update for 2638

This commit is contained in:
VaniatD 2020-05-19 11:02:35 +08:00
parent d5eb41e990
commit 8ac7637d53
19 changed files with 151 additions and 106 deletions

View File

@ -11,6 +11,14 @@
<!-- EN: Warning: RimWorld is designed to be played with one player colony at a time. Multiple player colonies are allowed as an experimental testing feature only.\n\nPlaying with multiple colonies will cause gameplay imbalances and split your focus, as well as likely causing performance slowdowns.\n\nWe recommend that you play with the one-colony maximum the game was designed for, at least for your first few games. --> <!-- EN: Warning: RimWorld is designed to be played with one player colony at a time. Multiple player colonies are allowed as an experimental testing feature only.\n\nPlaying with multiple colonies will cause gameplay imbalances and split your focus, as well as likely causing performance slowdowns.\n\nWe recommend that you play with the one-colony maximum the game was designed for, at least for your first few games. -->
<MaxNumberOfPlayerSettlements.helpText>警告:边缘世界被设计为一次只能玩一个殖民地。虽然允许玩家拥有多个殖民地,但仅限用于实验和测试目的使用。\n\n多殖民地的玩法会破坏游戏的平衡性分散你的注意力也可能导致性能下降。\n\n我们建议你至少在的最初几次游戏中仅用一个殖民地进行游戏以获得更好的游戏体验。</MaxNumberOfPlayerSettlements.helpText> <MaxNumberOfPlayerSettlements.helpText>警告:边缘世界被设计为一次只能玩一个殖民地。虽然允许玩家拥有多个殖民地,但仅限用于实验和测试目的使用。\n\n多殖民地的玩法会破坏游戏的平衡性分散你的注意力也可能导致性能下降。\n\n我们建议你至少在的最初几次游戏中仅用一个殖民地进行游戏以获得更好的游戏体验。</MaxNumberOfPlayerSettlements.helpText>
<!-- UNUSED -->
<RoyalIncapableOfSocial.label>无法社交</RoyalIncapableOfSocial.label>
<RoyalIncapableOfSocial.helpText>这个任务会将{FACTION_royalFavorLabel}以荣誉头衔的方式授予{PAWN_labelShort}。然而,{PAWN_labelShort}无法完成社交工作。那些拥有荣誉头衔的人非常需要社交技能,所以如果{PAWN_labelShort}获得头衔,{PAWN_pronoun}可能会度过一段艰难的日子。</RoyalIncapableOfSocial.helpText>
<!-- UNUSED -->
<RoyalWithConceitedTrait.label>自负</RoyalWithConceitedTrait.label>
<RoyalWithConceitedTrait.helpText>这个任务会将{FACTION_royalFavorLabel}以荣誉头衔的方式授予{PAWN_labelShort}。然而,由于{PAWN_labelShort}是{2}{PAWN_pronoun}将会索求荣誉头衔的全部特权。{PAWN_labelShort}可能会拒绝进行某些工作、不吃低品质食物,并且会颁布法令。</RoyalWithConceitedTrait.helpText>
<!-- EN: Flick designations only designate --> <!-- EN: Flick designations only designate -->
<SwitchFlickingDesignation.label>指派开关电源</SwitchFlickingDesignation.label> <SwitchFlickingDesignation.label>指派开关电源</SwitchFlickingDesignation.label>
<!-- EN: Note: This only designates that a colonist should flick the switch.\n\nNothing will actually happen until a colonist comes and flicks the switch by hand. --> <!-- EN: Note: This only designates that a colonist should flick the switch.\n\nNothing will actually happen until a colonist comes and flicks the switch by hand. -->

View File

@ -1,6 +1,11 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<LanguageData> <LanguageData>
<!-- EN: paralytic abasia -->
<Abasia.label>麻痹</Abasia.label>
<!-- EN: A condition that affects the motor cortex of a patient, resulting in the inability to walk. -->
<Abasia.description>一个影响病人运动皮层,导致不能行走的状态。</Abasia.description>
<!-- EN: blood rot --> <!-- EN: blood rot -->
<BloodRot.label>坏血病</BloodRot.label> <BloodRot.label>坏血病</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. The body's immune system will clear blood rot after a long time, 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. The body's immune system will clear blood rot after a long time, 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. -->
@ -21,9 +26,8 @@
<!-- EN: A degenerative liver disease caused by excessive alcohol consumption. --> <!-- EN: A degenerative liver disease caused by excessive alcohol consumption. -->
<Cirrhosis.description>过度饮酒引起的一种慢性进行性肝病。</Cirrhosis.description> <Cirrhosis.description>过度饮酒引起的一种慢性进行性肝病。</Cirrhosis.description>
<!-- EN: coma --> <!-- UNUSED -->
<Coma.label>昏迷</Coma.label> <Coma.label>昏迷</Coma.label>
<!-- EN: A deep state of prolonged unconsciousness. -->
<Coma.description>长时间的深层无意识状态。</Coma.description> <Coma.description>长时间的深层无意识状态。</Coma.description>
<!-- EN: resurrection psychosis --> <!-- EN: resurrection psychosis -->
@ -47,8 +51,8 @@
<!-- EN: scaria --> <!-- EN: scaria -->
<Scaria.label>狂暴症</Scaria.label> <Scaria.label>狂暴症</Scaria.label>
<!-- EN: A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. --> <!-- EN: A disease which causes affected creatures to enter berserk rages. A creature with scaria can be cured through a special medical operation, but it must be downed first. If not treated, scaria kills its host about five days after infection. The disease poisons the flesh and rots the skin, so creatures killed with scaria generally cannot be butchered for meat or leather. -->
<Scaria.description>这种疾病会使受感染的生物进入狂暴状态。感染的动物能够通过特殊的医疗手术进行治疗但首先要将其击倒。如果不妥善处理这个疾病会在大约5天后使这个生物死亡。</Scaria.description> <Scaria.description>这种疾病会使受感染的生物进入狂暴状态。感染的动物能够通过特殊的医疗手术进行治疗但首先要将其击倒。如果不妥善处理这个疾病会在大约5天后使这个生物死亡。这种疾病会产生扩散全身的毒素,并且会腐蚀皮肤。因此感染狂暴症并死亡的动物一般不能被屠宰来获取皮革和肉。</Scaria.description>
<!-- EN: trauma savant --> <!-- EN: trauma savant -->
<TraumaSavant.label>创伤激发</TraumaSavant.label> <TraumaSavant.label>创伤激发</TraumaSavant.label>

