update for 2635
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<!-- EN: {0} in the {1} -->
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<!-- EN: {0} in the {1} -->
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<Cut.labelNounPretty>{1}中的{0}</Cut.labelNounPretty>
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<Cut.labelNounPretty>{1}中的{0}</Cut.labelNounPretty>
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<!-- EN: cut -->
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<ExecutionCut.label>割伤</ExecutionCut.label>
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<!-- EN: A cut made during execution. -->
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<ExecutionCut.description>处决的割伤。</ExecutionCut.description>
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<!-- EN: a cut -->
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<ExecutionCut.labelNoun>割伤伤口</ExecutionCut.labelNoun>
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<!-- EN: {0} in the {1} -->
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<ExecutionCut.labelNounPretty>{1}中的{0}</ExecutionCut.labelNounPretty>
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<!-- EN: frostbite -->
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<!-- EN: frostbite -->
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<Frostbite.label>冻伤</Frostbite.label>
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<Frostbite.label>冻伤</Frostbite.label>
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<!-- EN: Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. -->
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<!-- EN: Frozen tissue caused by exposure to cold without adequate protection. Frostbite is very painful, and frostbitten body parts are often lost. -->
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@ -35,6 +35,11 @@
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<!-- EN: How casting this ability on someone will impact relations with their faction. -->
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<!-- EN: How casting this ability on someone will impact relations with their faction. -->
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<Ability_GoodwillImpact.description>对某人释放此能力对其所属派系的关系影响。</Ability_GoodwillImpact.description>
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<Ability_GoodwillImpact.description>对某人释放此能力对其所属派系的关系影响。</Ability_GoodwillImpact.description>
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<!-- EN: psyfocus cost -->
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<Ability_PsyfocusCost.label>精神力消耗</Ability_PsyfocusCost.label>
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<!-- EN: How much psyfocus must be spent to performing this ability. -->
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<Ability_PsyfocusCost.description>释放此能力所必须的精神力消耗。</Ability_PsyfocusCost.description>
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<!-- EN: range -->
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<!-- EN: range -->
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<Ability_Range.label>距离</Ability_Range.label>
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<Ability_Range.label>距离</Ability_Range.label>
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<!-- EN: The maximum distance to a target of this ability, or to the center of the target location. -->
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<!-- EN: The maximum distance to a target of this ability, or to the center of the target location. -->
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@ -87,8 +87,8 @@
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<PsychicEntropyRecoveryRate.label>心灵熵降低速率</PsychicEntropyRecoveryRate.label>
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<PsychicEntropyRecoveryRate.label>心灵熵降低速率</PsychicEntropyRecoveryRate.label>
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<!-- EN: The rate at which this person reduces psychic entropy. -->
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<!-- EN: The rate at which this person reduces psychic entropy. -->
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<PsychicEntropyRecoveryRate.description>个体的心灵熵降低速率。</PsychicEntropyRecoveryRate.description>
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<PsychicEntropyRecoveryRate.description>个体的心灵熵降低速率。</PsychicEntropyRecoveryRate.description>
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<!-- EN: {0}/30s -->
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<!-- EN: {0}/s -->
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<PsychicEntropyRecoveryRate.formatString>{0}/30秒</PsychicEntropyRecoveryRate.formatString>
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<PsychicEntropyRecoveryRate.formatString>{0}/秒</PsychicEntropyRecoveryRate.formatString>
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<!-- EN: psychic sensitivity -->
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<!-- EN: psychic sensitivity -->
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<PsychicSensitivity.label>心灵敏感度</PsychicSensitivity.label>
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<PsychicSensitivity.label>心灵敏感度</PsychicSensitivity.label>
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@ -73,9 +73,8 @@
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<!-- EN: The psychic emanator makes me feel strange, but also very relaxed. -->
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<!-- EN: The psychic emanator makes me feel strange, but also very relaxed. -->
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<PsychicEmanatorSoothe.stages.psychic_emanator_soothe.description>心灵放射器让我感觉很奇怪,但同时这感觉又让我很放松。</PsychicEmanatorSoothe.stages.psychic_emanator_soothe.description>
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<PsychicEmanatorSoothe.stages.psychic_emanator_soothe.description>心灵放射器让我感觉很奇怪,但同时这感觉又让我很放松。</PsychicEmanatorSoothe.stages.psychic_emanator_soothe.description>
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<!-- EN: psychic hangover -->
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<!-- UNUSED -->
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<PsychicEntropyHangover.stages.psychic_hangover.label>精神宿醉</PsychicEntropyHangover.stages.psychic_hangover.label>
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<PsychicEntropyHangover.stages.psychic_hangover.label>精神宿醉</PsychicEntropyHangover.stages.psychic_hangover.label>
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<!-- EN: My body and my eyes ache, but I know it's from my brain. -->
