Merge pull request #362 from VaniatD/master

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Vaniat 2022-03-22 21:34:23 +08:00 committed by GitHub
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6 changed files with 24 additions and 16 deletions

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@ -24,6 +24,8 @@
<BuildBeds.rejectInputMessage>请在房间里造木床。</BuildBeds.rejectInputMessage> <BuildBeds.rejectInputMessage>请在房间里造木床。</BuildBeds.rejectInputMessage>
<!-- EN: Your colonists will now build the room!\n\nNow they need somewhere to sleep. Place three BEDS inside the room.\n\nFind them in the FURNITURE category.\n\nYou can use the {Key:Designator_RotateLeft} and {Key:Designator_RotateRight} keys to rotate the building. --> <!-- EN: Your colonists will now build the room!\n\nNow they need somewhere to sleep. Place three BEDS inside the room.\n\nFind them in the FURNITURE category.\n\nYou can use the {Key:Designator_RotateLeft} and {Key:Designator_RotateRight} keys to rotate the building. -->
<BuildBeds.text>你的殖民者们已经有房间了!\n\n他们需要休息在房间里放三张床吧。\n\n你可以在「家具」菜单里找到床。\n\n你可以使用{Key:Designator_RotateLeft}和{Key:Designator_RotateRight}键来旋转建筑。</BuildBeds.text> <BuildBeds.text>你的殖民者们已经有房间了!\n\n他们需要休息在房间里放三张床吧。\n\n你可以在「家具」菜单里找到床。\n\n你可以使用{Key:Designator_RotateLeft}和{Key:Designator_RotateRight}键来旋转建筑。</BuildBeds.text>
<!-- EN: Your colonists will now build the room!\n\nNow they need somewhere to sleep. Place three BEDS inside the room.\n\nFind them in the FURNITURE category.\n\nYou can rotate the building by pressing the rotate buttons on the left. -->
<BuildBeds.textController>你的殖民者们已经有房间了!\n\n他们需要休息在房间里放三张床吧。\n\n你可以在「家具」菜单里找到床。\n\n你可以使用左侧的旋转键来旋转建筑。</BuildBeds.textController>
<!-- EN: Build a fueled stove inside the room --> <!-- EN: Build a fueled stove inside the room -->
<BuildFueledStove.onMapInstruction>请在室内造炉灶</BuildFueledStove.onMapInstruction> <BuildFueledStove.onMapInstruction>请在室内造炉灶</BuildFueledStove.onMapInstruction>
@ -108,13 +110,17 @@
<!-- EN: Right-click to get out of stockpile designating mode. --> <!-- EN: Right-click to get out of stockpile designating mode. -->
<EndStockpileDesignating.text>点击右键退出规划模式。</EndStockpileDesignating.text> <EndStockpileDesignating.text>点击右键退出规划模式。</EndStockpileDesignating.text>
<!-- EN: Press L2 to get out of stockpile designating mode. -->
<EndStockpileDesignating.textController>点击L2退出规划模式。</EndStockpileDesignating.textController>
<!-- EN: Equip this --> <!-- EN: Equip this -->
<EquipWeapons.onMapInstruction>装备这个</EquipWeapons.onMapInstruction> <EquipWeapons.onMapInstruction>装备这个</EquipWeapons.onMapInstruction>
<!-- EN: Please have your colonists equip weapons. --> <!-- EN: Please have your colonists equip weapons. -->
<EquipWeapons.rejectInputMessage>请给殖民者装备武器</EquipWeapons.rejectInputMessage> <EquipWeapons.rejectInputMessage>请给殖民者装备武器</EquipWeapons.rejectInputMessage>
<!-- EN: Have your colonists equip the starting weapons. To equip a weapon:\n\n1. Click a colonist to select them.\n2. Right-click the weapon you want to equip.\n3. Click 'equip weapon' on the context menu.\n\nDo this for each colonist. --> <!-- EN: Have your colonists equip the starting weapons. To equip a weapon:\n\n1. Click a colonist to select them.\n2. Right-click the weapon you want to equip.\n3. Click 'equip weapon' on the context menu.\n\nDo this for each colonist. -->
<EquipWeapons.text>把你的殖民者武装起来吧。\n\n1. 选择一个殖民者\n2. 右键你想装备的武器\n3. 选择「装备武器」\n\n给每个人都装备上武器吧</EquipWeapons.text> <EquipWeapons.text>把你的殖民者武装起来吧!\n\n1. 选择一个殖民者\n2. 右键你想装备的武器\n3. 选择「装备武器」\n\n给每个人都装备上武器吧</EquipWeapons.text>
<!-- EN: Have your colonists equip the starting weapons. To equip a weapon:\n\n1. Click a colonist to select them.\n2. Hover over the weapon you want to equip and press L2.\n3. Click 'equip weapon' on the context menu.\n\nDo this for each colonist. -->
<EquipWeapons.textController>把你的殖民者武装起来吧!\n\n1. 选择一个殖民者\n2. 指针悬停在你想装备的武器上并按下L2\n3. 选择「装备武器」\n\n给每个人都装备上武器吧</EquipWeapons.textController>
<!-- EN: Please expand the build roof area a bit, just for practice. --> <!-- EN: Please expand the build roof area a bit, just for practice. -->
<ExpandAreaBuildRoof.rejectInputMessage>请稍微扩大一些屋顶区域</ExpandAreaBuildRoof.rejectInputMessage> <ExpandAreaBuildRoof.rejectInputMessage>请稍微扩大一些屋顶区域</ExpandAreaBuildRoof.rejectInputMessage>
@ -198,6 +204,8 @@
<SetToGrowRice.rejectInputMessage>请在种植区内选择「水稻」</SetToGrowRice.rejectInputMessage> <SetToGrowRice.rejectInputMessage>请在种植区内选择「水稻」</SetToGrowRice.rejectInputMessage>
<!-- EN: You can decide what plant your colonists should sow in a growing zone.\n\n1. Right-click to exit architect mode.\n2. Click your growing zone to select it.\n3. Click the plant selector at the bottom and change it to rice. --> <!-- EN: You can decide what plant your colonists should sow in a growing zone.\n\n1. Right-click to exit architect mode.\n2. Click your growing zone to select it.\n3. Click the plant selector at the bottom and change it to rice. -->
<SetToGrowRice.text>你能决定在地里种什么。\n\n1. 右键退出规划模式\n2. 左键选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.text> <SetToGrowRice.text>你能决定在地里种什么。\n\n1. 右键退出规划模式\n2. 左键选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.text>
<!-- EN: You can decide what plant your colonists should sow in a growing zone.\n\n1. Press L2 to exit architect mode.\n2. Click your growing zone to select it.\n3. Click the plant selector at the bottom and change it to rice. -->
<SetToGrowRice.textController>你能决定在地里种什么。\n\n1. 按下L2退出规划模式\n2. 选中种植区\n3. 在下方的菜单里选择种下「水稻」</SetToGrowRice.textController>
<!-- EN: You can also speed up time.\n\nTry controlling time with the {Key:TimeSpeed_Normal}, {Key:TimeSpeed_Fast}, and {Key:TimeSpeed_Superfast} keys, or with the time controls in the bottom right. --> <!-- EN: You can also speed up time.\n\nTry controlling time with the {Key:TimeSpeed_Normal}, {Key:TimeSpeed_Fast}, and {Key:TimeSpeed_Superfast} keys, or with the time controls in the bottom right. -->
<TimeControls.text>你还可以加速时间流逝。\n\n尝试通过{Key:TimeSpeed_Normal}{Key:TimeSpeed_Fast},和{Key:TimeSpeed_Superfast}按键来控制时间,或是点击屏幕右下方的按钮。</TimeControls.text> <TimeControls.text>你还可以加速时间流逝。\n\n尝试通过{Key:TimeSpeed_Normal}{Key:TimeSpeed_Fast},和{Key:TimeSpeed_Superfast}按键来控制时间,或是点击屏幕右下方的按钮。</TimeControls.text>