View File

@ -8,20 +8,38 @@
<li>questDescription->[asker_nameFull] [asker_faction_name] 的 [asker_faction_leaderTitle] 向我们发送了一条信息。 根据他们的情报, 一个属于 [siteFaction_name] 派系, 由 [siteFaction_pawnsPlural] 建立的营地一直在袭击他们的商队。 \n\n[asker_nameDef] 请求我们帮助他们摧毁这个营地, 完全消灭他们的人员和炮塔。 [asker_label] 还告诉我们 [sitePart0_description]。</li> <li>questDescription->[asker_nameFull] [asker_faction_name] 的 [asker_faction_leaderTitle] 向我们发送了一条信息。 根据他们的情报, 一个属于 [siteFaction_name] 派系, 由 [siteFaction_pawnsPlural] 建立的营地一直在袭击他们的商队。 \n\n[asker_nameDef] 请求我们帮助他们摧毁这个营地, 完全消灭他们的人员和炮塔。 [asker_label] 还告诉我们 [sitePart0_description]。</li>
</OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings> </OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings>
<!-- EN: <!-- EN:
<li>questName->[asker_nameDef]'s Camp Bounty</li> <li>questName->The [bandit] [camp]</li>
<li>questName->Camp of [enemyFaction_pawnsPlural]</li> <li>questName->[bandit] [camp]</li>
<li>questName->The Bandit Camp</li> <li>questName->[asker_nameDef] and the [camp]</li>
<li>questName->The Raider Camp</li> <li>camp->Camp</li>
<li>questName->Destroy the Camp</li> <li>camp->Outpost</li>
<li>questName->Helping [asker_nameDef]</li> <li>camp->Lair</li>
<li>camp->Encampment</li>
<li>bandit->Bandit</li>
<li>bandit->Raider</li>
<li>bandit->Outlaw</li>
<li>bandit->Desperado</li>
<li>bandit->Fugitive</li>
<li>bandit->Marauder</li>
<li>bandit->Robber</li>
<li>bandit->Brigand</li>
--> -->
<OpportunitySite_BanditCamp.questNameRules.rulesStrings> <OpportunitySite_BanditCamp.questNameRules.rulesStrings>
<li>questName->[asker_nameDef]的营地奖励</li> <li>questName->[bandit] [camp]</li>
<li>questName->[enemyFaction_pawnsPlural]的营地</li> <li>questName->[bandit] [camp]</li>
<li>questName->土匪营地</li> <li>questName->[asker_nameDef] 与 [camp]</li>
<li>questName->袭击者营地</li> <li>camp->营地</li>
<li>questName->摧毁营地</li> <li>camp->哨所</li>
<li>questName->帮助[asker_nameDef]</li> <li>camp->巢穴</li>
<li>camp->营房</li>
<li>bandit->土匪</li>
<li>bandit->劫掠者</li>
<li>bandit->逃犯</li>
<li>bandit->暴徒</li>
<li>bandit->逃亡者</li>
<li>bandit->掠夺者</li>
<li>bandit->强盗</li>
<li>bandit->劫匪</li>
</OpportunitySite_BanditCamp.questNameRules.rulesStrings> </OpportunitySite_BanditCamp.questNameRules.rulesStrings>
<!-- EN: Quest expired: [resolvedQuestName] --> <!-- EN: Quest expired: [resolvedQuestName] -->
<OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef> <OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef>任务已失效:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestExpired.slateRef>
@ -29,8 +47,8 @@
<OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>匪徒们已收拾好行装,离开了这里。任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef> <OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>匪徒们已收拾好行装,离开了这里。任务[resolvedQuestName]已经失效。</OpportunitySite_BanditCamp.LetterTextQuestExpired.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] --> <!-- EN: Quest failed: [resolvedQuestName] -->
<OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef> <OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</OpportunitySite_BanditCamp.LetterLabelQuestFailed.slateRef>
<!-- EN: The bandit camp has packed up and moved on. --> <!-- EN: After being discovered, the bandit camp has dispersed. The quest [resolvedQuestName] has ended. -->
<OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>匪徒们已收拾好行装,离开了这里</OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef> <OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>这个匪徒营地被发现了。 任务[resolvedQuestName]已经失效</OpportunitySite_BanditCamp.LetterTextQuestFailed.slateRef>
<!-- EN: Payment arrived --> <!-- EN: Payment arrived -->
<OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef>奖励已送达</OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef> <OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef>奖励已送达</OpportunitySite_BanditCamp.LetterLabelPaymentArrived.slateRef>
<!-- EN: You have defeated the bandit camp!\n\nThe payment from [asker_faction_name] has arrived. --> <!-- EN: You have defeated the bandit camp!\n\nThe payment from [asker_faction_name] has arrived. -->

View File

@ -1,6 +1,15 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<LanguageData> <LanguageData>
<!-- EN: anti-abasia mechanite infusion -->
<CureAbasia.label>抗麻痹治疗</CureAbasia.label>
<!-- EN: This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated restructure of neural activity without damaging the brain. It permanently cures a patient's abasia-induced paralysis, but consumes a large amount of glitterworld medicine. -->
<CureAbasia.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并在不损伤大脑的情况下对协调功能进行修复重组。这能立刻治愈因麻痹引起的瘫痪,但是会消耗大量的闪耀世界药物。</CureAbasia.description>
<!-- EN: Infusing anti-abasia mechanites. -->
<CureAbasia.jobString>注入抗麻痹机械。</CureAbasia.jobString>
<!-- EN: {0} has successfully cured {1}'s paralytic abasia. -->
<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>治疗坏血病</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. -->
@ -10,13 +19,10 @@
<!-- 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}的坏血病。</CureBloodRot.successfullyRemovedHediffMessage>
<!-- EN: coma-wake mechanite infusion --> <!-- UNUSED -->
<CureComa.label>昏迷唤醒</CureComa.label> <CureComa.label>昏迷唤醒</CureComa.label>
<!-- EN: This special medical operation uses a massive dose of mechanites to saturate brain tissue and execute a coordinated kickstart of neural activity without damaging the brain. It immeditately revives a patient from a coma, but consumes a large amount of glitterworld medicine. -->
<CureComa.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并且在不损伤大脑的情况下进行协调性的神经活动。这能立即让病人从昏迷中苏醒,但是会消耗大量的闪耀世界药物。</CureComa.description> <CureComa.description>这项特殊的医疗手术使用大量的纳米机械装置来补充脑组织,并且在不损伤大脑的情况下进行协调性的神经活动。这能立即让病人从昏迷中苏醒,但是会消耗大量的闪耀世界药物。</CureComa.description>
<!-- EN: Infusing coma-wake mechanites. -->
<CureComa.jobString>正在注入唤醒用机械。</CureComa.jobString> <CureComa.jobString>正在注入唤醒用机械。</CureComa.jobString>
<!-- EN: {0} has successfully cured {1}'s coma. -->
<CureComa.successfullyRemovedHediffMessage>{0}成功治愈了{1}的昏迷。</CureComa.successfullyRemovedHediffMessage> <CureComa.successfullyRemovedHediffMessage>{0}成功治愈了{1}的昏迷。</CureComa.successfullyRemovedHediffMessage>
<!-- EN: cure scaria --> <!-- EN: cure scaria -->

View File

@ -37,7 +37,7 @@
<!-- EN: psyfocus cost --> <!-- EN: psyfocus cost -->
<Ability_PsyfocusCost.label>精神力消耗</Ability_PsyfocusCost.label> <Ability_PsyfocusCost.label>精神力消耗</Ability_PsyfocusCost.label>
<!-- EN: How much psyfocus must be spent to performing this ability. --> <!-- EN: How much psyfocus must be spent to perform this ability. -->
<Ability_PsyfocusCost.description>释放此能力所必须的精神力消耗。</Ability_PsyfocusCost.description> <Ability_PsyfocusCost.description>释放此能力所必须的精神力消耗。</Ability_PsyfocusCost.description>
<!-- EN: range --> <!-- EN: range -->

