typos fix
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@ -9,7 +9,7 @@
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<Ability_CastingTime.formatString>{0}秒</Ability_CastingTime.formatString>
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<!-- EN: detection chance -->
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<Ability_DetectChancePerEntropy.label>检测概率(心灵能力)</Ability_DetectChancePerEntropy.label>
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<Ability_DetectChancePerEntropy.label>检测概率</Ability_DetectChancePerEntropy.label>
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<!-- EN: The likelihood of this psychic power being detected when it is used.\n\nSome factions try to enforce laws which restrict some powers to those holding specific titles. When you use a power, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences. -->
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<Ability_DetectChancePerEntropy.description>使用心灵能力被侦测到可能性。\n\n某些派系可能会规定有些心灵能力只有具备特定头衔的人才可使用。当你使用心灵能力时,心灵信号可能会被远处侦测到,从而产生外交影响。</Ability_DetectChancePerEntropy.description>
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@ -23,12 +23,12 @@
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<ArmorRating_Sharp.labelForFullStatList>护甲 - 利器 (护甲属性)</ArmorRating_Sharp.labelForFullStatList>
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<!-- EN: Shield max energy -->
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<EnergyShieldEnergyMax.label>护盾能量上限</EnergyShieldEnergyMax.label>
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<EnergyShieldEnergyMax.label>能量上限</EnergyShieldEnergyMax.label>
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<!-- EN: The maximum energy a shield belt can have at one time.\n\nMore energy absorbs more damage. -->
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<EnergyShieldEnergyMax.description>护盾腰带所能拥有的能量最大值。\n\n越多的能量可以吸收更多的伤害。</EnergyShieldEnergyMax.description>
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<!-- EN: Shield recharge rate -->
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<EnergyShieldRechargeRate.label>护盾充能速度</EnergyShieldRechargeRate.label>
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<EnergyShieldRechargeRate.label>充能速度</EnergyShieldRechargeRate.label>
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<!-- EN: The rate at which a shield gains energy as long as it is not broken. -->
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<EnergyShieldRechargeRate.description>只要护盾不破,护盾不断获得能量的速度。</EnergyShieldRechargeRate.description>
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<!-- EN: {0}/s -->
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@ -63,12 +63,12 @@
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<SmokepopBeltRadius.formatString>{0} 格</SmokepopBeltRadius.formatString>
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<!-- EN: Armor - Material effect multiplier -->
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<StuffEffectMultiplierArmor.label>护甲 - 材料效果乘数</StuffEffectMultiplierArmor.label>
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<StuffEffectMultiplierArmor.label>护甲 - 材料系数</StuffEffectMultiplierArmor.label>
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<!-- EN: Insulation - Cold - Material effect multiplier -->
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<StuffEffectMultiplierInsulation_Cold.label>隔温 - 寒冷 - 材料效果乘数</StuffEffectMultiplierInsulation_Cold.label>
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<StuffEffectMultiplierInsulation_Cold.label>隔温 - 寒冷 - 材料系数</StuffEffectMultiplierInsulation_Cold.label>
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<!-- EN: Insulation - Heat - Material effect multiplier -->
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<StuffEffectMultiplierInsulation_Heat.label>隔温 - 炎热 - 材料效果乘数</StuffEffectMultiplierInsulation_Heat.label>
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<StuffEffectMultiplierInsulation_Heat.label>隔温 - 炎热 - 材料系数</StuffEffectMultiplierInsulation_Heat.label>
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</LanguageData>
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@ -56,7 +56,7 @@
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<MaxHitPoints.description>一个物品的最大生命值。\n\n意味着在被摧毁之前可以承受多少伤害。</MaxHitPoints.description>
