Merge pull request #347 from VaniatD/master

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Vaniat 2021-11-24 19:14:41 +08:00 committed by GitHub
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3 changed files with 13 additions and 2 deletions

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<!-- EN: Chance to hit a target in melee.\n\nThe target can still dodge even if we would've hit. -->
<MeleeHitChance.description>在近身攻击中命中目标的基本几率。\n\n即使击中目标仍能闪避。</MeleeHitChance.description>
<!-- EN: Mortar miss radius factor -->
<MortarMissRadiusFactor.label>迫击炮偏移率</MortarMissRadiusFactor.label>
<!-- EN: A factor that affects the miss-radius of a mortar. A smaller factor means more accurate shots. Based on the shooters skill level and other health factors. -->
<MortarMissRadiusFactor.description>作用于迫击炮偏移半径的一个系数。更低的偏移率意味着更精确的射击,取决于射手的射击技能和其他健康系数。</MortarMissRadiusFactor.description>
<!-- EN: Mortar miss radius factor -->
<MortarMissRadiusFactor.labelForFullStatList>迫击炮偏移率</MortarMissRadiusFactor.labelForFullStatList>
<!-- EN: trap spring chance -->
<PawnTrapSpringChance.label>陷阱触发概率</PawnTrapSpringChance.label>
<!-- EN: Chance to spring a trap the character is unaware of. -->

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<GameplayTips.BadAllies>一些殖民者甚至比一无是处更差劲,这些“定时炸弹”也是挑战的一部分。</GameplayTips.BadAllies>
<!-- EN: If you can't defend against a threat, make a caravan and run. You may lose your home, but your story can continue. -->
<GameplayTips.MakeCaravanRunBeforeDefeat>如果你用尽办法也无法守住家园,那么带上你的远行队离开吧。你可能会远离故土,但故事仍将继续。</GameplayTips.MakeCaravanRunBeforeDefeat>
<!-- EN: You can choose to have difficulty not scale with accumulated wealth by selecting 'Wealth-independent progress mode' in storyteller settings. Difficulty will instead scale with time. -->
<GameplayTips.FixedWealthMode>你可以在选择叙事者界面的难度模式中开启「固定财富模式」,这种情况下难度会仅随着时间发生变化。</GameplayTips.FixedWealthMode>
<!-- EN: Avoid using stone for doors. They open very slowly, which wastes your colonists' time. -->
<GameplayTips.StoneDoors>尽量避免用石材建造门,缓慢的打开速度会浪费殖民者的时间。</GameplayTips.StoneDoors>
<!-- EN: Put chairs in front of workbenches so workers can sit comfortably while working. -->

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<TrapArmorPenetration>陷阱护甲穿透</TrapArmorPenetration>
<!-- EN: Rearm cost -->
<RearmCost>重置费用</RearmCost>
<!-- EN: Resources needed to rearm this turret (affected by difficulty). -->
<RearmCostExplanation>重置该炮塔所需的资源(受难度影响)</RearmCostExplanation>
<!-- EN: Resources needed to rearm this turret -->
<RearmCostExplanation>重置该炮塔所需的资源</RearmCostExplanation>
<!-- EN: affected by difficulty -->
<RearmCostExplanationDifficulty>受难度影响</RearmCostExplanationDifficulty>
<!-- EN: Shots before rearm -->
<ShotsBeforeRearm>剩余射击</ShotsBeforeRearm>
<!-- EN: How many shots this turret can fire before it has to be rearmed. -->