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@ -546,17 +546,17 @@
<MessageFormedCaravan_Orders>命令</MessageFormedCaravan_Orders> <MessageFormedCaravan_Orders>命令</MessageFormedCaravan_Orders>
<!-- EN: {1}'s "{0}" can no longer deliver to deleted stockpile {2}. --> <!-- EN: {1}'s "{0}" can no longer deliver to deleted stockpile {2}. -->
<MessageBillValidationStoreZoneDeleted>{1}的“{0}”无法再交付已删除的存储区{2}。</MessageBillValidationStoreZoneDeleted> <MessageBillValidationStoreZoneDeleted>{1}的“{0}”无法再交付已删除的存储区{2}。</MessageBillValidationStoreZoneDeleted>
<!-- EN: {1}'s "{0}" can no longer deliver to unavailable stockpile {2}. --> <!-- EN: {1}'s "{0}" can no longer deliver to unavailable stockpile {2}. -->
<MessageBillValidationStoreZoneUnavailable>{1}的“{0}”无法再交付不可抵达的存储区{2}。</MessageBillValidationStoreZoneUnavailable> <MessageBillValidationStoreZoneUnavailable>{1}的“{0}”无法再交付不可抵达的存储区{2}。</MessageBillValidationStoreZoneUnavailable>
<!-- EN: {0} can no longer work on "{1}" at {2}. The restriction has been removed. --> <!-- EN: {0} can no longer work on "{1}" at {2}. The restriction has been removed. -->
<MessageBillValidationPawnUnavailable>{0}不再能于{2}的“{1}”工作。此限制已被移除</MessageBillValidationPawnUnavailable> <MessageBillValidationPawnUnavailable>{0}无法完成位于{2}的“{1}”工作</MessageBillValidationPawnUnavailable>
<!-- EN: {1}'s "{0}" can no longer count items in deleted stockpile {2}. --> <!-- EN: {1}'s "{0}" can no longer count items in deleted stockpile {2}. -->
<MessageBillValidationIncludeZoneDeleted>{1}的“{0}”无法再计数已删除的储存区{2}的道具。</MessageBillValidationIncludeZoneDeleted> <MessageBillValidationIncludeZoneDeleted>{1}的“{0}”无法再计数位于已删除的储存区{2}的道具。</MessageBillValidationIncludeZoneDeleted>
<!-- EN: {1}'s "{0}" can no longer count items in unavailable stockpile {2}. --> <!-- EN: {1}'s "{0}" can no longer count items in unavailable stockpile {2}. -->
<MessageBillValidationIncludeZoneUnavailable>{1}的“{0}”无法再计数不可抵达的存储区{2}的道具。</MessageBillValidationIncludeZoneUnavailable> <MessageBillValidationIncludeZoneUnavailable>{1}的“{0}”无法再计数位于不可抵达的存储区{2}的道具。</MessageBillValidationIncludeZoneUnavailable>
<!-- EN: {1}'s "{0}" can no longer deliver all products to stockpile {2}. --> <!-- EN: {1}'s "{0}" can no longer deliver all products to stockpile {2}. -->
<MessageBillValidationStoreZoneInsufficient>{1}的“{0}”无法再将所有产品交付存储区{2}。</MessageBillValidationStoreZoneInsufficient> <MessageBillValidationStoreZoneInsufficient>{1}的“{0}”无法再将所有产品交付存储区{2}。</MessageBillValidationStoreZoneInsufficient>
<!-- EN: Because of a lack of taming maintenance, {1_labelShort} has returned to the wild. --> <!-- EN: Because of a lack of taming maintenance, {1_labelShort} has returned to the wild. -->
<MessageAnimalReturnedWild>由于缺乏维持训练,{1_labelShort}回归了野生。</MessageAnimalReturnedWild> <MessageAnimalReturnedWild>由于缺乏维持训练,{1_labelShort}回归了野生。</MessageAnimalReturnedWild>

