update for 2642

This commit is contained in:
VaniatD 2020-05-23 11:18:12 +08:00
parent ca0affc6bd
commit 364164d896
15 changed files with 118 additions and 20 deletions

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<!-- EN: Royalty -->
<Royalty.label>Royalty皇权</Royalty.label>
<!-- EN: - Empire faction\n- Royal title progression for your colonists\n- Psychic powers for Empire nobles\n- Call Imperial troops\n- Tribal psychics merge with anima trees\n- Psychic meditation\n- Procedural quests system with lots of quest content\n- Mechanoid clusters\n- Imperial ultratech melee weapons\n- Bond with persona weapons\n- Cataphract armor\n- Techprints\n- Imperial body implants\n- Royal victory quest\n- New music album -->
<Royalty.description>- 帝国派系开始出现在星球上\n- 为你的殖民者带来一条荣誉头衔的晋升道路\n- 帝国贵族将持有特殊的心灵力量\n- 随时呼唤帝国军队\n- 部落居民将能与仙树心灵结合\n- 心灵能力者将通过冥想来保持力量\n- 程序化的任务系统带来大量的任务\n- 机械集群将空投部署\n- 属于极致时代的帝国武器已启用\n- 现在能够与人格武器进行绑定\n- 新增坚韧的禁卫装甲\n- 有些科技需要使用蓝图\n- 帝国特有的植入物\n- 一个独特的结局——荣誉晋升\n- 新的音乐专辑</Royalty.description>
<!-- EN: - Empire faction\n- Royal title progression for your colonists\n- Psychic powers for Empire nobles\n- Call Imperial troops\n- Tribal psychics link with anima trees\n- Psychic meditation\n- Procedural quests system with lots of quest content\n- Mechanoid clusters\n- Imperial ultratech melee weapons\n- Bond with persona weapons\n- Cataphract armor\n- Techprints\n- Imperial body implants\n- Royal victory quest\n- New music album -->
<Royalty.description>- 帝国派系开始出现在星球上\n- 一条荣誉头衔的晋升道路\n- 帝国贵族将持有特殊的心灵力量\n- 随时呼唤帝国军队\n- 部落居民将能与仙树建立心灵连接\n- 心灵能力者将通过冥想来保持力量\n- 程序化的任务系统带来大量的任务\n- 机械集群将空投部署\n- 属于极致时代的帝国武器已启用\n- 现在能够与人格武器进行绑定\n- 新增坚韧的禁卫装甲\n- 有些科技需要使用蓝图\n- 帝国特有的植入物\n- 一个独特的结局——荣誉晋升\n- 新的音乐专辑</Royalty.description>
</LanguageData>

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<!-- EN: scaria -->
<Scaria.label>狂暴症</Scaria.label>
<!-- EN: A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria generally cannot be butchered for meat or leather. -->
<Scaria.description>这种疾病会使受感染的生物进入狂暴状态。感染的动物能够通过特殊的医疗手术进行治疗但首先要将其击倒。如果不妥善处理这个疾病会在大约5天后使这个生物死亡。这种疾病会产生扩散全身的毒素并且会腐蚀皮肤。因此感染狂暴症并死亡的动物一般不能被屠宰来获取皮革和肉。</Scaria.description>
<!-- EN: A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria have a chance of rotting upon death so they cannot be butchered for meat or leather. -->
<Scaria.description>这种疾病会使受感染的生物进入狂暴状态。感染的动物能够通过特殊的医疗手术进行治疗但首先要将其击倒。如果不妥善处理这个疾病会在大约5天后使这个生物死亡。这种疾病会产生扩散全身的毒素并且会腐蚀皮肤。感染狂暴症的动物死亡时有可能会变质,因此而不能被屠宰来获取皮革和肉。</Scaria.description>
<!-- EN: trauma savant -->
<TraumaSavant.label>创伤激发</TraumaSavant.label>

