fix some key
This commit is contained in:
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2cbfed228e
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5a5085963c
@ -4,21 +4,29 @@
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<!-- EN:
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<li>sent->[RECIPIENT_nameDef] was not convinced.</li>
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-->
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<Sentence_ConvertIdeoAttemptFail.rulePack.rulesStrings><li>sent->[RECIPIENT_nameDef]不为所动。</li></Sentence_ConvertIdeoAttemptFail.rulePack.rulesStrings>
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<Sentence_ConvertIdeoAttemptFail.rulePack.rulesStrings>
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<li>sent->[RECIPIENT_nameDef]不为所动。</li>
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</Sentence_ConvertIdeoAttemptFail.rulePack.rulesStrings>
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<!-- EN:
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<li>sent->[RECIPIENT_nameDef] was not convinced and resented the attempt.</li>
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-->
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<Sentence_ConvertIdeoAttemptFailResentment.rulePack.rulesStrings><li>sent->[RECIPIENT_nameDef]不为所动,并对这种企图表示愤慨。</li></Sentence_ConvertIdeoAttemptFailResentment.rulePack.rulesStrings>
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<Sentence_ConvertIdeoAttemptFailResentment.rulePack.rulesStrings>
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<li>sent->[RECIPIENT_nameDef]不为所动,并对这种企图表示愤慨。</li>
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</Sentence_ConvertIdeoAttemptFailResentment.rulePack.rulesStrings>
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<!-- EN:
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<li>sent->[RECIPIENT_nameDef] reacted in anger and started a social fight.</li>
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-->
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<Sentence_ConvertIdeoAttemptFailSocialFight.rulePack.rulesStrings><li>sent->[RECIPIENT_nameDef]很愤怒并开始打架!</li></Sentence_ConvertIdeoAttemptFailSocialFight.rulePack.rulesStrings>
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<Sentence_ConvertIdeoAttemptFailSocialFight.rulePack.rulesStrings>
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<li>sent->[RECIPIENT_nameDef]很愤怒并开始打架!</li>
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</Sentence_ConvertIdeoAttemptFailSocialFight.rulePack.rulesStrings>
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<!-- EN:
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<li>sent->[RECIPIENT_nameDef] was convinced and changed [RECIPIENT_possessive] ideoligion.</li>
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-->
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<Sentence_ConvertIdeoAttemptSuccess.rulePack.rulesStrings><li>sent->[RECIPIENT_nameDef] 被说服并改变了[RECIPIENT_possessive]文化形态。</li></Sentence_ConvertIdeoAttemptSuccess.rulePack.rulesStrings>
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<Sentence_ConvertIdeoAttemptSuccess.rulePack.rulesStrings>
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<li>sent->[RECIPIENT_nameDef] 被说服并改变了[RECIPIENT_possessive]文化形态。</li>
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</Sentence_ConvertIdeoAttemptSuccess.rulePack.rulesStrings>
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</LanguageData>
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@ -43,16 +43,16 @@
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<!-- EN: {0} desired -->
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<IdeoBuildingMissing>需求:{0}</IdeoBuildingMissing>
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<!-- EN: {1} requires that you have a {0} in your colony as long as {2} or higher.{4}\n\nIf the requirement isn't met, these believers will become unhappy:\n{3} -->
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<IdeoBuildingMissingDesc>{1}需要你的殖民地在{2}或更高时有{0},如果此需求未被满足,以下信徒将不会开心:\n {3} </IdeoBuildingMissingDesc>
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<IdeoBuildingMissingDesc>{1}需要你的殖民地在 {2}或更高时有{0}, {4}。\n\n如果此需求未被满足,以下信徒将会不开心:\n {3} </IdeoBuildingMissingDesc>
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<!-- EN: In order to dignify {0}, these room requirements must be met -->
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<IdeoBuildingRoomRequirementsDesc>为了神圣化{0},必须满足这些房间需求:</IdeoBuildingRoomRequirementsDesc>
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<IdeoBuildingRoomRequirementsDesc>为了神圣化{0},这些房间的需求必须被满足</IdeoBuildingRoomRequirementsDesc>
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<!-- EN: expectations are -->
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<IdeoBuildingExpectations>期望是</IdeoBuildingExpectations>
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<!-- EN: {0} disrespected -->
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<IdeoBuildingDisrespected>{0}未被尊重</IdeoBuildingDisrespected>
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<!-- EN: {0} requires that {1} be in a dignified room. These room requirements must be met:\n{2}\n\nIf the {1}'s room requirements are not met, these believers will become unhappy:\n{3} -->
