update for 2703

This commit is contained in:
VaniatD 2020-07-23 21:39:48 +08:00
parent 077e4b7083
commit 453befa840
6 changed files with 56 additions and 45 deletions

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@ -25,6 +25,9 @@
<!-- EN: Doing something. -->
<CastAbilityOnWorldTile.reportString>在做些什么。</CastAbilityOnWorldTile.reportString>
<!-- EN: Doing something. -->
<CastJump.reportString>在做些什么。</CastJump.reportString>
<!-- EN: clearing snow. -->
<ClearSnow.reportString>除雪中。</ClearSnow.reportString>

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@ -8,42 +8,46 @@
<li>questDescription->通过使用远距离矿物扫描仪, [worker_definite] 发现了附近的一块 [targetMineable_label]。 \n\n很遗憾 它不会持续很久——如果我们不尽快开采, 其他势力将会在 [timeoutTicks_duration] 后开采并带走这些资源。\n\n[allSitePartsDescriptionsExceptFirst]</li>
</LongRangeMineralScannerLump.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->The [subName]</li>
<li>questName->[subName]</li>
<li>subName->[adj] Resources</li>
<li>subName->[adj] Minerals</li>
<li>subName->[adj] Ores</li>
<li>subName->[adj] Wealth</li>
<li>subName->[adj] Mineables</li>
<li>subName->[adj] Lump</li>
<li>subName->[adj] Mining Project</li>
<li>adj->Distant</li>
<li>adj->Far</li>
<li>adj->Long-Range</li>
<li>adj->Unknown</li>
<li>adj->Discovered</li>
<li>adj->Scanned</li>
<li>adj->Detected</li>
<li>adj->Found</li>
<li>questName->[lump] of [targetMineable_label]</li>
<li>questName->[targetMineable_label] [lump]</li>
<li>questName->The [targetMineable_label] [lump]</li>
<li>questName->[adj] [targetMineable_label]</li>
<li>questName->[targetMineable_label] [discovered]</li>
<li>lump->lump</li>
<li>lump->pile</li>
<li>lump->deposit</li>
<li>lump->seam</li>
<li>lump->chunk</li>
<li>lump->pile</li>
<li>adj->distant</li>
<li>adj->far</li>
<li>adj->unknown</li>
<li>adj->scanned</li>
<li>discovered->discovered</li>
<li>discovered->detected</li>
<li>discovered->found</li>
<li>discovered->scanned</li>
-->
<LongRangeMineralScannerLump.questNameRules.rulesStrings>
<li>questName->有[subName]</li>
<li>questName->[subName]</li>
<li>subName->[adj]资源</li>
<li>subName->[adj]矿物</li>
<li>subName->[adj]矿石</li>
<li>subName->[adj]财富</li>
<li>subName->[adj]可开采物</li>
<li>subName->[adj]矿物地块</li>
<li>subName->[adj]开采项目</li>
<li>adj->远处的</li>
<li>questName->[targetMineable_label] 的 [lump]</li>
<li>questName->[targetMineable_label] [lump]</li>
<li>questName->[targetMineable_label] [lump]</li>
<li>questName->[adj] [targetMineable_label]</li>
<li>questName->[targetMineable_label] [discovered]</li>
<li>lump->隆起</li>
<li>lump->块堆</li>
<li>lump->积淀</li>
<li>lump->裂缝</li>
<li>lump->岩层</li>
<li>lump->垛</li>
<li>adj->遥远的</li>
<li>adj->远</li>
<li>adj->远的</li>
<li>adj->未知的</li>
<li>adj->未发现的</li>
<li>adj->扫描出的</li>
<li>adj->检测到的</li>
<li>adj->找到的</li>
<li>adj->探测到的</li>
<li>discovered->被发现的</li>
<li>discovered->被查明的</li>
<li>discovered->被找到的</li>
<li>discovered->被扫描的</li>
</LongRangeMineralScannerLump.questNameRules.rulesStrings>
<!-- EN: Quest expired: [resolvedQuestName] -->
<LongRangeMineralScannerLump.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</LongRangeMineralScannerLump.LetterLabelQuestExpired.slateRef>