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<PsychicEntropyHangover.stages.psychic_hangover.description>我的眼睛酸痛,浑身无力,但我知道那是来自大脑的反馈。</PsychicEntropyHangover.stages.psychic_hangover.description>
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<PsychicEntropyHangover.stages.psychic_hangover.description>我的眼睛酸痛,浑身无力,但我知道那是来自大脑的反馈。</PsychicEntropyHangover.stages.psychic_hangover.description>
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<!-- EN: sharing bed -->
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<!-- EN: sharing bed -->
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@ -51,6 +51,8 @@
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<GameplayTips.AnimalsMayAttack>当你尝试猎杀大群动物时,它们可能会一起主动攻击你。请预先评估狩猎风险,或选择落单及较弱的猎物。</GameplayTips.AnimalsMayAttack>
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<GameplayTips.AnimalsMayAttack>当你尝试猎杀大群动物时,它们可能会一起主动攻击你。请预先评估狩猎风险,或选择落单及较弱的猎物。</GameplayTips.AnimalsMayAttack>
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<!-- EN: If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. -->
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<!-- EN: If you hunt boomrats and boomalopes when it's raining, their deaths won't cause forest fires. -->
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<GameplayTips.AnimalDeathExplosionRain>你可以在下雨的时候捕猎会爆炸的动物,它们死后的爆炸不会引起森林大火。</GameplayTips.AnimalDeathExplosionRain>
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<GameplayTips.AnimalDeathExplosionRain>你可以在下雨的时候捕猎会爆炸的动物,它们死后的爆炸不会引起森林大火。</GameplayTips.AnimalDeathExplosionRain>
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<!-- EN: Carefully-slaughtered animals yield more meat and leather than those who were killed violently. -->
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<GameplayTips.GreaterSlaughterYield>精心宰杀的动物比那些被粗暴杀死的动物产出的肉和皮革都要更多一些。</GameplayTips.GreaterSlaughterYield>
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<!-- EN: Place a caravan packing spot to designate where you want your caravans to form up. -->
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<!-- EN: Place a caravan packing spot to designate where you want your caravans to form up. -->
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<GameplayTips.CaravanPackingSpot>设置远行打包点能让你的远行队更加高效。</GameplayTips.CaravanPackingSpot>
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<GameplayTips.CaravanPackingSpot>设置远行打包点能让你的远行队更加高效。</GameplayTips.CaravanPackingSpot>
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<!-- EN: Single-person caravans can be very useful in certain situations. -->
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<!-- EN: Single-person caravans can be very useful in certain situations. -->
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<StatsReport_Facilities>设施</StatsReport_Facilities>
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<StatsReport_Facilities>设施</StatsReport_Facilities>
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<!-- EN: Multiplier for body size {0} -->
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<!-- EN: Multiplier for body size {0} -->
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<StatsReport_BodySize>体型({0})乘数</StatsReport_BodySize>
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<StatsReport_BodySize>体型({0})乘数</StatsReport_BodySize>
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<!-- EN: Carefully slaughtered -->
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<StatsReport_HasHediffExplanation>精心宰杀</StatsReport_HasHediffExplanation>
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<!-- EN: DPS = Melee damage * Melee hit chance / Cooldown in seconds -->
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<!-- EN: DPS = Melee damage * Melee hit chance / Cooldown in seconds -->
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<StatsReport_MeleeDPSExplanation>DPS = 近战伤害 * 近战命中几率 / 冷却时间(秒)</StatsReport_MeleeDPSExplanation>
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<StatsReport_MeleeDPSExplanation>DPS = 近战伤害 * 近战命中几率 / 冷却时间(秒)</StatsReport_MeleeDPSExplanation>
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<!-- EN: Melee damage -->
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<!-- EN: Melee damage -->
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@ -938,8 +938,10 @@
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<!-- Abilities -->
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<!-- Abilities -->
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<!-- EN: Line of sight required -->
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<!-- EN: Line of sight required -->
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<AbilityRequiresLOS>目标必须可视</AbilityRequiresLOS>
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<AbilityRequiresLOS>目标必须可视</AbilityRequiresLOS>
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<!-- EN: Entropy gain -->
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<!-- EN: Entropy gain -->
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<AbilityEntropyGain>熵增加</AbilityEntropyGain>
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<AbilityEntropyGain>熵增加</AbilityEntropyGain>
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<!-- EN: Psyfocus cost -->
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<AbilityPsyfocusCost>精神力消耗</AbilityPsyfocusCost>
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<!-- EN: Effect duration -->
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<!-- EN: Effect duration -->
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<AbilityDuration>效果持续时间</AbilityDuration>
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<AbilityDuration>效果持续时间</AbilityDuration>
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<!-- EN: Effect radius -->
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<!-- EN: Effect radius -->
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@ -477,11 +477,9 @@
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<!-- EN: Progress to guaranteed find -->
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<!-- EN: Progress to guaranteed find -->
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<ScanningProgressToGuaranteedFind>扫描进度</ScanningProgressToGuaranteedFind>
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<ScanningProgressToGuaranteedFind>扫描进度</ScanningProgressToGuaranteedFind>
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<!-- Meditation focus -->