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<!-- EN: nutrition -->
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<Nutrition.label>营养</Nutrition.label>
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<Nutrition.label>营养值</Nutrition.label>
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<!-- EN: How nutritious this food is. -->
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<Nutrition.description>这种食物所包含的营养总量。</Nutrition.description>
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@ -12,9 +12,9 @@
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<DoorOpenSpeed.description>门打开的速度。\n\n打开速度缓慢的门会减慢所有使用者。</DoorOpenSpeed.description>
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<!-- EN: immunity gain speed factor -->
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<ImmunityGainSpeedFactor.label>免疫性获取速度系数</ImmunityGainSpeedFactor.label>
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<ImmunityGainSpeedFactor.label>免疫速度系数</ImmunityGainSpeedFactor.label>
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<!-- EN: Immunity gain speed is multiplied by this value. -->
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<ImmunityGainSpeedFactor.description>免疫性获取速度会乘以此项的值。</ImmunityGainSpeedFactor.description>
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<ImmunityGainSpeedFactor.description>免疫获取速度会乘以此项的值。</ImmunityGainSpeedFactor.description>
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<!-- EN: recreation power -->
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<JoyGainFactor.label>娱乐效力</JoyGainFactor.label>
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@ -22,7 +22,7 @@
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<JoyGainFactor.description>该项目有效招待人们并满足娱乐需求的能力。</JoyGainFactor.description>
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<!-- EN: medical tend quality offset -->
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<MedicalTendQualityOffset.label>医疗治疗质量偏移量</MedicalTendQualityOffset.label>
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<MedicalTendQualityOffset.label>治疗质量偏移</MedicalTendQualityOffset.label>
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<!-- EN: Medical tend quality is offset by this value. -->
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<MedicalTendQualityOffset.description>医疗治疗质量根据此项的值偏移。</MedicalTendQualityOffset.description>
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@ -9,7 +9,7 @@
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<!-- EN: caravan riding speed -->
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<CaravanRidingSpeedFactor.label>骑乘速度</CaravanRidingSpeedFactor.label>
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<!-- EN: The multiplier applied to a person's movement speed when they ride this animal as part of a caravan. Animals can only be ridden in caravans. -->
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<CaravanRidingSpeedFactor.description>当一个人在远行队中骑着这种动物时,适用于其移动速度的倍数。动物只能在大篷车中骑行。</CaravanRidingSpeedFactor.description>
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<CaravanRidingSpeedFactor.description>当一个人在远行队中骑着这种动物时,适用于其移动速度的倍数。动物只能在远行队中骑行。</CaravanRidingSpeedFactor.description>
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<!-- EN: carrying capacity -->
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<CarryingCapacity.label>携带能力</CarryingCapacity.label>
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@ -37,9 +37,9 @@
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<FilthRate.description>这种生物产生多少污物。\n\n最好将产生污物的动物放在室外或草垫上,这样它们的污物就不会成为问题了。</FilthRate.description>
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<!-- EN: foraged food amount -->
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<ForagedNutritionPerDay.label>远行采集量</ForagedNutritionPerDay.label>
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<ForagedNutritionPerDay.label>觅食能力</ForagedNutritionPerDay.label>
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<!-- EN: The amount of nutrition this person will automatically forage per day while traveling by caravan. -->
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<ForagedNutritionPerDay.description>该生物在远行中每天自动采集获得的营养值。</ForagedNutritionPerDay.description>
