想</Pain_Idealized.label>
<!-- EN: To experience nerve-singing pain is a mark of morality. --> <!-- EN: To experience nerve-singing pain is a mark of morality. -->
<Pain_Idealized.description>经历痛苦是道德标志。</Pain_Idealized.description> <Pain_Idealized.description>经历痛苦是道德标志。</Pain_Idealized.description>
<!-- EN: Pain --> <!-- EN: Pain -->

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: welcomed -->
<RoughLiving_Welcomed.label>接纳</RoughLiving_Welcomed.label>
<!-- EN: We don't need to separate ourselves from the roughness of nature. -->
<RoughLiving_Welcomed.description>我们不需要把自身和自然生硬地区分开。</RoughLiving_Welcomed.description>
</LanguageData>

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<LanguageData> <LanguageData>
<!-- EN: four or fewer --> <!-- EN: four or fewer -->
<SpouseCount_Female_MaxFour.label>四个或更少</SpouseCount_Female_MaxFour.label> <SpouseCount_Female_MaxFour.label>最多四个</SpouseCount_Female_MaxFour.label>
<!-- EN: Women may have up to four spouses. --> <!-- EN: Women may have up to four spouses. -->
<SpouseCount_Female_MaxFour.description>女性最多可以拥有四个配偶。</SpouseCount_Female_MaxFour.description> <SpouseCount_Female_MaxFour.description>女性最多可以拥有四个配偶。</SpouseCount_Female_MaxFour.description>
<!-- EN: three or fewer --> <!-- EN: three or fewer -->
<SpouseCount_Female_MaxThree.label>三个或更少</SpouseCount_Female_MaxThree.label> <SpouseCount_Female_MaxThree.label>最多三个</SpouseCount_Female_MaxThree.label>
<!-- EN: Women may have up to three spouses. --> <!-- EN: Women may have up to three spouses. -->
<SpouseCount_Female_MaxThree.description>女性最多可以拥有三个配偶。</SpouseCount_Female_MaxThree.description> <SpouseCount_Female_MaxThree.description>女性最多可以拥有三个配偶。</SpouseCount_Female_MaxThree.description>
<!-- EN: two or fewer --> <!-- EN: two or fewer -->
<SpouseCount_Female_MaxTwo.label>两个或更少</SpouseCount_Female_MaxTwo.label> <SpouseCount_Female_MaxTwo.label>最多两个</SpouseCount_Female_MaxTwo.label>
<!-- EN: Women may have up to two spouses. --> <!-- EN: Women may have up to two spouses. -->
<SpouseCount_Female_MaxTwo.description>女性最多可以拥有两个配偶。</SpouseCount_Female_MaxTwo.description> <SpouseCount_Female_MaxTwo.description>女性最多可以拥有两个配偶。</SpouseCount_Female_MaxTwo.description>
@ -22,17 +22,17 @@
<SpouseCount_Female_Unlimited.description>女性可依据自身意愿拥有多个配偶。</SpouseCount_Female_Unlimited.description> <SpouseCount_Female_Unlimited.description>女性可依据自身意愿拥有多个配偶。</SpouseCount_Female_Unlimited.description>
<!-- EN: four or fewer --> <!-- EN: four or fewer -->
<SpouseCount_Male_MaxFour.label>四个或更少</SpouseCount_Male_MaxFour.label> <SpouseCount_Male_MaxFour.label>最多四个</SpouseCount_Male_MaxFour.label>
<!-- EN: Men may have up to four spouses. --> <!-- EN: Men may have up to four spouses. -->
<SpouseCount_Male_MaxFour.description>男性最多可以拥有四个配偶。</SpouseCount_Male_MaxFour.description> <SpouseCount_Male_MaxFour.description>男性最多可以拥有四个配偶。</SpouseCount_Male_MaxFour.description>
<!-- EN: three or fewer --> <!-- EN: three or fewer -->
<SpouseCount_Male_MaxThree.label>三个或更少</SpouseCount_Male_MaxThree.label> <SpouseCount_Male_MaxThree.label>最多三个</SpouseCount_Male_MaxThree.label>
<!-- EN: Men may have up to three spouses. --> <!-- EN: Men may have up to three spouses. -->
<SpouseCount_Male_MaxThree.description>男性最多可以拥有三个配偶。</SpouseCount_Male_MaxThree.description> <SpouseCount_Male_MaxThree.description>男性最多可以拥有三个配偶。</SpouseCount_Male_MaxThree.description>
<!-- EN: two or fewer --> <!-- EN: two or fewer -->
<SpouseCount_Male_MaxTwo.label>两个或更少</SpouseCount_Male_MaxTwo.label> <SpouseCount_Male_MaxTwo.label>最多两个</SpouseCount_Male_MaxTwo.label>
<!-- EN: Men may have up to two spouses. --> <!-- EN: Men may have up to two spouses. -->
<SpouseCount_Male_MaxTwo.description>男性最多可以拥有两个配偶。</SpouseCount_Male_MaxTwo.description> <SpouseCount_Male_MaxTwo.description>男性最多可以拥有两个配偶。</SpouseCount_Male_MaxTwo.description>

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<LanguageData> <LanguageData>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<AttendedFuneral.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</AttendedFuneral.description> <AttendedFuneral.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值, 这取决于仪式的效果。</AttendedFuneral.description>
<!-- EN: moral guide present --> <!-- EN: moral guide present -->
<AttendedFuneral.comps.0.label>出席道德引导</AttendedFuneral.comps.0.label> <AttendedFuneral.comps.0.label>出席道德引导</AttendedFuneral.comps.0.label>
<!-- EN: participant count --> <!-- EN: participant count -->
@ -10,19 +10,19 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<AttendedFuneral.outcomeChances.0.label>糟糕的</AttendedFuneral.outcomeChances.0.label> <AttendedFuneral.outcomeChances.0.label>糟糕的</AttendedFuneral.outcomeChances.0.label>
<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. --> <!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
<AttendedFuneral.outcomeChances.0.description>{0}非常糟糕!每个人都因此而感觉受到了侮辱。</AttendedFuneral.outcomeChances.0.description> <AttendedFuneral.outcomeChances.0.description>{0}非常糟糕 每个人都因此而感觉受到了侮辱。</AttendedFuneral.outcomeChances.0.description>
<!-- EN: Lackluster --> <!-- EN: Lackluster -->
<AttendedFuneral.outcomeChances.1.label>枯燥乏味的</AttendedFuneral.outcomeChances.1.label> <AttendedFuneral.outcomeChances.1.label>枯燥乏味的</AttendedFuneral.outcomeChances.1.label>
<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. --> <!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
<AttendedFuneral.outcomeChances.1.description>{0}枯燥乏味并且非常冗长,无法化解听众的任何情绪。</AttendedFuneral.outcomeChances.1.description> <AttendedFuneral.outcomeChances.1.description>{0}枯燥乏味并且非常冗长, 无法化解听众的任何情绪。</AttendedFuneral.outcomeChances.1.description>
<!-- EN: Good --> <!-- EN: Good -->
<AttendedFuneral.outcomeChances.2.label>令人满意</AttendedFuneral.outcomeChances.2.label> <AttendedFuneral.outcomeChances.2.label>令人满意</AttendedFuneral.outcomeChances.2.label>
<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. --> <!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
<AttendedFuneral.outcomeChances.2.description>{0}令人满意,演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneral.outcomeChances.2.description> <AttendedFuneral.outcomeChances.2.description>{0}令人满意, 演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneral.outcomeChances.2.description>
<!-- EN: Heartwarming --> <!-- EN: Heartwarming -->
<AttendedFuneral.outcomeChances.3.label>令人暖心</AttendedFuneral.outcomeChances.3.label> <AttendedFuneral.outcomeChances.3.label>令人暖心</AttendedFuneral.outcomeChances.3.label>
<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. --> <!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
<AttendedFuneral.outcomeChances.3.description>{0}令人暖心且动人心魄,每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneral.outcomeChances.3.description> <AttendedFuneral.outcomeChances.3.description>{0}令人暖心且动人心魄, 每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneral.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<AttendedFuneralNoCorpse.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</AttendedFuneralNoCorpse.description> <AttendedFuneralNoCorpse.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</AttendedFuneralNoCorpse.description>
@ -33,19 +33,19 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<AttendedFuneralNoCorpse.outcomeChances.0.label>糟糕的</AttendedFuneralNoCorpse.outcomeChances.0.label> <AttendedFuneralNoCorpse.outcomeChances.0.label>糟糕的</AttendedFuneralNoCorpse.outcomeChances.0.label>
<!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. --> <!-- EN: The {0} was a terrible! Everyone felt insulted for having had to endure it. -->
<AttendedFuneralNoCorpse.outcomeChances.0.description>{0}非常糟糕!每个人都因此而感觉受到了侮辱。</AttendedFuneralNoCorpse.outcomeChances.0.description> <AttendedFuneralNoCorpse.outcomeChances.0.description>{0}非常糟糕 每个人都因此而感觉受到了侮辱。</AttendedFuneralNoCorpse.outcomeChances.0.description>
<!-- EN: Lackluster --> <!-- EN: Lackluster -->
<AttendedFuneralNoCorpse.outcomeChances.1.label>枯燥乏味的</AttendedFuneralNoCorpse.outcomeChances.1.label> <AttendedFuneralNoCorpse.outcomeChances.1.label>枯燥乏味的</AttendedFuneralNoCorpse.outcomeChances.1.label>
<!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. --> <!-- EN: The {0} was lackluster. The speech was long-winded and failed to resolve any emotions. -->
<AttendedFuneralNoCorpse.outcomeChances.1.description>{0}枯燥乏味并且非常冗长,无法化解听众的任何情绪。</AttendedFuneralNoCorpse.outcomeChances.1.description> <AttendedFuneralNoCorpse.outcomeChances.1.description>{0}枯燥乏味并且非常冗长, 无法化解听众的任何情绪。</AttendedFuneralNoCorpse.outcomeChances.1.description>
<!-- EN: Good --> <!-- EN: Good -->
<AttendedFuneralNoCorpse.outcomeChances.2.label>令人满意</AttendedFuneralNoCorpse.outcomeChances.2.label> <AttendedFuneralNoCorpse.outcomeChances.2.label>令人满意</AttendedFuneralNoCorpse.outcomeChances.2.label>
<!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. --> <!-- EN: The {0} was good. The speaker's final words provided a path for everyone move on. -->
<AttendedFuneralNoCorpse.outcomeChances.2.description>{0}令人满意,演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneralNoCorpse.outcomeChances.2.description> <AttendedFuneralNoCorpse.outcomeChances.2.description>{0}令人满意, 演讲者的最后一句话为每个人指明了前进的道路。</AttendedFuneralNoCorpse.outcomeChances.2.description>
<!-- EN: Heartwarming --> <!-- EN: Heartwarming -->
<AttendedFuneralNoCorpse.outcomeChances.3.label>令人暖心</AttendedFuneralNoCorpse.outcomeChances.3.label> <AttendedFuneralNoCorpse.outcomeChances.3.label>令人暖心</AttendedFuneralNoCorpse.outcomeChances.3.label>
<!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. --> <!-- EN: The {0} was heartwarming. The speech was captivating and heartfelt, and everyone came away focused on good memories. -->
<AttendedFuneralNoCorpse.outcomeChances.3.description>{0}令人暖心且动人心魄,每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneralNoCorpse.outcomeChances.3.description> <AttendedFuneralNoCorpse.outcomeChances.3.description>{0}令人暖心且动人心魄, 每个人离开时都沉浸在刚刚的美好回忆中。</AttendedFuneralNoCorpse.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<BlindingCeremony.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</BlindingCeremony.description> <BlindingCeremony.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</BlindingCeremony.description>
@ -58,25 +58,25 @@
<!-- EN: an altar --> <!-- EN: an altar -->
<BlindingCeremony.comps.4.expectedThingLabelTip>一座祭坛</BlindingCeremony.comps.4.expectedThingLabelTip> <BlindingCeremony.comps.4.expectedThingLabelTip>一座祭坛</BlindingCeremony.comps.4.expectedThingLabelTip>
<!-- EN: If the {0} is satisfying, the blinded person might get a psylink upgrade or unlock new psychic powers. --> <!-- EN: If the {0} is satisfying, the blinded person might get a psylink upgrade or unlock new psychic powers. -->
<BlindingCeremony.extraPredictedOutcomeDescriptions.0>如果{0}是令人满意的,失明的人可能得到一个启灵等级或解锁新的心灵能力。</BlindingCeremony.extraPredictedOutcomeDescriptions.0> <BlindingCeremony.extraPredictedOutcomeDescriptions.0>如果{0}是令人满意的, 失明的人可能得到一个启灵等级或解锁新的心灵能力。</BlindingCeremony.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<BlindingCeremony.outcomeChances.0.label>糟糕的</BlindingCeremony.outcomeChances.0.label> <BlindingCeremony.outcomeChances.0.label>糟糕的</BlindingCeremony.outcomeChances.0.label>
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent. The blinding technique was botched. Everyone was waiting for it to end. --> <!-- EN: The {0} was terrible! The speech was stuttering and incoherent. The blinding technique was botched. Everyone was waiting for it to end. -->