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<!-- Meditation -->
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<!-- EN: Meditation focus strength for {LASTUSER_labelShort} -->
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<!-- EN: meditating at -->
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<UserMeditationFocusStrength>冥想专注力({LASTUSER_labelShort})</UserMeditationFocusStrength>
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<MeditatingAt>冥想</MeditatingAt>
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<!-- EN: Focus effect impacted by -->
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<MeditationFocusImpacted>专注力效果受影响</MeditationFocusImpacted>
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<!-- Fermentation barrel -->
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<!-- Fermentation barrel -->
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<!-- EN: Contains {0} / {1} wort. -->
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<!-- EN: Contains {0} / {1} wort. -->
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<PawnTooltipWithPrimaryEquipNoDesc>{0}\n{1}\n{2}</PawnTooltipWithPrimaryEquipNoDesc>
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<PawnTooltipWithPrimaryEquipNoDesc>{0}\n{1}\n{2}</PawnTooltipWithPrimaryEquipNoDesc>
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<!-- EN: {0}\n{1} -->
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<!-- EN: {0}\n{1} -->
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<PawnTooltipNoDescNoPrimaryEquip>{0}\n{1}</PawnTooltipNoDescNoPrimaryEquip>
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<PawnTooltipNoDescNoPrimaryEquip>{0}\n{1}</PawnTooltipNoDescNoPrimaryEquip>
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<!-- EN: Psychic entropy: {0} / {1}\nFall rate: {2} / {3}s ({4}s until zero)\n\nPsyfocus: {5} -->
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<!-- EN: Psychic entropy: {0} / {1}\nFall rate: {2} / s ({3}s until zero)\n\nPsyfocus: {4} -->
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<PawnTooltipPsychicEntropyStats>心灵熵阈值:{0} / {1}\n降低速率:{2} / {3}秒 ({4}秒归零)\n\n精神力:{5}</PawnTooltipPsychicEntropyStats>
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<PawnTooltipPsychicEntropyStats>心灵熵阈值:{0} / {1}\n降低速率:{2} / 秒 ({3}秒归零)\n\n精神力:{4}</PawnTooltipPsychicEntropyStats>
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<!-- EN: Max entropy multiplier: {0} -->
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<!-- EN: Psychic entropy increases after performing a psycast. Going over the normal limit can lead to psychic breakdown lasting days.\n\nAside from entropy, some psycasts cost psyfocus to perform. Psyfocus is gained through meditation or drugs. -->
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<PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>最大阈值乘数</PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>
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<PawnTooltipPsychicEntropyDesc>心灵熵在释放心灵能力之后会增加。超过安全限制之后会引起后遗症。每当熵归零都会产生精神宿醉。\n\n除了心灵熵之外,一些心灵能力在释放的时候也会消耗精神力。精神力可以通过冥想来提升。</PawnTooltipPsychicEntropyDesc>
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<!-- EN: Psychic entropy increases after performing a psycast. Going over the safe limit can lead to long-term health consequences. Whenever entropy reaches zero, it leaves a psychic hangover behind.\n\nPsyfocus is separate from psychic entropy. Having psyfocus below 10% will limit maximum safe entropy. Psyfocus can be gained through meditation. -->
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<!-- EN: Pain focuses the mind and speeds up psychic entropy recovery.\n\nPain level: {0}\nBonus to entropy recovery: {1} -->
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<PawnTooltipPsychicEntropyDesc>心灵熵在释放心灵能力之后会增加。超过安全限制之后会引起后遗症。每当熵归零都会产生精神宿醉。\n\n精神力与心灵熵是分开的,低于10%的精神力会限制心灵熵阈值。精神力可以通过冥想来提升。</PawnTooltipPsychicEntropyDesc>
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<PawnTooltipPsychicEntropyPainFocus>痛苦使思想集中;同时能够加速恢复心灵熵。\n\n疼痛等级:{0}\n心灵熵恢复倍率:{1}</PawnTooltipPsychicEntropyPainFocus>
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<!-- EN: Pain focuses the mind, and causes faster recovery from psychic entropy.\n\nPain level: {0}\nBonus to psychic entropy recovery: {1} -->
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<!-- EN: Toggle psychic entropy limiter. Exceeding your entropy limit may cause a psychic breakdown lasting days. It won't cause permanent damage. -->
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<PawnTooltipPsychicEntropyPainFocus>痛苦使思想集中;同时能够更快恢复心灵熵。\n\n疼痛等级:{0}\n心灵熵恢复倍率:{1}</PawnTooltipPsychicEntropyPainFocus>
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<PawnTooltipPsychicEntropyLimit>切换心灵熵限制器。\n\n心灵熵超限制可能会导致长期的心灵崩溃,但并不会造成永久伤害。</PawnTooltipPsychicEntropyLimit>
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<!-- EN: Toggle psychic entropy limiter.\n\nGoing over your psychic entropy limit can cause serious health consequences, including long-term psychic breakdown, and even brain damage for significant overages. The higher over-limit the entropy is, the more dangerous the effects. -->
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<PawnTooltipPsychicEntropyLimit>切换心灵熵限制器。\n\n心灵熵超限制可能会导致严重的健康后果,包括长期的心理崩溃,甚至会因严重超量而损害大脑。熵的极限值越高,超限的后果越严重。</PawnTooltipPsychicEntropyLimit>
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<!-- Pawn tooltip description -->
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<!-- Pawn tooltip description -->
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<!-- EN: {0} {1} -->
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<!-- EN: {0} {1} -->
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<CausedByHediff>由于:{0}</CausedByHediff>
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<CausedByHediff>由于:{0}</CausedByHediff>
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<!-- UNUSED -->
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<!-- UNUSED -->
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<PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>最大阈值乘数</PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>
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<PawnTooltipPsychicEntropy>心灵熵:{0}/{1}\n下降速率:{2}/{3}秒({4}秒归零)\n\n使用心灵能力后心灵熵增加。\n超出安全限制会导致后遗症。\n每当熵归零都会产生精神宿醉。</PawnTooltipPsychicEntropy>
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<PawnTooltipPsychicEntropy>心灵熵:{0}/{1}\n下降速率:{2}/{3}秒({4}秒归零)\n\n使用心灵能力后心灵熵增加。\n超出安全限制会导致后遗症。\n每当熵归零都会产生精神宿醉。</PawnTooltipPsychicEntropy>
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<Complete>完成</Complete>
