typos fix

This commit is contained in:
VaniatD 2021-07-26 21:34:46 +08:00
parent cede9d992c
commit 42681c3cc5
4 changed files with 10 additions and 10 deletions

View File

@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: changing dryad caste of TargetA. -->
<ChangeTreeMode.reportString>正在改变TargetA的种</ChangeTreeMode.reportString>
<ChangeTreeMode.reportString>正在改变TargetA的树精品种。</ChangeTreeMode.reportString>
<!-- EN: creating cocoon. -->
<CreateAndEnterCocoon.reportString>正在创造茧。</CreateAndEnterCocoon.reportString>

View File

@ -106,9 +106,9 @@
<AlertRoyalTitleNoVeneratedAnimalMeat>{PAWN_nameDef}因信仰{IDEO_name}而令{PAWN_objective}不能食用来自{ANIMALS}的肉。</AlertRoyalTitleNoVeneratedAnimalMeat>
<!-- EN: Dryad caste not set -->
<AlertGauranlenTreeWithoutDryadTypeLabel>树精未设置角色</AlertGauranlenTreeWithoutDryadTypeLabel>
<AlertGauranlenTreeWithoutDryadTypeLabel>未设置树精品种</AlertGauranlenTreeWithoutDryadTypeLabel>
<!-- EN: One or more Gauranlen trees do not have their dryad caste set.\n\nSelect the tree and click the '{0}' button to set produced dryad caste. -->
<AlertGauranlenTreeWithoutDryadTypeDesc>一个或多个母树未设置其树精角色\n\n 选择母树并按下{0} 来设置树精的角色</AlertGauranlenTreeWithoutDryadTypeDesc>
<AlertGauranlenTreeWithoutDryadTypeDesc>一个或多个母树未设置其树精品种。\n\n 选择母树并按下{0} 来设置树精的品种</AlertGauranlenTreeWithoutDryadTypeDesc>
<!-- EN: Connector not assigned to plant cutting -->
<AlertConnectedPawnNotAssignedToPlantCuttingLabel>母树共鸣者未指派割除工作</AlertConnectedPawnNotAssignedToPlantCuttingLabel>
<!-- EN: You have Gauranlen trees which are set to be pruned, but their connectors are not assigned to plant cutting.\n\nYou should assign plant cutting work to the following people -->

View File

@ -184,7 +184,7 @@
<!-- EN: {TREE_label} connection -->
<LetterLabelPawnConnected>{TREE_label}共鸣</LetterLabelPawnConnected>
<!-- EN: {CONNECTOR_nameDef} has connected with {TREE_definite}.\n\n{TREE_definite} will produce small animals called dryads by growing them in pods at its base. These dryads can specialize into different castes. You can choose which caste of dryads you want the tree to produce.\n\nThe stronger the connection between tree and human, the more dryads {TREE_definite} can sustain. {CONNECTOR_nameDef} can strengthen the connection by pruning {TREE_definite}. Maintaining a higher connection strength requires more frequent pruning. -->
<LetterTextPawnConnected>{CONNECTOR_nameDef}已经共鸣{TREE_definite}。母树会定期产生一种叫做树精的小动物,把它们种在树底的荚囊里。这些树精可以分为不同的类型。你可以选择你想让这棵树产生哪一种类型的树精。\n\n母树和人类之间的联系越强树精就能繁育的越多。{CONNECTOR_nameDef}可以通过修剪{TREE_definite}来加强共鸣。保持较高的共鸣强度需要更频繁的修剪。</LetterTextPawnConnected>
<LetterTextPawnConnected>{CONNECTOR_nameDef}已经共鸣{TREE_definite}。母树会定期产生一种叫做树精的小动物,把它们种在树底的荚囊里。这些树精可以分为不同的品种。你可以选择你想让这棵树产生哪一种类型的树精。\n\n母树和人类之间的联系越强树精就能繁育的越多。{CONNECTOR_nameDef}可以通过修剪{TREE_definite}来加强共鸣。保持较高的共鸣强度需要更频繁的修剪。</LetterTextPawnConnected>
<!-- EN: Connected {TREE_label} destroyed -->
<LetterLabelConnectedTreeDestroyed>共鸣的{TREE_label}被摧毁</LetterLabelConnectedTreeDestroyed>
<!-- EN: A {TREE_label} connected to {CONNECTEDPAWN_nameDef} has been destroyed, killing the dryad queen housed inside.\n\nWithout a queen, the dryad brood-mind has collapsed. All dryads from that tree have died. -->