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

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<!-- EN: I saw a rotting corpse laying on the ground. It was disgusting. -->
<ObservedLayingRottingCorpse.stages.observed_rotting_corpse.description>我看见地上躺着一具正在腐烂的尸体。太恶心了。</ObservedLayingRottingCorpse.stages.observed_rotting_corpse.description>
<!-- EN: on duty -->
<OnDuty.stages.on_duty.label>职责</OnDuty.stages.on_duty.label>
<!-- EN: I have a job to do. -->
<OnDuty.stages.on_duty.description>我有份工作要干。</OnDuty.stages.on_duty.description>
<!-- EN: prisoner banished to death -->
<PrisonerBanishedToDie.stages.prisoner_banished_to_death.label>囚犯被放逐等死</PrisonerBanishedToDie.stages.prisoner_banished_to_death.label>
<!-- EN: We banished a prisoner in such a way that there's almost no way they'll survive. -->

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<Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>执行此操作对患者是安全的。</Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>
<!-- EN: The chance the patient will die upon failure of this surgery. -->
<Stat_Thing_Surgery_DeathOnFailChance_Desc>患者因手术失败而死亡的概率。</Stat_Thing_Surgery_DeathOnFailChance_Desc>
<!-- EN: The addictiveness of this drug. -->
<Stat_Thing_Drug_Addictiveness_Desc>该药物的成瘾性。</Stat_Thing_Drug_Addictiveness_Desc>
<!-- EN: Total bleed factor -->
<Stat_Hediff_TotalBleedFactor_Name>失血量系数</Stat_Hediff_TotalBleedFactor_Name>
<!-- EN: A multiplier applied to the overall rate of blood loss. -->
@ -289,6 +287,42 @@
<!-- EN: This item has been coded to only accept a particular individual's bio-signature. -->
<Stat_Thing_Biocoded_Desc>该物品经过生体编译只能给识别给特定的人使用。</Stat_Thing_Biocoded_Desc>
<!-- Drugs -->
<!-- EN: The active chemical in this.\n\nIn some cases, the same chemical is present in multiple different drugs. These different drugs will satisfy the same addiction in different ways. -->
<Stat_Thing_Drug_Chemical_Desc>这种药物的活性化学物质。\n\n某些情况下多种不同的药物可能含有同一化学成分。这些不同的药物能通过不同的方式来满足同一种成瘾需求。</Stat_Thing_Drug_Chemical_Desc>
<!-- EN: The intensity of high gained per dose of this drug. -->
<Stat_Thing_Drug_HighGainPerDose_Desc>每剂这种药物能提供的浓度。</Stat_Thing_Drug_HighGainPerDose_Desc>
<!-- EN: How much this drug's high will decay each day. -->
<Stat_Thing_Drug_HighFallPerDay_Desc>这种药物每天减少的浓度。</Stat_Thing_Drug_HighFallPerDay_Desc>
<!-- EN: How long this drug's high will last per dose.\n\nThis is calculated from the high gained per dose and the high fall rate. -->
<Stat_Thing_Drug_HighDurationPerDose_Desc>这种药物服用后能维持有效浓度的时间。\n\n这是由每剂药物浓度和浓度降低速率计算出来的。</Stat_Thing_Drug_HighDurationPerDose_Desc>
<!-- EN: How much a user's tolerance to the chemical will increase for each dose of this drug.\n\nThis can be different for different forms of the same chemical. -->
<Stat_Thing_Drug_ToleranceGainPerDose_Desc>使用者每剂这种药物会提升的抗药性。\n\n对于同一化学物质不同的获得方式会有不同的抗药性。</Stat_Thing_Drug_ToleranceGainPerDose_Desc>
<!-- EN: How much a user's tolerance to the chemical will fall per day. -->
<Stat_Thing_Drug_ToleranceFallPerDay_Desc>使用者对这种化学物质抗药性每天减少的量。</Stat_Thing_Drug_ToleranceFallPerDay_Desc>
<!-- EN: The minimum tolerance required to become newly addicted to this drug.\n\nIf a user is below this tolerance level, they can't become newly addicted from taking a dose. -->
<Stat_Thing_Drug_MinToleranceForAddiction_Desc>初次成瘾所需的最低抗药性。\n\n如果服用者的抗药性低于这个数值他们在未成瘾时服用这个药物就不会成瘾。</Stat_Thing_Drug_MinToleranceForAddiction_Desc>
