Merge pull request #312 from VaniatD/master

typos fix
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Vaniat 2021-08-22 22:52:39 +08:00 committed by GitHub
commit 48684ca0a6
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9 changed files with 30 additions and 30 deletions

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@ -11,7 +11,7 @@
<Low.label></Low.label>
<!-- EN: moderate -->
<Moderate.label>一般</Moderate.label>
<Moderate.label>中等</Moderate.label>
<!-- EN: noble -->
<Noble.label>较高</Noble.label>

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@ -40,7 +40,7 @@
<!-- EN: minor -->
<HypothermicSlowdown.stages.minor-1.label>轻微</HypothermicSlowdown.stages.minor-1.label>
<!-- EN: moderate -->
<HypothermicSlowdown.stages.moderate.label>较轻</HypothermicSlowdown.stages.moderate.label>
<HypothermicSlowdown.stages.moderate.label>中等</HypothermicSlowdown.stages.moderate.label>
<!-- EN: serious -->
<HypothermicSlowdown.stages.serious.label>严重</HypothermicSlowdown.stages.serious.label>
<!-- EN: extreme -->

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@ -4,7 +4,7 @@
<!-- EN: bite -->
<Bite.label>咬伤</Bite.label>
<!-- EN: A bite wound. -->
<Bite.description>咬伤伤口</Bite.description>
<Bite.description>咬伤伤口</Bite.description>
<!-- EN: set -->
<Bite.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Bite.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -25,7 +25,7 @@
<!-- EN: bruise -->
<Bruise.label>瘀伤</Bruise.label>
<!-- EN: A bruise. -->
<Bruise.description>瘀伤伤口</Bruise.description>
<Bruise.description>瘀伤伤口</Bruise.description>
<!-- EN: set -->
<Bruise.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Bruise.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -42,7 +42,7 @@
<!-- EN: burn -->
<Burn.label>烧伤</Burn.label>
<!-- EN: A burn. -->
<Burn.description>烧伤伤口</Burn.description>
<Burn.description>烧伤伤口</Burn.description>
<!-- EN: tended -->
<Burn.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Burn.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -63,7 +63,7 @@
<!-- EN: chemical burn -->
<ChemicalBurn.label>化学烧伤</ChemicalBurn.label>
<!-- EN: A chemical burn. -->
<ChemicalBurn.description>化学烧伤伤口</ChemicalBurn.description>
<ChemicalBurn.description>化学烧伤伤口</ChemicalBurn.description>
<!-- EN: chemical burn scar -->
<ChemicalBurn.comps.HediffComp_GetsPermanent.permanentLabel>化学烧伤疤痕</ChemicalBurn.comps.HediffComp_GetsPermanent.permanentLabel>
<!-- EN: Burned off (chemical) -->
@ -78,7 +78,7 @@
<!-- EN: crack -->
<Crack.label>破裂</Crack.label>
<!-- EN: A crack. -->
<Crack.description>破裂伤口</Crack.description>
<Crack.description>破裂伤口</Crack.description>
<!-- EN: set -->
<Crack.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单固定</Crack.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: set -->
@ -97,7 +97,7 @@
<!-- EN: crush -->
<Crush.label>压伤</Crush.label>
<!-- EN: A crushing wound. -->
<Crush.description>压伤伤口</Crush.description>
<Crush.description>压伤伤口</Crush.description>
<!-- EN: set -->
<Crush.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Crush.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -116,7 +116,7 @@
<!-- EN: cut -->
<Cut.label>割伤</Cut.label>
<!-- EN: A cut. -->
<Cut.description>割伤伤口</Cut.description>
<Cut.description>割伤伤口</Cut.description>
<!-- EN: set -->
<Cut.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Cut.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -163,7 +163,7 @@
<!-- EN: gunshot -->
<Gunshot.label>枪伤</Gunshot.label>
<!-- EN: A gunshot wound. -->
<Gunshot.description>枪伤伤口</Gunshot.description>
<Gunshot.description>枪伤伤口</Gunshot.description>
<!-- EN: set -->
<Gunshot.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单止血</Gunshot.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -186,7 +186,7 @@
<!-- EN: misc -->
<Misc.label>杂项</Misc.label>
<!-- EN: Miscellanous injuries. -->
<Misc.description>伤口</Misc.description>
<Misc.description>伤口</Misc.description>
<!-- EN: set -->
<Misc.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Misc.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -214,7 +214,7 @@
<!-- EN: scratch -->
<Scratch.label>抓伤</Scratch.label>
<!-- EN: A scratch or tear. -->
<Scratch.description>抓伤伤口</Scratch.description>
<Scratch.description>抓伤伤口</Scratch.description>
<!-- EN: set -->
<Scratch.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</Scratch.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -235,7 +235,7 @@
<!-- EN: shredded -->
<Shredded.label>炸伤</Shredded.label>
<!-- EN: A part of the body has been shredded and torn. -->
<Shredded.description>炸伤伤口</Shredded.description>
<Shredded.description>身体的一部分已经被撕碎了。</Shredded.description>
<!-- EN: set -->
<Shredded.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单止血</Shredded.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -256,7 +256,7 @@
<!-- EN: stab -->
<Stab.label>刺伤</Stab.label>
<!-- EN: A stab wound. -->
<Stab.description>刺伤伤口</Stab.description>
<Stab.description>刺伤伤口</Stab.description>
<!-- EN: set -->
<Stab.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单止血</Stab.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->
@ -277,7 +277,7 @@
<!-- EN: surgical cut -->
<SurgicalCut.label>手术伤</SurgicalCut.label>
<!-- EN: A cut made during surgery. -->
<SurgicalCut.description>手术伤口</SurgicalCut.description>
<SurgicalCut.description>手术过程中造成的伤口</SurgicalCut.description>
<!-- EN: set -->
<SurgicalCut.comps.HediffComp_TendDuration.labelSolidTendedWell>已简单处理</SurgicalCut.comps.HediffComp_TendDuration.labelSolidTendedWell>
<!-- EN: bandaged -->