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@ -7,9 +7,9 @@
<Abasia.description>一个影响病人运动皮层,导致不能行走的状态。在足够的时间之后,大脑能够通过重构神经网来自行恢复,但这个过程相当缓慢。不过也有很小的几率能够直接恢复。这种疾病能够通过特殊的手术来恢复,需要大量的闪耀世界药物。</Abasia.description> <Abasia.description>一个影响病人运动皮层,导致不能行走的状态。在足够的时间之后,大脑能够通过重构神经网来自行恢复,但这个过程相当缓慢。不过也有很小的几率能够直接恢复。这种疾病能够通过特殊的手术来恢复,需要大量的闪耀世界药物。</Abasia.description>
<!-- EN: blood rot --> <!-- EN: blood rot -->
<BloodRot.label>坏血病</BloodRot.label> <BloodRot.label>毒血症</BloodRot.label>
<!-- EN: A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death.\n\nThe body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. --> <!-- EN: A slow-growing bacterial disease. The bacteria have little effect on the victim during their growing phase, but upon reaching saturation levels will induce a toxin storm that leads to immediate death.\n\nThe body's immune system will clear blood rot eventually, so the standard treatment is to use normal medicine to suppress it until that happens. Glitterworld doctors can use a massive mechanite dose to clear the infection immediately, but it is expensive. -->
<BloodRot.description>一种生长较缓慢的细菌性疾病。细菌在生长阶段初期对患者的影响很小,一旦达到饱和水平,就会引发毒素风暴,进而导致死亡。免疫系统需要很长的时间才能清除坏血病,所以标准的治疗方案是用普通药物来抑制坏血病直到恢复正常。闪耀世界的医生能够使用大剂量的纳米试剂来一次性清除坏血病感染,但相对要昂贵得多。</BloodRot.description> <BloodRot.description>一种生长较缓慢的细菌性疾病。细菌在生长阶段初期对患者的影响很小,一旦达到饱和水平,就会引发毒素风暴,进而导致死亡。免疫系统需要很长的时间才能清除毒血症,所以标准的治疗方案是用普通药物来抑制毒血症直到恢复正常。闪耀世界的医生能够使用大剂量的纳米试剂来一次性清除毒血症感染,但相对要昂贵得多。</BloodRot.description>
<!-- EN: minor --> <!-- EN: minor -->
<BloodRot.stages.minor.label>轻度</BloodRot.stages.minor.label> <BloodRot.stages.minor.label>轻度</BloodRot.stages.minor.label>
<!-- EN: major --> <!-- EN: major -->