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<ForagedNutritionPerDay.description>该生物在远行中每天自动觅食获得的营养值。</ForagedNutritionPerDay.description>
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<!-- EN: global learning factor -->
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<GlobalLearningFactor.label>全局学习系数</GlobalLearningFactor.label>
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@ -52,7 +52,7 @@
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<HungerRateMultiplier.description>影响一个生物饮食值下降速度的乘数。</HungerRateMultiplier.description>
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<!-- EN: immunity gain speed -->
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<ImmunityGainSpeed.label>免疫性获得速度</ImmunityGainSpeed.label>
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<ImmunityGainSpeed.label>免疫速度</ImmunityGainSpeed.label>
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<!-- EN: The speed at which this character gains immunity to diseases.\n\nIf this is too slow, the character will die from a disease before developing immunity. -->
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<ImmunityGainSpeed.description>这个角色对疾病产生免疫的速度。\n\n如果速度太慢,角色会在产生免疫之前死于疾病。</ImmunityGainSpeed.description>
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@ -62,12 +62,12 @@
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<InjuryHealingFactor.description>适用于受伤后恢复健康的速度的乘数。</InjuryHealingFactor.description>
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<!-- EN: leather amount -->
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<LeatherAmount.label>可获皮革量</LeatherAmount.label>
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<LeatherAmount.label>皮革量</LeatherAmount.label>
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<!-- EN: The amount of leather yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. -->
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<LeatherAmount.description>屠宰这种生物可获得皮革的数量。如果生物没有被宰杀干净,或者被杀时受了伤,这个数值会减少。</LeatherAmount.description>
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<!-- EN: meat amount -->
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<MeatAmount.label>可获肉量</MeatAmount.label>
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<MeatAmount.label>肉量</MeatAmount.label>
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<!-- EN: The amount of meat yielded when butchering this creature. This value is reduced if the creature is not slaughtered cleanly, or if it is wounded when killed. -->
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<MeatAmount.description>屠宰这种生物可获得肉的数量。如果生物没有被宰杀干净,或者被杀时受了伤,这个数值会减少。</MeatAmount.description>
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<BondAnimalChanceFactor.description>和动物交互时产生牵绊的几率对应的乘数。</BondAnimalChanceFactor.description>
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<!-- EN: drug sell price improvement -->
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<DrugSellPriceImprovement.label>成瘾品售价改善</DrugSellPriceImprovement.label>
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<DrugSellPriceImprovement.label>成瘾品价格改善</DrugSellPriceImprovement.label>
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<!-- EN: When this person sells non-medical drugs, prices are improved by this percentage. -->
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<DrugSellPriceImprovement.description>当这个人销售非医疗药品时,价格会按这个百分比提高。</DrugSellPriceImprovement.description>
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<DrugSellPriceImprovement.description>当这个人交易非医疗成瘾品时,价格会按这个百分比改善。</DrugSellPriceImprovement.description>
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<!-- EN: negotiation ability -->
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<NegotiationAbility.label>谈判能力</NegotiationAbility.label>
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<AnimalGatherSpeed.description>挤奶、剪毛,以及其他从动物身上收集资源的速度。</AnimalGatherSpeed.description>
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<!-- EN: animal gather yield -->
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<AnimalGatherYield.label>动物收集产出</AnimalGatherYield.label>
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<AnimalGatherYield.label>动物收集效率</AnimalGatherYield.label>