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<Complete>完成</Complete>
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<creditee>Indeed</creditee>
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<creditee>Indeed</creditee>
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</li>
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</li>
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<li Class="CreditRecord_Text">
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<li Class="CreditRecord_Text">
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<text>修订日期:2020-5-15</text>
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<text>修订日期:2020-5-16</text>
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<anchor>MiddleRight</anchor>
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<anchor>MiddleRight</anchor>
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</li>
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</li>
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</credits>
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</credits>
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<!-- EN: psychic breakdown -->
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<!-- EN: psychic breakdown -->
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<PsychicBreakdown.label>心灵崩溃</PsychicBreakdown.label>
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<PsychicBreakdown.label>心灵崩溃</PsychicBreakdown.label>
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<!-- EN: Long-term psychic destabilization of the mind, usually caused by excessive psychic entropy. Even when the entropy clears, the breakdown can last for many days, causing mental disturbances of various kinds. -->
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<!-- EN: Deep psychic destabilization of the mind. Psychic breakdown last for days, causing mental disturbances of various kinds. It resolves itself with time. -->
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<PsychicBreakdown.description>精神上的长期不稳定,通常由过度的心灵熵引起。即使熵消失了,崩溃也会持续很多天,引起各种各样的精神紊乱。</PsychicBreakdown.description>
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<PsychicBreakdown.description>心灵深处的长期不稳定,通常由过度的心灵熵引起。即使熵消失了,崩溃也会持续很多天,引起各种各样的精神紊乱。它能随着时间自行消失。</PsychicBreakdown.description>
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<!-- EN: minor -->
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<!-- EN: minor -->
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<PsychicBreakdown.stages.minor.label>轻微</PsychicBreakdown.stages.minor.label>
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<PsychicBreakdown.stages.minor.label>轻微</PsychicBreakdown.stages.minor.label>
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<!-- EN: major -->
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<!-- EN: major -->
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<!-- EN: psychic entropy -->
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<!-- EN: psychic entropy -->
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<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
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<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
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<!-- EN: Chaotic psychic energy built up in the mind. Entropy falls over time. After it clears, it leaves a psychic hangover for several days. If psychic entropy becomes very high, it can cause psychosis, long-term psychic breakdown, psylink degradation, and even brain damage. -->
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<!-- EN: Chaotic psychic energy in the mind. If entropy is pushed past normal limits, it may cause temporary psychic breakdown, psylink degradation and finally unconsciousness due to psychic shock. None of these conditions cause permanent damage. -->
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<PsychicEntropy.description>混乱的心灵能量在头脑中作祟。心灵熵随时间逐渐下降,当它被清除后,会留下好几天的精神萎靡。如果心灵熵变得非常高,会导致精神病、长期的精神崩溃、情绪失控、甚至脑损伤。</PsychicEntropy.description>
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<PsychicEntropy.description>混乱的心灵能量在头脑中作祟。如果心灵熵超过安全阈值,可能会造成暂时的心灵崩溃、降低启灵等级,最终因为心灵休克失去意识。不过这些情况都不是永久的。</PsychicEntropy.description>
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<!-- EN: safe -->
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<!-- EN: safe -->
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<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
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<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
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<!-- EN: overloaded -->
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<!-- EN: overloaded -->
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<PsychicEntropy.stages.overloaded.label>过载</PsychicEntropy.stages.overloaded.label>
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<PsychicEntropy.stages.overloaded.label>高压</PsychicEntropy.stages.overloaded.label>
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<!-- EN: hyperloaded -->
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<!-- EN: very overloaded -->
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<PsychicEntropy.stages.very_overloaded.label>过载</PsychicEntropy.stages.very_overloaded.label>
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<!-- EN: extreme -->
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<PsychicEntropy.stages.extreme.label>超负荷</PsychicEntropy.stages.extreme.label>
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<!-- EN: overwhelming -->
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<PsychicEntropy.stages.overwhelming.label>崩坏</PsychicEntropy.stages.overwhelming.label>
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<!-- UNUSED -->
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<PsychicEntropy.stages.hyperloaded.label>超负荷</PsychicEntropy.stages.hyperloaded.label>
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<PsychicEntropy.stages.hyperloaded.label>超负荷</PsychicEntropy.stages.hyperloaded.label>
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<!-- EN: brain charring -->
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|
||||||
<PsychicEntropy.stages.brain_charring.label>脑损伤</PsychicEntropy.stages.brain_charring.label>
|
<PsychicEntropy.stages.brain_charring.label>脑损伤</PsychicEntropy.stages.brain_charring.label>
|
||||||
<!-- EN: brain roasting -->
|
|
||||||
<PsychicEntropy.stages.brain_roasting.label>脑死亡</PsychicEntropy.stages.brain_roasting.label>
