Merge pull request #219 from VaniatD/master

update for 2730
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Vaniat 2020-08-19 00:06:37 +08:00 committed by GitHub
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20 changed files with 94 additions and 58 deletions

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- UNUSED -->
<Apparel_HonorCrest.label>豪华纹章</Apparel_HonorCrest.label>
<Apparel_HonorCrest.description>一种显示身份的豪华金属头套。</Apparel_HonorCrest.description>
</LanguageData>

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@ -4,7 +4,7 @@
<!-- EN: psychic insanity lance -->
<Apparel_PsychicInsanityLance.label>心灵错乱枪</Apparel_PsychicInsanityLance.label>
<!-- EN: A limited-use psychic effector. It overwhelms the target's mind with terrifying perceptual distortions, driving him into a berserk state. There is a risk of brain damage. It has a long range, but requires line of sight. -->
<Apparel_PsychicInsanityLance.description>一次性使用的灵媒,它用可怕的虚假感知淹没目标的知觉,能使一个生物进入疯狂状态,没有距离限制——甚至能穿过墙壁</Apparel_PsychicInsanityLance.description>
<Apparel_PsychicInsanityLance.description>有使用次数的灵媒,它用可怕的虚假感知淹没目标的知觉,能使一个生物进入疯狂状态,它的射程很长——但仍需要目标在视线内</Apparel_PsychicInsanityLance.description>
<!-- EN: charge -->
<Apparel_PsychicInsanityLance.comps.CompReloadable.chargeNoun>充能</Apparel_PsychicInsanityLance.comps.CompReloadable.chargeNoun>
<!-- EN: psychic insanity lance -->
@ -13,7 +13,7 @@
<!-- EN: psychic shock lance -->
<Apparel_PsychicShockLance.label>心灵冲击枪</Apparel_PsychicShockLance.label>
<!-- EN: A limited-use psychic effector. It shocks the target's mind with chaotic images, blocking coherent perception and dropping him into a state of psychic shock. There is a risk of brain damage. It has a long range, but requires line of sight. -->
<Apparel_PsychicShockLance.description>一次性使用的灵媒,它用混乱的影像冲击目标正常的思维,能使一个生物受到心灵冲击,使其进入心灵冲击状态一段时间。有很高几率导致大脑损伤。可以使用的距离非常长,甚至可以越过墙壁</Apparel_PsychicShockLance.description>
<Apparel_PsychicShockLance.description>有使用次数的灵媒,它用混乱的影像冲击目标正常的思维,能使一个生物受到心灵冲击,使其进入心灵冲击状态一段时间。有很高几率导致大脑损伤。它的射程很长——但仍需要目标在视线内</Apparel_PsychicShockLance.description>
<!-- EN: charge -->
<Apparel_PsychicShockLance.comps.CompReloadable.chargeNoun>充能</Apparel_PsychicShockLance.comps.CompReloadable.chargeNoun>
<!-- EN: psychic shock lance -->

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@ -65,7 +65,7 @@
<!-- EN: Colonist left unburied -->
<AlertColonistLeftUnburied>殖民者未埋葬</AlertColonistLeftUnburied>
<!-- EN: A colonist is left unburied.\n\nThis may negatively affects your colonists mood. -->
<!-- EN: A colonist is left unburied.\n\nThis may negatively affect your colonists' mood. -->
<AlertColonistLeftUnburiedDesc>一个殖民者的尸体没有被安葬。\n\n这可能会对你的殖民者心情产生负面影响。</AlertColonistLeftUnburiedDesc>
<!-- EN: Hunter lacks ranged weapon -->

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@ -624,8 +624,8 @@
<PawnsTab>人和动物</PawnsTab>
<!-- EN: Items -->
<ItemsTab>物品</ItemsTab>
<!-- EN: Food and medicine -->
<FoodAndMedicineTab>食物和药品</FoodAndMedicineTab>
<!-- EN: Travel supplies -->
<FoodAndMedicineTab>远征物资</FoodAndMedicineTab>
<!-- EN: You must assign at least one non-downed colonist. -->
<CaravanMustHaveAtLeastOneColonist>必须指派至少一位可行动的殖民者。</CaravanMustHaveAtLeastOneColonist>
<!-- EN: The chosen exit location ({0}) is inaccessible. -->
@ -750,8 +750,8 @@
<FactionType>派系类型</FactionType>
<!-- EN: Total body size -->
<TotalBodySize>总体形</TotalBodySize>
<!-- EN: Automatically select food and medicine -->
<AutomaticallySelectFoodAndMedicine>自动选择二食物和药品</AutomaticallySelectFoodAndMedicine>
<!-- EN: Automatically select travel supplies -->
<AutomaticallySelectFoodAndMedicine>自动选择远征必备的物资</AutomaticallySelectFoodAndMedicine>
<!-- Split caravan -->
<!-- EN: Split caravan -->