View File

@ -499,20 +499,6 @@
<!-- EN: You have concluded the quest '{0}'. --> <!-- EN: You have concluded the quest '{0}'. -->
<LetterQuestCompletedConcluded>你已完成任务'{0}'。</LetterQuestCompletedConcluded> <LetterQuestCompletedConcluded>你已完成任务'{0}'。</LetterQuestCompletedConcluded>
<!-- Average pawn mood -->
<!-- EN: {asker_nameDef} said {asker_pronoun} was willing to reward quality accomodation. {pawnLabel} average mood was {averageMood} during {possessive} stay, so your goodwill with {faction_name} has increased by {goodwill}. -->
<LetterAveragePawnMoodSuccess>{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿环境提供奖励。{pawnLabel}在{possessive}逗留期间的平均心情为{averageMood},所以你与{faction_name}的好感度提升了{goodwill}。</LetterAveragePawnMoodSuccess>
<!-- EN: While {asker_nameDef} was willing to reward quality accomodation, {pawnLabel} average mood was only {averageMood} during {possessive} stay. You will receive no faction goodwill reward. -->
<LetterAveragePawnMoodFail>尽管{asker_nameDef}愿意为高质量的住宿环境提供奖励,{pawnLabel}在{possessive}逗留期间的平均心情只有{averageMood}。你将不会获得派系关系奖励。</LetterAveragePawnMoodFail>
<!-- EN: the guests -->
<LetterAveragePawnMoodPawnPluralLabel>访客们</LetterAveragePawnMoodPawnPluralLabel>
<!-- EN: {asker_nameDef}'s -->
<LetterAveragePawnMoodPawnLabel>{asker_nameDef}的</LetterAveragePawnMoodPawnLabel>
<!-- EN: their -->
<LetterAveragePawnMoodPossessivePlural>他们的</LetterAveragePawnMoodPossessivePlural>
<!-- EN: {asker_possessive} -->
<LetterAveragePawnMoodPossessive>{asker_possessive}</LetterAveragePawnMoodPossessive>
<!-- Bladelink --> <!-- Bladelink -->
<!-- EN: Persona bond: {PAWN_labelShort} --> <!-- EN: Persona bond: {PAWN_labelShort} -->
<LetterBladelinkWeaponBondedLabel>武器绑定: {PAWN_labelShort}</LetterBladelinkWeaponBondedLabel> <LetterBladelinkWeaponBondedLabel>武器绑定: {PAWN_labelShort}</LetterBladelinkWeaponBondedLabel>
@ -527,6 +513,12 @@
<LetterMechClusterArrived>机械族集群出现了。</LetterMechClusterArrived> <LetterMechClusterArrived>机械族集群出现了。</LetterMechClusterArrived>
<!-- UNUSED --> <!-- UNUSED -->
<LetterAveragePawnMoodSuccess>{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿环境提供奖励。{pawnLabel}在{possessive}逗留期间的平均心情为{averageMood},所以你与{faction_name}的好感度提升了{goodwill}。</LetterAveragePawnMoodSuccess>
<LetterAveragePawnMoodFail>尽管{asker_nameDef}愿意为高质量的住宿环境提供奖励,{pawnLabel}在{possessive}逗留期间的平均心情只有{averageMood}。你将不会获得派系关系奖励。</LetterAveragePawnMoodFail>
<LetterAveragePawnMoodPawnPluralLabel>访客们</LetterAveragePawnMoodPawnPluralLabel>
<LetterAveragePawnMoodPawnLabel>{asker_nameDef}的</LetterAveragePawnMoodPawnLabel>
<LetterAveragePawnMoodPossessivePlural>他们的</LetterAveragePawnMoodPossessivePlural>
<LetterAveragePawnMoodPossessive>{asker_possessive}</LetterAveragePawnMoodPossessive>
<LetterQuestCompletedWithAvgPawnMoodGoodwillSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿条件提供奖励。{asker_nameDef}在逗留期间的平均心情在{averageMood},所以你和{faction_name}的关系提高了{goodwill}。</LetterQuestCompletedWithAvgPawnMoodGoodwillSuccess> <LetterQuestCompletedWithAvgPawnMoodGoodwillSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿条件提供奖励。{asker_nameDef}在逗留期间的平均心情在{averageMood},所以你和{faction_name}的关系提高了{goodwill}。</LetterQuestCompletedWithAvgPawnMoodGoodwillSuccess>
<LetterQuestCompletedWithAvgPawnMoodGoodwillPluralSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿条件提供奖励。访客们在逗留期间的平均心情在{averageMood},所以你和{faction_name}的关系提高了{goodwill}。</LetterQuestCompletedWithAvgPawnMoodGoodwillPluralSuccess> <LetterQuestCompletedWithAvgPawnMoodGoodwillPluralSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}说{asker_pronoun}愿意为高质量的住宿条件提供奖励。访客们在逗留期间的平均心情在{averageMood},所以你和{faction_name}的关系提高了{goodwill}。</LetterQuestCompletedWithAvgPawnMoodGoodwillPluralSuccess>
<LetterQuestCompletedWithoutAvgPawnMoodGoodwillSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}愿意为高质量的住宿条件提供奖励,但是{asker_possessive}在逗留期间的平均心情只有{averageMood}。你不会获得任何好感度奖励。</LetterQuestCompletedWithoutAvgPawnMoodGoodwillSuccess> <LetterQuestCompletedWithoutAvgPawnMoodGoodwillSuccess>你已经成功完成了任务'{0}'\n\n{asker_nameDef}愿意为高质量的住宿条件提供奖励,但是{asker_possessive}在逗留期间的平均心情只有{averageMood}。你不会获得任何好感度奖励。</LetterQuestCompletedWithoutAvgPawnMoodGoodwillSuccess>

View File

@ -454,10 +454,14 @@
<SendSignalOnCountdownCompTime>在{0}中激活</SendSignalOnCountdownCompTime> <SendSignalOnCountdownCompTime>在{0}中激活</SendSignalOnCountdownCompTime>
<!-- EN: Psychic entropy --> <!-- EN: Psychic entropy -->
<PsychicEntropy>心灵熵</PsychicEntropy> <PsychicEntropy>心灵熵</PsychicEntropy>
<!-- EN: {0} pain focus --> <!-- EN: Entropy -->
<PsychicEntropyPainFocus>{0}疼痛集中</PsychicEntropyPainFocus> <PsychicEntropyShort></PsychicEntropyShort>
<!-- EN: {0} pain boost -->
<PsychicEntropyPainFocus>{0}疼痛激励</PsychicEntropyPainFocus>
<!-- EN: radius {0} --> <!-- EN: radius {0} -->
<ConditionCauserRadius>半径{0}</ConditionCauserRadius> <ConditionCauserRadius>半径{0}</ConditionCauserRadius>
<!-- EN: Psyfocus -->
<Psyfocus>精神力</Psyfocus>
<!-- EN: low psyfocus --> <!-- EN: low psyfocus -->
<LowPsyfocus>低精神力</LowPsyfocus> <LowPsyfocus>低精神力</LowPsyfocus>
<!-- EN: {0} left --> <!-- EN: {0} left -->
@ -1232,14 +1236,16 @@
<PawnTooltipWithPrimaryEquipNoDesc>{0}\n{1}\n{2}</PawnTooltipWithPrimaryEquipNoDesc> <PawnTooltipWithPrimaryEquipNoDesc>{0}\n{1}\n{2}</PawnTooltipWithPrimaryEquipNoDesc>
<!-- EN: {0}\n{1} --> <!-- EN: {0}\n{1} -->
<PawnTooltipNoDescNoPrimaryEquip>{0}\n{1}</PawnTooltipNoDescNoPrimaryEquip> <PawnTooltipNoDescNoPrimaryEquip>{0}\n{1}</PawnTooltipNoDescNoPrimaryEquip>
<!-- EN: Psychic entropy: {0} / {1}\nFall rate: {2} / s ({3}s until zero)\n\nPsyfocus: {4} --> <!-- EN: Psychic entropy: {0} / {1}\nFall rate: {2} / s ({3}s until zero) -->
<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> <PawnTooltipPsychicEntropyStats>心灵熵阈值:{0} / {1}\n降低速率{2} / 秒 {3}秒归零)</PawnTooltipPsychicEntropyStats>
<!-- 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. --> <!-- EN: Psychic entropy increases after performing a psycast. Going over the normal limit can lead to psychic breakdown lasting days.\n\nPsychic entropy dissipates naturally over time. This process can be accelerated by wearing eltex apparel or being in pain. -->
<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导致持续数天的心灵崩溃。\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或者药物来提升</PawnTooltipPsychicEntropyDesc> <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导致持续数天的心灵崩溃。\n\n心灵熵会随着时间自然消散。这一过程可以通过穿着灵质服装或者感受苦痛来加快</PawnTooltipPsychicEntropyDesc>
<!-- EN: Pain focuses the mind and speeds up psychic entropy recovery.\n\nPain level: {0}\nBonus to entropy recovery: {1} --> <!-- EN: Pain boost\n\nPain focuses the mind and speeds up psychic entropy recovery.\n\nPain level: {0}\nBonus to entropy recovery: {1} -->
<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> <PawnTooltipPsychicEntropyPainFocus>疼痛激励\n\n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>
<!-- EN: Toggle psychic entropy limiter. Exceeding your entropy limit may cause a psychic breakdown lasting days. It won't cause permanent damage. --> <!-- EN: Toggle psychic entropy limiter. Exceeding your entropy limit may cause a psychic breakdown lasting days. It won't cause permanent damage. -->
<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> <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>
<!-- EN: Psyfocus: {0} -->
<PawnTooltipPsyfocus>精神力:{0}}</PawnTooltipPsyfocus>
<!-- Pawn tooltip description --> <!-- Pawn tooltip description -->
<!-- EN: {0} {1} --> <!-- EN: {0} {1} -->