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@ -4,12 +4,12 @@
<!-- EN: chemical damage -->
<ChemicalDamageModerate.label>化学性损伤</ChemicalDamageModerate.label>
<!-- EN: Chemical damage at the cellular level. -->
<ChemicalDamageModerate.description>细胞层面的化学性损伤</ChemicalDamageModerate.description>
<ChemicalDamageModerate.description>细胞层面的化学性损伤</ChemicalDamageModerate.description>
<!-- EN: chemical damage -->
<ChemicalDamageSevere.label>化学性损伤</ChemicalDamageSevere.label>
<!-- EN: Chemical damage at the cellular level. -->
<ChemicalDamageSevere.description>细胞层面的化学性损伤</ChemicalDamageSevere.description>
<ChemicalDamageSevere.description>细胞层面的化学性损伤</ChemicalDamageSevere.description>
<!-- EN: cirrhosis -->
<Cirrhosis.label>肝硬化</Cirrhosis.label>

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@ -4,12 +4,12 @@
<!-- EN: bandit camp -->
<BanditCamp.label>匪徒营地</BanditCamp.label>
<!-- EN: A bandit camp. -->
<BanditCamp.description>一个匪徒营地</BanditCamp.description>
<BanditCamp.description>一个匪徒营地</BanditCamp.description>
<!-- EN: Attacking {0} -->
<BanditCamp.approachingReportString>进攻{0}中</BanditCamp.approachingReportString>
<!-- EN: Attack {0} -->
<BanditCamp.approachOrderString>进攻{0}</BanditCamp.approachOrderString>
<!-- EN: There is an enemy outpost in this area. -->
<BanditCamp.arrivedLetter>这个地区有一个敌人的哨所</BanditCamp.arrivedLetter>
<BanditCamp.arrivedLetter>这个地区有一个敌人的哨所</BanditCamp.arrivedLetter>
</LanguageData>