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@ -9,9 +9,9 @@
<Disease_Abasia.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_Abasia.letterText> <Disease_Abasia.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_Abasia.letterText>
<!-- EN: blood rot --> <!-- EN: blood rot -->
<Disease_BloodRot.label>坏血病</Disease_BloodRot.label> <Disease_BloodRot.label>毒血症</Disease_BloodRot.label>
<!-- EN: Disease: Blood rot --> <!-- EN: Disease: Blood rot -->
<Disease_BloodRot.letterLabel>坏血病</Disease_BloodRot.letterLabel> <Disease_BloodRot.letterLabel>毒血症</Disease_BloodRot.letterLabel>
<!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} --> <!-- EN: {0} of your {1} have gotten sick from {2}.\n\nEnsure you have a medical bed and a doctor. Make sure that they get proper treatment and spend as much time in bed as possible.\n\nThe following {1} have gotten sick:\n\n{3} -->
<Disease_BloodRot.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_BloodRot.letterText> <Disease_BloodRot.letterText>{0}{1}患上了{2}。\n\n确保有病床和医生使他们得到适当的治疗并尽可能卧床休息。\n\n以下{1}生病了:\n\n{3}</Disease_BloodRot.letterText>

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@ -11,12 +11,12 @@
<CureAbasia.successfullyRemovedHediffMessage>{0}成功治愈了{1}的麻痹。</CureAbasia.successfullyRemovedHediffMessage> <CureAbasia.successfullyRemovedHediffMessage>{0}成功治愈了{1}的麻痹。</CureAbasia.successfullyRemovedHediffMessage>
<!-- EN: cure blood rot --> <!-- EN: cure blood rot -->
<CureBloodRot.label>治疗坏血病</CureBloodRot.label> <CureBloodRot.label>治疗毒血症</CureBloodRot.label>
<!-- EN: This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites. --> <!-- EN: This special medical operation cures blood rot by a massive infusion of bacteriophage mechanites. -->
<CureBloodRot.description>这项特殊的医学手术通过大量的噬菌体来治疗坏血病</CureBloodRot.description> <CureBloodRot.description>这项特殊的医学手术通过大量的噬菌体来治疗毒血症</CureBloodRot.description>
<!-- EN: Curing blood rot. --> <!-- EN: Curing blood rot. -->
<CureBloodRot.jobString>正在治疗坏血病</CureBloodRot.jobString> <CureBloodRot.jobString>正在治疗毒血症</CureBloodRot.jobString>
<!-- EN: {0} has successfully cured {1}'s blood rot. --> <!-- EN: {0} has successfully cured {1}'s blood rot. -->
<CureBloodRot.successfullyRemovedHediffMessage>{0}成功治愈了{1}的坏血病</CureBloodRot.successfullyRemovedHediffMessage> <CureBloodRot.successfullyRemovedHediffMessage>{0}成功治愈了{1}的毒血症</CureBloodRot.successfullyRemovedHediffMessage>
</LanguageData> </LanguageData>

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@ -60,7 +60,7 @@
<li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li> <li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li> <li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</li> <li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。 这种疾病的进展可以通过高质量的护理和药物来延缓, 但通常不会被治愈。 如果疾病变得足够严重, 将会导致[lodgersLabelSingOrPluralDef]死亡, 所以要确保你有足够的医疗药品。</li> <li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有毒血症而必须每天接受治疗。 这种疾病的进展可以通过高质量的护理和药物来延缓, 但通常不会被治愈。 如果疾病变得足够严重, 将会导致[lodgersLabelSingOrPluralDef]死亡, 所以要确保你有足够的医疗药品。</li>
<li>minMoodInfo-></li> <li>minMoodInfo-></li>
<li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\n你必须保持 [lodgersLabelSingOrPluralDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li> <li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\n你必须保持 [lodgersLabelSingOrPluralDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
<li>workInfo-></li> <li>workInfo-></li>