|
<PsychicEntropy.stages.brain_roasting.label>脑死亡</PsychicEntropy.stages.brain_roasting.label>
|
||||||
|
|
||||||
<!-- EN: psychic focus -->
|
<!-- EN: psychic focus -->
|
||||||
|
@ -3,7 +3,7 @@
|
|||||||
|
|
||||||
<!-- EN: psyfocus -->
|
<!-- EN: psyfocus -->
|
||||||
<Psyfocus.label>精神力</Psyfocus.label>
|
<Psyfocus.label>精神力</Psyfocus.label>
|
||||||
<!-- EN: Psyfocus is a special type of mental order which is necessary to perform psycasts. Psycasters build psyfocus by meditating, and it degrades continuously during normal life.\n\nThere are 3 levels of psyfocus. Having higher psyfocus level unlocks performing higher psycast levels, but also increases psyfocus fall rate:\n\n{0}\nHaving psyfocus below 10% limits a psycaster's ability to handle psychic entropy. -->
|
<!-- EN: Psyfocus is a special type of mental order which is necessary to perform psycasts. Psycasters build psyfocus by meditating, and it degrades continuously during normal life.\n\nThere are 3 levels of psyfocus. Having higher psyfocus level unlocks performing higher psycast levels, but also increases psyfocus fall rate -->
|
||||||
<Psyfocus.description>精神力是释放心灵能力所必须的一种精神秩序。心灵能力者通过冥想来恢复精神力,它会在日常工作生活中不断降低。精神力有三个层次,更高的精神力水平能够使用更强的心灵能力,但同时也会使精神力降低更快:\n\n{0}\n低于10%的精神力会限制心灵能力者维持心灵熵阈值的能力。</Psyfocus.description>
|
<Psyfocus.description>精神力是释放心灵能力所必须的一种精神秩序。心灵能力者通过冥想来恢复精神力,它会在日常工作生活中不断降低。精神力有三个层次,更高的精神力水平能够使用更强的心灵能力,但同时也会使精神力降低更快。</Psyfocus.description>
|
||||||
|
|
||||||
</LanguageData>
|
</LanguageData>
|
@ -15,7 +15,9 @@
|
|||||||
<li>joinerEnding->You'll be able to direct [lodgersDef] the same way you direct your own colonists.[specialNeedsExplanation]</li>
|
<li>joinerEnding->You'll be able to direct [lodgersDef] the same way you direct your own colonists.[specialNeedsExplanation]</li>
|
||||||
<li>specialNeedsExplanation(asker_royalInCurrentFaction==True,priority=1)-> You'll need to satisfy any special royal needs the guests may have.</li>
|
<li>specialNeedsExplanation(asker_royalInCurrentFaction==True,priority=1)-> You'll need to satisfy any special royal needs the guests may have.</li>
|
||||||
<li>specialNeedsExplanation-></li>
|
<li>specialNeedsExplanation-></li>
|
||||||
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] appreciates quality accomodation. You will gain goodwill with [asker_faction_name] if you keep [asker_possessive] average mood high.</li>
|
<li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
|
||||||
|
<li>theirHisHer(lodgersCount>=1)->their</li>
|
||||||
|
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] appreciates quality accomodation. You will gain goodwill with [asker_faction_name] if you keep [lodgersLabelSingOrPluralDef] average mood high.</li>
|
||||||
<li>goodwillForMood-></li>
|
<li>goodwillForMood-></li>
|
||||||
<li>questDescription(askerIsNull==true,lodgersCount==1)->A [lodgers0_title] named [lodgers0_nameFull] wants you to protect [lodgers0_objective] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo1]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(askerIsNull==true,lodgersCount==1)->A [lodgers0_title] named [lodgers0_nameFull] wants you to protect [lodgers0_objective] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][threatsInfo1]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>threatsInfo1(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[lodgers0_nameDef] was recently caught [wrongAct]. Seeking revenge, [enemyFaction_pawnsPlural] will come for [lodgers0_objective] as long as [lodgers0_pronoun] is with you. [enemyGroupsParagraph]</li>
|
<li>threatsInfo1(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[lodgers0_nameDef] was recently caught [wrongAct]. Seeking revenge, [enemyFaction_pawnsPlural] will come for [lodgers0_objective] as long as [lodgers0_pronoun] is with you. [enemyGroupsParagraph]</li>
|
||||||
@ -33,13 +35,13 @@
|
|||||||
<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\nThe travelers recently [mechViolation], and have been targeted by an orbiting mechanoid swarm. [enemyGroupsParagraph]</li>
|
<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\nThe travelers recently [mechViolation], and have been targeted by an orbiting mechanoid swarm. [enemyGroupsParagraph]</li>
|
||||||
<li>threatsInfo2(generateThreats==false)-></li>
|
<li>threatsInfo2(generateThreats==false)-></li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend [lodgers0_nameFull] is interested in learning about other cultures. [asker_nameDef] wants you to host [lodgers0_nameDef] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend [lodgers0_nameFull] is interested in learning about other cultures. [asker_nameDef] wants you to host [lodgers0_nameDef] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], was caught writing vicious insults about [enemyFaction_leader_nameFull]'s [PersonalCharacteristic]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can smooth over relations with [enemyFaction_name]. Since [enemyFaction_leader_nameDef] is the [enemyFaction_leaderTitle] of [enemyFaction_name], [enemyFaction_leader_pronoun] has sent groups of [enemyFaction_pawnsPlural] to hunt the insulter [lodgers0_nameDef].\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], was caught writing vicious insults about [enemyFaction_leader_nameFull]'s [PersonalCharacteristic]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can smooth over relations with [enemyFaction_name]. Since [enemyFaction_leader_nameDef] is the [enemyFaction_leaderTitle] of [enemyFaction_name], [enemyFaction_leader_pronoun] has sent groups of [enemyFaction_pawnsPlural] to hunt the insulter [lodgers0_nameDef].\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can sooth the mechanoid hive.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can sooth the mechanoid hive.\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration].\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration].\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from an enemy jail. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from an enemy jail. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from the prisons of [enemyFaction_name]. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] know secrets about the [secretInfo] of [enemyFaction_name], so they will be hunted.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from the prisons of [enemyFaction_name]. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] know secrets about the [secretInfo] of [enemyFaction_name], so they will be hunted.\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a crytosleep vault. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] will be hunted by mechanoids.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a crytosleep vault. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] will be hunted by mechanoids.\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a mechanoid hive's holding pen. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The mechs are tracking their former prisoners.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a mechanoid hive's holding pen. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The mechs are tracking their former prisoners.\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>secretInfo->military capabilities</li>