<!-- EN: A user will never become addicted if they never take the drug more often than this.\n\nThis is calculated from the drug's minimum tolerance to addict, the tolerance gain per dose, and the rate of tolerance decay.\n\nNote that some drugs don't have a safe interval. Such drugs can addict on any dose, even the first one. -->
<Stat_Thing_Drug_SafeDoseInterval_Desc>安全服用间隔,服用者如果从未超过此频率服用药物,就不会成瘾。\n\n这是根据药物成瘾抗药性阈值、每剂抗药性和抗药性降低速率来计算出来的。\n\n请注意有些药物没有安全服用间隔这类药物在任何剂量下服用都会成瘾。</Stat_Thing_Drug_SafeDoseInterval_Desc>
<!-- EN: The chance of a random overdose when taking this drug. Random overdoses can happen on any dose, whether it's a new user's first try or an experienced addict's hundredth hit. -->
<Stat_Thing_Drug_RandomODChance_Desc>服用这种药物会随机地产生药物过量的可能性。无论是初次尝试还是有数以百计经验的瘾君子,都有可能在服用时产生随机的药物过量。</Stat_Thing_Drug_RandomODChance_Desc>
<!-- EN: The chance of addiction per dose of this drug.\n\nIf the drug has a minimum tolerance to addict, the tolerance must be above that level for this to apply. If there is no minimum tolerance, any dose can cause an addiction. -->
<Stat_Thing_Drug_Addictiveness_Desc>该药物的成瘾性,每剂药物产生成瘾的几率。\n\n如果这种药物有一个最低成瘾抗药性那么只有在抗药性高于这个数值时才会成瘾。否则任何剂量都有可能导致成瘾。</Stat_Thing_Drug_Addictiveness_Desc>
<!-- EN: New addictions caused by this drug begin at this severity level.\n\nTaking more of the drug will increase addiction severity, while time will reduce it. -->
<Stat_Thing_Drug_AddictionSeverityInitial_Desc>由这种药物产生成瘾性的初始严重程度。\n\n服用更多的药物会增加成瘾的严重程度而随着时间会逐渐减少。</Stat_Thing_Drug_AddictionSeverityInitial_Desc>
<!-- EN: How long it takes to recover from an initial addiction to this drug.\n\nThis is be calculated from the new addiction severity divided by the rate of addiction recovery. An addiction which has been fed will take longer. -->
<Stat_Thing_Drug_AddictionRecoveryTime_Desc>摆脱这种药物的初次成瘾所需的时间。\n\n这是根据初始成瘾程度除以成瘾恢复速度来计算的累计过的成瘾度会需要更长的时间。</Stat_Thing_Drug_AddictionRecoveryTime_Desc>
<!-- EN: How much severity is added to an existing addiction for each dose of this drug.\n\nAddiction severity cannot go above 100%. -->
<Stat_Thing_Drug_AddictionSeverityPerDose_Desc>每剂这种药物对成瘾性增加的严重程度。\n\n成瘾度不能超过100%。</Stat_Thing_Drug_AddictionSeverityPerDose_Desc>
<!-- EN: How often an addict needs to take a dose of this drug to feed the addiction and prevent withdrawal.\n\nThis is calculated from the addiction need fall rate and the need fill per dose. -->
<Stat_Thing_Drug_AddictionNeedDoseInterval_Desc>药物成瘾者防止产生戒断而需要服用此药物的间隔。\n\n这是根据成瘾性需求的降低速率和每剂满足成瘾需求的量来计算出来的。</Stat_Thing_Drug_AddictionNeedDoseInterval_Desc>
<!-- EN: How much each dose of this drug fills an addict's need for the chemical. -->
<Stat_Thing_Drug_AddictionNeedOffset_Desc>这种药物每剂能满足对应化学品需求的量。</Stat_Thing_Drug_AddictionNeedOffset_Desc>
<!-- EN: How quickly an addict's need for the chemical will fall. -->
<Stat_Thing_Drug_AddictionNeedFallRate_Desc>成瘾者对这种化学品需求的满足度降低速率。</Stat_Thing_Drug_AddictionNeedFallRate_Desc>
<!-- EN: The market value of drugs that must be consumed per day to support an addiction to this drug without going into withdrawal.\n\nThis value is calculated from the addict's chemical need per dose, the need fall rate, and the market value of this drug.\n\nNote that there may be other ways to get the same chemical with different costs. -->
<Stat_Thing_Drug_AddictionCost_Desc>在满足需求并不产生戒断的情况下每日必须消费成瘾品的市场价值。\n\n这个值时根据每剂化学品需求、需求下降速率和该药物的市场价值计算出来的。\n\n需要注意的是可能有多种不同的方式来获取相同的化学物质。</Stat_Thing_Drug_AddictionCost_Desc>
<!-- UNUSED -->
<Stat_Thing_Weapon_Biocoded_Name>生体识别</Stat_Thing_Weapon_Biocoded_Name>
<Stat_Thing_Weapon_Biocoded_Desc>该物品经过生体编译只能给识别给特定的人使用。</Stat_Thing_Weapon_Biocoded_Desc>