<BlindingCeremony.outcomeChances.0.description>{0}太糟糕了!演讲结结巴巴,语无伦次。致盲仪式非常拙劣,每个人都在等着结束。</BlindingCeremony.outcomeChances.0.description> <BlindingCeremony.outcomeChances.0.description>{0}太糟糕了 演讲结结巴巴,语无伦次。致盲仪式非常拙劣,每个人都在等着结束。</BlindingCeremony.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<BlindingCeremony.outcomeChances.1.label>枯燥乏味的</BlindingCeremony.outcomeChances.1.label> <BlindingCeremony.outcomeChances.1.label>枯燥乏味的</BlindingCeremony.outcomeChances.1.label>
<!-- EN: The {0} was boring. The speech was repetitive and the blinding technique was noticeably flawed. It just didn't feel dignified. --> <!-- EN: The {0} was boring. The speech was repetitive and the blinding technique was noticeably flawed. It just didn't feel dignified. -->
<BlindingCeremony.outcomeChances.1.description>{0}枯燥乏味。演讲内容重复,致盲仪式明显存在缺陷,让人感觉很不体面。</BlindingCeremony.outcomeChances.1.description> <BlindingCeremony.outcomeChances.1.description>{0}枯燥乏味。 演讲内容重复, 致盲仪式明显存在缺陷, 让人感觉很不体面。</BlindingCeremony.outcomeChances.1.description>
<!-- EN: Satisfying --> <!-- EN: Satisfying -->
<BlindingCeremony.outcomeChances.2.label>令人满意</BlindingCeremony.outcomeChances.2.label> <BlindingCeremony.outcomeChances.2.label>令人满意</BlindingCeremony.outcomeChances.2.label>
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the blinding technique was precise and dignified. --> <!-- EN: The {0} was satisfying. The speech felt meaningful, and the blinding technique was precise and dignified. -->
<BlindingCeremony.outcomeChances.2.description>{0}令人满意。演讲内容很有意义,致盲仪式的过程令人钦佩且感到非常庄重。</BlindingCeremony.outcomeChances.2.description> <BlindingCeremony.outcomeChances.2.description>{0}令人满意。 演讲内容很有意义, 致盲仪式的过程令人钦佩且感到非常庄重。</BlindingCeremony.outcomeChances.2.description>
<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. --> <!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
<BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc> <BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Spectacular --> <!-- EN: Spectacular -->
<BlindingCeremony.outcomeChances.3.label>壮观的</BlindingCeremony.outcomeChances.3.label> <BlindingCeremony.outcomeChances.3.label>壮观的</BlindingCeremony.outcomeChances.3.label>
<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the eye came out with a satisfying wet noise. --> <!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the eye came out with a satisfying wet noise. -->
<BlindingCeremony.outcomeChances.3.description>{0}非常壮观。演讲把每个人带到了疯狂的边缘,就在刺瞎眼睛发出潮湿的声音时。</BlindingCeremony.outcomeChances.3.description> <BlindingCeremony.outcomeChances.3.description>{0}非常壮观。 演讲把每个人带到了疯狂的边缘, 就在刺瞎眼睛发出潮湿的声音时。</BlindingCeremony.outcomeChances.3.description>
<!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. --> <!-- EN: The blinded person will get a psylink upgrade or unlock a new psychic power. -->
<BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc> <BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>失明的人将获得启灵等级或解锁一个新的心灵能力。</BlindingCeremony.outcomeChances.3.potentialExtraOutcomeDesc>
@ -93,19 +93,19 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<CelebratedDate.outcomeChances.0.label>糟糕的</CelebratedDate.outcomeChances.0.label> <CelebratedDate.outcomeChances.0.label>糟糕的</CelebratedDate.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<CelebratedDate.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</CelebratedDate.outcomeChances.0.description> <CelebratedDate.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</CelebratedDate.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<CelebratedDate.outcomeChances.1.label>枯燥乏味的</CelebratedDate.outcomeChances.1.label> <CelebratedDate.outcomeChances.1.label>枯燥乏味的</CelebratedDate.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<CelebratedDate.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</CelebratedDate.outcomeChances.1.description> <CelebratedDate.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</CelebratedDate.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<CelebratedDate.outcomeChances.2.label>有趣的</CelebratedDate.outcomeChances.2.label> <CelebratedDate.outcomeChances.2.label>有趣的</CelebratedDate.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was fun. Everyone appreciated the chance to relax and have fun together. -->
<CelebratedDate.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</CelebratedDate.outcomeChances.2.description> <CelebratedDate.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</CelebratedDate.outcomeChances.2.description>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<CelebratedDate.outcomeChances.3.label>令人难忘的</CelebratedDate.outcomeChances.3.label> <CelebratedDate.outcomeChances.3.label>令人难忘的</CelebratedDate.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<CelebratedDate.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</CelebratedDate.outcomeChances.3.description> <CelebratedDate.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</CelebratedDate.outcomeChances.3.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebratedDate_Consumable.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebratedDate_Consumable.description> <CelebratedDate_Consumable.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebratedDate_Consumable.description>
@ -114,25 +114,25 @@
<!-- EN: room impressiveness --> <!-- EN: room impressiveness -->
<CelebratedDate_Consumable.comps.1.label>令人难忘的房间</CelebratedDate_Consumable.comps.1.label> <CelebratedDate_Consumable.comps.1.label>令人难忘的房间</CelebratedDate_Consumable.comps.1.label>
<!-- EN: If the {0} is satisfying, one participant might gain an inspiration. --> <!-- EN: If the {0} is satisfying, one participant might gain an inspiration. -->
<CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>如果{0}令人满意,一个参与者可能会获得灵感。</CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0> <CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>如果{0}令人满意, 一个参与者可能会获得灵感。</CelebratedDate_Consumable.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<CelebratedDate_Consumable.outcomeChances.0.label>糟糕的</CelebratedDate_Consumable.outcomeChances.0.label> <CelebratedDate_Consumable.outcomeChances.0.label>糟糕的</CelebratedDate_Consumable.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<CelebratedDate_Consumable.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</CelebratedDate_Consumable.outcomeChances.0.description> <CelebratedDate_Consumable.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</CelebratedDate_Consumable.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<CelebratedDate_Consumable.outcomeChances.1.label>枯燥乏味的</CelebratedDate_Consumable.outcomeChances.1.label> <CelebratedDate_Consumable.outcomeChances.1.label>枯燥乏味的</CelebratedDate_Consumable.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<CelebratedDate_Consumable.outcomeChances.1.description>{0 枯燥乏味。参与者感到尴尬却又不敢放声大笑。</CelebratedDate_Consumable.outcomeChances.1.description> <CelebratedDate_Consumable.outcomeChances.1.description>{0 枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</CelebratedDate_Consumable.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<CelebratedDate_Consumable.outcomeChances.2.label>有趣的</CelebratedDate_Consumable.outcomeChances.2.label> <CelebratedDate_Consumable.outcomeChances.2.label>有趣的</CelebratedDate_Consumable.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<CelebratedDate_Consumable.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</CelebratedDate_Consumable.outcomeChances.2.description> <CelebratedDate_Consumable.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</CelebratedDate_Consumable.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc> <CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<CelebratedDate_Consumable.outcomeChances.3.label>令人难忘的</CelebratedDate_Consumable.outcomeChances.3.label> <CelebratedDate_Consumable.outcomeChances.3.label>令人难忘的</CelebratedDate_Consumable.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<CelebratedDate_Consumable.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</CelebratedDate_Consumable.outcomeChances.3.description> <CelebratedDate_Consumable.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解,仿佛身处一个大家庭。</CelebratedDate_Consumable.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc> <CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</CelebratedDate_Consumable.outcomeChances.3.potentialExtraOutcomeDesc>
@ -149,27 +149,27 @@
<!-- EN: a campfire --> <!-- EN: a campfire -->
<CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>一堆篝火</CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip> <CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>一堆篝火</CelebrationPartyDanceDrum.comps.3.expectedThingLabelTip>
<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. --> <!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
<CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的,参与者可能会获得一段时间提高工作速度的加成。</CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0> <CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的, 参与者可能会获得一段时间提高工作速度的加成。</CelebrationPartyDanceDrum.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<CelebrationPartyDanceDrum.outcomeChances.0.label>糟糕的</CelebrationPartyDanceDrum.outcomeChances.0.label> <CelebrationPartyDanceDrum.outcomeChances.0.label>糟糕的</CelebrationPartyDanceDrum.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. --> <!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
<CelebrationPartyDanceDrum.outcomeChances.0.description>{0}太糟糕了!尴尬的谈话,拙劣的笑话,糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceDrum.outcomeChances.0.description> <CelebrationPartyDanceDrum.outcomeChances.0.description>{0}太糟糕了 尴尬的谈话, 拙劣的笑话, 糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceDrum.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<CelebrationPartyDanceDrum.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceDrum.outcomeChances.1.label> <CelebrationPartyDanceDrum.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceDrum.outcomeChances.1.label>
<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. --> <!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
<CelebrationPartyDanceDrum.outcomeChances.1.description>{0}枯燥乏味。糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceDrum.outcomeChances.1.description> <CelebrationPartyDanceDrum.outcomeChances.1.description>{0}枯燥乏味。 糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceDrum.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<CelebrationPartyDanceDrum.outcomeChances.2.label>有趣的</CelebrationPartyDanceDrum.outcomeChances.2.label> <CelebrationPartyDanceDrum.outcomeChances.2.label>有趣的</CelebrationPartyDanceDrum.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. --> <!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
<CelebrationPartyDanceDrum.outcomeChances.2.description>{0}非常有趣。每个人都在享受从日常生活中解脱出来的休息时间,一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceDrum.outcomeChances.2.description> <CelebrationPartyDanceDrum.outcomeChances.2.description>{0}非常有趣。 每个人都在享受从日常生活中解脱出来的休息时间, 一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceDrum.outcomeChances.2.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. --> <!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后,每个人都感到神清气爽。参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc> <CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<CelebrationPartyDanceDrum.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceDrum.outcomeChances.3.label> <CelebrationPartyDanceDrum.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceDrum.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. --> <!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