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<!-- EN: The percentage yield someone receives when they shear, milk, or otherwise gather resources from a living animal.\n\nHigher percentages reduce the chance of wasting the product. -->
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<AnimalGatherYield.description>剪毛、挤奶,或其他从活着的动物身上收集资源时会得到的百分比产出。\n\n百分比越高,产物的浪费几率越少。</AnimalGatherYield.description>
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<ConstructionSpeed.description>在建造与修理建筑物时的速度。</ConstructionSpeed.description>
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<!-- EN: construct success chance -->
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<ConstructSuccessChance.label>建造成功几率</ConstructSuccessChance.label>
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<ConstructSuccessChance.label>建造成功率</ConstructSuccessChance.label>
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<!-- EN: The chance that this person will succeed in constructing something.\nFailing means wasting time and resources. -->
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<ConstructSuccessChance.description>建造时的成功几率。\n失败意味着浪费时间和资源。</ConstructSuccessChance.description>
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<DrugHarvestYield.description>这个人在收获成瘾品作物时得到的产量。\n\n低产量使这个人有可能意外地浪费收获。高产量会增加每株植物的产量。</DrugHarvestYield.description>
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<!-- EN: repair success chance -->
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<FixBrokenDownBuildingSuccessChance.label>修理成功几率</FixBrokenDownBuildingSuccessChance.label>
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<FixBrokenDownBuildingSuccessChance.label>修理成功率</FixBrokenDownBuildingSuccessChance.label>
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<!-- EN: The chance that this person will successfully repair a broken down building using a component.\n\nFailing means wasting time and resources.\nNote that this only applies to repairing breakdowns, which is different from repairing damage. -->
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<FixBrokenDownBuildingSuccessChance.description>成功地使用零部件修理损坏建筑的几率。\n\n失败意味着浪费时间和资源。\n注意此项仅应用于「损坏」,与修理「损伤」不同。</FixBrokenDownBuildingSuccessChance.description>
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<MiningSpeed.description>开采表层矿物资源时的速度。</MiningSpeed.description>
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<!-- EN: mining yield -->
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<MiningYield.label>开采产出</MiningYield.label>
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<MiningYield.label>采矿效率</MiningYield.label>
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<!-- EN: The percentage of mined resources a miner will produce.\n\nThis applies to both wall mining and deep drill mining.\nThis doesn't affect the production rate of rock chunks from deep drills. -->
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<MiningYield.description>矿工将达到的百分比产出。\n\n同时应用于资源块开采和深钻开采。\n不影响石块开采。</MiningYield.description>
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<!-- EN: plant harvest yield -->
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<PlantHarvestYield.label>植物收获产出</PlantHarvestYield.label>
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<PlantHarvestYield.label>植物收获效率</PlantHarvestYield.label>
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<!-- EN: The yield this person gets when harvesting plants.\n\nLow yields give a chance that this person will accidentally waste the harvest. -->
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<PlantHarvestYield.description>收获植物时获取的产出。\n\n低产出会导致此人有一定几率意外地浪费收获物。</PlantHarvestYield.description>
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<LanguageData>
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<!-- EN: medical operation speed -->
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<MedicalOperationSpeed.label>医疗手术速度</MedicalOperationSpeed.label>
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<MedicalOperationSpeed.label>手术速度</MedicalOperationSpeed.label>
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<!-- EN: The speed at which the character performs medical operations. -->