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@ -288,6 +288,8 @@
<QuestNoColonistWithTitle>一名拥有{0}头衔的殖民者。</QuestNoColonistWithTitle>
<!-- EN: {PAWN_definite} must be in home colony -->
<QuestPawnNotOnColonyMap>{PAWN_definite}必须在主殖民地。</QuestPawnNotOnColonyMap>
<!-- EN: to get rid of threats to the bestowing escorte! text_todo -->
<QuestRequiresNoDangerOnMap>必须使护送的目标摆脱威胁!</QuestRequiresNoDangerOnMap>
<!-- EN: Reward preferences -->
<ChooseRewards>奖励偏好</ChooseRewards>
<!-- EN: Tell other factions what kinds of rewards you want in future quests. This doesn't affect quests that were already offered. -->

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@ -130,7 +130,7 @@
<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期: 2020年8月14日 11点26</text>
<text>修订日期: 2020年8月18日 23点50</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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@ -9,7 +9,7 @@
<!-- EN: berserk -->
<Berserk.label>激怒</Berserk.label>
<!-- EN: Induce an angry psychosis in the target's mind, causing them to attack anyone nearby. -->
<Berserk.description>将一个怒不可遏的想法植入到目标心里,这会让他们尝试 攻击附近任何人。</Berserk.description>
<Berserk.description>将一个怒不可遏的想法植入到目标心里,这会让他们尝试攻击附近任何人。</Berserk.description>
<!-- EN: berserk pulse -->
<BerserkPulse.label>狂暴脉冲</BerserkPulse.label>
@ -49,7 +49,7 @@
<!-- EN: farskip -->
<Farskip.label>远距离折跃</Farskip.label>
<!-- EN: Skip the caster, along with anyone standing near him, to an ally at a distant location. This can send people far across the planet, but only works if there is a willing ally on the other side to use as a navigation beacon. The skipped people will always appear near a random ally on the target map. -->
<Farskip.description>折跃施法者以及站在他附近的所有人,去往一个远处的盟友位置。这能够让人们抵达星球上很远的位置,但必须在目标位置有一个愿意充当标的盟友时才有效果。被折跃的人总是出现在目标地图上的随机盟友附近。</Farskip.description>
<Farskip.description>折跃施法者以及站在他附近的所有人,去往一个远处的盟友位置。这能够让人们抵达星球上很远的位置,但必须在目标位置有一个愿意充当标的盟友时才有效果。被折跃的人总是出现在目标地图上的随机盟友附近。</Farskip.description>
<!-- EN: flashstorm -->
<Flashstorm.label>闪电风暴</Flashstorm.label>
@ -101,7 +101,7 @@
<!-- EN: solar pinhole -->
<SolarPinhole.label>太阳碎片</SolarPinhole.label>
<!-- EN: Generate a microscopic skipgate linked to the core of a nearby star. Solar material leaks through the pinprick in spacetime, illuminating and warming the surrounding area until it closes. The light is enough to work by, but not enough to grow plants. -->
<SolarPinhole.description>产生一个与附近恒星相连的微小空间碎片。太阳物质在时空中穿过碎片,照亮并加热周围的区域,直到它关闭。这个亮度足以让你照常工作,但是还不足以供应植物生长。</SolarPinhole.description>
<SolarPinhole.description>产生一个与附近恒星相连的微小空间碎片。太阳物质在时空中穿过碎片,直到它关闭之前照亮并加热周围的区域。这个亮度足以让你照常工作,但是还不足以供应植物生长。</SolarPinhole.description>
<!-- EN: throne speech -->
<Speech.label>威严演说</Speech.label>

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<EndGame_RoyalAscent.LetterLabelShuttleDestroyed.slateRef>穿梭机已被毁</EndGame_RoyalAscent.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has been destroyed. [failLetterEndingCommon] -->
<EndGame_RoyalAscent.LetterTextShuttleDestroyed.slateRef>前来迎接[asker_faction_leaderTitle]的穿梭机被摧毁了。[failLetterEndingCommon]</EndGame_RoyalAscent.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<EndGame_RoyalAscent.LetterLabelLodgerRanWild.slateRef>访客失踪:{SUBJECT_definite}</EndGame_RoyalAscent.LetterLabelLodgerRanWild.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon] -->
<EndGame_RoyalAscent.LetterTextLodgerRanWild.slateRef>需要你护卫的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</EndGame_RoyalAscent.LetterTextLodgerRanWild.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<EndGame_RoyalAscent.LetterLabelShuttleSentUnsatisfied.slateRef>任务[resolvedQuestName]已失败。</EndGame_RoyalAscent.LetterLabelShuttleSentUnsatisfied.slateRef>
<!-- EN: The shuttle sent to collect the [asker_faction_leaderTitle] has departed without him. He will now leave on foot. [failLetterEndingCommon] -->

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@ -32,6 +32,10 @@
<!-- EN: [letterSubject], who you were charged to protect, is gone. [remainingWillNowLeave][failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextGuestLost.slateRef>指定由你保护的[letterSubject]不见了。[remainingWillNowLeave][failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextGuestLost.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<Hospitality_Util_Worker.LetterLabelLodgerRanWild.slateRef>访客失踪:{SUBJECT_definite}</Hospitality_Util_Worker.LetterLabelLodgerRanWild.slateRef>
<!-- EN: [letterSubject], who you were charged to protect, has run wild. [remainingWillNowLeave][failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextLodgerRanWild.slateRef>指定由你保护的[letterSubject]回归自然。[remainingWillNowLeave][failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextLodgerRanWild.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef>访客失踪:{SUBJECT_definite}</Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef>
<!-- EN: [letterSubject], who you were charged to protect, has joined another faction. [remainingWillNowLeave][failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef>指定由你保护的[letterSubject]已经加入了另一个派系。[remainingWillNowLeave][failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef>