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<TimeRecordsCategory>时间</TimeRecordsCategory>
<!-- EN: Misc -->
<MiscRecordsCategory>杂项</MiscRecordsCategory>
<!-- EN: Addictiveness -->
<!-- EN: Chemical -->
<Chemical>化学物质</Chemical>
<!-- EN: High gain per dose -->
<HighGain>药物浓度</HighGain>
<!-- EN: High fall rate -->
<HighFallRate>浓度降低速率</HighFallRate>
<!-- EN: High duration per dose -->
<HighDuration>有效浓度时间</HighDuration>
<!-- EN: Tolerance gain per dose -->
<ToleranceGain>每剂抗药性</ToleranceGain>
<!-- EN: Tolerance fall rate -->
<ToleranceFallRate>抗药性降低速率</ToleranceFallRate>
<!-- EN: New addiction min tolerance -->
<MinimumToleranceForAddiction>成瘾抗药性阈值</MinimumToleranceForAddiction>
<!-- EN: Safe dose interval -->
<SafeDoseInterval>安全服用间隔</SafeDoseInterval>
<!-- EN: New addiction chance -->
<Addictiveness>成瘾性</Addictiveness>
<!-- EN: Addiction initial severity -->
<AddictionSeverityInitial>成瘾初始程度</AddictionSeverityInitial>
<!-- EN: Addiction severity per dose -->
<AddictionSeverityPerDose>每剂成瘾度</AddictionSeverityPerDose>
<!-- EN: Addiction need fill per dose -->
<AddictionNeedOffset>每剂满足需求</AddictionNeedOffset>
<!-- EN: Addiction need fall rate -->
<AddictionNeedFallRate>成瘾需求降低速率</AddictionNeedFallRate>
<!-- EN: Addiction need dose interval -->
<AddictionNeedDoseInterval>成瘾需求间隔</AddictionNeedDoseInterval>
<!-- EN: Addiction recovery time -->
<AddictionRecoveryTime>成瘾恢复时间</AddictionRecoveryTime>
<!-- EN: Addiction cost -->
<AddictionCost>成瘾消费</AddictionCost>
<!-- EN: Random overdose chance -->
<RandomODChance>随机过量几率</RandomODChance>
<!-- EN: Always safe -->
<AlwaysSafe>总是安全的</AlwaysSafe>
<!-- EN: Never safe -->
<NeverSafe>危险的</NeverSafe>
<!-- EN: {0} / day -->
<PerDay>{0}/日</PerDay>
<!-- EN: Pack animal -->
<PackAnimal>驮运动物</PackAnimal>
<!-- EN: Whether this animal is appropriate to use to carry items in a caravan over long distances. -->