<CelebrationPartyDanceDrum.outcomeChances.3.description>{0}真令人难忘!舞者们在音乐中忘乎所以,这段经历让大家聚在一起。</CelebrationPartyDanceDrum.outcomeChances.3.description> <CelebrationPartyDanceDrum.outcomeChances.3.description>{0}真令人难忘 舞者们在音乐中忘乎所以, 这段经历让大家聚在一起。</CelebrationPartyDanceDrum.outcomeChances.3.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. --> <!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后,每个人都感到神清气爽。参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc> <CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceDrum.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebrationPartyDanceTech.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationPartyDanceTech.description> <CelebrationPartyDanceTech.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationPartyDanceTech.description>
@ -184,27 +184,27 @@
<!-- EN: a lightball --> <!-- EN: a lightball -->
<CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>一盏灯球</CelebrationPartyDanceTech.comps.3.expectedThingLabelTip> <CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>一盏灯球</CelebrationPartyDanceTech.comps.3.expectedThingLabelTip>
<!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. --> <!-- EN: If the {0} is fun or unforgettable, participants may gain increased work speed for a while. -->
<CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的,参与者可能会获得一段时间的工作速度加成。</CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0> <CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>如果{0}是有趣的或令人难忘的, 参与者可能会获得一段时间的工作速度加成。</CelebrationPartyDanceTech.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<CelebrationPartyDanceTech.outcomeChances.0.label>糟糕的</CelebrationPartyDanceTech.outcomeChances.0.label> <CelebrationPartyDanceTech.outcomeChances.0.label>糟糕的</CelebrationPartyDanceTech.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. --> <!-- EN: The {0} was terrible! Awkward conversation, bad jokes, atrocious dancing, and dull music. -->
<CelebrationPartyDanceTech.outcomeChances.0.description>{0}太糟糕了!尴尬的谈话,拙劣的笑话,糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceTech.outcomeChances.0.description> <CelebrationPartyDanceTech.outcomeChances.0.description>{0}太糟糕了 尴尬的谈话, 拙劣的笑话, 糟糕的舞蹈和沉闷的音乐。</CelebrationPartyDanceTech.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<CelebrationPartyDanceTech.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceTech.outcomeChances.1.label> <CelebrationPartyDanceTech.outcomeChances.1.label>枯燥乏味的</CelebrationPartyDanceTech.outcomeChances.1.label>
<!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. --> <!-- EN: The {0} was boring. Bad dancing and so-so music made the whole thing feel like a waste of time. -->
<CelebrationPartyDanceTech.outcomeChances.1.description>{0}枯燥乏味。糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceTech.outcomeChances.1.description> <CelebrationPartyDanceTech.outcomeChances.1.description>{0}枯燥乏味。 糟糕的舞蹈和庸俗的音乐使整场聚会像是在浪费时间。</CelebrationPartyDanceTech.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<CelebrationPartyDanceTech.outcomeChances.2.label>有趣的</CelebrationPartyDanceTech.outcomeChances.2.label> <CelebrationPartyDanceTech.outcomeChances.2.label>有趣的</CelebrationPartyDanceTech.outcomeChances.2.label>
<!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. --> <!-- EN: The {0} was fun. Everyone enjoyed the break from everyday life and got in some good dancing together. -->
<CelebrationPartyDanceTech.outcomeChances.2.description>{0}非常有趣。每个人都在享受从日常生活中解脱出来的休息时间,一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceTech.outcomeChances.2.description> <CelebrationPartyDanceTech.outcomeChances.2.description>{0}非常有趣。 每个人都在享受从日常生活中解脱出来的休息时间, 一起跳着精彩绝伦的舞蹈。</CelebrationPartyDanceTech.outcomeChances.2.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. --> <!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后,每个人都感到神清气爽。参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc> <CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<CelebrationPartyDanceTech.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceTech.outcomeChances.3.label> <CelebrationPartyDanceTech.outcomeChances.3.label>令人难忘的</CelebrationPartyDanceTech.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. --> <!-- EN: The {0} was unforgettable! The dancers forgot themselves in the music, and the experience brought everyone together. -->
<CelebrationPartyDanceTech.outcomeChances.3.description>{0}真令人难忘!舞者们在音乐中忘乎所以,这段经历让大家聚在一起。</CelebrationPartyDanceTech.outcomeChances.3.description> <CelebrationPartyDanceTech.outcomeChances.3.description>{0}真令人难忘 舞者们在音乐中忘乎所以, 这段经历让大家聚在一起。</CelebrationPartyDanceTech.outcomeChances.3.description>
<!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. --> <!-- EN: Everyone felt refreshed after their trance-like dancing experience. Participants will work faster for a while. -->
<CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后,每个人都感到神清气爽。参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc> <CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>在经历了愉快的舞蹈之后, 每个人都感到神清气爽。 参与者会在一段时间内工作速度更快。</CelebrationPartyDanceTech.outcomeChances.3.potentialExtraOutcomeDesc>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<CelebrationSkyLanterns.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationSkyLanterns.description> <CelebrationSkyLanterns.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</CelebrationSkyLanterns.description>
@ -213,25 +213,25 @@
<!-- EN: Each participant will make a lantern out of 4 wood. --> <!-- EN: Each participant will make a lantern out of 4 wood. -->
<CelebrationSkyLanterns.extraInfoLines.0>每个参与者将使用4根木头制作一盏天灯。</CelebrationSkyLanterns.extraInfoLines.0> <CelebrationSkyLanterns.extraInfoLines.0>每个参与者将使用4根木头制作一盏天灯。</CelebrationSkyLanterns.extraInfoLines.0>
<!-- EN: If the {0} is beautiful or unforgettable, the skylanterns might attract a group of friendly visitors. --> <!-- EN: If the {0} is beautiful or unforgettable, the skylanterns might attract a group of friendly visitors. -->
<CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>如果{0}是美丽的或令人难忘的,天空的天灯可能会吸引一群友善的游客前来拜访。</CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0> <CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>如果{0}是美丽的或令人难忘的, 天空的天灯可能会吸引一群友善的游客前来拜访。</CelebrationSkyLanterns.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<CelebrationSkyLanterns.outcomeChances.0.label>糟糕的</CelebrationSkyLanterns.outcomeChances.0.label> <CelebrationSkyLanterns.outcomeChances.0.label>糟糕的</CelebrationSkyLanterns.outcomeChances.0.label>
<!-- EN: The {0} was terrible! People kept getting annoyed making the lanterns and they looked like garbage on the wind. --> <!-- EN: The {0} was terrible! People kept getting annoyed making the lanterns and they looked like garbage on the wind. -->
<CelebrationSkyLanterns.outcomeChances.0.description>{0}太糟糕了!人们在做天灯时麻烦不断,成品在风中看起来就像飘荡的垃圾一样。</CelebrationSkyLanterns.outcomeChances.0.description> <CelebrationSkyLanterns.outcomeChances.0.description>{0}太糟糕了 人们在做天灯时麻烦不断, 成品在风中看起来就像飘荡的垃圾一样。</CelebrationSkyLanterns.outcomeChances.0.description>
<!-- EN: Unimpressive --> <!-- EN: Unimpressive -->
<CelebrationSkyLanterns.outcomeChances.1.label>平淡无奇的</CelebrationSkyLanterns.outcomeChances.1.label> <CelebrationSkyLanterns.outcomeChances.1.label>平淡无奇的</CelebrationSkyLanterns.outcomeChances.1.label>
<!-- EN: The {0} was unimpressive. Lantern-making took too long and it all felt rather pointless. --> <!-- EN: The {0} was unimpressive. Lantern-making took too long and it all felt rather pointless. -->
<CelebrationSkyLanterns.outcomeChances.1.description>{0}平淡无奇。参与者们制作天灯花的时间太长了,这一切都显得毫无意义。</CelebrationSkyLanterns.outcomeChances.1.description> <CelebrationSkyLanterns.outcomeChances.1.description>{0}平淡无奇。 参与者们制作天灯花的时间太长了, 这一切都显得毫无意义。</CelebrationSkyLanterns.outcomeChances.1.description>
<!-- EN: Beautiful --> <!-- EN: Beautiful -->
<CelebrationSkyLanterns.outcomeChances.2.label>美丽的</CelebrationSkyLanterns.outcomeChances.2.label> <CelebrationSkyLanterns.outcomeChances.2.label>美丽的</CelebrationSkyLanterns.outcomeChances.2.label>
<!-- EN: The {0} was beautiful. Watching the lanterns drift away made everyone feel at peace. --> <!-- EN: The {0} was beautiful. Watching the lanterns drift away made everyone feel at peace. -->
<CelebrationSkyLanterns.outcomeChances.2.description>{0}很漂亮。看着天灯飘走,大家都感到心情舒畅。</CelebrationSkyLanterns.outcomeChances.2.description> <CelebrationSkyLanterns.outcomeChances.2.description>{0}很漂亮。 看着天灯飘走, 大家都感到心情舒畅。</CelebrationSkyLanterns.outcomeChances.2.description>
<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. --> <!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
<CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地。</CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc> <CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地。</CelebrationSkyLanterns.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<CelebrationSkyLanterns.outcomeChances.3.label>令人难忘的</CelebrationSkyLanterns.outcomeChances.3.label> <CelebrationSkyLanterns.outcomeChances.3.label>令人难忘的</CelebrationSkyLanterns.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Making the lanterns was a time of laughter, and everyone's spirits rose with them. --> <!-- EN: The {0} was unforgettable! Making the lanterns was a time of laughter, and everyone's spirits rose with them. -->
<CelebrationSkyLanterns.outcomeChances.3.description>{0}真令人印象深刻!制作天灯令人欢声笑语,每个参与者的情绪也随之高涨。</CelebrationSkyLanterns.outcomeChances.3.description> <CelebrationSkyLanterns.outcomeChances.3.description>{0}真令人印象深刻 制作天灯令人欢声笑语, 每个参与者的情绪也随之高涨。</CelebrationSkyLanterns.outcomeChances.3.description>
<!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. --> <!-- EN: The skylanterns lifted high and bright. Friendly visitors might see them and arrive with a gift. -->
<CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地</CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc> <CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>天灯飞得又高又亮。友好的游客可能会看到它们,并带着礼物前来拜访你的殖民地</CelebrationSkyLanterns.outcomeChances.3.potentialExtraOutcomeDesc>
@ -261,19 +261,19 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<Conversion.outcomeChances.0.label>糟糕的</Conversion.outcomeChances.0.label> <Conversion.outcomeChances.0.label>糟糕的</Conversion.outcomeChances.0.label>
<!-- EN: The {0} was terrible! From the first word, it was a fruitless back-and-forth argument. It dragged on for a cringe-inducingly long time. --> <!-- EN: The {0} was terrible! From the first word, it was a fruitless back-and-forth argument. It dragged on for a cringe-inducingly long time. -->
<Conversion.outcomeChances.0.description>{0}太糟糕了!从一开始,这就是一场毫无结果的反复争论。它令人尴尬并且拖了很长时间。</Conversion.outcomeChances.0.description> <Conversion.outcomeChances.0.description>{0}太糟糕了 从一开始, 这就是一场毫无结果的反复争论。 它令人尴尬并且拖了很长时间。</Conversion.outcomeChances.0.description>
<!-- EN: Ineffective --> <!-- EN: Ineffective -->
<Conversion.outcomeChances.1.label>无效的</Conversion.outcomeChances.1.label> <Conversion.outcomeChances.1.label>无效的</Conversion.outcomeChances.1.label>