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<MedicalOperationSpeed.description>此人执行医疗手术的速度。</MedicalOperationSpeed.description>
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<!-- EN: medical surgery success chance -->
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<MedicalSurgerySuccessChance.label>医疗手术成功几率</MedicalSurgerySuccessChance.label>
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<MedicalSurgerySuccessChance.label>手术成功率</MedicalSurgerySuccessChance.label>
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<!-- EN: The base chance that a character will succeed when performing a medical operation.\n\nThe actual success chance is also affected by factors like facilities, room cleanliness, medicine used, the difficulty of the surgery, and inspirations.\n\nNo matter how high this stat is, there is always a small chance of failure on any operation. -->
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<MedicalSurgerySuccessChance.description>此人成功执行手术的基础几率。\n\n成功率还受到设施、房间清洁度、使用的药物、手术难度和灵感等因素的影响。\n\n无论属性有多高,手术都会有微小概率失败。</MedicalSurgerySuccessChance.description>
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<!-- EN: medical tend quality -->
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<MedicalTendQuality.label>医疗治疗质量</MedicalTendQuality.label>
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<MedicalTendQuality.label>治疗质量</MedicalTendQuality.label>
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<!-- EN: The base quality of tending given when tending wounds and illnesses.\n\nThe actual tend quality will also be affected by factors like medicine used, facilities, luck, and so on. -->
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<MedicalTendQuality.description>此人作为一名医生时给予病人治疗的基础质量。\n\n实际治疗质量还受到相关设施、药品使用以及运气等因素的影响。</MedicalTendQuality.description>
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<!-- EN: medical tend speed -->
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<MedicalTendSpeed.label>医疗治疗速度</MedicalTendSpeed.label>
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<MedicalTendSpeed.label>治疗速度</MedicalTendSpeed.label>
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<!-- EN: Speed at which the character tends to wounds and illnesses. -->
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<MedicalTendSpeed.description>此人作为一名医生治疗伤患和病人的速度。</MedicalTendSpeed.description>
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<LanguageData>
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<!-- EN: infinite chemreactor -->
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<InfiniteChemreactor.label>无限化学反应器</InfiniteChemreactor.label>
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<InfiniteChemreactor.label>无限反应釜</InfiniteChemreactor.label>
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<!-- EN: Slowly generates chemfuel by a complex series of chemical reactions, using atoms extracted from the air. -->
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<InfiniteChemreactor.description>使用从空气中提取的原子,通过一系列复杂的化学反应缓慢地生成化学燃料。</InfiniteChemreactor.description>
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<!-- EN: 医疗床(蓝图) -->
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<Blueprint_Install_HospitalBed.label>医疗床(蓝图)</Blueprint_Install_HospitalBed.label>
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<!-- EN: 无限化学反应器(蓝图) -->
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<Blueprint_Install_InfiniteChemreactor.label>无限化学反应器蓝图</Blueprint_Install_InfiniteChemreactor.label>
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<!-- EN: 无限反应釜(蓝图) -->
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<Blueprint_Install_InfiniteChemreactor.label>无限反应釜蓝图</Blueprint_Install_InfiniteChemreactor.label>
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<!-- EN: 巨屏电视(蓝图) -->
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<Blueprint_Install_MegascreenTelevision.label>巨屏电视(蓝图)</Blueprint_Install_MegascreenTelevision.label>
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<!-- Game updated to new version -->
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<!-- EN: RimWorld has been updated from version {0} to version {1}. -->