View File

@ -130,7 +130,7 @@
<creditee>Indeed</creditee> <creditee>Indeed</creditee>
</li> </li>
<li Class="CreditRecord_Text"> <li Class="CreditRecord_Text">
<text>修订日期2020-5-17</text> <text>修订日期2020年5月19日 11点02分</text>
<anchor>MiddleRight</anchor> <anchor>MiddleRight</anchor>
</li> </li>
</credits> </credits>

View File

@ -1,14 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Royal incapable of social -->
<RoyalIncapableOfSocial.label>无法社交</RoyalIncapableOfSocial.label>
<!-- EN: This quest will reward {FACTION_royalFavorLabel} and thus royal titles for {PAWN_labelShort}. However, {PAWN_labelShort} is incapable of social tasks. Those with royal titles have great need of social skills, so if {PAWN_labelShort} gains a title, {PAWN_pronoun} may have a difficult time. -->
<RoyalIncapableOfSocial.helpText>这个任务会将{FACTION_royalFavorLabel}以荣誉头衔的方式授予{PAWN_labelShort}。然而,{PAWN_labelShort}无法完成社交工作。那些拥有荣誉头衔的人非常需要社交技能,所以如果{PAWN_labelShort}获得头衔,{PAWN_pronoun}可能会度过一段艰难的日子。</RoyalIncapableOfSocial.helpText>
<!-- EN: Royal with conceited trait -->
<RoyalWithConceitedTrait.label>自负</RoyalWithConceitedTrait.label>
<!-- EN: This quest will reward {FACTION_royalFavorLabel} and thus royal titles for {PAWN_labelShort}. However, since {PAWN_labelShort} is {2}, {PAWN_pronoun} will demand that the title's privileges be fully respected. {PAWN_labelShort} may refuse to do certain work types or eat low-class food, and will issue decrees. -->
<RoyalWithConceitedTrait.helpText>这个任务会将{FACTION_royalFavorLabel}以荣誉头衔的方式授予{PAWN_labelShort}。然而,由于{PAWN_labelShort}是{2}{PAWN_pronoun}将会索求荣誉头衔的全部特权。{PAWN_labelShort}可能会拒绝进行某些工作、不吃低品质食物,并且会颁布法令。</RoyalWithConceitedTrait.helpText>
</LanguageData>

View File

@ -1,7 +1,10 @@
<?xml version="1.0" encoding="UTF-8"?> <?xml version="1.0" encoding="UTF-8"?>
<LanguageData> <LanguageData>
<!-- EN: linking at -->
<LinkPsylinkable.reportString>连接</LinkPsylinkable.reportString>
<!-- EN: meditating royally at --> <!-- EN: meditating royally at -->
<Reign.reportString>庄严地沉思在</Reign.reportString> <Reign.reportString>庄严地沉思</Reign.reportString>
</LanguageData> </LanguageData>

View File

@ -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 --> <!-- EN: Psyfocus is a special type of mental structuring which is necessary to perform psycasts. Psyfocus dissipates over time, and must be built by regular meditation. There are no consequences to losing all psyfocus, however, except becoming unable to perform psycasts.\n\nHigher levels of psyfocus permit higher-level psycasts, but also increase the rate of psyfocus dissipation. -->
<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> <Psyfocus.description>精神力是释放心灵能力所必须的一种精神结构。精神力会随着时间的推移而消散,可以通过定期冥想来恢复精神力。失去所有的精神力并不会导致除了无法执行心灵能力之外的后果。\n\n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>

View File

@ -3,11 +3,11 @@
<!-- EN: Monument completed --> <!-- EN: Monument completed -->
<BuildMonumentWorker.LetterLabelMonumentConstructed.slateRef>纪念碑完工</BuildMonumentWorker.LetterLabelMonumentConstructed.slateRef> <BuildMonumentWorker.LetterLabelMonumentConstructed.slateRef>纪念碑完工</BuildMonumentWorker.LetterLabelMonumentConstructed.slateRef>
<!-- EN: You completed construction of the monument.\n\nYou must not destroy it for at least [keepMonumentTicks_duration]days,otherwise you will anger [asker_factionName] ([goodwillChangeIfMonumentDestroyed] goodwill). --> <!-- EN: You completed construction of the monument.\n\nYou must not destroy it for at least [keepMonumentTicks_duration], otherwise you will anger [asker_factionName] ([goodwillChangeIfMonumentDestroyed] goodwill). -->
<BuildMonumentWorker.LetterTextMonumentConstructed.slateRef>你完成了纪念碑结构的建造。\n\n你在之后的[keepMonumentTicks_duration]内不能将它摧毁, 否则会激怒 [asker_factionName] [goodwillChangeIfMonumentDestroyed] 好感度)。</BuildMonumentWorker.LetterTextMonumentConstructed.slateRef> <BuildMonumentWorker.LetterTextMonumentConstructed.slateRef>你完成了纪念碑结构的建造。\n\n你在之后的[keepMonumentTicks_duration]内不能将它摧毁, 否则会激怒 [asker_factionName] [goodwillChangeIfMonumentDestroyed] 好感度)。</BuildMonumentWorker.LetterTextMonumentConstructed.slateRef>
<!-- EN: Monument destroyed --> <!-- EN: Monument destroyed -->
<BuildMonumentWorker.LetterLabelMonumentRuined.slateRef>纪念碑被摧毁</BuildMonumentWorker.LetterLabelMonumentRuined.slateRef> <BuildMonumentWorker.LetterLabelMonumentRuined.slateRef>纪念碑被摧毁</BuildMonumentWorker.LetterLabelMonumentRuined.slateRef>
<!-- EN: [asker_nameDef] is offended that you allowed the monument to be ruined so soon after completion.\n\nYour relationswit [asker_faction_name] have fallen by [goodwillChangeIfMonumentDestroyed]. --> <!-- EN: [asker_nameDef] is offended that you allowed the monument to be ruined so soon after completion.\n\nYour relations with [asker_faction_name] have fallen by [goodwillChangeIfMonumentDestroyed]. -->
<BuildMonumentWorker.LetterTextMonumentRuined.slateRef>你在完成纪念碑之后让它被破坏得太快了, 这冒犯了 [asker_nameDef]。\n\n你与 [asker_faction_name] 的关系下降了 [goodwillChangeIfMonumentDestroyed]。</BuildMonumentWorker.LetterTextMonumentRuined.slateRef> <BuildMonumentWorker.LetterTextMonumentRuined.slateRef>你在完成纪念碑之后让它被破坏得太快了, 这冒犯了 [asker_nameDef]。\n\n你与 [asker_faction_name] 的关系下降了 [goodwillChangeIfMonumentDestroyed]。</BuildMonumentWorker.LetterTextMonumentRuined.slateRef>
<!-- EN: Do not destroy the monument for {0} --> <!-- EN: Do not destroy the monument for {0} -->
<BuildMonumentWorker.DontDestroyMonumentForDays.slateRef>不要破坏纪念碑 {0}</BuildMonumentWorker.DontDestroyMonumentForDays.slateRef> <BuildMonumentWorker.DontDestroyMonumentForDays.slateRef>不要破坏纪念碑 {0}</BuildMonumentWorker.DontDestroyMonumentForDays.slateRef>