<!-- EN: The {0} was ineffective. Most of the arguments were unclear, and the convertee countered those that made sense. --> <!-- EN: The {0} was ineffective. Most of the arguments were unclear, and the convertee countered those that made sense. -->
<Conversion.outcomeChances.1.description>{0}没起到什么作用。大多数论点都不清楚,因而被皈依者所反驳。</Conversion.outcomeChances.1.description> <Conversion.outcomeChances.1.description>{0}没起到什么作用。 大多数论点都不清楚, 因而被皈依者所反驳。</Conversion.outcomeChances.1.description>
<!-- EN: Effective --> <!-- EN: Effective -->
<Conversion.outcomeChances.2.label>有效的</Conversion.outcomeChances.2.label> <Conversion.outcomeChances.2.label>有效的</Conversion.outcomeChances.2.label>
<!-- EN: The {0} was effective. The speech not only delivered solid arguments and visibly swayed the convertee's thoughts, but kept the crowd entertained as well. --> <!-- EN: The {0} was effective. The speech not only delivered solid arguments and visibly swayed the convertee's thoughts, but kept the crowd entertained as well. -->
<Conversion.outcomeChances.2.description>{0}明显起效了。演讲者提供了坚实的论点,明显地动摇了皈依者的信仰,而且使参与者们更加快乐。</Conversion.outcomeChances.2.description> <Conversion.outcomeChances.2.description>{0}明显起效了。 演讲者提供了坚实的论点, 明显地动摇了皈依者的信仰, 而且使参与者们更加快乐。</Conversion.outcomeChances.2.description>
<!-- EN: Masterful --> <!-- EN: Masterful -->
<Conversion.outcomeChances.3.label>精彩绝伦的</Conversion.outcomeChances.3.label> <Conversion.outcomeChances.3.label>精彩绝伦的</Conversion.outcomeChances.3.label>
<!-- EN: The {0} was masterful! Old beliefs seemed to dissolve effortlessly and inevitably, and our true knowledge was accepted. --> <!-- EN: The {0} was masterful! Old beliefs seemed to dissolve effortlessly and inevitably, and our true knowledge was accepted. -->
<Conversion.outcomeChances.3.description>{0}精彩绝伦!旧的信仰似乎毫不费力地动摇了,我们真正的信仰被接受了。</Conversion.outcomeChances.3.description> <Conversion.outcomeChances.3.description>{0}精彩绝伦 旧的信仰似乎毫不费力地动摇了, 我们真正的信仰被接受了。</Conversion.outcomeChances.3.description>
<!-- EN: The ritual target will be destroyed. --> <!-- EN: The ritual target will be destroyed. -->
<DestroyConsumableBuilding.description>仪式的目标将被摧毁。</DestroyConsumableBuilding.description> <DestroyConsumableBuilding.description>仪式的目标将被摧毁。</DestroyConsumableBuilding.description>
@ -284,21 +284,21 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<DestroyConsumableBuilding.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding.outcomeChances.0.label> <DestroyConsumableBuilding.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<DestroyConsumableBuilding.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding.outcomeChances.0.description> <DestroyConsumableBuilding.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<DestroyConsumableBuilding.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding.outcomeChances.1.label> <DestroyConsumableBuilding.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding.outcomeChances.1.description> <DestroyConsumableBuilding.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<DestroyConsumableBuilding.outcomeChances.2.label>有趣的</DestroyConsumableBuilding.outcomeChances.2.label> <DestroyConsumableBuilding.outcomeChances.2.label>有趣的</DestroyConsumableBuilding.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding.outcomeChances.2.description> <DestroyConsumableBuilding.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc> <DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<DestroyConsumableBuilding.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding.outcomeChances.3.label> <DestroyConsumableBuilding.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</DestroyConsumableBuilding.outcomeChances.3.description> <DestroyConsumableBuilding.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc> <DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding.outcomeChances.3.potentialExtraOutcomeDesc>
@ -311,21 +311,21 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_Burnbong.outcomeChances.0.label> <DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_Burnbong.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding_Burnbong.outcomeChances.0.description> <DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_Burnbong.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Burnbong.outcomeChances.1.label> <DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Burnbong.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Burnbong.outcomeChances.1.description> <DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Burnbong.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_Burnbong.outcomeChances.2.label> <DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_Burnbong.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.description> <DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_Burnbong.outcomeChances.3.label> <DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_Burnbong.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.description> <DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_Burnbong.outcomeChances.3.potentialExtraOutcomeDesc>
@ -338,21 +338,21 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_CannibalPlatter.outcomeChances.3.potentialExtraOutcomeDesc>
@ -365,21 +365,21 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_ChristmasTree.outcomeChances.3.potentialExtraOutcomeDesc>
@ -392,21 +392,21 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<DestroyConsumableBuilding_Pyre.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_Pyre.outcomeChances.0.label> <DestroyConsumableBuilding_Pyre.outcomeChances.0.label>糟糕的</DestroyConsumableBuilding_Pyre.outcomeChances.0.label>
<!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. --> <!-- EN: The {0} was terrible! Participants endured hours of jaw-clenching small talk while waiting for it to end. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.0.description>{0}非常糟糕!参与者忍受了数小时令人的紧张闲聊,等待演讲结束。</DestroyConsumableBuilding_Pyre.outcomeChances.0.description> <DestroyConsumableBuilding_Pyre.outcomeChances.0.description>{0}非常糟糕 参与者忍受了数小时令人的紧张闲聊, 等待演讲结束。</DestroyConsumableBuilding_Pyre.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<DestroyConsumableBuilding_Pyre.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Pyre.outcomeChances.1.label> <DestroyConsumableBuilding_Pyre.outcomeChances.1.label>枯燥乏味的</DestroyConsumableBuilding_Pyre.outcomeChances.1.label>
<!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. --> <!-- EN: The {0} was boring. Everyone felt too awkward to open up and laugh. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.1.description>{0}枯燥乏味。参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Pyre.outcomeChances.1.description> <DestroyConsumableBuilding_Pyre.outcomeChances.1.description>{0}枯燥乏味。 参与者感到尴尬却又不敢放声大笑。</DestroyConsumableBuilding_Pyre.outcomeChances.1.description>
<!-- EN: Fun --> <!-- EN: Fun -->
<DestroyConsumableBuilding_Pyre.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_Pyre.outcomeChances.2.label> <DestroyConsumableBuilding_Pyre.outcomeChances.2.label>有趣的</DestroyConsumableBuilding_Pyre.outcomeChances.2.label>
<!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. --> <!-- EN: The {0} was good. Everyone appreciated the chance to relax and have fun together. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.2.description>{0}非常有趣。每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Pyre.outcomeChances.2.description> <DestroyConsumableBuilding_Pyre.outcomeChances.2.description>{0}非常有趣。 每个参与者都非常高兴能一起放松玩耍。</DestroyConsumableBuilding_Pyre.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gains an inspiration. --> <!-- EN: There's a 5% chance that a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</DestroyConsumableBuilding_Pyre.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<DestroyConsumableBuilding_Pyre.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_Pyre.outcomeChances.3.label> <DestroyConsumableBuilding_Pyre.outcomeChances.3.label>令人难忘的</DestroyConsumableBuilding_Pyre.outcomeChances.3.label>
<!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. --> <!-- EN: The {0} was unforgettable! Everyone learned about each other and felt like a family. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.3.description>{0}令人难忘。每个参与者都相互了解,仿佛身处一个大家庭。</DestroyConsumableBuilding_Pyre.outcomeChances.3.description> <DestroyConsumableBuilding_Pyre.outcomeChances.3.description>{0}令人难忘。 每个参与者都相互了解, 仿佛身处一个大家庭。</DestroyConsumableBuilding_Pyre.outcomeChances.3.description>
<!-- EN: There's a 10% chance a random participant gains an inspiration. --> <!-- EN: There's a 10% chance a random participant gains an inspiration. -->
<DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc> <DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</DestroyConsumableBuilding_Pyre.outcomeChances.3.potentialExtraOutcomeDesc>
@ -421,15 +421,15 @@
<!-- EN: Awkward --> <!-- EN: Awkward -->
<Execution.outcomeChances.0.label>尴尬的</Execution.outcomeChances.0.label> <Execution.outcomeChances.0.label>尴尬的</Execution.outcomeChances.0.label>
<!-- EN: The {0} was awkward. The speech dragged on and when it came time to strike, the executioner slipped and barely recovered. None of it felt justified. --> <!-- EN: The {0} was awkward. The speech dragged on and when it came time to strike, the executioner slipped and barely recovered. None of it felt justified. -->
<Execution.outcomeChances.0.description>{0}非常尴尬。行刑的时候,刽子手滑了一跤,勉强恢复了体力。这些都是不合理的行为。</Execution.outcomeChances.0.description> <Execution.outcomeChances.0.description>{0}非常尴尬。 行刑的时候, 刽子手滑了一跤, 勉强恢复了体力。 这些都是不合理的行为。</Execution.outcomeChances.0.description>
<!-- EN: Satisfying --> <!-- EN: Satisfying -->
<Execution.outcomeChances.1.label>令人满意的</Execution.outcomeChances.1.label> <Execution.outcomeChances.1.label>令人满意的</Execution.outcomeChances.1.label>
<!-- EN: The {0} was satisfying. Everyone could feel that justice was being upheld. --> <!-- EN: The {0} was satisfying. Everyone could feel that justice was being upheld. -->
<Execution.outcomeChances.1.description>{0}令人满意。每个人都能感觉到正义得到了维护。</Execution.outcomeChances.1.description> <Execution.outcomeChances.1.description>{0}令人满意。 每个人都能感觉到正义得到了维护。</Execution.outcomeChances.1.description>
<!-- EN: Spectacular --> <!-- EN: Spectacular -->
<Execution.outcomeChances.2.label>引人入胜的</Execution.outcomeChances.2.label> <Execution.outcomeChances.2.label>引人入胜的</Execution.outcomeChances.2.label>
<!-- EN: The {0} was spectacular! One smooth strike was all it took, and everyone felt a rush of justice and power. --> <!-- EN: The {0} was spectacular! One smooth strike was all it took, and everyone felt a rush of justice and power. -->
<Execution.outcomeChances.2.description>{0}引人入胜!只需轻轻一击,每个人都感到了正义的力量与己同行。</Execution.outcomeChances.2.description> <Execution.outcomeChances.2.description>{0}引人入胜 只需轻轻一击, 每个人都感到了正义的力量与己同行。</Execution.outcomeChances.2.description>
<!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. --> <!-- EN: Depending on ritual quality, participants will get between {MINMOOD} and {MAXMOOD} mood for {MOODDAYS} days. -->
<GladiatorDuel.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</GladiatorDuel.description> <GladiatorDuel.description>参与者将在 {MOODDAYS} 天内获得 {MINMOOD} 到 {MAXMOOD} 的心情值,这取决于仪式的效果。</GladiatorDuel.description>
@ -444,19 +444,19 @@