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@ -51,6 +51,10 @@
<Intro_Wimp.LetterLabelGuestLost.slateRef>访客失踪:{SUBJECT_definite}</Intro_Wimp.LetterLabelGuestLost.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has left the designated settlement. [failLetterEndingCommon] -->
<Intro_Wimp.LetterTextGuestLost.slateRef>需要你小心保护的{SUBJECT_definite}从你的殖民地失踪了。[failLetterEndingCommon]</Intro_Wimp.LetterTextGuestLost.slateRef>
<!-- EN: Guest lost: {SUBJECT_definite} -->
<Intro_Wimp.LetterLabelLodgerRanWild.slateRef>访客失踪:{SUBJECT_definite}</Intro_Wimp.LetterLabelLodgerRanWild.slateRef>
<!-- EN: {SUBJECT_definite}, who you were charged to protect, has run wild. [failLetterEndingCommon] -->
<Intro_Wimp.LetterTextLodgerRanWild.slateRef>需要你小心保护的{SUBJECT_definite}在你的殖民地回归自然。[failLetterEndingCommon]</Intro_Wimp.LetterTextLodgerRanWild.slateRef>
<!-- EN: Shuttle destroyed -->
<Intro_Wimp.LetterLabelShuttleDestroyed.slateRef>穿梭机被毁</Intro_Wimp.LetterLabelShuttleDestroyed.slateRef>
<!-- EN: The shuttle sent to collect [asker_nameDef] has been destroyed. [asker_pronoun] will now leave on foot. [failLetterEndingCommon] -->

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@ -7,7 +7,7 @@
<li>disease->plague</li>
<li>disease->malaria</li>
<li>disease->infection</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name] wishes to add some life to [asker_possessive] court by showing off some [entertainerDescription].\n\n[asker_pronoun] is asking you to lend [colonistCountToLend] to serve [asker_objective] for [lendForDays] days.\n\n[willSendShuttle]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name] needs people to help [dutyRoyalDescription].\n\n[asker_pronoun] is asking you to lend [colonistCountToLend] to serve [asker_objective] for [lendForDays] days.\n\n[willSendShuttle]</li>
<li>colonistCountToLend(colonistsToLendCount==1)->1 colonist</li>
<li>colonistCountToLend(colonistsToLendCount>1)->[colonistsToLendCount] colonists</li>
<li>willSendShuttle->[asker_pronoun] will send a shuttle to pick up the [colonists].</li>
@ -22,7 +22,7 @@
<li>disease->瘟疫</li>
<li>disease->疟疾</li>
<li>disease->伤口感染</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 希望通过展示一些 [entertainerDescription] 来增添 [asker_possessive] 的生活情趣。\n\n[asker_pronoun]要求你将[colonistCountToLend]派去服务[asker_objective][lendForDays]天。\n\n[willSendShuttle]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 需要一些人手来帮忙[dutyRoyalDescription]。\n\n[asker_pronoun]正请求你将[colonistCountToLend]派遣去为[asker_objective]服务[lendForDays]天。\n\n[willSendShuttle]</li>
<li>colonistCountToLend(colonistsToLendCount==1)->一位殖民者</li>
<li>colonistCountToLend(colonistsToLendCount>1)->[colonistsToLendCount]殖民者</li>
<li>willSendShuttle->[asker_pronoun] 将会派出穿梭机来接 [colonists].</li>
@ -70,17 +70,19 @@
</PawnLend.DutyRulesAny.slateRef>
<!-- EN: {PAWNS} [pawnListHaveConjugation] returned after helping [asker_nameFull] of [asker_faction_name] to [dutyDescription]. -->
<PawnLend.LetterTextReturnAfterHelping.slateRef>在帮助 [asker_faction_name] 的 [asker_nameFull] 顺利 [dutyDescription]后, {PAWNS}安全的回来了。</PawnLend.LetterTextReturnAfterHelping.slateRef>
<!-- EN: <rulesStrings><li>entertainerDescription->real hardy surface survivors</li><li>entertainerDescription->goofy jesters</li><li>entertainerDescription->foreign-accented servants</li><li>entertainerDescription->exotic human specimens</li></rulesStrings> -->
<!-- EN: <rulesStrings><li>dutyRoyalDescription->prepare a ceremony</li><li>dutyRoyalDescription->negotiate with a tribe</li><li>dutyRoyalDescription->explore a swamp</li><li>dutyRoyalDescription->translate a book</li><li>dutyRoyalDescription->set up a training ground</li><li>dutyRoyalDescription->harvest crops</li></rulesStrings> -->
<PawnLend.DutyRulesRoyal.slateRef>
<rulesStrings>
<li>entertainerDescription->地表生存大师</li>
<li>entertainerDescription->滑稽的小丑</li>
<li>entertainerDescription->外地口音的仆侍</li>
<li>entertainerDescription->外来人类展品</li>
<li>dutyRoyalDescription->准备仪式</li>
<li>dutyRoyalDescription->与部落谈判</li>
<li>dutyRoyalDescription->探索沼泽</li>
<li>dutyRoyalDescription->翻译一本书</li>
<li>dutyRoyalDescription->布置训练场</li>
<li>dutyRoyalDescription->收获作物</li>
</rulesStrings>
</PawnLend.DutyRulesRoyal.slateRef>
<!-- EN: {PAWNS} [pawnListHaveConjugation] returned after being shown off as [entertainerDescription] in the court of [asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name]. -->
<PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>在作为 [entertainerDescription] 被 [asker_nameFull] 带到 [asker_faction_name] 展示后, {PAWNS}安全的回来了。</PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>
<!-- EN: {PAWNS} [pawnListHaveConjugation] returned after helping [asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name] to [dutyRoyalDescription]. -->
<PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>{PAWNS} [pawnListHaveConjugation] 在帮助 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] [dutyRoyalDescription] 之后回来了。</PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>
<!-- EN: Shuttle arrived -->
<PawnLend.LetterLabelShuttleArrived.slateRef>穿梭机抵达</PawnLend.LetterLabelShuttleArrived.slateRef>
<!-- EN: The shuttle has arrived to collect [colonistsToLendCount] of your colonists. -->