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@ -491,11 +491,9 @@
<!-- EN: release -->
<ReleasePrisoner.verb>释放</ReleasePrisoner.verb>
<!-- EN: reload gear -->
<!-- UNUSED -->
<Reload.label>装填装备</Reload.label>
<!-- EN: reloading -->
<Reload.gerund>正在装填</Reload.gerund>
<!-- EN: reload -->
<Reload.verb>装填</Reload.verb>
<!-- EN: remove roofs -->

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@ -286,10 +286,6 @@
<PermadeathModeInfo>你只能在退出游戏时保存进度。当殖民地出现危机时,你无法通过载入进度来弥补错误。\n\nRimWorld是一个故事生成器失去谁并不是游戏的终点——生与死都是故事的一部分让人得到感悟。\n\n悲欢离合失败或是胜利浓缩为属于你的故事——这就是RimWorld。就像卢克·天行者星球大战角色在家人被杀时没有选择放弃和重新来过一样失与得都是人生的一部分充满了戏剧性。</PermadeathModeInfo>
<!-- EN: Storyteller and playstyle can be changed any time. -->
<CanChangeStorytellerSettingsDuringPlay>叙事者和游戏模式可以随时更改。</CanChangeStorytellerSettingsDuringPlay>
<!-- EN: Merciless mode -->
<UnlockExtremeDifficulty>解锁冷酷无情</UnlockExtremeDifficulty>
<!-- EN: Merciless mode is a special game mode where every challenge is turned up to extreme levels.\n\nMerciless mode unlocks automatically when you reach specific milestones. However, you can unlock it now.\n\nThis option is only recommended once you've played a high-difficulty game or two and want to have a good chance at dying despite your best efforts. -->
<ConfirmUnlockExtremeDifficulty>冷酷无情是一个特殊的难度,每次挑战都会上升到极限水平。\n\n当你达到特定的里程碑时冷酷难度会自动解锁但你现在也可以解锁这个难度。\n\n注意只有在你体验了一两场最高难度的游戏并打算继续挑战或者希望体验为挣扎求生而拼尽全力时才建议使用此难度。</ConfirmUnlockExtremeDifficulty>
<!-- custom difficulty settings -->
<!-- EN: Custom playstyle settings -->
@ -385,10 +381,10 @@
<Difficulty_FriendlyFireChanceFactor_Label>友方伤害</Difficulty_FriendlyFireChanceFactor_Label>
<!-- EN: Adjust the chance of friendly fire.\n\nNote: This setting only affects direct shots which were going to hit their target. It does not prevent damage from explosions, or from shots which were going to miss their target. -->
<Difficulty_FriendlyFireChanceFactor_Info>调整友方误伤的几率。\n\n注此设置只影响会命中目标的直接射击。它并不能防止爆炸造成的伤害也不能防止子弹击中目标产生的伤害。</Difficulty_FriendlyFireChanceFactor_Info>
<!-- EN: Colonist instant-kill prevention -->
<Difficulty_AvoidInstantKillChance_Label>避免殖民者直接被杀</Difficulty_AvoidInstantKillChance_Label>
<!-- EN: Add a special chance to prevent colonists from dying instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead.\n\nThis only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. -->
<Difficulty_AvoidInstantKillChance_Info>增加一个特殊的几率来防止殖民者因攻击而当场死亡。受到的伤害会进行调整,它会使殖民者倒地而不是致死。\n\n不过这只会影响到一些直接杀死殖民者的伤害殖民者仍然会被击倒、流血致死或者死于火灾、爆炸、疾病等。</Difficulty_AvoidInstantKillChance_Info>
<!-- EN: Colonist instant kills -->
<Difficulty_AllowInstantKillChance_Label>殖民者直接死亡</Difficulty_AllowInstantKillChance_Label>
<!-- EN: Adjust the chance that a colonist can die instantly due to an attack. The incoming damage is adjusted so it will down the colonist instead.\n\nThis only prevents some kinds of instant kills - colonists can still be downed and bleed to death, die from fire, explosions, disease, and so on. -->
<Difficulty_AllowInstantKillChance_Info>调整殖民者因攻击而当场死亡的几率。受到的伤害会进行调整,它会使殖民者倒地而不是致死。\n\n不过这只会影响到一些直接杀死殖民者的伤害殖民者仍然会被击倒、流血致死或者死于火灾、爆炸、疾病等。</Difficulty_AllowInstantKillChance_Info>
<!-- EN: Infection chance -->
<Difficulty_PlayerPawnInfectionChanceFactor_Label>感染几率</Difficulty_PlayerPawnInfectionChanceFactor_Label>
<!-- EN: Adjust the chance that a wound will become infected. -->
@ -623,4 +619,10 @@
<!-- EN: No more information is available. -->
<NoMoreInfoAvailable>没有更多信息。</NoMoreInfoAvailable>
<!-- UNUSED -->
<UnlockExtremeDifficulty>解锁冷酷无情</UnlockExtremeDifficulty>
<ConfirmUnlockExtremeDifficulty>冷酷无情是一个特殊的难度,每次挑战都会上升到极限水平。\n\n当你达到特定的里程碑时冷酷难度会自动解锁但你现在也可以解锁这个难度。\n\n注意只有在你体验了一两场最高难度的游戏并打算继续挑战或者希望体验为挣扎求生而拼尽全力时才建议使用此难度。</ConfirmUnlockExtremeDifficulty>
<Difficulty_AvoidInstantKillChance_Label>避免殖民者直接被杀</Difficulty_AvoidInstantKillChance_Label>
<Difficulty_AvoidInstantKillChance_Info>增加一个特殊的几率来防止殖民者因攻击而当场死亡。受到的伤害会进行调整,它会使殖民者倒地而不是致死。\n\n不过这只会影响到一些直接杀死殖民者的伤害殖民者仍然会被击倒、流血致死或者死于火灾、爆炸、疾病等。</Difficulty_AvoidInstantKillChance_Info>
</LanguageData>