<!-- EN: Duelists and viewers will gain melee combat experience. --> <!-- EN: Duelists and viewers will gain melee combat experience. -->
<GladiatorDuel.extraPredictedOutcomeDescriptions.0>决斗者和观众将获得近战经验。</GladiatorDuel.extraPredictedOutcomeDescriptions.0> <GladiatorDuel.extraPredictedOutcomeDescriptions.0>决斗者和观众将获得近战经验。</GladiatorDuel.extraPredictedOutcomeDescriptions.0>
<!-- EN: Spectators will gain a mood boost and fill their recreation bars. --> <!-- EN: Spectators will gain a mood boost and fill their recreation bars. -->
<GladiatorDuel.extraPredictedOutcomeDescriptions.1>观众的心情会得到提升,他们的相关娱乐值也会爆满。</GladiatorDuel.extraPredictedOutcomeDescriptions.1> <GladiatorDuel.extraPredictedOutcomeDescriptions.1>观众的心情会得到提升, 他们的相关娱乐值也会爆满。</GladiatorDuel.extraPredictedOutcomeDescriptions.1>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<GladiatorDuel.outcomeChances.0.label>糟糕的</GladiatorDuel.outcomeChances.0.label> <GladiatorDuel.outcomeChances.0.label>糟糕的</GladiatorDuel.outcomeChances.0.label>
<!-- EN: The duel was terrible! The fighters bumbled around, ineptly avoiding each other in a extended display of cowardice and weakness. Watching it just made people sad. --> <!-- EN: The duel was terrible! The fighters bumbled around, ineptly avoiding each other in a extended display of cowardice and weakness. Watching it just made people sad. -->
<GladiatorDuel.outcomeChances.0.description>决斗太糟糕了!决斗者们跌跌撞撞,笨拙地避开对方的攻击,这是怯懦软弱的延伸表现,只会让观众感到沮丧。</GladiatorDuel.outcomeChances.0.description> <GladiatorDuel.outcomeChances.0.description>决斗太糟糕了 决斗者们跌跌撞撞, 笨拙地避开对方的攻击, 这是怯懦软弱的延伸表现, 只会让观众感到沮丧。</GladiatorDuel.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<GladiatorDuel.outcomeChances.1.label>枯燥乏味的</GladiatorDuel.outcomeChances.1.label> <GladiatorDuel.outcomeChances.1.label>枯燥乏味的</GladiatorDuel.outcomeChances.1.label>
<!-- EN: The duel was boring. The fighters wouldn't commit, so there were no exciting moments. --> <!-- EN: The duel was boring. The fighters wouldn't commit, so there were no exciting moments. -->
<GladiatorDuel.outcomeChances.1.description>这场决斗很无聊。决斗者们不愿尽自己的义务,所以没有激动人心的看点。</GladiatorDuel.outcomeChances.1.description> <GladiatorDuel.outcomeChances.1.description>这场决斗很无聊。 决斗者们不愿尽自己的义务, 所以没有激动人心的看点。</GladiatorDuel.outcomeChances.1.description>
<!-- EN: Good --> <!-- EN: Good -->
<GladiatorDuel.outcomeChances.2.label>精彩的</GladiatorDuel.outcomeChances.2.label> <GladiatorDuel.outcomeChances.2.label>精彩的</GladiatorDuel.outcomeChances.2.label>
<!-- EN: The duel was good. The fighters went for blood and showed real heart. --> <!-- EN: The duel was good. The fighters went for blood and showed real heart. -->
<GladiatorDuel.outcomeChances.2.description>这场决斗很精彩。决斗者们用自己的鲜血,表现出了其真正的雄心。</GladiatorDuel.outcomeChances.2.description> <GladiatorDuel.outcomeChances.2.description>这场决斗很精彩。 决斗者们用自己的鲜血, 表现出了其真正的雄心。</GladiatorDuel.outcomeChances.2.description>
<!-- EN: Unforgettable --> <!-- EN: Unforgettable -->
<GladiatorDuel.outcomeChances.3.label>令人难忘的</GladiatorDuel.outcomeChances.3.label> <GladiatorDuel.outcomeChances.3.label>令人难忘的</GladiatorDuel.outcomeChances.3.label>
<!-- EN: The duel was unforgettable! Both fighters gave all they had, and the death showed their dedication. --> <!-- EN: The duel was unforgettable! Both fighters gave all they had, and the death showed their dedication. -->
@ -473,25 +473,25 @@
<!-- EN: an altar --> <!-- EN: an altar -->
<Sacrifice.comps.4.expectedThingLabelTip>一座祭坛</Sacrifice.comps.4.expectedThingLabelTip> <Sacrifice.comps.4.expectedThingLabelTip>一座祭坛</Sacrifice.comps.4.expectedThingLabelTip>
<!-- EN: If the {0} is satisfying, one of the participants might gain an inspiration. --> <!-- EN: If the {0} is satisfying, one of the participants might gain an inspiration. -->
<Sacrifice.extraPredictedOutcomeDescriptions.0>如果{0}令人满意,其中一个参与者可能会获得灵感。</Sacrifice.extraPredictedOutcomeDescriptions.0> <Sacrifice.extraPredictedOutcomeDescriptions.0>如果{0}令人满意, 其中一个参与者可能会获得灵感。</Sacrifice.extraPredictedOutcomeDescriptions.0>
<!-- EN: Terrible --> <!-- EN: Terrible -->
<Sacrifice.outcomeChances.0.label>糟糕的</Sacrifice.outcomeChances.0.label> <Sacrifice.outcomeChances.0.label>糟糕的</Sacrifice.outcomeChances.0.label>
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the killing technique was botched. The victim took far too long to die - everyone was waiting for it to end. --> <!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the killing technique was botched. The victim took far too long to die - everyone was waiting for it to end. -->
<Sacrifice.outcomeChances.0.description>{0}太糟糕了!演讲结结巴巴,语无伦次,处决手法也非常业余。受害者的死亡时间太长了——现在每个人都在期盼着仪式结束。</Sacrifice.outcomeChances.0.description> <Sacrifice.outcomeChances.0.description>{0}太糟糕了 演讲结结巴巴,语无伦次, 处决手法也非常业余。 受害者的死亡时间太长了——现在每个人都在期盼着仪式结束。</Sacrifice.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<Sacrifice.outcomeChances.1.label>枯燥乏味的</Sacrifice.outcomeChances.1.label> <Sacrifice.outcomeChances.1.label>枯燥乏味的</Sacrifice.outcomeChances.1.label>
<!-- EN: The {0} was boring. The speech was repetitive and the killing technique was noticeably flawed. It just didn't feel dignified. --> <!-- EN: The {0} was boring. The speech was repetitive and the killing technique was noticeably flawed. It just didn't feel dignified. -->
<Sacrifice.outcomeChances.1.description>{0}枯燥乏味。演讲重复不断,处决手法也有明显缺陷,这让人觉得仪式非常不体面。</Sacrifice.outcomeChances.1.description> <Sacrifice.outcomeChances.1.description>{0}枯燥乏味。 演讲重复不断, 处决手法也有明显缺陷, 这让人觉得仪式非常不体面。</Sacrifice.outcomeChances.1.description>
<!-- EN: Satisfying --> <!-- EN: Satisfying -->
<Sacrifice.outcomeChances.2.label>令人满意的</Sacrifice.outcomeChances.2.label> <Sacrifice.outcomeChances.2.label>令人满意的</Sacrifice.outcomeChances.2.label>
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the killing technique was precise and dignified. --> <!-- EN: The {0} was satisfying. The speech felt meaningful, and the killing technique was precise and dignified. -->
<Sacrifice.outcomeChances.2.description>{0}令人满意。演讲让人感觉很有意义,处决手法凶狠而充满威严。</Sacrifice.outcomeChances.2.description> <Sacrifice.outcomeChances.2.description>{0}令人满意。 演讲让人感觉很有意义, 处决手法凶狠而充满威严。</Sacrifice.outcomeChances.2.description>
<!-- EN: There's a 5% chance that a random participant gets an inspiration. --> <!-- EN: There's a 5% chance that a random participant gets an inspiration. -->
<Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc> <Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>随机一位参与者有5%的几率获得灵感。</Sacrifice.outcomeChances.2.potentialExtraOutcomeDesc>
<!-- EN: Spectacular --> <!-- EN: Spectacular -->
<Sacrifice.outcomeChances.3.label>壮观的</Sacrifice.outcomeChances.3.label> <Sacrifice.outcomeChances.3.label>壮观的</Sacrifice.outcomeChances.3.label>
<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the blade came down perfectly, and the spurting blood was like cleansing waters for the spirit. --> <!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy just as the blade came down perfectly, and the spurting blood was like cleansing waters for the spirit. -->
<Sacrifice.outcomeChances.3.description>{0}非常壮观!演讲把每个人都带到了疯狂的边缘,就在刀刃完全落下的时候,喷溅的鲜血就像被神灵净化的水。</Sacrifice.outcomeChances.3.description> <Sacrifice.outcomeChances.3.description>{0}非常壮观 演讲把每个人都带到了疯狂的边缘, 就在刀刃完全落下的时候, 喷溅的鲜血就像被神灵净化的水。</Sacrifice.outcomeChances.3.description>
<!-- EN: There's a 10% chance that a random participant gets an inspiration. --> <!-- EN: There's a 10% chance that a random participant gets an inspiration. -->
<Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc> <Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>随机一位参与者有10%的几率获得灵感。</Sacrifice.outcomeChances.3.potentialExtraOutcomeDesc>
@ -508,19 +508,19 @@
<!-- EN: Terrible --> <!-- EN: Terrible -->
<ScarificationCeremony.outcomeChances.0.label>糟糕的</ScarificationCeremony.outcomeChances.0.label> <ScarificationCeremony.outcomeChances.0.label>糟糕的</ScarificationCeremony.outcomeChances.0.label>
<!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the scarification technique was botched. Everyone was waiting for it to end. --> <!-- EN: The {0} was terrible! The speech was stuttering and incoherent, and the scarification technique was botched. Everyone was waiting for it to end. -->
<ScarificationCeremony.outcomeChances.0.description>{0}太糟糕了!演讲结结巴巴,语无伦次,仪式也搞砸了。现在每个人都在期盼仪式结束。</ScarificationCeremony.outcomeChances.0.description> <ScarificationCeremony.outcomeChances.0.description>{0}太糟糕了 演讲结结巴巴, 语无伦次, 仪式也搞砸了。 现在每个人都在期盼仪式结束。</ScarificationCeremony.outcomeChances.0.description>
<!-- EN: Boring --> <!-- EN: Boring -->
<ScarificationCeremony.outcomeChances.1.label>枯燥乏味的</ScarificationCeremony.outcomeChances.1.label> <ScarificationCeremony.outcomeChances.1.label>枯燥乏味的</ScarificationCeremony.outcomeChances.1.label>
<!-- EN: The {0} was boring. The speech was repetitive and the scarification technique was noticeably flawed. It just didn't feel dignified. --> <!-- EN: The {0} was boring. The speech was repetitive and the scarification technique was noticeably flawed. It just didn't feel dignified. -->
<ScarificationCeremony.outcomeChances.1.description>{0}枯燥乏味。演讲内容重复,仪式有明显的缺陷。这让人觉得很不体面。</ScarificationCeremony.outcomeChances.1.description> <ScarificationCeremony.outcomeChances.1.description>{0}枯燥乏味。 演讲内容重复, 仪式有明显的缺陷。 这让人觉得很不体面。</ScarificationCeremony.outcomeChances.1.description>
<!-- EN: Satisfying --> <!-- EN: Satisfying -->
<ScarificationCeremony.outcomeChances.2.label>令人满意的</ScarificationCeremony.outcomeChances.2.label> <ScarificationCeremony.outcomeChances.2.label>令人满意的</ScarificationCeremony.outcomeChances.2.label>
<!-- EN: The {0} was satisfying. The speech felt meaningful, and the scarification technique was precise and dignified. --> <!-- EN: The {0} was satisfying. The speech felt meaningful, and the scarification technique was precise and dignified. -->
<ScarificationCeremony.outcomeChances.2.description>{0}令人满意。演讲让人感觉很有意义,仪式进行得非常庄严。</ScarificationCeremony.outcomeChances.2.description> <ScarificationCeremony.outcomeChances.2.description>{0}令人满意。 演讲让人感觉很有意义, 仪式进行得非常庄严。</ScarificationCeremony.outcomeChances.2.description>
<!-- EN: Spectacular --> <!-- EN: Spectacular -->
<ScarificationCeremony.outcomeChances.3.label>壮观的</ScarificationCeremony.outcomeChances.3.label> <ScarificationCeremony.outcomeChances.3.label>壮观的</ScarificationCeremony.outcomeChances.3.label>
<!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy as the bladeholder artfully rended living flesh. --> <!-- EN: The {0} was spectacular! The speech brought everyone to the edge of a frenzy as the bladeholder artfully rended living flesh. -->
<ScarificationCeremony.outcomeChances.3.description>{0}非常壮观!当持刀者巧妙地切开活人的血肉时,演讲把每个人都带到了疯狂的边缘。</ScarificationCeremony.outcomeChances.3.description> <ScarificationCeremony.outcomeChances.3.description>{0}非常壮观 当持刀者巧妙地切开活人的血肉时, 演讲把每个人都带到了疯狂的边缘。</ScarificationCeremony.outcomeChances.3.description>
<!-- EN: The trial quality determines the chance that the defendant will be convicted. --> <!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
<Trial.description>审判的质量决定被告被定罪的几率。</Trial.description> <Trial.description>审判的质量决定被告被定罪的几率。</Trial.description>
@ -541,7 +541,7 @@
<!-- EN: convicted --> <!-- EN: convicted -->
<Trial.outcomeChances.1.label>被判有罪</Trial.outcomeChances.1.label> <Trial.outcomeChances.1.label>被判有罪</Trial.outcomeChances.1.label>
<!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. --> <!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. -->