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@ -25,19 +25,19 @@
</ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings>
<!-- EN:
<li>questDescription(askerIsNull==true)->An orbiting research ship wants to test a new type of insect pheromone. If you agree, they'll sweep [map_definite] with the pheromone, provoking (*Threat)an infestation of [hivesCount] hives(/Threat).\n\n[helpersParagraph]</li>
<li>questDescription(askerIsNull==true)->An orbiting research ship wants to test a new type of insect pheromone. If you agree, they'll sweep [map_definite] with the pheromone, provoking (*Threat)an infestation of [hivesCount] hives(/Threat).[helpersParagraph]</li>
<li>infestationArrivalLetterText(askerIsNull==true)->The hives were attracted by a pheromone sweep from an orbiting research ship.</li>
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is facing repeated infestations at sites near [map_definite]. [asker_pronoun] wants to draw the infestations to you. This will provoke (*Threat)an infestation of [hivesCount] hives(/Threat).\n\n[helpersParagraph]</li>
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is facing repeated infestations at sites near [map_definite]. [asker_pronoun] wants to draw the infestations to you. This will provoke (*Threat)an infestation of [hivesCount] hives(/Threat).[helpersParagraph]</li>
<li>infestationArrivalLetterText(asker_factionLeader==True)->The hives were originally infesting nearby sites belonging to [asker_nameFull] of [asker_faction_name].</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is having trouble landing near [map_definite] due to repeated infestations. [asker_pronoun] wants to draw the bugs to you to be dealt with. This will provoke (*Threat)an infestation of [hivesCount] hives(/Threat).\n\n[helpersParagraph]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is having trouble landing near [map_definite] due to repeated infestations. [asker_pronoun] wants to draw the bugs to you to be dealt with. This will provoke (*Threat)an infestation of [hivesCount] hives(/Threat).[helpersParagraph]</li>
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->The infestation was drawn to you by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name].</li>
-->
<ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings>
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。 如果你同意, 他们将在[map_definite]释放信息素, 这样将唤醒(*Threat)规模为 [hivesCount]的虫巢(/Threat)。\n\n[helpersParagraph]</li>
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。 如果你同意, 他们将在[map_definite]释放信息素, 这样将唤醒(*Threat)规模为 [hivesCount]的虫巢(/Threat)。[helpersParagraph]</li>
<li>infestationArrivalLetterText(askerIsNull==true)->虫巢被在轨研究船释放的信息素所唤醒。</li>
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 声称其在[map_definite]附近的哨站总是受到虫灾侵害。[asker_pronoun]希望把虫害引到你这, 这会使(*Threat)规模为 [hivesCount]的虫巢(/Threat)被唤醒。\n\n[helpersParagraph]</li>
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 声称其在[map_definite]附近的哨站总是受到虫灾侵害。[asker_pronoun]希望把虫害引到你这, 这会使(*Threat)规模为 [hivesCount]的虫巢(/Threat)被唤醒。[helpersParagraph]</li>
<li>infestationArrivalLetterText(asker_factionLeader==True)->虫巢最早出现在[asker_faction_name]的[asker_nameFull]附近。</li>
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 由于在[map_definite]附近着陆而受到虫群的反复滋扰。 [asker_pronoun]想要让你来处理这些虫子。 这将吸引(*Threat)规模为 [hivesCount]的虫巢(/Threat)出现。\n\n[helpersParagraph]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 由于在[map_definite]附近着陆而受到虫群的反复滋扰。 [asker_pronoun]想要让你来处理这些虫子。 这将吸引(*Threat)规模为 [hivesCount]的虫巢(/Threat)出现。[helpersParagraph]</li>
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->这起虫灾是由来自[asker_faction_name]的[asker_royalTitleInCurrentFaction] [asker_nameFull]吸引而来的。</li>
</ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings>
<!-- EN:
@ -66,7 +66,7 @@
<li>animalKindLabelCorrect(animalCount>=2)->[animalKind_labelPlural]</li>
<li>manhuntingBeastIndef(animalCount==1)->a (*Threat)manhunting [animalKind_label](/Threat)</li>
<li>manhuntingBeastIndef(animalCount>=2)->a pack of (*Threat)[animalCount] manhunting [animalKind_labelPlural](/Threat)</li>
<li>endSection->\n\n[helpersParagraph]The [animalKindLabelCorrect] will arrive at [map_definite] [manhuntersDelayTicks_duration] after you accept.</li>
<li>endSection->[helpersParagraph]The [animalKindLabelCorrect] will arrive at [map_definite] [manhuntersDelayTicks_duration] after you accept.</li>
<li>questDescription(askerIsNull==true,animalCount==1)->A trader is calling. (*Threat)A wild [animalKind_label](/Threat) is hunting him! He wants your help to draw the beast away from him.[endSection]</li>
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->The [animalKind_label] was hunting a nearby trader.</li>
<li>questDescription(askerIsNull==true,animalCount>=2)->A trader is calling. A pack of (*Threat)[animalCount] wild [animalKind_labelPlural](/Threat) are hunting him! He wants your help to draw the animals away from him.[endSection]</li>