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<!-- EN: Accept with {0_labelShort} -->
<AcceptWith>{0_labelShort}承接</AcceptWith>
<!-- EN: Accept for -->
<AcceptQuestFor></AcceptQuestFor>
<AcceptQuestFor></AcceptQuestFor>
<!-- EN: Click to accept this quest for this reward. -->
<AcceptQuestForTip>点击为此任务选择这项奖励。</AcceptQuestForTip>
<AcceptQuestForTip>点击接受此任务并选择这项奖励。</AcceptQuestForTip>
<!-- EN: The offer expired. -->
<QuestOutcomeInfo_OfferExpired>请求已过期</QuestOutcomeInfo_OfferExpired>
<!-- EN: You completed this quest. -->

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<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期2020年5月22日 13点42</text>
<text>修订日期2020年5月23日 11点18</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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@ -8,9 +8,9 @@
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersHaveBloodRotAndParalysis==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] suffering from paralytic abasia and must be kept in bed.</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment. The disease can be slowed with high-quality care and medicine, but generally cannot be cured outright. If the disease becomes severe [lodgersLabelSingOrPluralDef] will die, so ensure you have the necessary medical supplies.</li>
<li>minMoodInfo-></li>
@ -55,9 +55,9 @@
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersHaveBloodRotAndParalysis==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。 这种疾病的进展可以通过高质量的护理和药物来延缓, 但通常不会被治愈。 如果疾病变得足够严重, 将会导致[lodgersLabelSingOrPluralDef]死亡, 所以要确保你有足够的医疗药品。</li>
<li>minMoodInfo-></li>

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<RoyaltyTips.RoyalTributeCollector>帝国征募官每年将造访两次,你可以用囚犯或金币换取荣誉点数。</RoyaltyTips.RoyalTributeCollector>
<!-- EN: You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. -->
<RoyaltyTips.MechClusterDormantTrigger>你可以安全地从一个休眠的机械集群里穿过,当然这得在你没有攻击他们或者触发激活器的情况下。</RoyaltyTips.MechClusterDormantTrigger>
<!-- EN: The skip psycast works on self, allies, enemies, and even items. The tactical possibilities are endless. -->
<RoyaltyTips.SkipPsycastsMultiuse>折跃心灵能力可以作用在自身、盟友、敌人甚至是道具上。这个能力在战术的可能性上是无限的。</RoyaltyTips.SkipPsycastsMultiuse>
</LanguageData>

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<NeedMeditationSpotAlert>需要冥想点</NeedMeditationSpotAlert>
<!-- EN: These colonists have a psyfocus need, but don't have any meditation spots available for them.\n\n{0}\n\nPlace a meditation spot and ensure it is reachable and usable. Colonists will prefer the meditation spot near the best focus object they can use. -->
<NeedMeditationSpotAlertDesc>这些殖民者有精神力需求,但是没有任何他们可用的冥想点。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。殖民者更喜欢附近有他们能使用的最佳聚焦物的冥想点。</NeedMeditationSpotAlertDesc>
<!-- EN: Unusable meditation focus -->
<UnusableMeditationFocusAlert>无法使用的冥想类型</UnusableMeditationFocusAlert>
<!-- EN: These colonists are meditating near a focus object they can't use.\n\n{0}\n\nEach person can meditate to different objects, depending on their meditation focus types. A person's focus types depend on their backstories, traits, and titles. To see a person's meditation focus types, look at their details window by selecting them and clicking the 'i' button. -->
<UnusableMeditationFocusAlertDesc>这些殖民者正在他们不能使用的冥想焦点物体附近冥想。\n\n{0}\n\n每个人都能在不同的物体附近冥想这取决于它们的冥想焦点类型。冥想者的冥想类型取决于他们的背景、特征和社会地位等。要查看一个人的冥想焦点类型可以通过选择他们并单击「i」按钮来打开他们的详细信息窗口。</UnusableMeditationFocusAlertDesc>
<!-- UNUSED -->
<LowPsyfocusAlert>低精神力</LowPsyfocusAlert>
<LowPsyfocusAlertDesc>这些殖民者的精神力过低,限制了他们使用心灵能力。为了获得精神力,他们需要进行冥想。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。可以通过「管制」选项卡来为冥想指定一个特定的时间。</LowPsyfocusAlertDesc>