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<GameUpdatedToNewVersionInitial>Rimworld 已从{0}版本升级至{1}版本。</GameUpdatedToNewVersionInitial>
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<GameUpdatedToNewVersionInitial>Rimworld 已从{0}版本更新至{1}版本。</GameUpdatedToNewVersionInitial>
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<!-- EN: This may cause saved games and mods from the old version to stop working. -->
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<GameUpdatedToNewVersionSavesIncompatible>升级可能会导致旧版存档及 Mod 无法读取及使用。</GameUpdatedToNewVersionSavesIncompatible>
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<GameUpdatedToNewVersionSavesIncompatible>可能会导致旧版存档及 Mod 无法读取及使用。</GameUpdatedToNewVersionSavesIncompatible>
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<!-- EN: Saved games from the old version should be compatible, however some mods may stop working. -->
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<GameUpdatedToNewVersionSavesCompatible>旧版存档应该是兼容的,不过一些 Mod 可能无法使用。</GameUpdatedToNewVersionSavesCompatible>
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<GameUpdatedToNewVersionSavesCompatible>旧存档应该是兼容的,不过一些 Mod 可能无法使用。</GameUpdatedToNewVersionSavesCompatible>
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<!-- EN: Since this is a DRM-free copy, you can install the game twice in two different folders, to be able to play both old and new versions. -->
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<GameUpdatedToNewVersionNonSteam>因为你的游戏为 DRM-free 版,你可以选择在不同的文件夹下安装新版本,因此可以同时玩旧版和新版。</GameUpdatedToNewVersionNonSteam>
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<!-- EN: If you wish to continue with the old version, you can opt in using Steam's "Betas" feature.\n\n 1. In the Steam library, right-click RimWorld.\n 2. Click Properties.\n 3. Click the Betas tab.\n 4. Select the version you want from the drop-down menu. -->
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<!-- EN: Building damage factor -->
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<BuildingDamageFactor>建筑伤害系数</BuildingDamageFactor>
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<!-- EN: Damage to all buildings is multiplied by this value. -->
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<BuildingDamageFactorExplanation>对所有建筑物的伤害都灰乘以这个值。</BuildingDamageFactorExplanation>
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<BuildingDamageFactorExplanation>对所有建筑物的伤害都会乘以这个值。</BuildingDamageFactorExplanation>
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<!-- EN: Building damage factor (impassable) -->
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<BuildingDamageFactorImpassable>建筑伤害系数(不可通行)</BuildingDamageFactorImpassable>
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<!-- EN: Damage to all impassable buildings is multiplied by this value. -->
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<!-- EN: This mod was made for a newer version of RimWorld than this, and will probably not work correctly. -->
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<ModNotMadeForThisVersion_Newer>该 Mod 是为更高的 RimWorld 版本制作的,很可能无法正常运行。</ModNotMadeForThisVersion_Newer>
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<!-- EN: Mod needs properly formatted supported version information in About.xml. Like this: <supportedVersions><li>{0}</li></supportedVersions> - <targetVersion> is deprecated. Check log for further information. -->
|
||||
<MessageModNeedsWellFormattedTargetVersion>Mod 需要在 About.xml 中注明所适配的游戏版本信息。例如: {0}- 已被弃用。查看日志以获得更多信息。</MessageModNeedsWellFormattedTargetVersion>
|
||||
<MessageModNeedsWellFormattedTargetVersion>Mod 需要在 About.xml 中注明所适配的游戏版本信息。像是这样:<supportedVersions><li>{0}</li></supportedVersions>——<targetVersion>已被弃用。 查看日志以获得更多信息。</MessageModNeedsWellFormattedTargetVersion>
|
||||
<!-- EN: Mod needs a unique, properly formatted packageId in About.xml. It must must meet following requirements:\n\n - Alphanumeric characters and dot only.\n - No spaces.\n - At least one dot.\n - No repeated dots in a row, or starting or ending with a dot.\n - 60 characters or less.\n - Cannot contain word "Ludeon".\n\nFor example:\n<packageId>AuthorName.ModName</packageId>\n<packageId>AuthorName.ModName.Specific</packageId> -->
|
||||