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@ -6,14 +6,14 @@
<li>dangersDescription-></li>
<li>questDescription(asker_factionLeader==True)->[asker_nameDef], [asker_faction_leaderTitle] of [asker_faction_name], is making a request. [commonMainPart]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameDef], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is making a request. [commonMainPart]</li>
<li>commonMainPart->A mechanoid swarm has been attacking [asker_possessive] settlements. [asker_pronoun] wants you to signal the mechs to distract them while [asker_pronoun] clears the hive. If you do, (*Threat)a mechanoid cluster(/Threat) will land at [map_definite].[dangersDescription]\n\nThe mechanoid cluster will be initially dormant. It may have a countdown activator, or it may stay dormant forever until disturbed.\n\n[helpersParagraph]</li>
<li>commonMainPart->A mechanoid swarm has been attacking [asker_possessive] settlements. [asker_pronoun] wants you to signal the mechs to distract them while [asker_pronoun] clears the hive. If you do, (*Threat)a mechanoid cluster(/Threat) will land at [map_definite].[dangersDescription]\n\nThe mechanoid cluster will be initially dormant. It may have a countdown activator, or it may stay dormant forever until disturbed.[helpersParagraph]</li>
-->
<ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings>
<li>dangersDescription(priority=1)->\n\n这些空降仓包含如下威胁\n\n[allThreats]</li>
<li>dangersDescription-></li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameDef] 发布了一个任务。 [commonMainPart]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name] 的一名 [asker_royalTitleInCurrentFaction] [asker_nameDef] 发布了一个任务。 [commonMainPart]</li>
<li>commonMainPart->一群机械族已经开始进攻[asker_possessive]的据点。 [asker_pronoun]希望你能发出警告信号来吸引一部分机械族, 以便于[asker_pronoun]能够顺利清除机械族巢穴。 如果你接受这个提议, (*Threat)一支机械集群(/Threat)将会降落在[map_definite]。 [dangersDescription]\n\n这个机械集群一开始将会处于休眠状态 它们可能会被某个倒计时结束的程序激活, 也有可能在不受干扰的情况下一直休眠下去。\n\n[helpersParagraph]</li>
<li>commonMainPart->一群机械族已经开始进攻[asker_possessive]的据点。 [asker_pronoun]希望你能发出警告信号来吸引一部分机械族, 以便于[asker_pronoun]能够顺利清除机械族巢穴。 如果你接受这个提议, (*Threat)一支机械集群(/Threat)将会降落在[map_definite]。 [dangersDescription]\n\n这个机械集群一开始将会处于休眠状态 它们可能会被某个倒计时结束的程序激活, 也有可能在不受干扰的情况下一直休眠下去。[helpersParagraph]</li>
</ThreatReward_MechPods_MiscReward.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->[menace] cluster</li>