<Trial.outcomeChances.1.description>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪,现在他可以受到惩罚。你可以处决或放逐 {PAWN_objective},没有人会介意。</Trial.outcomeChances.1.description> <Trial.outcomeChances.1.description>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪, 现在他可以受到惩罚。 你可以处决或放逐 {PAWN_objective} 没有人会介意。</Trial.outcomeChances.1.description>
<!-- EN: The trial quality determines the chance that the defendant will be convicted. --> <!-- EN: The trial quality determines the chance that the defendant will be convicted. -->
<TrialMentalState.description>审判的质量决定被告被定罪的几率。</TrialMentalState.description> <TrialMentalState.description>审判的质量决定被告被定罪的几率。</TrialMentalState.description>
@ -558,6 +558,6 @@
<!-- EN: convicted --> <!-- EN: convicted -->
<TrialMentalState.outcomeChances.1.label>被判有罪</TrialMentalState.outcomeChances.1.label> <TrialMentalState.outcomeChances.1.label>被判有罪</TrialMentalState.outcomeChances.1.label>
<!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. --> <!-- EN: The prosecution convinced everyone of {PAWN_labelShort}'s guilt. {PAWN_labelShort} was convicted and can now be punished. You may execute or banish {PAWN_objective} and nobody will mind. -->
<TrialMentalState.outcomeChances.1.description>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪,现在他可以受到惩罚。你可以处决或放逐 {PAWN_objective},没有人会介意。</TrialMentalState.outcomeChances.1.description> <TrialMentalState.outcomeChances.1.description>控方的证据使每个人都相信 {PAWN_labelShort} 有罪。 {PAWN_labelShort} 被定罪, 现在他可以受到惩罚。 你可以处决或放逐 {PAWN_objective} 没有人会介意。</TrialMentalState.outcomeChances.1.description>
</LanguageData> </LanguageData>

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@ -30,7 +30,7 @@
<!-- EN: To begin the ritual, select a focus object and click the 'Begin {RITUAL_label}' command. The following are valid focus objects:\n{1} --> <!-- EN: To begin the ritual, select a focus object and click the 'Begin {RITUAL_label}' command. The following are valid focus objects:\n{1} -->
<RitualTargetsExplanation>为了开始一个仪式,用鼠标选中一个媒介并且点击「开始{RITUAL_label}」命令。 以下是可用的媒介:\n{1}</RitualTargetsExplanation> <RitualTargetsExplanation>为了开始一个仪式,用鼠标选中一个媒介并且点击「开始{RITUAL_label}」命令。 以下是可用的媒介:\n{1}</RitualTargetsExplanation>
<!-- EN: Following roles have a part in {RITUAL_label}:\n{1} --> <!-- EN: Following roles have a part in {RITUAL_label}:\n{1} -->
<RitualRolesExplanation>以下身份是{RITUAL_label}的一部分:\n{1}</RitualRolesExplanation> <RitualRolesExplanation>以下职位是{RITUAL_label}的一部分:\n{1}</RitualRolesExplanation>
<!-- EN: Click to jump to targets --> <!-- EN: Click to jump to targets -->
<RitualJumpToTargets>点击以跳转到目标</RitualJumpToTargets> <RitualJumpToTargets>点击以跳转到目标</RitualJumpToTargets>
<!-- EN: Delaying {RITUAL_labelDef} will have following effects --> <!-- EN: Delaying {RITUAL_labelDef} will have following effects -->
@ -38,7 +38,7 @@
<!-- EN: {0} days: {1} mood on all {2}s. --> <!-- EN: {0} days: {1} mood on all {2}s. -->
<RitualObligationDelayEffectDesc>{0}天:每个{2}获得{1}心情。</RitualObligationDelayEffectDesc> <RitualObligationDelayEffectDesc>{0}天:每个{2}获得{1}心情。</RitualObligationDelayEffectDesc>
<!-- EN: In order to perform {0} you need to fill these roles --> <!-- EN: In order to perform {0} you need to fill these roles -->
<RitualUnfilledRoles>你需要指定以下身份来举行{0}</RitualUnfilledRoles> <RitualUnfilledRoles>你需要指定以下职位来举行{0}</RitualUnfilledRoles>
<!-- EN: {0} desired --> <!-- EN: {0} desired -->
<IdeoBuildingMissing>需求:{0}</IdeoBuildingMissing> <IdeoBuildingMissing>需求:{0}</IdeoBuildingMissing>
@ -60,11 +60,11 @@
<QuestPartRaidsDelayDesc>袭击将在{0}后到来\n\n 袭击者的目的是寻找并摧毁此。保护它,直到你的殖民者把其电脑内部的数据提取出来为止。</QuestPartRaidsDelayDesc> <QuestPartRaidsDelayDesc>袭击将在{0}后到来\n\n 袭击者的目的是寻找并摧毁此。保护它,直到你的殖民者把其电脑内部的数据提取出来为止。</QuestPartRaidsDelayDesc>
<!-- EN: {0} role unfilled --> <!-- EN: {0} role unfilled -->
<IdeoRoleEmpty>{0}身份未被分配</IdeoRoleEmpty> <IdeoRoleEmpty>{0}职位未被分配</IdeoRoleEmpty>
<!-- EN: {0} roles unfilled --> <!-- EN: {0} roles unfilled -->
<IdeoRolesEmpty>{0}身份未被分配</IdeoRolesEmpty> <IdeoRolesEmpty>{0}职位未被分配</IdeoRolesEmpty>
<!-- EN: These roles are not filled:\n{0}\n\nYou can assign someone a role on their Social tab.\n\nIf these roles remain empty, the following people will be unhappy --> <!-- EN: These roles are not filled:\n{0}\n\nYou can assign someone a role on their Social tab.\n\nIf these roles remain empty, the following people will be unhappy -->
<IdeoRolesEmptyDesc>身份未被分配: \n {0} \n \n 你可以在某人的社交栏指定其身份。\n\n 如果身份仍未被分配,以下人员将不开心</IdeoRolesEmptyDesc> <IdeoRolesEmptyDesc>职位未被分配:\n{0}\n\n你可以在某人的社交栏指定其职位。\n\n如果职位仍未被分配,以下人员将不开心</IdeoRolesEmptyDesc>
<!-- EN: Security threats activated in {0} --> <!-- EN: Security threats activated in {0} -->
<AncientAltarThreatsWaking>安全协议将在{0}内激活</AncientAltarThreatsWaking> <AncientAltarThreatsWaking>安全协议将在{0}内激活</AncientAltarThreatsWaking>

View File

@ -30,43 +30,45 @@
<RoomRequirements>房间要求</RoomRequirements> <RoomRequirements>房间要求</RoomRequirements>
<!-- EN: role --> <!-- EN: role -->
<Role>身份</Role> <Role>职位</Role>
<!-- EN: Assign role --> <!-- EN: Assign role -->
<ChooseRole>分配身份</ChooseRole> <ChooseRole>分配职位</ChooseRole>
<!-- EN: No role assigned --> <!-- EN: No role assigned -->
<NoRoleAssigned>未分配身份</NoRoleAssigned> <NoRoleAssigned>未分配职位</NoRoleAssigned>
<!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. --> <!-- EN: You're about to assign the role of {ROLE_labelDef} to {PAWN_labelShort}. -->
<ChooseRoleConfirmAssign>您将会把 {ROLE_labelDef} 的身份分配给 {PAWN_labelShort}。</ChooseRoleConfirmAssign> <ChooseRoleConfirmAssign>您将会把 {ROLE_labelDef} 的职位分配给 {PAWN_labelShort}。</ChooseRoleConfirmAssign>
<!-- EN: Are you sure? --> <!-- EN: Are you sure? -->
<ChooseRoleConfirmAssignPostfix>你确定么?</ChooseRoleConfirmAssignPostfix> <ChooseRoleConfirmAssignPostfix>你确定么?</ChooseRoleConfirmAssignPostfix>
<!-- EN: {PAWN_labelShort} currently holds this role and will be unhappy to lose it. --> <!-- EN: {PAWN_labelShort} currently holds this role and will be unhappy to lose it. -->
<ChooseRoleConfirmAssignReplace>{PAWN_labelShort} 目前担任此身份,如果失去它将不高兴。</ChooseRoleConfirmAssignReplace> <ChooseRoleConfirmAssignReplace>{PAWN_labelShort} 目前担任此职位,如果失去它将不高兴。</ChooseRoleConfirmAssignReplace>
<!-- EN: {PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it. --> <!-- EN: {PAWN_labelShort} currently holds the role of {ROLE_label} and will be unhappy to lose it. -->
<ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort} 目前持有的 {ROLE_label} 的身份,如果失去它将会很不高兴。</ChooseRoleConfirmAssignHasOtherRole> <ChooseRoleConfirmAssignHasOtherRole>{PAWN_labelShort} 目前持有的 {ROLE_label} 的职位,如果失去它将会很不高兴。</ChooseRoleConfirmAssignHasOtherRole>
<!-- EN: There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset. --> <!-- EN: There can be only one leader. This will dismiss {PAWN_labelShort} from their {OTHERROLE_labelDef} role, which will make {PAWN_objective} upset. -->
<ChooseRoleConfirmAssignReplaceLeader>只能有一个领导者。这将使 {PAWN_labelShort} 从 {OTHERROLE_labelDef} 身份中消失,这将使 {PAWN_objective} 感到心烦。</ChooseRoleConfirmAssignReplaceLeader> <ChooseRoleConfirmAssignReplaceLeader>只能有一个领导者。这将使 {PAWN_labelShort} 从 {OTHERROLE_labelDef} 职位中消失,这将使 {PAWN_objective} 感到心烦。</ChooseRoleConfirmAssignReplaceLeader>
<!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. --> <!-- EN: You're about to dismiss {PAWN_labelShort} from the role of {ROLE_labelIndef}. This will upset {PAWN_objective}. -->
<ChooseRoleConfirmUnassign>您将从 {ROLE_labelIndef} 的身份中解除 {PAWN_labelShort}。这将扰乱 {PAWN_objective}。</ChooseRoleConfirmUnassign> <ChooseRoleConfirmUnassign>您将从 {ROLE_labelIndef} 的职位中解除 {PAWN_labelShort}。这将扰乱 {PAWN_objective}。</ChooseRoleConfirmUnassign>
<!-- EN: {PAWN_labelShort} will gain the following abilities --> <!-- EN: {PAWN_labelShort} will gain the following abilities -->
<ChooseRoleListAbilities>{PAWN_labelShort} 将获得以下能力</ChooseRoleListAbilities> <ChooseRoleListAbilities>{PAWN_labelShort} 将获得以下能力</ChooseRoleListAbilities>
<!-- EN: The {ROLE_label} role requires the following apparel --> <!-- EN: The {ROLE_label} role requires the following apparel -->
<ChooseRoleListApparelDemands>这个 {ROLE_label} 身份需要以下服装</ChooseRoleListApparelDemands> <ChooseRoleListApparelDemands>这个 {ROLE_label} 职位需要以下服装</ChooseRoleListApparelDemands>
<!-- EN: {PAWN_labelShort} will refuse to do these work types --> <!-- EN: {PAWN_labelShort} will refuse to do these work types -->
<ChooseRoleListWorkTypeRestrictions>{PAWN_labelShort} 将拒绝做这些工作类型</ChooseRoleListWorkTypeRestrictions> <ChooseRoleListWorkTypeRestrictions>{PAWN_labelShort} 将拒绝做这些工作类型</ChooseRoleListWorkTypeRestrictions>
<!-- EN: It can sometimes be better to wait until your colony is more established before you assign roles. --> <!-- EN: It can sometimes be better to wait until your colony is more established before you assign roles. -->
<ChooseRoleHint>有时候,最好等到你的殖民地建立起来后再分配身份</ChooseRoleHint> <ChooseRoleHint>有时候,最好等到你的殖民地建立起来后再分配职位</ChooseRoleHint>
<!-- EN: Unlocked by --> <!-- EN: Unlocked by -->
<UnlockedByMeme>由模因解锁</UnlockedByMeme> <UnlockedByMeme>由模因解锁</UnlockedByMeme>
<!-- EN: Unlocked roles --> <!-- EN: Unlocked roles -->
<MemeUnlocksRoles>解锁的身份</MemeUnlocksRoles> <MemeUnlocksRoles>解锁的职位</MemeUnlocksRoles>
<!-- EN: Unlocked rituals --> <!-- EN: Unlocked rituals -->
<MemeUnlocksRituals>解锁的仪式</MemeUnlocksRituals> <MemeUnlocksRituals>解锁的仪式</MemeUnlocksRituals>
<!-- EN: WARNING: {PAWN_nameDef} is unable to do work that is required for the role of {ROLE_label}. If you choose to give {PAWN_objective} this role, {PAWN_pronoun} may be unable to use the abilities associated with {ROLE_label}. The missing work types are --> <!-- EN: WARNING: {PAWN_nameDef} is unable to do work that is required for the role of {ROLE_label}. If you choose to give {PAWN_objective} this role, {PAWN_pronoun} may be unable to use the abilities associated with {ROLE_label}. The missing work types are -->
<ChooseRoleRequiredWorkTagsDisabled>警告:{PAWN_nameDef} 无法执行 {ROLE_label} 身份所需的工作。如果您选择赋予 {PAWN_objective} 这个身份{PAWN_pronoun} 可能无法使用与 {ROLE_label} 相关的能力。缺少的工作类型是</ChooseRoleRequiredWorkTagsDisabled> <ChooseRoleRequiredWorkTagsDisabled>警告:{PAWN_nameDef} 无法执行 {ROLE_label} 职位所需的工作。如果您选择赋予 {PAWN_objective} 这个职位{PAWN_pronoun} 可能无法使用与 {ROLE_label} 相关的能力。缺少的工作类型是</ChooseRoleRequiredWorkTagsDisabled>
<!-- EN: Leader bonus --> <!-- EN: Leader bonus -->
<YourLeaderTradeBonus>领袖奖励</YourLeaderTradeBonus> <YourLeaderTradeBonus>领袖奖励</YourLeaderTradeBonus>
<!-- EN: The meme {MEME} prevents adding apparel requirements to roles. --> <!-- EN: The meme {MEME} prevents adding apparel requirements to roles. -->
<CannotNotAddRoleApparelDueToMeme>模因 {MEME} 禁止为身份增加服装要求。</CannotNotAddRoleApparelDueToMeme> <CannotNotAddRoleApparelDueToMeme>模因 {MEME} 禁止为职位增加服装要求。</CannotNotAddRoleApparelDueToMeme>
<!-- EN: cannot be worn with {0_label} -->
<CannotBeWornWith>不能与{0_label}一同穿着</CannotBeWornWith>
<!-- EN: Certainty reduction --> <!-- EN: Certainty reduction -->
<AbilityIdeoConvertBreakdownLabel>认可度减少</AbilityIdeoConvertBreakdownLabel> <AbilityIdeoConvertBreakdownLabel>认可度减少</AbilityIdeoConvertBreakdownLabel>
@ -186,6 +188,8 @@
<CollapseAllCategories>全部折叠</CollapseAllCategories> <CollapseAllCategories>全部折叠</CollapseAllCategories>
<!-- EN: Resets all style items to their default values. --> <!-- EN: Resets all style items to their default values. -->
<ResetButtonDesc>将所有风格项重置为默认值。</ResetButtonDesc> <ResetButtonDesc>将所有风格项重置为默认值。</ResetButtonDesc>