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@ -4,7 +4,7 @@
<!-- EN: Cassandra Classic -->
<Cassandra.label>「经典」卡桑德拉</Cassandra.label>
<!-- EN: Cassandra creates story events on a classic increasing curve of challenge and tension. She'll push you with dangerous events, then give breathing room, then come back to push once more. -->
<Cassandra.description>卡桑德拉创造的故事会变得越来越紧张,越来越有挑战性。</Cassandra.description>
<Cassandra.description>卡桑德拉创造的故事会变得越来越紧张,越来越有挑战性。她会根据一个经典的曲线来创造故事事件,先推送一些威胁事件,然后给你一些喘息的空间,之后再来一些威胁事件。</Cassandra.description>
<!-- EN: Phoebe Chillax -->
<Phoebe.label>「建筑师」菲比</Phoebe.label>
@ -14,7 +14,7 @@
<!-- EN: Randy Random -->
<Randy.label>「随机」兰迪</Randy.label>
<!-- EN: Randy doesn't follow rules. He'll generate random events, and he doesn't care if they make a story of triumph or utter hopelessness. It's all drama to him.\n\nWarning: Since Randy is truly random, he will sometimes send extremely difficult or unfair groups of events at you. It makes for high drama - and unavoidable sacrifices. -->
<Randy.description>兰迪不遵守任何规矩。他会随机创造各种事件,而不管故事的结局是大获成功还是充满绝望。对他来说只是场戏。</Randy.description>
<Randy.description>兰迪不遵守任何规矩。他会随机创造各种事件,而不管故事的结局是大获成功还是充满绝望。对他来说只是场戏。\n\n警告兰迪的故事充满了随机性他有时会创造一些极端的事件或是不公平的事件组这使得戏剧性更强——不可避免的牺牲。</Randy.description>
<!-- EN: Tutor Hidden -->
<Tutor.label>教程-隐藏</Tutor.label>

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@ -127,9 +127,9 @@
<LeaderSpeech.roles.0.label>演讲者</LeaderSpeech.roles.0.label>
<!-- EN: cutter -->
<SacrificeAnimal.roles.0.label>裁决者</SacrificeAnimal.roles.0.label>
<SacrificeAnimal.roles.0.label>祭司</SacrificeAnimal.roles.0.label>
<!-- EN: sacrifice -->
<SacrificeAnimal.roles.1.label></SacrificeAnimal.roles.1.label>
<SacrificeAnimal.roles.1.label></SacrificeAnimal.roles.1.label>
<!-- EN: an animal with body size of at least 0.8 -->
<SacrificeAnimal.roles.1.missingDesc>体型至少为0.8的动物。</SacrificeAnimal.roles.1.missingDesc>
<!-- EN: participate -->
@ -140,9 +140,9 @@
<SacrificeAnimal.stages.0.failTriggers.0.desc>动物无法抵达。</SacrificeAnimal.stages.0.failTriggers.0.desc>
<!-- EN: cutter -->
<SacrificePrisoner.roles.0.label>裁决者</SacrificePrisoner.roles.0.label>
<SacrificePrisoner.roles.0.label>祭司</SacrificePrisoner.roles.0.label>
<!-- EN: sacrifice -->
<SacrificePrisoner.roles.1.label></SacrificePrisoner.roles.1.label>
<SacrificePrisoner.roles.1.label></SacrificePrisoner.roles.1.label>
<!-- EN: a prisoner -->
<SacrificePrisoner.roles.1.missingDesc>一名囚犯</SacrificePrisoner.roles.1.missingDesc>
<!-- EN: participate -->

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@ -2,7 +2,7 @@
<LanguageData>
<!-- EN: royal ascent -->
<GiveQuest_EndGame_RoyalAscent.label>荣誉</GiveQuest_EndGame_RoyalAscent.label>
<GiveQuest_EndGame_RoyalAscent.label>荣誉</GiveQuest_EndGame_RoyalAscent.label>
<!-- EN: imperial deserter -->
<GiveQuest_Intro_Deserter.label>帝国逃兵</GiveQuest_Intro_Deserter.label>