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@ -2,16 +2,20 @@
<LanguageData>
<!-- EN:
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], wants you to help save one of [asker_possessive] caravans. The caravan is being hunted near [map_definite] by (*Threat)[numGroupsOf] [enemyFaction_pawnsPlural](/Threat) from [enemyFaction_name]. [asker_nameDef] wants you to signal the [enemyFaction_pawnsPlural] to draw them away from the caravan - and towards you.\n\n[pawnKindsParagraph]\n\n[helpersParagraph]If you accept, the [enemyFaction_pawnsPlural] will arrive in [firstRaidDelayTicks_duration].</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is making a request of you.\n\n(*Threat)[groupsOf](/Threat) from [enemyFaction_name] have been harassing [asker_possessive] caravans in the area. [asker_nameDef] asks that you send them a challenge message, attracting them to attack and eliminating the threat yourself.\n\n[pawnKindsParagraph]\n\n[helpersParagraph]If you accept, the [enemyFaction_pawnsPlural] will arrive in [firstRaidDelayTicks_duration].</li>
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], wants you to help save one of [asker_possessive] caravans. The caravan is being hunted near [map_definite] by (*Threat)[numGroupsOf] [enemyFaction_pawnsPlural](/Threat) from [enemyFaction_name]. [asker_nameDef] wants you to signal the [enemyFaction_pawnsPlural] to draw them away from the caravan - and towards you.[endingCommon]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is making a request of you.\n\n(*Threat)[groupsOf](/Threat) from [enemyFaction_name] have been harassing [asker_possessive] caravans in the area. [asker_nameDef] asks that you send them a challenge message, attracting them to attack and eliminating the threat yourself.[endingCommon]</li>
<li>groupsOf(raidCount==1,priority=1)->[enemyFaction_pawnsPlural]</li>
<li>groupsOf->[numGroupsOf] [enemyFaction_pawnsPlural]</li>
<li>endingCommon(helpersCount==0)->\n\n[pawnKindsParagraph]\n\nIf you accept, the [enemyFaction_pawnsPlural] will arrive in [firstRaidDelayTicks_duration].</li>
<li>endingCommon(helpersCount>=1)->\n\n[pawnKindsParagraph][helpersParagraph]If you accept, the [enemyFaction_pawnsPlural] will arrive in [firstRaidDelayTicks_duration].</li>
-->
<ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 希望你能帮助[asker_possessive]的一支远行队。 这支队伍在[map_definite]附近遭到[enemyFaction_name]派系的(*Threat)[numGroupsOf]名[enemyFaction_pawnsPlural](/Threat)的袭击。 [asker_nameDef] 希望你能警告[enemyFaction_pawnsPlural]放这支远行队离开, 去到你的方向。 \n\n[pawnKindsParagraph]\n\n[helpersParagraph]如果你接受这个提议, [enemyFaction_pawnsPlural]将会于[firstRaidDelayTicks_duration]内到达。</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 向你发布了一个任务。\n\n[enemyFaction_name] 的(*Threat)[groupsOf]队人员(/Threat)一直在这个区域袭扰[asker_possessive]的远行队。 [asker_nameDef] 要求你向他们发出警告, 吸引他们进攻并且将其消灭干净。\n\n[pawnKindsParagraph]\n\n[helpersParagraph]如果你接受这个提议, [enemyFaction_pawnsPlural]将会于[firstRaidDelayTicks_duration]内到达。</li>
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 希望你能帮助[asker_possessive]的一支远行队。 这支队伍在[map_definite]附近遭到[enemyFaction_name]派系的(*Threat)[numGroupsOf]名[enemyFaction_pawnsPlural](/Threat)的袭击。 [asker_nameDef] 希望你能警告[enemyFaction_pawnsPlural]放这支远行队离开, 去到你的方向。[endingCommon]</li>
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 向你发布了一个任务。\n\n[enemyFaction_name] 的(*Threat)[groupsOf]队人员(/Threat)一直在这个区域袭扰[asker_possessive]的远行队。 [asker_nameDef] 要求你向他们发出警告, 吸引他们进攻并且将其消灭干净。[endingCommon]</li>
<li>groupsOf(raidCount==1,priority=1)->[enemyFaction_pawnsPlural]</li>
<li>groupsOf->[numGroupsOf]队[enemyFaction_pawnsPlural]</li>
<li>endingCommon(helpersCount==0)->\n\n[pawnKindsParagraph]\n\n[helpersParagraph]如果你接受这个提议, [enemyFaction_pawnsPlural]将会于[firstRaidDelayTicks_duration]内到达。</li>
<li>endingCommon(helpersCount>=1)->\n\n[pawnKindsParagraph][helpersParagraph]如果你接受这个提议, [enemyFaction_pawnsPlural]将会于[firstRaidDelayTicks_duration]内到达。</li>
</ThreatReward_Raid_MiscReward.questDescriptionRules.rulesStrings>
<!-- EN:
<li>questName->[enemyFaction_pawnsPlural] of Fortune</li>