View File

@ -3,21 +3,21 @@
<!-- EN: <!-- EN:
<li>lodgersLabel->guest</li> <li>lodgersLabel->guest</li>
<li>lodgersLabelPlural->guests</li> <li>lodgersLabelPlural->[asker_faction_pawnsPlural]</li>
--> -->
<Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings> <Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings>
<li>lodgersLabel->访客</li> <li>lodgersLabel->访客</li>
<li>lodgersLabelPlural->访客们</li> <li>lodgersLabelPlural->[asker_faction_pawnsPlural]</li>
</Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings> </Hospitality_Joiners.questDescriptionAndNameRules.rulesStrings>
<!-- EN: <!-- EN:
<li>lodgersDef(lodgersCount==1)->[lodgers0_nameDef]</li> <li>lodgersDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersDef(lodgersCount>=2)->the guests</li> <li>lodgersDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
<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>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li> <li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
<li>theirHisHer(lodgersCount>=1)->their</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(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] appreciates quality accomodation. You will gain goodwill with [asker_faction_name] if you keep the average mood of [lodgersDef] 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>
@ -47,12 +47,12 @@
<li>secretInfo->weapons research</li> <li>secretInfo->weapons research</li>
<li>secretInfo->prison camps</li> <li>secretInfo->prison camps</li>
<li>secretInfo->[enemyFaction_leaderTitle]</li> <li>secretInfo->[enemyFaction_leaderTitle]</li>
<li>questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is fleeing a troubling political situation and wants to hide out at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][goodwillForMood][threatsInfo5]\n\n[commonDescEnding]\n\n[joinerEnding]</li> <li>questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is fleeing a troubling political situation and wants to hide out at [map_definite] for [shuttleDelayTicks_duration]. [threatsInfo5][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
<li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt [asker_objective]. They will attack while [asker_nameDef] is present. [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt [asker_objective]. They will attack while [asker_nameDef] is present. [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef]'s enemies provoked mechanoids into to hunting [asker_objective]. The mechs will attack while [asker_nameDef] is present. [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef]'s enemies provoked mechanoids into to hunting [asker_objective]. The mechs will attack while [asker_nameDef] is present. [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef]'s enemies have somehow provoked mechanoids into hunting [asker_objective]. [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef]'s enemies have somehow provoked mechanoids into hunting [asker_objective]. [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==false)-></li> <li>threatsInfo5(generateThreats==false)-></li>
<li>questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to stay at [map_definite] for [shuttleDelayTicks_duration] with [lodgersCountMinusOne] court [allyAllies]. [allLodgerInfo][goodwillForMood][threatsInfo6]\n\n[commonDescEnding]\n\n[joinerEnding]</li> <li>questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to stay at [map_definite] for [shuttleDelayTicks_duration] with [lodgersCountMinusOne] court [allyAllies]. [threatsInfo6][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
<li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt [asker_objective]. [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have hired [enemyFaction_name] to hunt [asker_objective]. [enemyGroupsParagraph]</li>
<li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have provoked [enemyFaction_name] into hunting [asker_objective]. [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have provoked [enemyFaction_name] into hunting [asker_objective]. [enemyGroupsParagraph]</li>
<li>threatsInfo6(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have somehow provoked mechanoids into hunting [asker_objective]. [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] and [asker_possessive] [allyAllies] have been targeted for death and need a safe place to stay until they can purge their court. However, [asker_nameDef]'s enemies have somehow provoked mechanoids into hunting [asker_objective]. [enemyGroupsParagraph]</li>
@ -62,13 +62,13 @@
--> -->
<Hospitality_Joiners.questDescriptionRules.rulesStrings> <Hospitality_Joiners.questDescriptionRules.rulesStrings>
<li>lodgersDef(lodgersCount==1)->[lodgers0_nameDef]</li> <li>lodgersDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersDef(lodgersCount>=2)->访客们</li> <li>lodgersDef(lodgersCount>=2)->[lodgersLabelPlural]</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>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>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li> <li>theirHisHer(lodgersCount==1)->[lodgers0_possessive]</li>
<li>theirHisHer(lodgersCount>=1)->他们的</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(goodwillRewardForMood==true,priority=1)->\n\n[asker_nameDef] 会答谢高质量的住宿。 如果你能够保持[lodgersDef]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>
@ -98,12 +98,12 @@
<li>secretInfo->武器研究</li> <li>secretInfo->武器研究</li>
<li>secretInfo->监狱营地</li> <li>secretInfo->监狱营地</li>
<li>secretInfo->[enemyFaction_leaderTitle]</li> <li>secretInfo->[enemyFaction_leaderTitle]</li>
<li>questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 正在逃避令人不安的政治局势, 并想在[map_definite]躲藏[shuttleDelayTicks_duration]。 [allLodgerInfo][goodwillForMood][threatsInfo5]\n\n[commonDescEnding]\n\n[joinerEnding]</li> <li>questDescription(asker_royalInCurrentFaction==True,lodgersCount==1)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 正在逃避令人不安的政治局势, 并想在[map_definite]躲藏[shuttleDelayTicks_duration]。 [threatsInfo5][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
<li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] 的敌人雇佣了 [enemyFaction_name] 来拘捕 [asker_objective]。 只要[asker_nameDef] 还在那里,他们就会不断地进攻。\n [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] 的敌人雇佣了 [enemyFaction_name] 来拘捕 [asker_objective]。 只要[asker_nameDef] 还在那里,他们就会不断地进攻。\n [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef]的敌人引来机械族猎杀[asker_objective]。 只要 [asker_nameDef] 还在那里, 它们就会不断地进攻。 [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef]的敌人引来机械族猎杀[asker_objective]。 只要 [asker_nameDef] 还在那里, 它们就会不断地进攻。 [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] 的敌人用某种未知的方式引来机械集群猎杀[asker_objective]。 [enemyGroupsParagraph]</li> <li>threatsInfo5(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] 的敌人用某种未知的方式引来机械集群猎杀[asker_objective]。 [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==false)-></li> <li>threatsInfo5(generateThreats==false)-></li>
<li>questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 想在[map_definite]和[lodgersCountMinusOne]名被审判的[allyAllies]停留[shuttleDelayTicks_duration]。 [allLodgerInfo][goodwillForMood][threatsInfo6]\n\n[commonDescEnding]\n\n[joinerEnding]</li> <li>questDescription(asker_royalInCurrentFaction==True,lodgersCount>=2)->[asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 想在[map_definite]和[lodgersCountMinusOne]名被审判的[allyAllies]停留[shuttleDelayTicks_duration]。 [threatsInfo6][allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
<li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] 和 [asker_possessive] [allyAllies] 被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人雇佣了 [enemyFaction_name] 来追捕 [asker_objective]。 [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->\n\n[asker_nameDef] 和 [asker_possessive] [allyAllies] 被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人雇佣了 [enemyFaction_name] 来追捕 [asker_objective]。 [enemyGroupsParagraph]</li>
<li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef] 和 [asker_possessive][allyAllies]被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人引诱 [enemyFaction_name] 来猎杀 [asker_objective]。 [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef] 和 [asker_possessive][allyAllies]被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人引诱 [enemyFaction_name] 来猎杀 [asker_objective]。 [enemyGroupsParagraph]</li>
<li>threatsInfo6(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] 和 [asker_possessive][allyAllies]被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人以某种未知的方式引诱机械集群来猎杀 [asker_objective]。 [enemyGroupsParagraph]</li> <li>threatsInfo6(generateThreats==true,threatType==MechClusters)->\n\n[asker_nameDef] 和 [asker_possessive][allyAllies]被列上了暗杀名单, 他们需要一个安全的庇护所直到他们可以免于被审判。 然而, [asker_nameDef] 的敌人以某种未知的方式引诱机械集群来猎杀 [asker_objective]。 [enemyGroupsParagraph]</li>