View File

@ -370,7 +370,7 @@
<!-- Gauranlen trees/Dryads -->
<!-- EN: Connected to -->
<ConnectedPawn>共鸣</ConnectedPawn>
<ConnectedPawn>共鸣</ConnectedPawn>
<!-- EN: Nobody -->
<Nobody>无人</Nobody>
<!-- EN: The person this {TREE_label} is connected to. If the connected person dies, this {TREE_label} will be unable to connect to another for {DURATION}. -->
@ -382,7 +382,7 @@
<!-- EN: Planting {PLANT_definite} near artificial buildings will cause its connection strength to decay over time. Connection strength determines the maximum number of dryads {PLANT_definite} can support at once.\n\nAre you sure you wish to plant here? -->
<TreeBlockedByNearbyBuildingsDesc>将{PLANT_definite}种植在人造建筑物附近将导致共鸣强度随时间下降,共鸣强度决定着此{PLANT_definite}可支持的树精之最大数量。 \n\n你确定要在这里种下它</TreeBlockedByNearbyBuildingsDesc>
<!-- EN: Changing {TREE_definite}'s dryad caste takes time and energy.\n\nAfter the connected person interacts with the tree, all dryads will spend {DURATION} days inside cocoons while they morph to the selected caste.\n\nExisting cocoons will cancel their transformation so they can morph to the current caste. -->
<GauranlenModeChangeDescFull>修改{TREE_definite}的树精的角色将耗费时间和力量。\n\n当共鸣者与树交互后所有树精将在茧内度过{DURATION}天以转化至目标角色。 \n\n现存的茧将取消其变形以转化至当前设定的角色</GauranlenModeChangeDescFull>
<GauranlenModeChangeDescFull>修改{TREE_definite}的树精的品种将耗费时间和力量。\n\n当共鸣者与树交互后所有树精将在茧内度过{DURATION}天以转化至目标角色。 \n\n现存的茧将取消其变形以转化至当前设定的品种</GauranlenModeChangeDescFull>
<!-- EN: Change the type of dryads created by {TREE_definite}. -->
<ChangeModeDesc>修改由{TREE_definite}产生的树精的类别</ChangeModeDesc>
<!-- EN: Connection strength fall -->
@ -408,13 +408,13 @@
<!-- EN: {CONNECTEDPAWN_nameDef} will prune {TREE_definite} often enough to keep connection strength above this level.\n\nHigher connection strength allows supporting more dryads, but also falls faster and thus takes more frequent pruning to maintain.\n\nYou can click on the bar to adjust the desired target connection strength.\n\nConnection strength fall per day: {FALL}\n\nConnection strength is affected by nearby buildings. -->
<DesiredConnectionStrengthDesc>{CONNECTEDPAWN_nameDef}将维持修剪{TREE_definite}以保持共鸣强度在此水平之上。\n\n更高的共鸣强度可以支持更多的树精 但回落的更快, 因此需要更频繁的修剪维护。 点击滑条可以修改目标强度。\n\n每日回落{FALL}\n\n共鸣强度将受附近的建筑物影响。</DesiredConnectionStrengthDesc>
<!-- EN: Waiting for {CONNECTEDPAWN_nameDef} to change dryad caste. -->
<WaitingForConnectorToChangeCaste>等待{CONNECTEDPAWN_nameDef}来改变树精角色</WaitingForConnectorToChangeCaste>
<WaitingForConnectorToChangeCaste>等待{CONNECTEDPAWN_nameDef}来改变树精品种</WaitingForConnectorToChangeCaste>
<!-- EN: Dryad caste -->
<GauranlenTreeMode>树精角色</GauranlenTreeMode>
<GauranlenTreeMode>树精品种</GauranlenTreeMode>
<!-- EN: no caste -->
<NoCaste>未设置角色</NoCaste>
<NoCaste>未设置品种</NoCaste>
<!-- EN: Determines the currently created dryad caste. -->
<GauranlenTreeModeDesc>决定当前正生成的树精的角色</GauranlenTreeModeDesc>
<GauranlenTreeModeDesc>决定当前正生成的树精的品种</GauranlenTreeModeDesc>
<!-- EN: Spawning {DRYAD_label} in {TIME} -->
<SpawningDryadIn>将在{TIME}内生成{DRYAD_label}</SpawningDryadIn>
<!-- EN: Morphing {DRYAD_labelShort} into {TYPE_label}. -->