|
<li>secretInfo->military capabilities</li>
|
||||||
<li>secretInfo->moral transgressions</li>
|
<li>secretInfo->moral transgressions</li>
|
||||||
<li>secretInfo->weapons research</li>
|
<li>secretInfo->weapons research</li>
|
||||||
@ -64,7 +66,9 @@
|
|||||||
<li>joinerEnding->你可以直接控制 [lodgersDef], 如同指挥你自己的殖民者那样。 [specialNeedsExplanation]</li>
|
<li>joinerEnding->你可以直接控制 [lodgersDef], 如同指挥你自己的殖民者那样。 [specialNeedsExplanation]</li>
|
||||||
<li>specialNeedsExplanation(asker_royalInCurrentFaction==True,priority=1)->你必须满足访客们的各种需求。</li>
|
<li>specialNeedsExplanation(asker_royalInCurrentFaction==True,priority=1)->你必须满足访客们的各种需求。</li>
|
||||||
<li>specialNeedsExplanation-></li>
|
<li>specialNeedsExplanation-></li>
|
||||||
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] 会答谢高质量的住宿。 如果你能够保持[asker_possessive]平均心情在较高水平, 你将会获得与[asker_faction_name]的好感度。</li>
|
<li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
|
||||||
|
<li>theirHisHer(lodgersCount>=1)->他们的</li>
|
||||||
|
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] 会答谢高质量的住宿。 如果你能够保持[lodgersLabelSingOrPluralDef]平均心情在较高水平, 你将会获得与[asker_faction_name]的好感度。</li>
|
||||||
<li>goodwillForMood-></li>
|
<li>goodwillForMood-></li>
|
||||||
<li>questDescription(askerIsNull==true,lodgersCount==1)->一个名叫 [lodgers0_nameFull] 的 [lodgers0_title] 希望你在 [map_definite] 保护 [lodgers0_objective] [shuttleDelayTicks_duration]。 [allLodgerInfo] [threatsInfo1]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(askerIsNull==true,lodgersCount==1)->一个名叫 [lodgers0_nameFull] 的 [lodgers0_title] 希望你在 [map_definite] 保护 [lodgers0_objective] [shuttleDelayTicks_duration]。 [allLodgerInfo] [threatsInfo1]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>threatsInfo1(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[lodgers0_nameDef] 不久前因 [wrongAct] 而被通缉。 只要 [lodgers0_pronoun] 在这里, [enemyFaction_pawnsPlural] 会来到 [lodgers0_objective] 寻求报复。\n[enemyGroupsParagraph]</li>
|
<li>threatsInfo1(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[lodgers0_nameDef] 不久前因 [wrongAct] 而被通缉。 只要 [lodgers0_pronoun] 在这里, [enemyFaction_pawnsPlural] 会来到 [lodgers0_objective] 寻求报复。\n[enemyGroupsParagraph]</li>
|
||||||
@ -82,13 +86,13 @@
|
|||||||
<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\n这些旅行者最近[mechViolation], 并成为轨道平台上机械集群的目标。 [enemyGroupsParagraph]</li>
|
<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\n这些旅行者最近[mechViolation], 并成为轨道平台上机械集群的目标。 [enemyGroupsParagraph]</li>
|
||||||
<li>threatsInfo2(generateThreats==false)-></li>
|
<li>threatsInfo2(generateThreats==false)-></li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive]朋友 [lodgers0_nameFull] 对学习异族文化很感兴趣。 [asker_nameDef] 希望你能在[shuttleDelayTicks_duration]内 向[map_definite]提供[lodgers0_nameDef]。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive]朋友 [lodgers0_nameFull] 对学习异族文化很感兴趣。 [asker_nameDef] 希望你能在[shuttleDelayTicks_duration]内 向[map_definite]提供[lodgers0_nameDef]。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 被发现对[enemyFaction_leader_nameFull]的PersonalCharacteristic]进行恶意侮辱。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间缓和与 [enemyFaction_name]的关系。 因为 [enemyFaction_leader_nameDef] 是 [enemyFaction_name] 的 [enemyFaction_leaderTitle], [enemyFaction_leader_pronoun]已经派遣一群[enemyFaction_pawnsPlural]前来抓捕侮辱者[lodgers0_nameDef]。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 被发现对[enemyFaction_leader_nameFull]的PersonalCharacteristic]进行恶意侮辱。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间缓和与 [enemyFaction_name]的关系。 因为 [enemyFaction_leader_nameDef] 是 [enemyFaction_name] 的 [enemyFaction_leaderTitle], [enemyFaction_leader_pronoun]已经派遣一群[enemyFaction_pawnsPlural]前来抓捕侮辱者[lodgers0_nameDef]。 \n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间处理机械族巢穴。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间处理机械族巢穴。 \n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive] [lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近被 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive] [lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近被 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护。 \n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural] 知晓 [enemyFaction_name] 关于 [secretInfo] 的机密,因此会对其进行抓捕。\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural] 知晓 [enemyFaction_name] 关于 [secretInfo] 的机密,因此会对其进行抓捕。\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从低温休眠仓中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural]会被机械族猎杀。\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从低温休眠仓中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural]会被机械族猎杀。\n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从机械族巢穴的候宰栏中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n机械族正在追捕它们的逃犯。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从机械族巢穴的候宰栏中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n机械族正在追捕它们的逃犯。 \n\n[threatDescriptionParagraph][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||||
<li>secretInfo->军事势力</li>
|
<li>secretInfo->军事势力</li>
|
||||||
<li>secretInfo->不道德行为</li>
|
<li>secretInfo->不道德行为</li>
|
||||||
<li>secretInfo->武器研究</li>
|
<li>secretInfo->武器研究</li>
|
||||||
|
@ -39,6 +39,14 @@
|
|||||||
<Hospitality_Util_Worker.LetterLabelShuttleDestroyed.slateRef>穿梭机已损毁</Hospitality_Util_Worker.LetterLabelShuttleDestroyed.slateRef>
|
<Hospitality_Util_Worker.LetterLabelShuttleDestroyed.slateRef>穿梭机已损毁</Hospitality_Util_Worker.LetterLabelShuttleDestroyed.slateRef>
|
||||||
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has been destroyed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
|
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has been destroyed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
|
||||||
<Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已损毁。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>
|
<Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已损毁。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>