View File

@ -35,6 +35,10 @@
<Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef>访客失踪:{SUBJECT_definite}</Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef> <Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef>访客失踪:{SUBJECT_definite}</Hospitality_Util_Worker.LetterLabelGuestJoinedOtherFaction.slateRef>
<!-- EN: [letterSubject], who you were charged to protect, has joined another faction. [remainingWillNowLeave][failLetterEndingCommon] --> <!-- EN: [letterSubject], who you were charged to protect, has joined another faction. [remainingWillNowLeave][failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef>指定由你保护的[letterSubject]已经加入了另一个派系。[remainingWillNowLeave][failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef> <Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef>指定由你保护的[letterSubject]已经加入了另一个派系。[remainingWillNowLeave][failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextGuestJoinedOtherFaction.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
<!-- EN: [asker_faction_name] are now hostile towards you. [failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextAskerFactionHostile.slateRef>[asker_faction_name] 现在与你敌对。 [failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextAskerFactionHostile.slateRef>
<!-- EN: Shuttle destroyed --> <!-- EN: Shuttle destroyed -->
<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] -->
@ -48,7 +52,7 @@
<!-- 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. --> <!-- 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> <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.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.label.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.root.nodes.shuttleSentUnsatisfied.node.nodes.Letter.label.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] -->
<Hospitality_Util_Worker.LetterTextQuestFailed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已经起飞。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextQuestFailed.slateRef> <Hospitality_Util_Worker.LetterTextQuestFailed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已经起飞。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextQuestFailed.slateRef>

View File

@ -2,10 +2,10 @@
<LanguageData> <LanguageData>
<!-- EN: <!-- EN:
<li>questDescription->[decreeIntro]\n\nYou must build a monument. It is [monumentSize] in size and will require these resources (total value [monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\nYou must keep the monument safe for [keepMonumentTicks_duration] days after completion, otherwise [asker_nameDef] will be unhappy.</li> <li>questDescription->[decreeIntro]\n\nYou must build a monument. It is [monumentSize] in size and will require these resources (total value [monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\nYou must keep the monument safe for [keepMonumentTicks_duration] after completion, otherwise [asker_nameDef] will be unhappy.</li>
--> -->
<Decree_BuildMonument.questDescriptionRules.rulesStrings> <Decree_BuildMonument.questDescriptionRules.rulesStrings>
<li>questDescription->[decreeIntro]\n\n你必须建造一个纪念碑。建造这个[monumentSize]的纪念碑需要以下资源(总价值:[monumentRequiredResourcesMarketValue_money]\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\n你在建造完成后 [keepMonumentTicks_duration] 内不能破坏这个纪念碑, 否则 [asker_nameDef] 会不开心。</li> <li>questDescription->[decreeIntro]\n\n你必须建造一个纪念碑。建造这个[monumentSize]的纪念碑需要以下资源(总价值:[monumentRequiredResourcesMarketValue_money]\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\n你在建造完成后 [keepMonumentTicks_duration] 内保护这个纪念碑, 否则 [asker_nameDef] 会不开心。</li>
</Decree_BuildMonument.questDescriptionRules.rulesStrings> </Decree_BuildMonument.questDescriptionRules.rulesStrings>
<!-- EN: <!-- EN:
<li>questName->monument decree</li> <li>questName->monument decree</li>
@ -19,8 +19,8 @@
<Decree_BuildMonument.LetterTextNewMonumentMarkerArrived.slateRef>由于纪念碑标记已损毁,一个新的标记被送出。</Decree_BuildMonument.LetterTextNewMonumentMarkerArrived.slateRef> <Decree_BuildMonument.LetterTextNewMonumentMarkerArrived.slateRef>由于纪念碑标记已损毁,一个新的标记被送出。</Decree_BuildMonument.LetterTextNewMonumentMarkerArrived.slateRef>
<!-- EN: Monument completed --> <!-- EN: Monument completed -->
<Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef>纪念碑完工</Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef> <Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef>纪念碑完工</Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef>
<!-- EN: You have completed construction of the monument.\n\nYou must keep it safe for [keepMonumentTicks_duration] days, otherwise [asker_nameDef] will be displeased. --> <!-- EN: You have completed construction of the monument.\n\nYou must keep it safe for [keepMonumentTicks_duration], otherwise [asker_nameDef] will be displeased. -->
<Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>你完成了这个纪念碑结构。\n\n在接下来的 [keepMonumentTicks_duration] 内不要让它被破坏 否则 [asker_nameDef] 会不开心。text_todo</Decree_BuildMonument.LetterTextMonumentCompleted.slateRef> <Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>你完成了这个纪念碑结构。\n\n在接下来的 [keepMonumentTicks_duration] 内保护纪念碑 否则 [asker_nameDef] 会不开心。text_todo</Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>
<!-- EN: Monument destroyed --> <!-- EN: Monument destroyed -->
<Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef>纪念碑被破坏</Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef> <Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef>纪念碑被破坏</Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef>
<!-- EN: [asker_nameDef] is offended that you allowed the monument to be ruined so soon after completion.\n\n[asker_pronoun] will be unhappy about this. --> <!-- EN: [asker_nameDef] is offended that you allowed the monument to be ruined so soon after completion.\n\n[asker_pronoun] will be unhappy about this. -->