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@ -41,20 +41,25 @@
<!-- EN: Call a shuttle for your own use. It will transport colonists, items, and animals anywhere you like within 70 world tiles. -->
<CallTransportShuttle.description>呼叫一个穿梭机给你自己使用。它能够把殖民者、物品和动物运输到任何你喜欢的地方70格以内</CallTransportShuttle.description>
<!-- EN: food drop -->
<FoodDrop.label>空投-食物</FoodDrop.label>
<!-- EN: Call for a drop of 20 packaged survival meals. -->
<FoodDrop.description>呼叫一份包含20x包装生存食品的空投。</FoodDrop.description>
<!-- EN: glitter med drop -->
<GlitterMedDrop.label>空投-闪耀世界药物</GlitterMedDrop.label>
<!-- EN: Call for a drop of 6 glitterworld medicine. -->
<GlitterMedDrop.description>呼叫一份包含6x闪耀世界药物的空投。</GlitterMedDrop.description>
<!-- EN: Call for a drop of 5 glitterworld medicine. -->
<GlitterMedDrop.description>呼叫一份包含5x闪耀世界药物的空投。</GlitterMedDrop.description>
<!-- EN: silver drop -->
<SilverDrop.label>空投-白银</SilverDrop.label>
<!-- EN: Call for a drop of 600 silver. -->
<SilverDrop.description>呼叫一份包含600x白银的空投。</SilverDrop.description>
<!-- EN: Call for a drop of 500 silver. -->
<SilverDrop.description>呼叫一份包含500x白银的空投。</SilverDrop.description>
<!-- EN: steel drop -->
<SteelDrop.label>空投-钢铁</SteelDrop.label>
<!-- EN: Call for a drop of 300 steel. -->
<SteelDrop.description>呼叫一份包含300x钢铁的空投。</SteelDrop.description>
<!-- EN: Call for a drop of 250 steel. -->
<SteelDrop.description>呼叫一份包含250x钢铁的空投。</SteelDrop.description>
<!-- EN: trade with caravans -->
<TradeCaravan.label>与商队贸易</TradeCaravan.label>

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@ -31,11 +31,6 @@
<!-- EN: A tall, stiff, shiny hat. -->
<Apparel_HatTop.description>一顶大、硬并且还能反光的帽子。</Apparel_HatTop.description>
<!-- EN: honor crest -->
<Apparel_HonorCrest.label>豪华纹章</Apparel_HonorCrest.label>
<!-- EN: A metallic head covering that signifies stature. -->
<Apparel_HonorCrest.description>一种显示身份的豪华金属头套。</Apparel_HonorCrest.description>
<!-- EN: prestige robe -->
<Apparel_RobeRoyal.label>皇家长袍</Apparel_RobeRoyal.label>
<!-- EN: A long, flowing robe embroidered with complex decorative designs. -->

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@ -11,25 +11,25 @@
<!-- EN: I lost my {TITLE} title. -->
<LostTitle.stages.Lost_title.description>我失去了我的{TITLE}头衔。</LostTitle.stages.Lost_title.description>
<!-- EN: want {TITLE}-quality apparel -->
<TitleApparelMinQualityNotMet.stages.want_quality_apparel.label>想要{TITLE}品质的服装</TitleApparelMinQualityNotMet.stages.want_quality_apparel.label>
<!-- EN: {TITLE} like myself should only wear apparel of {QUALITY} quality or better. -->
<TitleApparelMinQualityNotMet.stages.want_quality_apparel.description>像我这样的{TITLE}需要{QUALITY}品质或更佳的服装。这些破布配不上我的身份!</TitleApparelMinQualityNotMet.stages.want_quality_apparel.description>
<!-- EN: want {TITLE_label}-quality apparel -->
<TitleApparelMinQualityNotMet.stages.want_quality_apparel.label>想要{TITLE_label}品质的服装</TitleApparelMinQualityNotMet.stages.want_quality_apparel.label>
<!-- EN: {TITLE_indefinite} like myself should only wear apparel of {QUALITY} quality or better. -->
<TitleApparelMinQualityNotMet.stages.want_quality_apparel.description>像我这样的{TITLE_label}需要{QUALITY}品质或更佳的服装。这些破布配不上我的身份!</TitleApparelMinQualityNotMet.stages.want_quality_apparel.description>
<!-- EN: want {TITLE}-specific apparel -->
<TitleApparelRequirementNotMet.stages.want_specific_apparel.label>想要{TITLE}专用的服装</TitleApparelRequirementNotMet.stages.want_specific_apparel.label>
<!-- EN: {TITLE} like myself should be covered in apparel appropriate to my stature:\n\n{0} -->
<TitleApparelRequirementNotMet.stages.want_specific_apparel.description>像我这样的{TITLE}理应穿着符合身份的服装:\n\n{0}\n\n我的领地内并没有这样的必需品。</TitleApparelRequirementNotMet.stages.want_specific_apparel.description>
<!-- EN: want {TITLE_label}-specific apparel -->
<TitleApparelRequirementNotMet.stages.want_specific_apparel.label>想要{TITLE_label}专用的服装</TitleApparelRequirementNotMet.stages.want_specific_apparel.label>
<!-- EN: {TITLE_indefinite} like myself should be covered in apparel appropriate to my stature:\n\n{0} -->
<TitleApparelRequirementNotMet.stages.want_specific_apparel.description>像我这样的{TITLE_label}理应穿着符合身份的服装:\n\n{0}\n\n我的领地内并没有这样的必需品。</TitleApparelRequirementNotMet.stages.want_specific_apparel.description>
<!-- EN: undignified bedroom -->
<TitleBedroomRequirementsNotMet.stages.undignified_bedroom.label>有损尊严的卧室</TitleBedroomRequirementsNotMet.stages.undignified_bedroom.label>
<!-- EN: {TITLE} like myself deserves a bedroom that meets these requirements:\n\n{0} -->
<TitleBedroomRequirementsNotMet.stages.undignified_bedroom.description>像我这样的{TITLE}应该得到一间满足以下条件的卧室:\n\n{0}</TitleBedroomRequirementsNotMet.stages.undignified_bedroom.description>
<!-- EN: {TITLE_indefinite} like myself deserves a bedroom that meets these requirements:\n\n{0} -->
<TitleBedroomRequirementsNotMet.stages.undignified_bedroom.description>像我这样的{TITLE_label}应该得到一间满足以下条件的卧室:\n\n{0}</TitleBedroomRequirementsNotMet.stages.undignified_bedroom.description>
<!-- EN: no personal bedroom -->
<TitleNoPersonalBedroom.stages.no_personal_bedroom.label>没有私人卧室</TitleNoPersonalBedroom.stages.no_personal_bedroom.label>
<!-- EN: {TITLE} should have a personal bedroom. -->
<TitleNoPersonalBedroom.stages.no_personal_bedroom.description>与他人共享卧室对于{TITLE}是不可接受的!</TitleNoPersonalBedroom.stages.no_personal_bedroom.description>
<!-- EN: {TITLE_indefinite} should have a personal bedroom. -->
<TitleNoPersonalBedroom.stages.no_personal_bedroom.description>与他人共享卧室对于{TITLE_label}是不可接受的!</TitleNoPersonalBedroom.stages.no_personal_bedroom.description>
<!-- EN: no throne room -->
<TitleNoThroneRoom.stages.no_throne_room.label>没有谒见厅</TitleNoThroneRoom.stages.no_throne_room.label>
@ -38,7 +38,7 @@
<!-- EN: undignified throneroom -->
<TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.label>有损尊严的谒见厅</TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.label>
<!-- EN: I am {TITLE} and I should have these items in my throneroom:\n\n{0} -->
<TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.description>像我这样的{TITLE}应该在我的谒见厅中满足以下必需品:\n\n{0}</TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.description>
<!-- EN: I am {TITLE_indefinite} and I should have these items in my throneroom:\n\n{0} -->
<TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.description>像我这样的{TITLE_label}应该在我的谒见厅中满足以下必需品:\n\n{0}</TitleThroneroomRequirementsNotMet.stages.undignified_throneroom.description>
</LanguageData>