<MessageModNeedsWellFormattedPackageId>Mod需要有一个格式适当且唯一的「packageId」写入到「About.xml」文件中。「packageId」必须满足这些要求:\n\n - 仅限字母、数字和半角句号「.」\n - 不包含空格\n - 至少有一个点「.」\n - 没有连续的点「.」,且不以点为开头或结尾\n - 最多60个字节\n - 不允许包含单词“Ludeon”\n\n例如:\nAuthorName.ModName\nAuthorName.ModName.Specific</MessageModNeedsWellFormattedPackageId>
|
||||
<MessageModNeedsWellFormattedPackageId>Mod需要有一个格式适当且唯一的「packageId」写入到「About.xml」文件中。「packageId」必须满足这些要求:\n\n - 仅限字母、数字和半角句号「.」\n - 不包含空格\n - 至少有一个点「.」\n - 没有连续的点「.」,且不以点为开头或结尾\n - 最多60个字节\n - 不允许包含单词“Ludeon”\n\n例如:\n<packageId>AuthorName.ModName</packageId>\n<packageId>AuthorName.ModName.Specific</packageId></MessageModNeedsWellFormattedPackageId>
|
||||
<!-- EN: This mod has issues in LoadFolders.xml, that you need to resolve before uploading: -->
|
||||
<ModHadLoadFolderIssues>这个mod在LoadFolders.xml中有问题。在上传之前需要解决的问题:</ModHadLoadFolderIssues>
|
||||
<!-- EN: Folder {0} specified for version {1} doesn't exist. -->
|
||||
@ -233,7 +233,7 @@
|
||||
<!-- EN: Using 'default' in load folders is deprecated. Please define folders for each version using the <v...> tags. -->
|
||||
<ModLoadFolderDefaultDeprecated>不推荐在加载文件中使用默认格式的版本目录。请为每个版本的目录加上类似‘v...’的标签。</ModLoadFolderDefaultDeprecated>
|
||||
<!-- EN: Version {0} is defined in load folders, but is not listed in 'supportedVersions' of mod's About.xml. -->
|
||||
<ModLoadFolderDefinesUnsupportedGameVersion>版本 {0} 是在加载文件中定义的,但是在mod的About.xml的'supportedGameVersions'中没有列出</ModLoadFolderDefinesUnsupportedGameVersion>
|
||||
<ModLoadFolderDefinesUnsupportedGameVersion>版本 {0} 是在加载文件中定义的,但是在mod的About.xml的'supportedVersions'中没有列出。</ModLoadFolderDefinesUnsupportedGameVersion>
|
||||
<!-- EN: Drag to reorder -->
|
||||
<DragToReorder>拖拽以排序</DragToReorder>
|
||||
|
||||
|
@ -157,7 +157,7 @@
|
||||
<li>lesson(priority=-1)->发生了点事情</li>
|
||||
<li>r_pattern->"[r_lessonIntro][r_lesson]。[r_lessonReinforcement]"\n\n ——[lessonAttribution]</li>
|
||||
<li>lessonAttribution->[founder_nameFull]</li>
|
||||
<li>lessonAttribution(p=2)-><i>[attributionSource_titleCase]</i> 作者[founder_nameFull]</li>
|
||||
<li>lessonAttribution(p=2)-><i>[attributionSource_titleCase]</i> 作者[founder_nameFull]</li>
|
||||
<li>lessonAttribution->[founder_nameFull]给[believer_nameFull]的一封信</li>
|
||||
<li>lessonAttribution->[founder_nameFull],在[memeConference_titleCase]上</li>
|
||||
<li>lessonAttribution->[founder_nameFull],在病榻上</li>
|
||||
|
@ -7,7 +7,7 @@
|
||||
<SlaveSuppressionOffset.description>应用于佩戴者的奴隶压制的偏移量。数值越高,压制奴隶的时间越长,而数值越低,奴隶的反叛就越频繁。</SlaveSuppressionOffset.description>
|
||||
|
||||
<!-- EN: terror -->
|
||||
<TerrorSource.label>恐惧</TerrorSource.label>
|
||||
<TerrorSource.label>恐怖</TerrorSource.label>
|
||||
<!-- EN: The intensity of terror this object induces when viewed. -->
|
||||
<TerrorSource.description>观察这个物体时引起的恐惧强度。</TerrorSource.description>
|
||||
<!-- EN: {0}% -->
|
||||
|
@ -17,24 +17,24 @@
|
||||
<ConversionPower.description>这个人在使他人转变为己方文化形态时的效果。当这个人试图教化别人时,这个数值会乘以对方的认可度损失数。</ConversionPower.description>
|
||||
|
||||
<!-- EN: melee dodge chance indoors dark -->
|
||||
<MeleeDodgeChanceIndoorsDarkOffset.label>近战躲闪(室内黑暗环境)</MeleeDodgeChanceIndoorsDarkOffset.label>
|
||||
<MeleeDodgeChanceIndoorsDarkOffset.label>近战闪避(室内黑暗环境)</MeleeDodgeChanceIndoorsDarkOffset.label>
|
||||
<!-- EN: An offset on melee dodge chance if the target is indoors in the dark. -->
|
||||
<MeleeDodgeChanceIndoorsDarkOffset.description>目标在黑暗室内环境时对于近战攻击的躲闪偏移。</MeleeDodgeChanceIndoorsDarkOffset.description>
|
||||
<MeleeDodgeChanceIndoorsDarkOffset.description>目标在黑暗室内环境时对于近战攻击的闪避偏移。</MeleeDodgeChanceIndoorsDarkOffset.description>
|
||||
|
||||
<!-- EN: melee dodge chance indoors lit -->
|
||||
<MeleeDodgeChanceIndoorsLitOffset.label>近战躲闪(室内明亮环境)</MeleeDodgeChanceIndoorsLitOffset.label>
|
||||
<MeleeDodgeChanceIndoorsLitOffset.label>近战闪避(室内明亮环境)</MeleeDodgeChanceIndoorsLitOffset.label>
|
||||
<!-- EN: An offset on melee dodge chance if the target is indoors and lit. -->
|
||||
<MeleeDodgeChanceIndoorsLitOffset.description>目标在明亮室内环境时对于近战攻击的躲闪偏移。</MeleeDodgeChanceIndoorsLitOffset.description>
|
||||
<MeleeDodgeChanceIndoorsLitOffset.description>目标在明亮室内环境时对于近战攻击的闪避偏移。</MeleeDodgeChanceIndoorsLitOffset.description>
|
||||
|
||||
<!-- EN: melee dodge chance outdoors night -->
|
||||
<MeleeDodgeChanceOutdoorsDarkOffset.label>近战躲闪(室外夜间环境)</MeleeDodgeChanceOutdoorsDarkOffset.label>