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<IdeoBuildingDisrespectedDesc>{0}需求</IdeoBuildingDisrespectedDesc>
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<IdeoBuildingDisrespectedDesc>{0}要求{1}需要在一个体面的房间里。 必须满足这些要求:\n{2}\n\n如果{1}的房间需求未能满足, 这些信徒将会不开心:\n{3}</IdeoBuildingDisrespectedDesc>
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<!-- EN: Raids arriving in {0} -->
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<QuestPartRaidsDelay>袭击将在{0}后到来</QuestPartRaidsDelay>
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@ -40,7 +40,7 @@
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<!-- Ideo role -->
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<!-- EN: {0} role activated -->
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<LetterLabelRoleActive>身份激活</LetterLabelRoleActive>
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<LetterLabelRoleActive>{0}身份可用</LetterLabelRoleActive>
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<!-- EN: The number of {0}s in your colony has reached {1}. You can now assign the role of {ROLE_labelDef} to one of your colonists.\n\nTo assign a role, select a colonist, go to their 'Social' tab and press the 'Choose role' button. -->
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<LetterLabelRoleActiveDesc>您群体中的 {0} 数量已达到 {1}。你现在可以将 {ROLE_labelDef} 的身份分配给您的一名殖民者。\n\n要分配身份,请选择一名殖民者,转到他们的“社交”选项卡,然后按“选择身份”按钮。</LetterLabelRoleActiveDesc>
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@ -80,9 +80,9 @@
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<LetterTitleObligationsActivatedIdeoBecameMajor>由于 {IDEO} 现在是您派系的主要文化形态,{IDEO_memberNamePlural} 将要求执行 {IDEO} 的仪式。</LetterTitleObligationsActivatedIdeoBecameMajor>
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<!-- EN: Bond(s) removed -->
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<LetterBondRemoved>关系移除</LetterBondRemoved>
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<LetterBondRemoved>牵绊移除</LetterBondRemoved>
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<!-- EN: {PAWN_nameDef} has converted to {IDEO}. Since {IDEO} disapproves of bonding with animals, {PAWN_pronoun} has renounced {PAWN_possessive} bonds with the following animals:\n\n{BONDS} -->
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<LetterBondRemovedDesc>{PAWN_nameDef}已转变为{IDEO}。由于{IDEO}不赞成与动物建立关系,{PAWN_pronoun}放弃了与下列动物的{pawn_possession}关系:</LetterBondRemovedDesc>
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<LetterBondRemovedDesc>{PAWN_nameDef}已转变为{IDEO}。 由于{IDEO}不赞成与动物建立牵绊, {PAWN_pronoun}放弃了{pawn_possession}牵绊动物:\n\n{BONDS}</LetterBondRemovedDesc>
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<!-- Slave will -->
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<!-- EN: Enslaved -->
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@ -55,7 +55,7 @@
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<!-- EN: No warden is capable of this enslavement. -->
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<MessageNoWardenCapableOfEnslavement>没有一个狱卒有能力进行这种奴役。</MessageNoWardenCapableOfEnslavement>
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<!-- EN: You have no {MEMBERNAME} wardens to convert {PRISONER_nameDef}. {PRISONER_possessive} interaction mode has reverted to "No interaction". -->
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<MessageNoWardenOfIdeo>您没有{MEMBERNAME}狱卒来转换{priver_namedef}。{priver_possession}交互模式已更变为“无交互”。</MessageNoWardenOfIdeo>
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<MessageNoWardenOfIdeo>没有{MEMBERNAME}狱卒来转换{PRISONER_nameDef}。 {PRISONER_possessive}交互模式已更变为“无交互”。</MessageNoWardenOfIdeo>
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<!-- Camps -->
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<!-- EN: You've detected a {CAMP_label} nearby controlled by {FACTION_name}. -->
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@ -52,13 +52,13 @@
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<!-- EN: Expecting at least {0} body size per colonist. -->
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<MinAnimalBodySizePerColonist>每名殖民者需要至少{0}动物体积</MinAnimalBodySizePerColonist>
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<!-- EN: Plant {0_label} -->
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<PlantThing>种植</PlantThing>
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<PlantThing>种植{0_label}</PlantThing>
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<!-- EN: Plant a {0_label} in a chosen area. -->
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<PlantThingDesc>在选定的区域种植</PlantThingDesc>
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<PlantThingDesc>在选定的区域种植{0_label}</PlantThingDesc>
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<!-- EN: Cancel planting {0_label} -->
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<CancelPlantThing>取消种植</CancelPlantThing>
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<CancelPlantThing>取消种植{0_label}</CancelPlantThing>
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<!-- EN: Cancel planting the {0_label}. -->
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<CancelPlantThingDesc>取消种植</CancelPlantThingDesc>
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<CancelPlantThingDesc>取消种植{0_label}</CancelPlantThingDesc>