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@ -76,6 +76,8 @@
<PsylinkTooLowForGainAbility>{PAWN_labelShort}的启灵等级不足以使用{ABILITY}。\n\n真的要获取这个能力么</PsylinkTooLowForGainAbility>
<!-- EN: This shuttle is empty. If you send it away, you won't be able to use it again.\n\nSend it anyways? -->
<SendShuttleWithNoContents>这个穿梭机是空的,如果你将它发射储区,你将再也无法使用它。\n\n真的要将它送走吗</SendShuttleWithNoContents>
<!-- EN: Calling for these resources would cause the caravan to be immobile.\n\nCall for them anyways? text_todo -->
<DropResourcesOverweightConfirm>调取这些资源会让你的远征队无法继续移动。\n\n无论如何也要调取这些资源吗</DropResourcesOverweightConfirm>
<!-- UNUSED -->
<ApparelRequirementAnyRoyalPowerArmor>任意皇家装甲</ApparelRequirementAnyRoyalPowerArmor>

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@ -35,5 +35,7 @@
<!-- EN: {FACTION_name} has dropped resources nearby. -->
<MessagePermitTransportDrop>{FACTION_name}已经在附近投下了一些资源。</MessagePermitTransportDrop>
<!-- EN: {FACTION_name} has sent resources to {PAWN_nameDef}'s caravan. -->
<MessagePermitTransportDropCaravan>{FACTION_name}已经将物资交给了{PAWN_nameDef}的远征队。</MessagePermitTransportDropCaravan> <!-- text_todo -->
</LanguageData>

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@ -65,6 +65,10 @@
<MeditationFocusPerAnimusStoneAbstract>{1} 附近每有一块法石(最高{0}</MeditationFocusPerAnimusStoneAbstract>
<!-- EN: {2} per nearby animus stone ({0} / {1}) -->
<MeditationFocusPerAnimusStone>{2} 附近每有一块法石({0}/{1}</MeditationFocusPerAnimusStone>
<!-- EN: Per nearby animus stone {2}, nature shrine {1} (max {0}) -->
<MeditationFocusPerAnimusStoneAndShrineAbstract>附近每有一块法石 {2} 自然圣地 {1} (最高{0}</MeditationFocusPerAnimusStoneAndShrineAbstract>
<!-- EN: Per nearby animus stone {3}, nature shrine {2} ({0} / {1}) -->
<MeditationFocusPerAnimusStoneAndShrine>附近每有一块法石 {3} 自然圣地 {2} {0} / {1}</MeditationFocusPerAnimusStoneAndShrine>
<!-- EN: Max {1} per nearby sculpture depending on quality (max {0}) -->
<MeditationFocusPerSculptureAbstract>最多{1} 附近每有一个雕塑,包含质量因素(最高{0}</MeditationFocusPerSculptureAbstract>
<!-- EN: Max {2} per nearby sculpture depending on quality ({0} / {1}) -->