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@ -1290,6 +1290,10 @@
<Reward_ShuttleLoot_Label>穿梭机掠夺</Reward_ShuttleLoot_Label>
<!-- EN: you can deconstruct and loot the shuttle -->
<Reward_ShuttleLoot>你可以拆除穿梭机来掠夺资源</Reward_ShuttleLoot>
<!-- EN: Possible future reward -->
<Reward_PossibleFutureReward_Label>预期报酬</Reward_PossibleFutureReward_Label>
<!-- EN: a reward possibly granted in the future -->
<Reward_PossibleFutureReward>将来可能会给与的报酬。</Reward_PossibleFutureReward>
<!-- EN: {TITLE} title -->
<Reward_Title_Label>{TITLE}头衔</Reward_Title_Label>
<!-- EN: {PAWNNAME} gains {TITLE} title from {FACTION} -->

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@ -146,8 +146,8 @@
<li>approachInfo(lodgerCount>=3)->[lodgerCount] desperate [faction_pawnsPlural] are approaching. Their leader is called [asker_nameDef].</li>
<li>claimInfo(lodgerCount==1)->[asker_nameDef] claims to have lost [asker_possessive] home in a recent attack.</li>
<li>claimInfo(lodgerCount>=2)->They claim to have lost their home in a recent attack.</li>
<li>joinInfo(lodgerCount==1)->If you make [asker_objective] happy [asker_pronoun] may offer to join you.</li>
<li>joinInfo(lodgerCount>=1)->If you make them happy and some of them may offer to join you.</li>
<li>joinInfo(lodgerCount==1)->If you make [asker_objective] happy, [asker_pronoun] may offer to join you.</li>
<li>joinInfo(lodgerCount>=1)->If you make them happy, some of them may offer to join you.</li>
<li>travelerInfo(lodgerCount==1)->This [faction_pawnSingular] is</li>
<li>travelerInfo(lodgerCount>=2)->These [faction_pawnsPlural] are</li>
-->