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<RoomRequirementNoBeds>不能有床</RoomRequirementNoBeds>
<!-- EN: Holders of this title must be covered in some combination of -->
<RoyalTitleRequiredApparelStatDescription>此头衔的持有者必须在以下几种方式组合使用</RoyalTitleRequiredApparelStatDescription>
<!-- EN: Any royal powered armor -->
<ApparelRequirementAnyRoyalPowerArmor>任意皇家动力装甲</ApparelRequirementAnyRoyalPowerArmor>
<!-- EN: Any royal armor -->
<ApparelRequirementAnyRoyalPowerArmor>任意皇家装甲</ApparelRequirementAnyRoyalPowerArmor>
<!-- EN: Any psycaster apparel -->
<ApparelRequirementAnyPsycasterApparel>任意灵质服装</ApparelRequirementAnyPsycasterApparel>
<!-- EN: Disallowed work types -->

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@ -33,6 +33,8 @@
<CommandPsycastNotEnoughPsyfocus>{PSYCASTNAME}需要消耗{0}精神力,但是{CASTERNAME}只有{1}。</CommandPsycastNotEnoughPsyfocus>
<!-- EN: level {0} psylink is required. -->
<CommandPsycastHigherLevelPsylinkRequired>需要等级{0}的启灵神经。</CommandPsycastHigherLevelPsylinkRequired>
<!-- EN: Zero psychic sensitivity. -->
<CommandPsycastZeroPsychicSensitivity>心灵敏感度为0。</CommandPsycastZeroPsychicSensitivity>
<!-- EN: Ability user is unconscious. -->
<CommandPsycastPawnIsUnconscious>能力使用者不省人事。</CommandPsycastPawnIsUnconscious>
<!-- EN: Need at least {0} psyfocus to cast this. -->

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@ -134,6 +134,16 @@
<!-- EN: {PAWN_nameDef} was lent to {FACTION}. They will return the body of {PAWN_nameDef} shortly. -->
<LentColonistDied>{PAWN_nameDef}曾被借调至{FACTION}。他们将在最近交还{PAWN_nameDef}的遗体。</LentColonistDied>
<!-- Psylink -->
<!-- EN: Psylink gained -->
<LetterLabelPsylinkLevelGained>获取启灵</LetterLabelPsylinkLevelGained>
<!-- EN: {USER_labelShort} has gained {USER_possessive} first level of psylink! {USER_pronoun} is now a psycaster.\n\nTo use psycasts, {USER_labelShort} must build up psyfocus through meditation. The effectiveness of this meditation is increased if the person can focus on a specific object while meditating.\n\nDifferent people are able to focus on different objects. This depend on the person's backstories, traits, and titles. For example:\n\n- Psycasters with royal titles meditate on their thrones.\n- Psycasters with tribal childhoods meditate to anima trees and nature shrines.\n- Ascetic psycasters meditate to blank walls.\n- Psychopathic psycasters meditate to graves, ideally with a loved one inside.\n\nYou can see someone's meditation focus types by looking at their info card with the 'i' button. -->
<LetterPsylinkLevelGained_First>{USER_labelShort}获得了第一个启灵等级!{USER_pronoun}现在是一名心灵能力者了。\n\n要使用心灵能力{USER_labelShort}必须通过冥想提升精神力。如果能够在冥想时专注于特定的对象,那么冥想的效果会得到提升。\n\n每个人都能在不同的物体附近冥想这取决于它们的冥想焦点类型。冥想者的冥想类型取决于他们的背景、特征和社会地位等。例如\n\n- 持有荣誉头衔的心灵能力者在他们的宝座冥想。\n- 部落长大的心灵能力者在仙树或自然圣地冥想。\n- 苦行者在一无所有的墙壁前冥想。\n- 病态的心灵能力者会在坟墓冥想,埋葬着爱人会更理想。\n\n要查看一个人的冥想焦点类型可以通过选择他们并单击「i」按钮来打开他们的详细信息窗口。</LetterPsylinkLevelGained_First>
<!-- EN: {USER_labelShort} has gained a new level of psylink! {USER_pronoun} can now use psycasts of that higher level, but {USER_pronoun} needs to learn them first. -->
<LetterPsylinkLevelGained_NotFirst>{USER_labelShort}获得了更高的启灵等级!{USER_pronoun}现在能够使用更高等级的心灵能力,但{USER_pronoun}需要先学会如何使用。</LetterPsylinkLevelGained_NotFirst>
<!-- EN: Upon gaining the new psylink level, {USER_labelShort} automatically learned this psycast: {2}. -->
<LetterPsylinkLevelGained_PsycastLearned>在获得了新的启灵等级之后,{USER_labelShort}自动领悟了这个心灵能力:{2}。</LetterPsylinkLevelGained_PsycastLearned>
<!-- UNUSED -->
<LetterRoyalTitleAuthorityNeed>{PAWN_pronoun}对威严有了需求。满足此要求意味着需要修建一个适当的宝座供{PAWN_pronoun}进行统治。就算谒见厅可以共享,每个贵族仍然需要属于他们自己的宝座。</LetterRoyalTitleAuthorityNeed>
<LetterRoyalTitleStillEnabledJoyKind>{PAWN_pronoun}需要此娱乐活动:</LetterRoyalTitleStillEnabledJoyKind>