<!-- EN: Dye can be farmed from tinctoria or purchased from traders. -->
<TooltipDyeExplanation>染料可以种植七色花或者从商人购买。</TooltipDyeExplanation>
<!-- Ancient complex mission --> <!-- Ancient complex mission -->
<!-- EN: Send shuttle anyway --> <!-- EN: Send shuttle anyway -->

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@ -10,7 +10,7 @@
<!-- EN: {0} is already participating in a ritual. --> <!-- EN: {0} is already participating in a ritual. -->
<CantStartRitualTargetIsAlreadyInRitual>{0} 已经在参加仪式。 </CantStartRitualTargetIsAlreadyInRitual> <CantStartRitualTargetIsAlreadyInRitual>{0} 已经在参加仪式。 </CantStartRitualTargetIsAlreadyInRitual>
<!-- EN: You must assign the role of {0} in order to start this ritual. --> <!-- EN: You must assign the role of {0} in order to start this ritual. -->
<CantStartRitualRoleNotAssigned>您必须分配 {0} 的身份才能开始此仪式。</CantStartRitualRoleNotAssigned> <CantStartRitualRoleNotAssigned>您必须分配 {0} 的职位才能开始此仪式。</CantStartRitualRoleNotAssigned>
<!-- EN: There is nobody to convert to {0}. You need a colonist, prisoner, or slave of a different ideoligion. --> <!-- EN: There is nobody to convert to {0}. You need a colonist, prisoner, or slave of a different ideoligion. -->
<CantStartRitualNoConvertee>没有人可以转换为 {0}。你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee> <CantStartRitualNoConvertee>没有人可以转换为 {0}。你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee>
<!-- EN: {PAWN_nameDef} cannot be {ROLE}. --> <!-- EN: {PAWN_nameDef} cannot be {ROLE}. -->
@ -62,6 +62,8 @@
<FactionOrIdeoIncompatible>不相容</FactionOrIdeoIncompatible> <FactionOrIdeoIncompatible>不相容</FactionOrIdeoIncompatible>
<!-- EN: cannot be worn with assigned apparel --> <!-- EN: cannot be worn with assigned apparel -->
<BodyPartAlreadyCovered>不能与指定的服装搭配</BodyPartAlreadyCovered> <BodyPartAlreadyCovered>不能与指定的服装搭配</BodyPartAlreadyCovered>
<!-- EN: already assigned -->
<AlreadyAssigned>已经指定</AlreadyAssigned>
<!-- EN: People are pleased when their apparel requirements are fulfilled, and unhappy when they are violated. --> <!-- EN: People are pleased when their apparel requirements are fulfilled, and unhappy when they are violated. -->
<NoteRoleApparelRequirementEffects>当他们的衣着要求得到满足时,便会感到高兴;若他们的衣着要求遭到拒绝时,则会感到不悦。</NoteRoleApparelRequirementEffects> <NoteRoleApparelRequirementEffects>当他们的衣着要求得到满足时,便会感到高兴;若他们的衣着要求遭到拒绝时,则会感到不悦。</NoteRoleApparelRequirementEffects>
<!-- EN: supercharge not ready --> <!-- EN: supercharge not ready -->
@ -118,7 +120,7 @@
<NoWardenOfIdeo>没有{MEMBERNAME}狱卒</NoWardenOfIdeo> <NoWardenOfIdeo>没有{MEMBERNAME}狱卒</NoWardenOfIdeo>
<!-- EN: Remove current role --> <!-- EN: Remove current role -->
<RemoveCurrentRole>移除当前身份</RemoveCurrentRole> <RemoveCurrentRole>移除当前职位</RemoveCurrentRole>
<!-- EN: Enter biosculpter pod --> <!-- EN: Enter biosculpter pod -->
<EnterBiosculpterPod>进入塑形舱</EnterBiosculpterPod> <EnterBiosculpterPod>进入塑形舱</EnterBiosculpterPod>

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@ -79,7 +79,7 @@
<!-- EN: {PAWN_nameDef}'s certainty in {IDEO_name} --> <!-- EN: {PAWN_nameDef}'s certainty in {IDEO_name} -->
<CertaintyInIdeo>{PAWN_nameDef} 在 {IDEO_name} 中的认可度</CertaintyInIdeo> <CertaintyInIdeo>{PAWN_nameDef} 在 {IDEO_name} 中的认可度</CertaintyInIdeo>
<!-- EN: A special status this person holds in their ideoligion. If you change or take away this role, they will become unhappy. --> <!-- EN: A special status this person holds in their ideoligion. If you change or take away this role, they will become unhappy. -->
<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个身份,他们会变得不开心。</RoleDesc> <RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个职位,他们会变得不开心。</RoleDesc>
<!-- EN: Conversion attempts will be weaker because of trait/meme agreement --> <!-- EN: Conversion attempts will be weaker because of trait/meme agreement -->
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转换尝试将会更弱</ConversionWeakerDueToTraitAgreements> <ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转换尝试将会更弱</ConversionWeakerDueToTraitAgreements>
<!-- EN: Conversion attempts will be stronger because of trait/meme conflict --> <!-- EN: Conversion attempts will be stronger because of trait/meme conflict -->

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@ -40,29 +40,29 @@
<!-- Ideo role --> <!-- Ideo role -->
<!-- EN: {0} role activated --> <!-- EN: {0} role activated -->
<LetterLabelRoleActive>{0}身份可用</LetterLabelRoleActive> <LetterLabelRoleActive>{0}职位可用</LetterLabelRoleActive>
<!-- EN: The number of {0}s in your colony has reached {1}. You can now assign the role of {ROLE_labelDef} to one of your colonists.\n\nTo assign a role, select a colonist, go to their 'Social' tab and press the 'Choose role' button. --> <!-- EN: The number of {0}s in your colony has reached {1}. You can now assign the role of {ROLE_labelDef} to one of your colonists.\n\nTo assign a role, select a colonist, go to their 'Social' tab and press the 'Choose role' button. -->
<LetterLabelRoleActiveDesc>您群体中的 {0} 数量已达到 {1}。你现在可以将 {ROLE_labelDef} 的身份分配给您的一名殖民者。\n\n要分配身份请选择一名殖民者转到他们的“社交”选项卡然后按“选择身份”按钮。</LetterLabelRoleActiveDesc> <LetterLabelRoleActiveDesc>您群体中的 {0} 数量已达到 {1}。你现在可以将 {ROLE_labelDef} 的职位分配给您的一名殖民者。\n\n要分配职位请选择一名殖民者转到他们的“社交”选项卡然后按“选择职位”按钮。</LetterLabelRoleActiveDesc>
<!-- EN: {0} role deactivated --> <!-- EN: {0} role deactivated -->
<LetterLabelRoleInactive>{0} 个身份已停用 </LetterLabelRoleInactive> <LetterLabelRoleInactive>{0} 个职位已停用 </LetterLabelRoleInactive>
<!-- EN: Number of {0}s in your colony fell to {1}. {ROLE_labelDef} role is no longer active. This role will become available once again when the number of {0}s reaches {2}. --> <!-- EN: Number of {0}s in your colony fell to {1}. {ROLE_labelDef} role is no longer active. This role will become available once again when the number of {0}s reaches {2}. -->
<LetterLabelRoleInactiveDesc>您的群体中的 {0} 数量下降到 {1}。 {ROLE_labelDef} 身份不再活跃。当 {0} 的数量达到 {2} 时,此身份将再次可用。</LetterLabelRoleInactiveDesc> <LetterLabelRoleInactiveDesc>您的群体中的 {0} 数量下降到 {1}。 {ROLE_labelDef} 职位不再活跃。当 {0} 的数量达到 {2} 时,此职位将再次可用。</LetterLabelRoleInactiveDesc>
<!-- EN: {PAWN_labelShort}'s {ROLE_labelIndef} role lost --> <!-- EN: {PAWN_labelShort}'s {ROLE_labelIndef} role lost -->
<LetterLabelRoleLost>{PAWN_labelShort} 的 {ROLE_labelIndef} 身份丢失</LetterLabelRoleLost> <LetterLabelRoleLost>{PAWN_labelShort} 的 {ROLE_labelIndef} 职位丢失</LetterLabelRoleLost>
<!-- EN: {PAWN_labelShort} no longer holds the role of {ROLE_labelIndef}. Reason: --> <!-- EN: {PAWN_labelShort} no longer holds the role of {ROLE_labelIndef}. Reason: -->
<LetterRoleLostDesc>{PAWN_labelShort} 不再担任 {ROLE_labelIndef} 的身份。原因:</LetterRoleLostDesc> <LetterRoleLostDesc>{PAWN_labelShort} 不再担任 {ROLE_labelIndef} 的职位。原因:</LetterRoleLostDesc>
<!-- EN: {PAWN_pronoun} was unassigned. --> <!-- EN: {PAWN_pronoun} was unassigned. -->
<LetterRoleLostReasonUnassignedDesc>{PAWN_pronoun} 未分配。</LetterRoleLostReasonUnassignedDesc> <LetterRoleLostReasonUnassignedDesc>{PAWN_pronoun} 未分配。</LetterRoleLostReasonUnassignedDesc>
<!-- EN: Role became inactive due to low {0} count. --> <!-- EN: Role became inactive due to low {0} count. -->
<LetterRoleLostReasonLowBelieversDesc>由于{0}计数低,身份变得不活跃。</LetterRoleLostReasonLowBelieversDesc> <LetterRoleLostReasonLowBelieversDesc>由于{0}计数低,职位变得不活跃。</LetterRoleLostReasonLowBelieversDesc>
<!-- EN: {PAWN_labelShort} has lost {PAWN_possessive} position as {ROLE_labelDef} because {PAWN_pronoun} abandoned the {OLDIDEO_name}. --> <!-- EN: {PAWN_labelShort} has lost {PAWN_possessive} position as {ROLE_labelDef} because {PAWN_pronoun} abandoned the {OLDIDEO_name}. -->
<LetterRoleLostLetterIdeoChangedPostfix>{PAWN_labelShort}失去了{pawn_possession}作为{ROLE_labelDef}的地位,因为{PAWN_pronoun}放弃了{OLDIDEO_name}。</LetterRoleLostLetterIdeoChangedPostfix> <LetterRoleLostLetterIdeoChangedPostfix>{PAWN_labelShort}失去了{pawn_possession}作为{ROLE_labelDef}的地位,因为{PAWN_pronoun}放弃了{OLDIDEO_name}。</LetterRoleLostLetterIdeoChangedPostfix>
<!-- EN: {0} skipped. --> <!-- EN: {0} skipped. -->
<LetterObligationRoleInactive>{0}跳过。</LetterObligationRoleInactive> <LetterObligationRoleInactive>{0}跳过。</LetterObligationRoleInactive>
<!-- EN: {0} is the date of the {1}, but since {ROLE_labelDef} role is inactive, the {2}s will skip the {1}. --> <!-- EN: {0} is the date of the {1}, but since {ROLE_labelDef} role is inactive, the {2}s will skip the {1}. -->
<LetterObligationRoleInactiveDateDesc>{0}是{1}的日期,但是由于{ROLE_labelDef}身份是不活跃的,{2}s将跳过{1}。</LetterObligationRoleInactiveDateDesc> <LetterObligationRoleInactiveDateDesc>{0}是{1}的日期,但是由于{ROLE_labelDef}职位是不活跃的,{2}s将跳过{1}。</LetterObligationRoleInactiveDateDesc>
<!-- Ideo misc --> <!-- Ideo misc -->
<!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} --> <!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} -->

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@ -27,7 +27,7 @@
<!-- EN: Rituals --> <!-- EN: Rituals -->
<Rituals>仪式</Rituals> <Rituals>仪式</Rituals>
<!-- EN: Roles --> <!-- EN: Roles -->
<IdeoRoles>身份</IdeoRoles> <IdeoRoles>职位</IdeoRoles>
<!-- EN: Buildings --> <!-- EN: Buildings -->
<IdeoBuildings>建筑</IdeoBuildings> <IdeoBuildings>建筑</IdeoBuildings>
<!-- EN: Relics --> <!-- EN: Relics -->
@ -95,7 +95,7 @@
<!-- EN: Randomize symbols --> <!-- EN: Randomize symbols -->
<RandomizeSymbols>随机化符号</RandomizeSymbols> <RandomizeSymbols>随机化符号</RandomizeSymbols>
<!-- EN: Randomize ideoligion name, icon, narrative, leader title and any other texts like ritual names or role names. This does not affect gameplay elements like memes or precepts. --> <!-- EN: Randomize ideoligion name, icon, narrative, leader title and any other texts like ritual names or role names. This does not affect gameplay elements like memes or precepts. -->
<RandomizeSymbolsTooltip>随机化文化形态名称、图标、叙述、领袖头衔和任何其他文本,如仪式名称或身份名称。这并不会影响像模因或戒律这样的游戏元素。</RandomizeSymbolsTooltip> <RandomizeSymbolsTooltip>随机化文化形态名称、图标、叙述、领袖头衔和任何其他文本,如仪式名称或职位名称。这并不会影响像模因或戒律这样的游戏元素。</RandomizeSymbolsTooltip>
<!-- EN: Click any element to edit it --> <!-- EN: Click any element to edit it -->
<ClickAnyElementToEditIt>单击任何元素进行编辑</ClickAnyElementToEditIt> <ClickAnyElementToEditIt>单击任何元素进行编辑</ClickAnyElementToEditIt>
<!-- EN: Click to edit --> <!-- EN: Click to edit -->
@ -119,7 +119,7 @@
<!-- EN: Slaves will not do this work --> <!-- EN: Slaves will not do this work -->
<WorkDisabledSlave>奴隶是不会做这项工作的</WorkDisabledSlave> <WorkDisabledSlave>奴隶是不会做这项工作的</WorkDisabledSlave>
<!-- EN: Disabled by {0} role --> <!-- EN: Disabled by {0} role -->
<WorkDisabledRole>{0}身份禁用</WorkDisabledRole> <WorkDisabledRole>因{0}职位被禁用</WorkDisabledRole>
<!-- EN: Affected by traits --> <!-- EN: Affected by traits -->
<AffectedByTraits>受特性影响</AffectedByTraits> <AffectedByTraits>受特性影响</AffectedByTraits>
<!-- EN: This is a charity quest. People with charitable beliefs will be affected by its outcome. --> <!-- EN: This is a charity quest. People with charitable beliefs will be affected by its outcome. -->
@ -184,6 +184,8 @@
<IdeoImpactLabel_8>非常强力</IdeoImpactLabel_8> <IdeoImpactLabel_8>非常强力</IdeoImpactLabel_8>
<!-- EN: extreme --> <!-- EN: extreme -->
<IdeoImpactLabel_9>极端</IdeoImpactLabel_9> <IdeoImpactLabel_9>极端</IdeoImpactLabel_9>
<!-- EN: This was your colony's starting ideoligion. -->
<InitialPlayerIdeo>这是你殖民地的开局文化形态。</InitialPlayerIdeo>
<!-- EN: {0} unlocks things which you cannot build because they require memes that none of your people believe --> <!-- EN: {0} unlocks things which you cannot build because they require memes that none of your people believe -->