View File

@ -8,14 +8,13 @@
<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>healthInfo-></li> <li>healthInfo-></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(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo] [bloodRotInfo]</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(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->\n\n[lodgersLabelSingOrPluralDef] is sick with blood rot.</li> <li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->\n\n[lodgersLabelSingOrPluralDef] are sick with blood rot.</li> <li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] suffering from paralytic abasia and must be kept in bed.</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>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment.</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>0,priority=1)->\n\nyou must keep [lodgersLabelSingOrPluralDef]'s mood above [lodgersMoodThreshold_percent].</li> <li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\nyou must keep the mood of [lodgersLabelSingOrPluralDef] above [lodgersMoodThreshold_percent].</li>
<li>workInfo-></li> <li>workInfo-></li>
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] 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>
@ -44,6 +43,8 @@
<li>lodgersHasHave(lodgersCount>=2)->have</li> <li>lodgersHasHave(lodgersCount>=2)->have</li>
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li> <li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
<li>lodgersObjective(lodgersCount>=2)->them</li> <li>lodgersObjective(lodgersCount>=2)->them</li>
<li>areIs(lodgersCount==1)->is</li>
<li>areIs(lodgersCount>=2)->are</li>
<li>remainingWillNowLeave(lodgersCount==1)-></li> <li>remainingWillNowLeave(lodgersCount==1)-></li>
<li>remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will now leave. </li> <li>remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will now leave. </li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->You have failed the quest '[resolvedQuestName]'.</li> <li>failLetterEndingCommon(askerIsNull==true,priority=1)->You have failed the quest '[resolvedQuestName]'.</li>
@ -56,12 +57,11 @@
<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>healthInfo-></li> <li>healthInfo-></li>
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。</li> <li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo] [bloodRotInfo]</li>
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingOrPluralDef] 因为昏迷必须卧床。</li> <li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingOrPluralDef] 因坏血病而虚弱不堪。</li> <li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingOrPluralDef] 因坏血病而虚弱不堪。</li> <li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</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>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。</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>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>
@ -92,6 +92,8 @@
<li>lodgersHasHave(lodgersCount>=2)->有</li> <li>lodgersHasHave(lodgersCount>=2)->有</li>
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li> <li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
<li>lodgersObjective(lodgersCount>=2)->他们</li> <li>lodgersObjective(lodgersCount>=2)->他们</li>
<li>areIs(lodgersCount==1)->是</li>
<li>areIs(lodgersCount>=2)->是</li>
<li>remainingWillNowLeave(lodgersCount==1)-></li> <li>remainingWillNowLeave(lodgersCount==1)-></li>
<li>remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。</li> <li>remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->你未能完成任务'[resolvedQuestName]'。</li> <li>failLetterEndingCommon(askerIsNull==true,priority=1)->你未能完成任务'[resolvedQuestName]'。</li>

View File

@ -8,8 +8,8 @@
<!-- EN: royal cataphract armor --> <!-- EN: royal cataphract armor -->
<Apparel_ArmorCataphractRoyal.label>皇家禁卫装甲</Apparel_ArmorCataphractRoyal.label> <Apparel_ArmorCataphractRoyal.label>皇家禁卫装甲</Apparel_ArmorCataphractRoyal.label>
<!-- EN: A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A suit of heavy powered armor, built for maximum protection at the cost of mobility. Heavy layered plasteel-weave plates with solid ablative coatings stop all but the most well-aimed or powerful attacks. Neuro-memetic assistors prevent the suit's massive weight from immobilizing the wearer entirely, but the suit is still quite cumbersome.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorCataphractRoyal.description>一件以牺牲机动性为前提而设计的重型动力装甲,它的玻璃钢纤维复合装甲和抗烧蚀防护层几乎可以抵御任何伤害。尽管有神经模因装置的辅助让穿戴者不至于因为太重而无法移动,但是这件动力装甲依然相当的笨重。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorCataphractRoyal.description> <Apparel_ArmorCataphractRoyal.description>一件以牺牲机动性为前提而设计的重型动力装甲,它的玻璃钢纤维复合装甲和抗烧蚀防护层几乎可以抵御任何伤害。尽管有神经模因装置的辅助让穿戴者不至于因为太重而无法移动,但是这件动力装甲依然相当的笨重。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorCataphractRoyal.description>
<!-- EN: cataphract helmet --> <!-- EN: cataphract helmet -->
<Apparel_ArmorHelmetCataphract.label>禁卫头盔</Apparel_ArmorHelmetCataphract.label> <Apparel_ArmorHelmetCataphract.label>禁卫头盔</Apparel_ArmorHelmetCataphract.label>
@ -18,27 +18,27 @@
<!-- EN: royal cataphract helmet --> <!-- EN: royal cataphract helmet -->
<Apparel_ArmorHelmetCataphractRoyal.label>皇家禁卫头盔</Apparel_ArmorHelmetCataphractRoyal.label> <Apparel_ArmorHelmetCataphractRoyal.label>皇家禁卫头盔</Apparel_ArmorHelmetCataphractRoyal.label>
<!-- EN: A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A heavily-armored high-tech helmet, with a solid plasteel-weave shell and indirect visual system for non-frontal view angles. It protects against all but the most powerful or luckily-aimed shots.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorHelmetCataphractRoyal.description>重型高科技头盔,拥有玻璃钢纤维防护外壳并且内置视觉系统,它几乎可以抵御任何伤害。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorHelmetCataphractRoyal.description> <Apparel_ArmorHelmetCataphractRoyal.description>重型高科技头盔,拥有玻璃钢纤维防护外壳并且内置视觉系统,它几乎可以抵御任何伤害。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorHelmetCataphractRoyal.description>
<!-- EN: royal recon helmet --> <!-- EN: royal recon helmet -->
<Apparel_ArmorHelmetReconRoyal.label>皇家斥候头盔</Apparel_ArmorHelmetReconRoyal.label> <Apparel_ArmorHelmetReconRoyal.label>皇家斥候头盔</Apparel_ArmorHelmetReconRoyal.label>
<!-- EN: A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A high-tech armored helmet with a built-in status computer and a protective plasteel-weave plate.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorHelmetReconRoyal.description>一种带有内置状态检测计算机和玻璃钢装甲的高科技头盔。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorHelmetReconRoyal.description> <Apparel_ArmorHelmetReconRoyal.description>一种带有内置状态检测计算机和玻璃钢装甲的高科技头盔。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorHelmetReconRoyal.description>
<!-- EN: royal marine helmet --> <!-- EN: royal marine helmet -->
<Apparel_ArmorMarineHelmetRoyal.label>皇家海军头盔</Apparel_ArmorMarineHelmetRoyal.label> <Apparel_ArmorMarineHelmetRoyal.label>皇家海军头盔</Apparel_ArmorMarineHelmetRoyal.label>
<!-- EN: A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A marine armor helmet, with a built-in status computer and layered plasteel-weave plates.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorMarineHelmetRoyal.description>一个海军装甲配套的头盔,内置了状态检测计算机并且覆盖了玻璃钢装甲,提供完整的头部防护。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorMarineHelmetRoyal.description> <Apparel_ArmorMarineHelmetRoyal.description>一个海军装甲配套的头盔,内置了状态检测计算机并且覆盖了玻璃钢装甲,提供完整的头部防护。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorMarineHelmetRoyal.description>
<!-- EN: royal marine armor --> <!-- EN: royal marine armor -->
<Apparel_ArmorMarineRoyal.label>皇家海军装甲</Apparel_ArmorMarineRoyal.label> <Apparel_ArmorMarineRoyal.label>皇家海军装甲</Apparel_ArmorMarineRoyal.label>
<!-- EN: A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A suit of powered armor. Layered plasteel-weave plates are very effective at stopping attacks, with few vulnerable joint sections. Neuro-memetic assistors allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorMarineRoyal.description>一套强调机动性的动力装甲。从颈部到脚部都覆盖玻璃钢纤维编制的装甲片,能够十分有效地防御攻击。神经模因机械让人在穿着重型装甲时仍然能够轻松行动。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorMarineRoyal.description> <Apparel_ArmorMarineRoyal.description>一套强调机动性的动力装甲。从颈部到脚部都覆盖玻璃钢纤维编制的装甲片,能够十分有效地防御攻击。神经模因机械让人在穿着重型装甲时仍然能够轻松行动。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorMarineRoyal.description>
<!-- EN: royal recon armor --> <!-- EN: royal recon armor -->
<Apparel_ArmorReconRoyal.label>皇家斥候装甲</Apparel_ArmorReconRoyal.label> <Apparel_ArmorReconRoyal.label>皇家斥候装甲</Apparel_ArmorReconRoyal.label>
<!-- EN: A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and visually stunning compared to its standard counterpart, royal armor like this is usually made for nobility. Embedded eltex threads even enhance the wearer's psycasting ability. --> <!-- EN: A suit of light partially-powered armor, designed to permit quick movement. Plasteel-weave plates block attacks without compromising mobility, and neuro-memetic assistors in the lower body allow a human to wear the armor and still move easily.\n\nExpensive and beautiful, royal armor like this is usually made for nobility. Embedded eltex threads also enhance the wearer's psychic sensitivity. -->
<Apparel_ArmorReconRoyal.description>轻量化的阉割版动力装甲,但轻量化的设计也使其相较于其他动力装甲具备更优越的机动性,配置的轻型玻璃钢装甲可以在不影响穿戴者灵活性的情况下提供可靠的防护,位于装甲中段的神经模因装置可以让使用者更容易地穿戴和使用它。\n\n与标准装甲相比,这种皇家装甲价格昂贵并且视觉上更加亮眼,通常是为贵族而制造的。镌刻的灵质秘纹甚至可以增强使用者的心灵能力。</Apparel_ArmorReconRoyal.description> <Apparel_ArmorReconRoyal.description>轻量化的阉割版动力装甲,但轻量化的设计也使其相较于其他动力装甲具备更优越的机动性,配置的轻型玻璃钢装甲可以在不影响穿戴者灵活性的情况下提供可靠的防护,位于装甲中段的神经模因装置可以让使用者更容易地穿戴和使用它。\n\n这种昂贵而华丽的皇家装甲通常是为贵族而制造的。镌刻的灵质秘纹可以增强使用者的心灵能力。</Apparel_ArmorReconRoyal.description>
</LanguageData> </LanguageData>