|
||||||
|
<!-- EN: Quest completed -->
|
||||||
|
<Hospitality_Util_Worker.LetterLabelQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelQuestCompleted.slateRef>
|
||||||
|
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\n[asker_nameDef] said [asker_pronoun] was willing to reward quality accomodation. [lodgersLabelSingOrPluralDef] average mood was {AVERAGEMOOD} during [theirHisHer] stay, so your goodwill with [asker_faction_name] has increased by {GOODWILL} -->
|
||||||
|
<Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'!\n\n[asker_nameDef]说[asker_pronoun]乐意为高质量的住宿服务提供奖励。 [lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情为{AVERAGEMOOD}, 所以你与[asker_faction_name]的关系提升了{GOODWILL}</Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>
|
||||||
|
<!-- EN: Quest completed -->
|
||||||
|
<Hospitality_Util_Worker.root.nodes.shuttleSentSatisfied.node.node.nodes.GoodwillForAverageMoodFailed.node.nodes.Letter.label.slateRef>任务完成</Hospitality_Util_Worker.root.nodes.shuttleSentSatisfied.node.node.nodes.GoodwillForAverageMoodFailed.node.nodes.Letter.label.slateRef>
|
||||||
|
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\nWhile [asker_nameDef] was willing to reward quality accomodation, [lodgersLabelSingOrPluralDef] average mood was only {AVERAGEMOOD} during [theirHisHer] stay. You will receive no faction goodwill reward. -->
|
||||||
|
<Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'!\n\n[asker_nameDef]本乐意为高质量的住宿服务提供奖励, 但[lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情只有{AVERAGEMOOD}。 你不会获得任何派系关系的奖励。</Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>
|
||||||
<!-- EN: Quest failed: [resolvedQuestName] -->
|
<!-- EN: Quest failed: [resolvedQuestName] -->
|
||||||
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
|
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
|
||||||
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has departed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
|
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has departed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
|
||||||
|
@ -7,21 +7,17 @@
|
|||||||
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||||
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||||
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
|
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
|
||||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
|
|
||||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] and [lodgers0_possessive] [allyAllies]</li>
|
|
||||||
<li>healthInfo-></li>
|
<li>healthInfo-></li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed.</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->\n\n[lodgersLabelSingOrPluralDef] is in a coma and must be kept in bed.</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed.</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->\n\n[lodgersLabelSingOrPluralDef] are comatose and need to be kept in bed.</li>
|
||||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is sick with blood rot.</li>
|
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->\n\n[lodgersLabelSingOrPluralDef] is sick with blood rot.</li>
|
||||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are sick with blood rot.</li>
|
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->\n\n[lodgersLabelSingOrPluralDef] are sick with blood rot.</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed. [asker_possessive] is also sick with blood rot.</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->\n\n[lodgersLabelSingOrPluralDef] is in a coma and must be kept in bed. [lodgersLabelSingOrPluralDef] is also sick with blood rot.</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed. They are also sick with blood rot.</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->\n\n[lodgersLabelSingOrPluralDef] are comatose and need to be kept in bed. They are also sick with blood rot.</li>
|
||||||
<li>minMoodInfo-></li>
|
<li>minMoodInfo-></li>
|
||||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\nyou must keep [lodgersWithMoodThreshold0_nameDef]'s mood above [lodgersMoodThreshold_percent].</li>
|
<li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\nyou must keep [lodgersLabelSingOrPluralDef]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies]'s mood above [lodgersMoodThreshold_percent].</li>
|
|
||||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies] moods above [lodgersMoodThreshold_percent].</li>
|
|
||||||
<li>workInfo-></li>
|
<li>workInfo-></li>
|
||||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] will not do any work.</li>
|
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] will not do any work.</li>
|
||||||
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
||||||
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
||||||
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be a raid of roughly this size:\n\n[threatExample]</li>
|
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be a raid of roughly this size:\n\n[threatExample]</li>
|
||||||
@ -59,21 +55,17 @@
|
|||||||
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||||
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||||
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
|
|
||||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] 与 [lodgers0_possessive] [allyAllies]</li>
|
|
||||||
<li>healthInfo-></li>
|
<li>healthInfo-></li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。</li>
|
||||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
|
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingOrPluralDef] 因坏血病而虚弱不堪。</li>
|
||||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
|
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingOrPluralDef] 因坏血病而虚弱不堪。</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 [asker_possessive]同时也因为坏血病而虚弱不堪。</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。 [asker_possessive]同时也因为坏血病而虚弱不堪。</li>
|
||||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 他们同时也因为坏血病而虚弱不堪。</li>
|
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。 他们同时也因为坏血病而虚弱不堪。</li>
|
||||||
<li>minMoodInfo-></li>
|
<li>minMoodInfo-></li>
|
||||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\n你必须保持 [lodgersWithMoodThreshold0_nameDef] 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>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
|
|
||||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
|
|
||||||
<li>workInfo-></li>
|
<li>workInfo-></li>
|
||||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] 不会做任何工作。</li>
|