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@ -28,8 +28,6 @@
<PsycastNeurotrainerDescription>一次性使用的超剂量机械液可训练特定的心灵能力。\n\n该药剂是通过眼眶给药的。一旦进入到大脑中这些机械分子就形成了一种特定的心灵能力的知识并根据需要将其转化为神经组织。</PsycastNeurotrainerDescription>
<!-- EN: {USER_labelShort} used neurotrainer to learn the {1} psycast. -->
<AbilityNeurotrainerUsed>{USER_labelShort}使用神经训练器学会了{1}的心灵能力。</AbilityNeurotrainerUsed>
<!-- EN: {USER_labelShort} has reached level {1} psylink and has automatically learned this psycast: {2}. -->
<PsycastLearnedFromImplant>{USER_labelShort}已达到启灵神经等级{1},并已自动习得此心灵能力: {2}。</PsycastLearnedFromImplant>
<!-- EN: Requires psylink -->
<PsycastNeurotrainerNoPsylink>需要启灵神经</PsycastNeurotrainerNoPsylink>
<!-- EN: {USER_labelShort} already knows {1}. -->
@ -115,6 +113,7 @@
<!-- EN: {PAWN_labelShort} has completed the linking ritual with {LINKABLE_labelShort}.\n\n{PAWN_pronoun} how has an upgraded psylink, permitting the use of new psycasts. -->
<LetterTextLinkingRitualCompleted>{PAWN_labelShort}完成了与{LINKABLE_labelShort}的连接仪式。\n\n{PAWN_pronoun}现在获得了一次启灵升级,能够使用新的心灵能力。</LetterTextLinkingRitualCompleted>
<!-- UNUSED -->
<PsycastLearnedFromImplant>{USER_labelShort}已达到启灵神经等级{1},并已自动习得此心灵能力: {2}。</PsycastLearnedFromImplant>
<BeginLinkingRitualNeedPsylink>需要起灵神经</BeginLinkingRitualNeedPsylink>
<LetterTextLinkingRitualCompletedPartNewAbility>{PAWN_pronoun}也获得了一个新的心灵能力:{1}</LetterTextLinkingRitualCompletedPartNewAbility>
<PsycastNeurotrainerNoPsychicAmplifier>需要心灵增幅装置</PsycastNeurotrainerNoPsychicAmplifier>