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@ -9,9 +9,9 @@
<li>threatsInfo-></li>
-->
<EndGame_RoyalAscent.questDescriptionRules.rulesStrings>
<li>questDescription->[intro] [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 将会应邀对[asker_possessive]一个伯爵领地进行常规访问。 邀请[asker_objective]前来访问, 并且在[shuttleDelayTicks_duration]内持续满足[asker_possessive]各种需求, 然后所有人都可以乘坐穿梭机前往帝国舰队驻地。 你可以选择加入帝国, 或者逃离星球开始新生活。\n\n你可以通过完成任务来获取 [asker_faction_name] 的 [asker_faction_royalFavorLabel] 头衔。 这也意味着你可能需要很多年才能完成这项事业。 \n\n在[asker_possessive]访问期间, 你必须保证[asker_nameDef]的情绪程度高于[lodgersMoodThreshold_percent]。 这也意味着你必须提供很多特权内容, 例如准备一间豪华行宫等。 [threatsInfo]\n\n[asker_nameDef] 带来的一些[asker_possessive]私人护卫将暂时听命于你。 虽然 [asker_nameDef] 不会在意这些人的生死哀乐, 但你仍需要为这些护卫提供住处。 \n\n你必须保证访客们一直呆在[map_definite] 也不能把他们送离。 如果你这次任务失败或者自行迁徙, 也不会影响你以后获取同样任务的机会。</li>
<li>questDescription->[intro] [asker_faction_name] 的 [asker_faction_leaderTitle] 将会应邀对一个伯爵领地进行常规访问。 邀请其前来访问, 并且在[shuttleDelayTicks_duration]内持续满足各种需求, 之后所有人都可以乘坐穿梭机前往帝国舰队驻地。 你可以选择加入帝国, 或者逃离星球开始新生活。\n\n你可以通过完成任务来获取 [asker_faction_name] 的 [asker_faction_royalFavorLabel] 头衔。 这也意味着你可能需要很多年才能完成这项事业。 \n\n访问期间 你必须保证情绪程度高于[lodgersMoodThreshold_percent]。 这也意味着你必须提供很多特权内容, 例如准备一间豪华行宫等。 [threatsInfo]\n\n[asker_faction_leaderTitle] 带来的一些私人护卫将暂时听命于你。 虽然 [asker_faction_leaderTitle] 不会在意这些人的生死哀乐, 但你仍需要为这些护卫提供住处。 \n\n你必须保证访客们一直呆在[map_definite] 也不能把他们送离。 如果你这次任务失败或者自行迁徙, 也不会影响你以后获取同样任务的机会。</li>
<li>intro(sameQuestsCount==0)->你现在知晓了一种逃离这个星球的方法!\n\n</li>
<li>intro(sameQuestsCount>=1)->你又得到了一次荣誉升的机会。\n\n</li>
<li>intro(sameQuestsCount>=1)->你又得到了一次荣誉升的机会。\n\n</li>
<li>threatsInfo(allowViolentQuests==true,priority=1)->\n\n其他人终于有机会杀死[asker_faction_leaderTitle],你马上会迎来巨量的饱和式攻击。赶快准备防御力量吧!</li>
<li>threatsInfo-></li>
</EndGame_RoyalAscent.questDescriptionRules.rulesStrings>
@ -26,10 +26,10 @@
<li>titleEnd->Victory</li>
-->
<EndGame_RoyalAscent.questNameRules.rulesStrings>
<li>questName(sameQuestsCount==0)->荣誉</li>
<li>questName(sameQuestsCount==0)->荣誉</li>
<li>questName(sameQuestsCount>=1)->荣誉[titleEnd]</li>
<li>titleEnd->高升</li>
<li>titleEnd->升</li>
<li>titleEnd-></li>
<li>titleEnd->参观者</li>
<li>titleEnd->客人</li>
<li>titleEnd->主人</li>