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] 不会做任何工作。</li>
|
||||||
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
||||||
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
||||||
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->将会有一波大致与以下规模相当的袭击:\n\n[threatExample]</li>
|
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->将会有一波大致与以下规模相当的袭击:\n\n[threatExample]</li>
|
||||||
|
@ -45,13 +45,12 @@
|
|||||||
<!-- EN: A ship landing beacon is powered but can’t be used. To be usable, four of these must be placed on the corners of a square at least 9 tiles wide, and the entire square area must be clear of obstructions including buildings, people, and animals. -->
|
<!-- EN: A ship landing beacon is powered but can’t be used. To be usable, four of these must be placed on the corners of a square at least 9 tiles wide, and the entire square area must be clear of obstructions including buildings, people, and animals. -->
|
||||||
<ShipLandingBeaconUnusableDesc>一个飞船着陆信标通电但不可用。要想正常使用飞船着陆区,四个信标必须放置在至少9x9区域的角落,并且整个区域内必须没有任何障碍物,包括建筑、人类、动物等。</ShipLandingBeaconUnusableDesc>
|
<ShipLandingBeaconUnusableDesc>一个飞船着陆信标通电但不可用。要想正常使用飞船着陆区,四个信标必须放置在至少9x9区域的角落,并且整个区域内必须没有任何障碍物,包括建筑、人类、动物等。</ShipLandingBeaconUnusableDesc>
|
||||||
|
|
||||||
<!-- EN: Low psyfocus -->
|
|
||||||
<LowPsyfocusAlert>低精神力</LowPsyfocusAlert>
|
|
||||||
<!-- EN: These colonists have low psyfocus, limiting their ability to use psycasts. In order to gain psyfocus, they need to meditate.\n\n{0}\n\nPlace a meditation spot and ensure it is usable. Assign a specific time for meditation through the Restrict tab. -->
|
|
||||||
<LowPsyfocusAlertDesc>这些殖民者的精神力过低,限制了他们使用心灵能力。为了获得精神力,他们需要进行冥想。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。可以通过「管制」选项卡来为冥想指定一个特定的时间。</LowPsyfocusAlertDesc>
|
|
||||||
|
|
||||||
<!-- EN: Need meditation spot -->
|
<!-- EN: Need meditation spot -->
|
||||||
<NeedMeditationSpotAlert>需要冥想点</NeedMeditationSpotAlert>
|
<NeedMeditationSpotAlert>需要冥想点</NeedMeditationSpotAlert>
|
||||||
<!-- EN: These colonists have a psyfocus need, but don't have any meditation spots available for them.\n\n{0}\n\nPlace a meditation spot and ensure it is reachable and usable. Colonists will prefer the meditation spot near the best focus object they can use. -->
|
<!-- EN: These colonists have a psyfocus need, but don't have any meditation spots available for them.\n\n{0}\n\nPlace a meditation spot and ensure it is reachable and usable. Colonists will prefer the meditation spot near the best focus object they can use. -->
|
||||||
<NeedMeditationSpotAlertDesc>这些殖民者有精神力需求,但是没有任何他们可用的冥想点。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。殖民者更喜欢附近有他们能使用的最佳聚焦物的冥想点。</NeedMeditationSpotAlertDesc>
|
<NeedMeditationSpotAlertDesc>这些殖民者有精神力需求,但是没有任何他们可用的冥想点。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。殖民者更喜欢附近有他们能使用的最佳聚焦物的冥想点。</NeedMeditationSpotAlertDesc>
|
||||||
|
<!-- UNUSED -->
|
||||||
|
<LowPsyfocusAlert>低精神力</LowPsyfocusAlert>
|
||||||
|
<LowPsyfocusAlertDesc>这些殖民者的精神力过低,限制了他们使用心灵能力。为了获得精神力,他们需要进行冥想。\n\n{0}\n\n请放置一个「冥想点」并确保它可用。可以通过「管制」选项卡来为冥想指定一个特定的时间。</LowPsyfocusAlertDesc>
|
||||||
|
|
||||||
</LanguageData>
|
</LanguageData>
|
@ -27,14 +27,20 @@
|
|||||||
<CommandCallRoyalAidFavorOption>剩余{0}天,费用为{1} {FACTION_royalFavorLabel}</CommandCallRoyalAidFavorOption>
|
<CommandCallRoyalAidFavorOption>剩余{0}天,费用为{1} {FACTION_royalFavorLabel}</CommandCallRoyalAidFavorOption>
|
||||||
|
|
||||||
<!-- Abilities -->
|
<!-- Abilities -->
|
||||||
<!-- EN: Psychic entropy would overflow. -->
|
<!-- EN: Psychic entropy would overflow. Disable the psychic entropy limiter to cast. -->
|
||||||
<CommandPsycastWouldExceedEntropy>心灵熵将超限。</CommandPsycastWouldExceedEntropy>
|
<CommandPsycastWouldExceedEntropy>心灵熵将超限。解除心灵熵限制将可以继续使用能力。</CommandPsycastWouldExceedEntropy>
|
||||||
|
<!-- EN: {PSYCASTNAME} consumes {0} psyfocus but {CASTERNAME} only has {1}. -->
|
||||||
|
<CommandPsycastNotEnoughPsyfocus>{PSYCASTNAME}需要消耗{0}精神力,但是{CASTERNAME}只有{1}。</CommandPsycastNotEnoughPsyfocus>
|
||||||
<!-- EN: level {0} psylink is required. -->
|
<!-- EN: level {0} psylink is required. -->
|
||||||
<CommandPsycastHigherLevelPsylinkRequired>需要等级{0}的启灵神经。</CommandPsycastHigherLevelPsylinkRequired>
|
<CommandPsycastHigherLevelPsylinkRequired>需要等级{0}的启灵神经。</CommandPsycastHigherLevelPsylinkRequired>
|
||||||
<!-- EN: Ability user is unconscious. -->
|
<!-- EN: Ability user is unconscious. -->
|
||||||
<CommandPsycastPawnIsUnconscious>能力使用者不省人事。</CommandPsycastPawnIsUnconscious>
|
<CommandPsycastPawnIsUnconscious>能力使用者不省人事。</CommandPsycastPawnIsUnconscious>
|
||||||
<!-- EN: Need at least {0} psyfocus to cast this. -->
|
<!-- EN: Need at least {0} psyfocus to cast this. -->
|
||||||
<CommandPsycastLowPsyfocus>至少需要{0}的精神力。</CommandPsycastLowPsyfocus>
|
<CommandPsycastLowPsyfocus>至少需要{0}的精神力。</CommandPsycastLowPsyfocus>
|
||||||
|
<!-- EN: E -->
|
||||||
|
<EntropyLetter>E</EntropyLetter>
|
||||||
|
<!-- EN: P -->
|
||||||
|
<PsyfocusLetter>P</PsyfocusLetter>
|
||||||
|
|
||||||
<!-- Select monument marker -->
|
<!-- Select monument marker -->
|
||||||
<!-- EN: Select monument -->
|
<!-- EN: Select monument -->
|
||||||
|
@ -51,14 +51,16 @@
|
|||||||
<TooCloseToOtherBeacon>距离其他信标太近</TooCloseToOtherBeacon>
|
<TooCloseToOtherBeacon>距离其他信标太近</TooCloseToOtherBeacon>
|
||||||
|
|
||||||
<!-- Meditation -->
|
<!-- Meditation -->
|
||||||
<!-- EN: meditating at -->
|
|
||||||
<MeditatingAt>冥想</MeditatingAt>
|
|
||||||
<!-- EN: {0}-{1}% -->
|
<!-- EN: {0}-{1}% -->
|
||||||
<PsyfocusLevelInfoRange>{0}-{1}%</PsyfocusLevelInfoRange>
|
<PsyfocusLevelInfoRange>{0}-{1}%</PsyfocusLevelInfoRange>
|
||||||
<!-- EN: Up to level {0} psycasts. -->
|
<!-- EN: Up to level {0} psycasts. -->
|
||||||
<PsyfocusLevelInfoPsycasts>达到{0}级心灵能力水平。</PsyfocusLevelInfoPsycasts>
|
<PsyfocusLevelInfoPsycasts>达到{0}级心灵能力水平。</PsyfocusLevelInfoPsycasts>
|
||||||
<!-- EN: Psyfocus falls at {0} per day. -->
|
<!-- EN: Psyfocus falls at {0} per day. -->
|
||||||
<PsyfocusLevelInfoFallRate>精神力每天降低{0}。</PsyfocusLevelInfoFallRate>
|
<PsyfocusLevelInfoFallRate>精神力每天降低{0}。</PsyfocusLevelInfoFallRate>
|
||||||
|
<!-- EN: Meditation focus strength for {LASTUSER_labelShort} -->
|
||||||
|
<UserMeditationFocusStrength>冥想专注力({LASTUSER_labelShort})</UserMeditationFocusStrength>
|
||||||
|
<!-- EN: Focus effect impacted by -->
|
||||||
|
<MeditationFocusImpacted>专注力效果受影响</MeditationFocusImpacted>
|
||||||
|
|
||||||
<!-- Abilities -->
|
<!-- Abilities -->
|
||||||
<!-- EN: must be drafted. -->
|
<!-- EN: must be drafted. -->
|
||||||
|
Loading…
Reference in New Issue
Block a user