View File

@ -61,6 +61,14 @@
<!-- EN: This is illegal for {PAWN_labelShort}. Requires {TITLE} title. --> <!-- EN: This is illegal for {PAWN_labelShort}. Requires {TITLE} title. -->
<PsycastIsIllegal>对于{PAWN_labelShort},这是非法的。需要{TITLE}头衔。</PsycastIsIllegal> <PsycastIsIllegal>对于{PAWN_labelShort},这是非法的。需要{TITLE}头衔。</PsycastIsIllegal>
<!-- Warning -->
<!-- EN: This quest will reward {FACTION_royalFavorLabel} and thus royal titles for {PAWN_labelShort}. -->
<QuestGivesRoyalFavor>这个任务会因奖励{FACTION_royalFavorLabel}而授予{PAWN_labelShort}荣誉头衔。</QuestGivesRoyalFavor>
<!-- EN: {PAWN_labelShort} is incapable of social tasks. Those with royal titles have great need of social skills, so if {PAWN_labelShort} gains a title, {PAWN_pronoun} may have a difficult time. Another colonist might be more socially-adept. -->
<RoyalIncapableOfSocial>{PAWN_labelShort}无法进行社交活动。 被授予荣誉头衔的人对社交能力的需求很高, 如果{PAWN_labelShort}获得一个头衔, {PAWN_pronoun}可能会过得很艰难。 其他殖民者可能更善于社交。</RoyalIncapableOfSocial>
<!-- EN: Since {PAWN_labelShort} is {2}, {PAWN_pronoun} will demand that the title's privileges be fully respected. {PAWN_labelShort} may refuse to do certain work types or eat low-class food, and will issue decrees. Another colonist would probably be more flexible. -->
<RoyalWithConceitedTrait>由于{PAWN_labelShort}是{2} {PAWN_pronoun}将会索求这个头衔的全部特权。 {PAWN_labelShort}可以拒绝进行一些类型的工作、抗拒低劣的食物、并且颁布法令。 其他殖民者可能会更加灵活变通一些。</RoyalWithConceitedTrait>
<!-- UNUSED --> <!-- UNUSED -->
<RoyalTitleTooltipMaxPsycastLevel>允许的最大心灵等级</RoyalTitleTooltipMaxPsycastLevel> <RoyalTitleTooltipMaxPsycastLevel>允许的最大心灵等级</RoyalTitleTooltipMaxPsycastLevel>
<RoyalTitleTooltipMaxPsycastLevelDescription>该头衔可以使用最高级别的心灵能力\n\n{FACTION_name}的法律禁止在没有符合的头衔的情况下使用心灵能力。每次施放不合法的心灵能力时,都有可能会检测到心灵信号,从而导致严重外交后果。\n\n心灵信号可以被心灵静默植入物掩盖。</RoyalTitleTooltipMaxPsycastLevelDescription> <RoyalTitleTooltipMaxPsycastLevelDescription>该头衔可以使用最高级别的心灵能力\n\n{FACTION_name}的法律禁止在没有符合的头衔的情况下使用心灵能力。每次施放不合法的心灵能力时,都有可能会检测到心灵信号,从而导致严重外交后果。\n\n心灵信号可以被心灵静默植入物掩盖。</RoyalTitleTooltipMaxPsycastLevelDescription>

View File

@ -103,6 +103,14 @@
<BeginLinkingRitualNeedSubplants>附近需要{0} {1}(有{2}</BeginLinkingRitualNeedSubplants> <BeginLinkingRitualNeedSubplants>附近需要{0} {1}(有{2}</BeginLinkingRitualNeedSubplants>
<!-- EN: Need psylink --> <!-- EN: Need psylink -->
<BeginLinkingRitualNeedPsylink>需要起灵神经</BeginLinkingRitualNeedPsylink> <BeginLinkingRitualNeedPsylink>需要起灵神经</BeginLinkingRitualNeedPsylink>
<!-- EN: Need a free spot within 3 cells for linking -->
<BeginLinkingRitualNeedLinkSpot>需要在3格之内有一个可用的地点来进行连接</BeginLinkingRitualNeedLinkSpot>
<!-- EN: Linking ritual completed -->
<LetterLabelLinkingRitualCompleted>连接仪式完成</LetterLabelLinkingRitualCompleted>
<!-- EN: {PAWN_labelShort} has completed the linking ritual with {LINKABLE_labelShort}.\n\n{PAWN_pronoun} how has an upgraded psylink, permitting the use of new psycasts. -->
<LetterTextLinkingRitualCompleted>{PAWN_labelShort}完成了与{LINKABLE_labelShort}的连接仪式。\n\n{PAWN_pronoun}现在获得了一次启灵升级,能够使用新的心灵能力。</LetterTextLinkingRitualCompleted>
<!-- EN: {PAWN_pronoun} also gained a new psycast: {1} -->
<LetterTextLinkingRitualCompletedPartNewAbility>{PAWN_pronoun}也获得了一个新的心灵能力:{1}</LetterTextLinkingRitualCompletedPartNewAbility>
<!-- UNUSED --> <!-- UNUSED -->
<PsycastNeurotrainerNoPsychicAmplifier>需要心灵增幅装置</PsycastNeurotrainerNoPsychicAmplifier> <PsycastNeurotrainerNoPsychicAmplifier>需要心灵增幅装置</PsycastNeurotrainerNoPsychicAmplifier>
<ThroneRoomHasMoreThan1Throne>谒见厅中有多个宝座,但这只适用于已婚夫妇。</ThroneRoomHasMoreThan1Throne> <ThroneRoomHasMoreThan1Throne>谒见厅中有多个宝座,但这只适用于已婚夫妇。</ThroneRoomHasMoreThan1Throne>