<ResearchProjectHasDefsWithMissingMemes>因为没有人认可相应的模因, {0} 解锁了你无法建造的东西</ResearchProjectHasDefsWithMissingMemes> <ResearchProjectHasDefsWithMissingMemes>因为没有人认可相应的模因, {0} 解锁了你无法建造的东西</ResearchProjectHasDefsWithMissingMemes>

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@ -7,6 +7,10 @@
<MessageIdeoNameCantBeEmpty>ideoligion 名称不能为空。</MessageIdeoNameCantBeEmpty> <MessageIdeoNameCantBeEmpty>ideoligion 名称不能为空。</MessageIdeoNameCantBeEmpty>
<!-- EN: {PRECEPT1} and {PRECEPT2} are incompatible. --> <!-- EN: {PRECEPT1} and {PRECEPT2} are incompatible. -->
<MessageIdeoIncompatiblePrecepts>{PRECEPT1} 与 {PRECEPT2} 不相容。</MessageIdeoIncompatiblePrecepts> <MessageIdeoIncompatiblePrecepts>{PRECEPT1} 与 {PRECEPT2} 不相容。</MessageIdeoIncompatiblePrecepts>
<!-- EN: {DESIREDAPPAREL} apparel desire overlaps with {ROLE} apparel requirement. -->
<MessageIdeoWarnRoleApparelOverlapsDesiredApparel>{DESIREDAPPAREL}服装偏好与{ROLE}服装需求有重合。</MessageIdeoWarnRoleApparelOverlapsDesiredApparel>
<!-- EN: {DESIREDAPPAREL} overlaps with {ROLE} apparel requirement ({ROLEAPPAREL}). This will make it impossible for {ROLE}s to wear the required and desired apparel together. -->
<DescriptionIdeoWarnRoleApparelOverlapsDesiredApparel>{DESIREDAPPAREL}与{ROLE}服装需求有重合({ROLEAPPAREL})。 这将使{ROLE}无法同时穿着偏好服装和需求服装。</DescriptionIdeoWarnRoleApparelOverlapsDesiredApparel>
<!-- EN: {PRECEPT} needs one of these buildings --> <!-- EN: {PRECEPT} needs one of these buildings -->
<MessageRitualMissingTarget>{PRECEPT} 需要这些建筑物之一</MessageRitualMissingTarget> <MessageRitualMissingTarget>{PRECEPT} 需要这些建筑物之一</MessageRitualMissingTarget>
<!-- EN: {PRECEPT} needs an associated ritual. --> <!-- EN: {PRECEPT} needs an associated ritual. -->
@ -28,12 +32,12 @@
<!-- EN: You need {0} to start the {1}. --> <!-- EN: You need {0} to start the {1}. -->
<MessageNoRequiredRolePawnToBeginRitual>您需要 {0} 才能启动 {1}。</MessageNoRequiredRolePawnToBeginRitual> <MessageNoRequiredRolePawnToBeginRitual>您需要 {0} 才能启动 {1}。</MessageNoRequiredRolePawnToBeginRitual>
<!-- EN: Before starting the {1}, you must assign someone to the role of {0}. --> <!-- EN: Before starting the {1}, you must assign someone to the role of {0}. -->
<MessageNeedAssignedRoleToBeginRitual>在开始 {1} 之前,您必须将某人分配给 {0} 的身份</MessageNeedAssignedRoleToBeginRitual> <MessageNeedAssignedRoleToBeginRitual>在开始 {1} 之前,您必须将某人分配给 {0} 的职位</MessageNeedAssignedRoleToBeginRitual>
<!-- EN: {0_labelShort} now holds the role of {1}. --> <!-- EN: {0_labelShort} now holds the role of {1}. -->
<MessageRoleAssigned>{0_labelShort}现在具有{1}的身份</MessageRoleAssigned> <MessageRoleAssigned>{0_labelShort}现在具有{1}的职位</MessageRoleAssigned>
<!-- EN: Since {0_labelShort} became a prisoner, {0_pronoun} no longer can hold the role of {1}. --> <!-- EN: Since {0_labelShort} became a prisoner, {0_pronoun} no longer can hold the role of {1}. -->
<MessageRoleUnassignedPrisoner>由于{0_labelShort}成为囚犯,{0_pronoun}不再能担任{1}的身份</MessageRoleUnassignedPrisoner> <MessageRoleUnassignedPrisoner>由于{0_labelShort}成为囚犯,{0_pronoun}不再能担任{1}的职位</MessageRoleUnassignedPrisoner>
<!-- EN: Warning: {0} will be upset if a tree is cut. --> <!-- EN: Warning: {0} will be upset if a tree is cut. -->
<MessageWarningPlayerDesignatedTreeChopped>警告:如果树木被砍伐,{0}将会被打乱。</MessageWarningPlayerDesignatedTreeChopped> <MessageWarningPlayerDesignatedTreeChopped>警告:如果树木被砍伐,{0}将会被打乱。</MessageWarningPlayerDesignatedTreeChopped>
<!-- EN: Warning: {0} will be upset if mining occurs. --> <!-- EN: Warning: {0} will be upset if mining occurs. -->
@ -90,6 +94,8 @@
<CannotRemoveMemeRequiredPlayer>无法移除 {MEME}:玩家派系需要。</CannotRemoveMemeRequiredPlayer> <CannotRemoveMemeRequiredPlayer>无法移除 {MEME}:玩家派系需要。</CannotRemoveMemeRequiredPlayer>
<!-- EN: Required by {FACTION_name}. --> <!-- EN: Required by {FACTION_name}. -->
<RequiredByFaction>{FACTION_name} 需要。</RequiredByFaction> <RequiredByFaction>{FACTION_name} 需要。</RequiredByFaction>
<!-- EN: Roles cannot have overlapping apparel requirements. -->
<OverlappingRoleApparel>无法设置重合的服装需求。</OverlappingRoleApparel>
<!-- EN: {0_label} will self-destruct in {1}. --> <!-- EN: {0_label} will self-destruct in {1}. -->
<SelfDestructCountdown>{0_label} 将在 {1} 中自毁。</SelfDestructCountdown> <SelfDestructCountdown>{0_label} 将在 {1} 中自毁。</SelfDestructCountdown>

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@ -79,12 +79,14 @@
<FavoriteColorTooltip>{PAWN_labelShort}的偏爱颜色, 如果穿着的衣服超过{PERCENTAGE}染有此颜色或{PAWN_possessive}文化形态代表色, 会让{PAWN_objective}感到愉悦。\n\n你可以在梳妆台使用染料调整服装颜色。</FavoriteColorTooltip> <FavoriteColorTooltip>{PAWN_labelShort}的偏爱颜色, 如果穿着的衣服超过{PERCENTAGE}染有此颜色或{PAWN_possessive}文化形态代表色, 会让{PAWN_objective}感到愉悦。\n\n你可以在梳妆台使用染料调整服装颜色。</FavoriteColorTooltip>
<!-- EN: Set ideo color --> <!-- EN: Set ideo color -->
<SetIdeoColor>设置文化代表色</SetIdeoColor> <SetIdeoColor>设置文化代表色</SetIdeoColor>
<!-- EN: Set favorite color --> <!-- EN: Set to favorite color -->
<SetFavoriteColor>设置偏好色</SetFavoriteColor> <SetFavoriteColor>设置偏好色</SetFavoriteColor>
<!-- EN: Configure your faction's ideoligion --> <!-- EN: Configure your faction's ideoligion -->
<ConfigureIdeoligion>设置你派系的文化</ConfigureIdeoligion> <ConfigureIdeoligion>设置你派系的文化</ConfigureIdeoligion>
<!-- EN: Not enough dye. --> <!-- EN: Not enough dye. -->
<NotEnoughDye>染料不足。</NotEnoughDye> <NotEnoughDye>染料不足。</NotEnoughDye>
<!-- EN: {PAWN_nameDef} is unwilling to recolor {PAWN_possessive} {APPAREL_labelShort}. -->
<ApparelLockedCannotRecolor>{PAWN_nameDef}不愿意为{PAWN_possessive}{APPAREL_labelShort}重新着色。</ApparelLockedCannotRecolor>
<!-- EN: The colonist will recolor the apparel when dye becomes available. --> <!-- EN: The colonist will recolor the apparel when dye becomes available. -->
<NotEnoughDyeWillRecolorApparel>殖民者将在染料足够时为服装重新着色。</NotEnoughDyeWillRecolorApparel> <NotEnoughDyeWillRecolorApparel>殖民者将在染料足够时为服装重新着色。</NotEnoughDyeWillRecolorApparel>
<!-- EN: The colonist will recolor their hair when dye becomes available. --> <!-- EN: The colonist will recolor their hair when dye becomes available. -->
@ -132,8 +134,10 @@
<RitualTargetUnconnectedGaruanlenTreeInfo>一棵未共鸣的母树</RitualTargetUnconnectedGaruanlenTreeInfo> <RitualTargetUnconnectedGaruanlenTreeInfo>一棵未共鸣的母树</RitualTargetUnconnectedGaruanlenTreeInfo>
<!-- EN: Already connected to {PAWN_nameDef} --> <!-- EN: Already connected to {PAWN_nameDef} -->
<RitualTargetConnectedGauranlenTree>已经与{PAWN_nameDef}共鸣</RitualTargetConnectedGauranlenTree> <RitualTargetConnectedGauranlenTree>已经与{PAWN_nameDef}共鸣</RitualTargetConnectedGauranlenTree>
<!-- EN: {TREE_definite} has had its connection torn recently. It can connect again in {1}. -->
<RitualTargetConnectionTornGauranlenTree>{TREE_definite}的共鸣被打断了。 它能够在{1}后重新共鸣。</RitualTargetConnectionTornGauranlenTree>
<!-- EN: You need {0} wood for each participant ({2} total). You have {1} wood. --> <!-- EN: You need {0} wood for each participant ({2} total). You have {1} wood. -->
<RitualTargeWoodInfo>你需要为每位参与者(最多{2}位)准备{0}数量的木材,你当前的木材储量是{1}</RitualTargeWoodInfo> <RitualTargeWoodInfo>你需要为每位参与者(最多{2}位)准备{0}数量的木材,你当前的木材储量是{1}</RitualTargeWoodInfo>
<!-- EN: Accuse --> <!-- EN: Accuse -->
<Accuse>指控</Accuse> <Accuse>指控</Accuse>
<!-- EN: {PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified. --> <!-- EN: {PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified. -->
@ -183,7 +187,7 @@
<!-- EN: The {0} has induced a Gauranlen pod to sprout nearby. --> <!-- EN: The {0} has induced a Gauranlen pod to sprout nearby. -->
<RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>{0}已导致附近的母树生长了一个树荚。</RitualAttachedOutcome_GauranlenTreePod_ExtraDesc> <RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>{0}已导致附近的母树生长了一个树荚。</RitualAttachedOutcome_GauranlenTreePod_ExtraDesc>
<!-- EN: Can't apply reward --> <!-- EN: Can't apply reward -->
<RitualAttachedOutcomeCantApply>奖励不能使用</RitualAttachedOutcomeCantApply> <RitualAttachedOutcomeCantApply>奖励无效</RitualAttachedOutcomeCantApply>
<!-- EN: No valid spot --> <!-- EN: No valid spot -->
<RitualAttachedOutcomeCantApply_NoValidSpot>没有可用的地点</RitualAttachedOutcomeCantApply_NoValidSpot> <RitualAttachedOutcomeCantApply_NoValidSpot>没有可用的地点</RitualAttachedOutcomeCantApply_NoValidSpot>
<!-- EN: Extreme biome --> <!-- EN: Extreme biome -->
@ -191,7 +195,7 @@
<!-- EN: There is already a known ancient complex to explore. --> <!-- EN: There is already a known ancient complex to explore. -->
<RitualAttachedOutcomeCantApply_AncientComplexIsPresent>你已经知晓了一个未被探索的古代建筑群</RitualAttachedOutcomeCantApply_AncientComplexIsPresent> <RitualAttachedOutcomeCantApply_AncientComplexIsPresent>你已经知晓了一个未被探索的古代建筑群</RitualAttachedOutcomeCantApply_AncientComplexIsPresent>
<!-- EN: Not available right now. --> <!-- EN: Not available right now. -->
<RitualAttachedOutcomeCantApply_NotAvailableRightNow>当前不可用</RitualAttachedOutcomeCantApply_NotAvailableRightNow> <RitualAttachedOutcomeCantApply_NotAvailableRightNow>当前不可用</RitualAttachedOutcomeCantApply_NotAvailableRightNow>
<!-- EN: This building is a variation of --> <!-- EN: This building is a variation of -->
<IdeoBuildingVariationOf>变种起源</IdeoBuildingVariationOf> <IdeoBuildingVariationOf>变种起源</IdeoBuildingVariationOf>
@ -255,7 +259,7 @@
<!-- EN: Required apparel --> <!-- EN: Required apparel -->
<RoleRequiredApparelLabel>需求服装</RoleRequiredApparelLabel> <RoleRequiredApparelLabel>需求服装</RoleRequiredApparelLabel>
<!-- EN: Has role in rituals --> <!-- EN: Has role in rituals -->
<RoleRitualsLabel>身份的仪式</RoleRitualsLabel> <RoleRitualsLabel>职位的仪式</RoleRitualsLabel>
<!-- EN: This role becomes active when your faction has {1} {0}. It becomes inactive when your faction has only {3} {2}. --> <!-- EN: This role becomes active when your faction has {1} {0}. It becomes inactive when your faction has only {3} {2}. -->
<RoleBelieverCountDesc>此角色将在你的派系拥有{1}{0}时可用,将在你的派系只有{3}{2}时不再可用。</RoleBelieverCountDesc> <RoleBelieverCountDesc>此角色将在你的派系拥有{1}{0}时可用,将在你的派系只有{3}{2}时不再可用。</RoleBelieverCountDesc>
<!-- EN: Raised by {0} levels. --> <!-- EN: Raised by {0} levels. -->

View File

@ -149,12 +149,12 @@
<li>threat(priority=1,site/MechCluster_exists==True)->机械体</li> <li>threat(priority=1,site/MechCluster_exists==True)->机械体</li>
<li>threat(priority=1,site/SleepingMechanoids_exists==True)->机械体</li> <li>threat(priority=1,site/SleepingMechanoids_exists==True)->机械体</li>
<li>threat->[asker_possessive]敌人</li> <li>threat->[asker_possessive]敌人</li>
<li>threat(priority=-1)->[asker_possessive]敌人</li> <li>threat(priority=-1)->敌人</li>
<li>askerEnemies(priority=1,site/Outpost_exists==True)->[site/enemyFaction_name]</li> <li>askerEnemies(priority=1,site/Outpost_exists==True)->[site/enemyFaction_name]</li>
<li>askerEnemies(priority=1,site/MechCluster_exists==True)->机械体</li> <li>askerEnemies(priority=1,site/MechCluster_exists==True)->机械体</li>
<li>askerEnemies(priority=1,site/SleepingMechanoids_exists==True)->机械体</li> <li>askerEnemies(priority=1,site/SleepingMechanoids_exists==True)->机械体</li>
<li>askerEnemies->[asker_possessive]敌人们</li> <li>askerEnemies->[asker_possessive]敌人们</li>
<li>askerEnemies(priority=-1)->[asker_possessive]敌人</li> <li>askerEnemies(priority=-1)->敌人</li>
</ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings> </ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings>
<!-- EN: <!-- EN:
<li>questName->[asker_nameDef]'s [site/site_label]</li> <li>questName->[asker_nameDef]'s [site/site_label]</li>