|
||||
<MeleeDodgeChanceOutdoorsDarkOffset.label>近战闪避(室外夜间环境)</MeleeDodgeChanceOutdoorsDarkOffset.label>
|
||||
<!-- EN: An offset on melee dodge chance if the target is outdoors at night. -->
|
||||
<MeleeDodgeChanceOutdoorsDarkOffset.description>目标在室外夜间环境时对于近战攻击的躲闪偏移。</MeleeDodgeChanceOutdoorsDarkOffset.description>
|
||||
<MeleeDodgeChanceOutdoorsDarkOffset.description>目标在室外夜间环境时对于近战攻击的闪避偏移。</MeleeDodgeChanceOutdoorsDarkOffset.description>
|
||||
|
||||
<!-- EN: melee dodge chance outdoors day -->
|
||||
<MeleeDodgeChanceOutdoorsLitOffset.label>近战躲闪(室外日间环境)</MeleeDodgeChanceOutdoorsLitOffset.label>
|
||||
<MeleeDodgeChanceOutdoorsLitOffset.label>近战闪避(室外日间环境)</MeleeDodgeChanceOutdoorsLitOffset.label>
|
||||
<!-- EN: An offset on melee dodge chance if the target is outdoors during the day. -->
|
||||
<MeleeDodgeChanceOutdoorsLitOffset.description>目标在室外日间环境时对于近战攻击的躲闪偏移。</MeleeDodgeChanceOutdoorsLitOffset.description>
|
||||
<MeleeDodgeChanceOutdoorsLitOffset.description>目标在室外日间环境时对于近战攻击的闪避偏移。</MeleeDodgeChanceOutdoorsLitOffset.description>
|
||||
|
||||
<!-- EN: melee hit chance indoors dark -->
|
||||
<MeleeHitChanceIndoorsDarkOffset.label>近战命中(室内黑暗环境)</MeleeHitChanceIndoorsDarkOffset.label>
|
||||
@ -79,6 +79,6 @@
|
||||
<!-- EN: ideoligion spread chance -->
|
||||
<SocialIdeoSpreadFrequencyFactor.label>文化传播系数</SocialIdeoSpreadFrequencyFactor.label>
|
||||
<!-- EN: A multiplier on the chance that this person will try to convert other people to their own ideoligion. -->
|
||||
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转变为和自己同文化形态的因数。</SocialIdeoSpreadFrequencyFactor.description>
|
||||
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转变为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
|
||||
|
||||
</LanguageData>
|
@ -4,7 +4,7 @@
|
||||
<!-- EN: animal products price improvement -->
|
||||
<AnimalProductsSellImprovement.label>动物产物价格改善</AnimalProductsSellImprovement.label>
|
||||
<!-- EN: When this person sells meat, leather, or wool, prices are improved by this percentage. -->
|
||||
<AnimalProductsSellImprovement.description>当这个人出售肉类、皮革或毛料时,价格会按这个百分比提高。</AnimalProductsSellImprovement.description>
|
||||
<AnimalProductsSellImprovement.description>当这个人交易肉类、皮革或毛料时,价格会按这个百分比改善。</AnimalProductsSellImprovement.description>
|
||||
|
||||
<!-- EN: slave suppression fall rate -->
|
||||
<SlaveSuppressionFallRate.label>奴隶压制下降率</SlaveSuppressionFallRate.label>
|
||||
|
@ -4,7 +4,7 @@
|
||||
<!-- EN: victory by noble weapon -->
|
||||
<KillWithNobleWeapon.stages.victory_by_noble_weapon.label>使用高贵的武器获胜</KillWithNobleWeapon.stages.victory_by_noble_weapon.label>
|
||||
<!-- EN: I have claimed victory while wielding a noble weapon! -->
|
||||
<KillWithNobleWeapon.stages.victory_by_noble_weapon.description>我们使用高贵的武器并获得了胜利!</KillWithNobleWeapon.stages.victory_by_noble_weapon.description>
|
||||
<KillWithNobleWeapon.stages.victory_by_noble_weapon.description>我使用高贵的武器并获得了胜利!</KillWithNobleWeapon.stages.victory_by_noble_weapon.description>
|
||||
|
||||
<!-- EN: used despised weapon -->
|
||||
<UsedDespisedWeapon.stages.used_despised_weapon.label>使用低贱的武器获胜</UsedDespisedWeapon.stages.used_despised_weapon.label>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: meditation plant growth offset -->
|
||||
<MeditationPlantGrowthOffset.label>冥想中植物生长偏移</MeditationPlantGrowthOffset.label>
|
||||
<MeditationPlantGrowthOffset.label>冥想中植物生长速度偏移</MeditationPlantGrowthOffset.label>
|
||||
<!-- EN: An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artifical buildings nearby. -->
|
||||
<MeditationPlantGrowthOffset.description>应用于植物(如灵草)在受冥想影响时的的生长速度偏移。这个值可以根据附近的人工建筑的数量而改变。</MeditationPlantGrowthOffset.description>
|
||||
|
||||
|
@ -21,7 +21,7 @@
|
||||
<PsychicEntropyMax.description>个体能够安全承受的最大心灵熵值。</PsychicEntropyMax.description>
|
||||
|
||||
<!-- EN: neural heat recovery rate -->
|
||||
<PsychicEntropyRecoveryRate.label>心灵熵消散速率</PsychicEntropyRecoveryRate.label>
|
||||
<PsychicEntropyRecoveryRate.label>心灵熵消散率</PsychicEntropyRecoveryRate.label>
|
||||
<!-- EN: The rate at which this person reduces neural heat. -->
|
||||
<PsychicEntropyRecoveryRate.description>个体的心灵熵降低速率。</PsychicEntropyRecoveryRate.description>
|
||||
<!-- EN: {0}/s -->
|
||||
|
Loading…
Reference in New Issue
Block a user