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<!-- EN: Disables -->
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<Disables>禁用</Disables>
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<!-- EN: Requires one of precepts -->
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@ -97,13 +97,13 @@
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<Everyone>所有人</Everyone>
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<!-- EN: A grave containing {PAWN_labelShort}'s corpse. -->
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<RitualTargetGraveInfo>装有尸体的坟墓</RitualTargetGraveInfo>
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<RitualTargetGraveInfo>装有{PAWN_labelShort}的坟墓</RitualTargetGraveInfo>
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<!-- EN: An empty grave to mourn {PAWN_labelShort}'s passing. -->
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<RitualTargetEmptyGraveInfo>一座空坟,用来缅怀的逝世。</RitualTargetEmptyGraveInfo>
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<RitualTargetEmptyGraveInfo>一座空坟,用来缅怀{PAWN_labelShort}的逝世。</RitualTargetEmptyGraveInfo>
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<!-- EN: A grave containing {IDEO_memberNameIndef}'s corpse -->
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<RitualTargetGraveInfoAbstract>装有尸体的坟墓</RitualTargetGraveInfoAbstract>
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<RitualTargetGraveInfoAbstract>装有{IDEO_memberNameIndef}的坟墓</RitualTargetGraveInfoAbstract>
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<!-- EN: An empty grave to mourn {IDEO_memberNameIndef}'s passing. -->
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<RitualTargetEmptyGraveInfoAbstract>一座空坟,用来缅怀 的逝世。</RitualTargetEmptyGraveInfoAbstract>
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<RitualTargetEmptyGraveInfoAbstract>一座空坟,用来缅怀{IDEO_memberNameIndef}的逝世。</RitualTargetEmptyGraveInfoAbstract>
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<!-- EN: {PAWN_labelShort}'s body must be buried first -->
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<RitualTargetGraveInfoMustBeBuried>{PAWN_labelShort}的尸体必须先被埋葬</RitualTargetGraveInfoMustBeBuried>
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<!-- EN: Any gathering spot, like a table -->
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@ -137,22 +137,22 @@
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<!-- EN: Accuse -->
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<Accuse>指控</Accuse>
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<!-- EN: {PAWN_labelShort} does not believe in ideoligious scarification and will not like being scarified. -->
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<RitualScarificationWarnNonScarificationIdeo>不认同此文化的牺牲行为,因此不愿作为祭品。</RitualScarificationWarnNonScarificationIdeo>
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<RitualScarificationWarnNonScarificationIdeo>{PAWN_labelShort}不认同此文化的牺牲行为,因此不愿作为祭品。</RitualScarificationWarnNonScarificationIdeo>
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<!-- EN: {PAWN_labelShort} is a wimp and will not like being scarified. -->
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<RitualScarificationWarnWimp>因其懦弱特质而拒绝成为祭品</RitualScarificationWarnWimp>
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<RitualScarificationWarnWimp>{PAWN_labelShort}因其懦弱特质而拒绝成为祭品</RitualScarificationWarnWimp>
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<!-- EN: {PAWN_labelShort} does not believe in ideoligious blinding and will not like being blinded. -->
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<RitualBlindingWarnNonBlindingIdeo>不认同此文化的致盲行为,因此不愿被致盲。</RitualBlindingWarnNonBlindingIdeo>
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<RitualBlindingWarnNonBlindingIdeo>{PAWN_labelShort}不认同此文化的致盲行为,因此不愿被致盲。</RitualBlindingWarnNonBlindingIdeo>
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<!-- EN: {PAWN_labelShort} is a wimp and will not like being blinded. -->
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<RitualBlindingWarnWimp>因其懦弱特质而拒绝被致盲</RitualBlindingWarnWimp>
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<RitualBlindingWarnWimp>{PAWN_labelShort}因其懦弱特质而拒绝被致盲</RitualBlindingWarnWimp>
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<!-- EN: Everyone participating in the ritual gained a one-day work focus buff ({PERCENTAGE} global work speed)! -->
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<RitualOutcomeExtraDesc_DancePartyWorkFocus>每个参与此仪式的人均获得了时长一天的工作狂热(增加了{PERCENTAGE}的全局工作速度!)</RitualOutcomeExtraDesc_DancePartyWorkFocus>
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<!-- EN: Thanks to a satisfying blinding ritual, {PAWN_labelShort} gained a psylink level! -->
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<RitualOutcomeExtraDesc_BlindingPsylink>受益于成功的致盲献祭仪式,{PAWN_labelShort}获得了一个启灵等级!</RitualOutcomeExtraDesc_BlindingPsylink>
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<!-- EN: With a new pyslink level {PAWN_pronoun} gained a {0} psycast. -->
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<RitualOutcomeExtraDesc_BlindingPsylinkAbility>基于其新的启灵等级,获得了新的心灵能力</RitualOutcomeExtraDesc_BlindingPsylinkAbility>
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<RitualOutcomeExtraDesc_BlindingPsylinkAbility>{PAWN_pronoun}基于其新的启灵等级,获得了心灵能力{0}</RitualOutcomeExtraDesc_BlindingPsylinkAbility>
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<!-- EN: Thanks to a satisfying {RITUAL}, {PAWN_labelShort} gained {INSPIRATION}! -->
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<RitualOutcomeExtraDesc_ConsumableInspiration>受益于成功的{RITUAL} ,{PAWN_labelShort}获得了{INSPIRATION!</RitualOutcomeExtraDesc_ConsumableInspiration>
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<RitualOutcomeExtraDesc_ConsumableInspiration>受益于成功的{RITUAL} ,{PAWN_labelShort}获得了{INSPIRATION}!</RitualOutcomeExtraDesc_ConsumableInspiration>
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<!-- EN: Your skylanterns have attracted some friendly travelers. They will visit and leave a gift. -->
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<RitualOutcomeExtraDesc_SkylanternWanderers>你的天灯吸引了一些友善的旅行者,他们将会来拜访你的殖民地并留下礼物</RitualOutcomeExtraDesc_SkylanternWanderers>
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<!-- EN: All participating slaves were shaken by the sight of death. Their suppression has been raised to its maximum level. -->
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@ -246,7 +246,7 @@
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<!-- EN: Must be {0} -->
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<RoleRequirementLabelSameIdeo>必须是{0}</RoleRequirementLabelSameIdeo>
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<!-- EN: Must be {0} -->
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<RoleRequirementLabelSupremeGender>必须是{0</RoleRequirementLabelSupremeGender>
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<RoleRequirementLabelSupremeGender>必须是{0}</RoleRequirementLabelSupremeGender>
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<!-- EN: Disabled work -->
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<RoleDisabledWorkLabel>禁用的工作</RoleDisabledWorkLabel>
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@ -378,19 +378,19 @@
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<!-- EN: Connection torn. Can connect in {0}. -->
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<ConnectionTorn>共鸣被打断。恢复共鸣需要{0}</ConnectionTorn>
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<!-- EN: {PAWN_nameDef} is too far away -->
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<ConnectedPawnAway>离得太远了!</ConnectedPawnAway>
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<ConnectedPawnAway>{PAWN_nameDef}离得太远了!</ConnectedPawnAway>
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<!-- 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? -->
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<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>
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<!-- 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. -->
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<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>
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<!-- EN: Change the type of dryads created by {TREE_definite}. -->
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<ChangeModeDesc>修改由 创建的树精的类别</ChangeModeDesc>
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<ChangeModeDesc>修改由{TREE_definite}产生的树精的类别</ChangeModeDesc>
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<!-- EN: Connection strength fall -->
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<ConnectionStrengthFall>共鸣强度下降</ConnectionStrengthFall>
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<!-- EN: Connection strength -->
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<ConnectionStrength>共鸣强度</ConnectionStrength>
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<!-- EN: {0} strength -->
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<ConnectionStrengthDisplay>共鸣强度</ConnectionStrengthDisplay>
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<ConnectionStrengthDisplay>{0}共鸣强度</ConnectionStrengthDisplay>
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<!-- EN: Determines how many dryads this tree can support. -->
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<ConnectionStrengthDesc>决定此母树可以支持的树精数量</ConnectionStrengthDesc>
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<!-- EN: Max dryads -->
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<!-- EN: {PAWN_labelShort} completed {PAWN_possessive} age reversal cycle. {PAWN_pronoun} expects the next age reversal in {DEADLINE} days. -->
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<BiosculpterAgeReversalCompletedMessage>{PAWN_labelShort}完成了年龄逆转周期,{PAWN_pronoun}期待下一次年龄逆转治疗在{DEADLINE}天内进行。</BiosculpterAgeReversalCompletedMessage>
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<!-- EN: {PAWN_labelShort} completed pleasure cycle. -->
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<BiosculpterPleasureCompletedMessage>已完成其欢愉周期。</BiosculpterPleasureCompletedMessage>
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<BiosculpterPleasureCompletedMessage>{PAWN_labelShort}已完成欢愉周期。</BiosculpterPleasureCompletedMessage>
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<!-- EN: Cleanliness speed factor -->
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<BiosculpterCleanlinessSpeedFactor>清洁度速度因数</BiosculpterCleanlinessSpeedFactor>
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