update exept ideo
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@ -91,6 +91,8 @@
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<Pregnant.label>怀孕</Pregnant.label>
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<!-- EN: This creature is gestating offspring. It will give birth if the pregnancy comes to term. If starved or injured, there may be a miscarriage. -->
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<Pregnant.description>这只动物正在孕育后代。如果怀孕足月,它就会自然分娩。但如果它在怀孕期间挨饿或受伤,它有可能会流产。</Pregnant.description>
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<!-- EN: {0} is pregnant! -->
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<Pregnant.comps.HediffComp_MessageAfterTicks.message>{0}怀孕了!</Pregnant.comps.HediffComp_MessageAfterTicks.message>
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<!-- EN: pregnancy -->
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<Pregnant.labelNoun>怀孕</Pregnant.labelNoun>
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<!-- EN: early-stage -->
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@ -2,7 +2,7 @@
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<LanguageData>
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<!-- EN: ugly -->
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<Corpses_Ugly.label>不详</Corpses_Ugly.label>
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<Corpses_Ugly.label>不祥</Corpses_Ugly.label>
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<!-- EN: The sight of a dead person is horrible. -->
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<Corpses_Ugly.description>看到死去的人尸体真可怕。</Corpses_Ugly.description>
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@ -60,8 +60,8 @@
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<!-- EN: dromedary -->
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<Dromedary.label>单峰骆驼</Dromedary.label>
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<!-- EN: A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal, but its bouncing gait makes it too uncomfortable to ride for any distance.\n\nBy storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.\n\nWhen in a caravan, people can ride dromedaries to increase the caravan's speed. -->
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<Dromedary.description>这种马的远亲适应了在干旱环境中生存,可以连续数周不喝水。</Dromedary.description>
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<!-- EN: A large land mammal adapted to arid environments. Domesticated since ancient times, its wool and leather are both exceptionally good at insulating against the desert heat, and its milk is quite nourishing. It can be used as a pack animal and mount, but its bouncing gait makes it slower to ride than a horse.\n\nBy storing water in its large humps and reclaiming moisture from its breath as it exhales, it can go weeks without drinking.\n\nWhen in a caravan, people can ride dromedaries to increase the caravan's speed. -->
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<Dromedary.description>一种适应干旱环境的大型陆地哺乳动物。自古以来就被驯化,它的羊毛和皮革都能很好地隔绝沙漠的热量,它的奶也很有营养。它可以作为驮兽和坐骑,但其弹跳的步态使它比马更慢。\n\n通过将水储存在它的大驼峰中,并在呼气时从它的呼吸中回收水分,它可以连续数周不喝水。\n\n在远行队中,人们可以骑着单峰骆驼来提高远行队的速度。</Dromedary.description>
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<!-- EN: left hoof -->
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<Dromedary.tools.left_hoof.label>左蹄</Dromedary.tools.left_hoof.label>
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<!-- EN: right hoof -->
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@ -34,6 +34,11 @@
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<!-- EN: We banished someone in such a way that there's almost no way they'll survive. -->
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<ColonistBanishedToDie.stages.colonist_banished_to_death.description>我们刚刚就这样把某些人放逐了,他们几乎不可能活下来。</ColonistBanishedToDie.stages.colonist_banished_to_death.description>
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<!-- EN: Colonist prisoner escaped -->
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<ColonyPrisonerEscaped.stages.Colonist_prisoner_escaped.label>殖民者囚犯逃跑了</ColonyPrisonerEscaped.stages.Colonist_prisoner_escaped.label>
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<!-- EN: Can't we keep control of our own people? I feel like anything could happen to me here. -->
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<ColonyPrisonerEscaped.stages.Colonist_prisoner_escaped.description>我们不能控制好自己的人吗?我觉得在这里任何事情都可能发生在我身上。</ColonyPrisonerEscaped.stages.Colonist_prisoner_escaped.description>
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<!-- EN: defeated hostile leader {0} -->
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<DefeatedHostileFactionLeader.stages.defeated_hostile_leader.label>击败了敌对首领{0}</DefeatedHostileFactionLeader.stages.defeated_hostile_leader.label>
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<!-- EN: They were leading efforts to destroy us, and I took them down! -->
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@ -66,7 +66,7 @@
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<!-- EN: If you have untrained animals in your caravan, you can split them into a separate caravan before attacking an enemy, to keep them out of the fight. -->
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<GameplayTips.CaravanUntrainedAnimals>如果你的远行队中有尚未训练的动物,可以在战斗前拆分成单独的远行队,以防出现意外。</GameplayTips.CaravanUntrainedAnimals>
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<!-- EN: Don't forget to pack medicine on your caravans. -->
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<GameplayTips.tips.32>不要忘记为你的远行队配备药品。</GameplayTips.tips.32>
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<GameplayTips.CaravanDontForgetMedicine>不要忘记为你的远行队配备药品。</GameplayTips.CaravanDontForgetMedicine>
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<!-- EN: RimWorld is a story generator, not a skill test. A ruined colony is a dramatic tragedy, not a failure. -->
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<GameplayTips.StoryGenerator>RimWorld是一个故事生成器而非技能测试系统。殖民地的毁灭只是一幕悲剧,并不是失败。</GameplayTips.StoryGenerator>
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<!-- EN: Some colonists are worse than useless. Bad allies are part of the challenge. -->
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@ -126,11 +126,11 @@
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<!-- EN: Even serious setbacks don't mean the game has to end. Try playing out a lost battle - often the best stories come from the darkest situations. -->
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<GameplayTips.BestStoriesFromDarkestSituations>即使遭遇重创也不意味着故事结束。尝试将一场失败的战斗进行到底——梅花香自苦寒来。</GameplayTips.BestStoriesFromDarkestSituations>
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<!-- EN: Keep weapon stockpiles away from your prisons. Prison breaks are much more dangerous with guns and explosives. -->
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<GameplayTips.tips.62>把武器库存放在远离监狱的地方。有了枪支和炸药,越狱就更加危险。</GameplayTips.tips.62>
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<GameplayTips.KeepWeaponsAwayFromPrisoners>把武器库存放在远离监狱的地方。有了枪支和炸药,越狱就更加危险。</GameplayTips.KeepWeaponsAwayFromPrisoners>
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<!-- EN: When taming animals, make sure you have enough food of the correct type to feed them. -->
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<GameplayTips.tips.63>驯服动物时,确保你有足够的正确类型的食物来喂养它们。</GameplayTips.tips.63>
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<GameplayTips.MakeSureYouHaveFoodForTamedAnimals>驯服动物时,确保你有足够的正确类型的食物来喂养它们。</GameplayTips.MakeSureYouHaveFoodForTamedAnimals>
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<!-- EN: Dropping a stone or slag chunk in a doorway will force it open, leaving you vulnerable to hostile wildlife and raiders. -->
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<GameplayTips.tips.64>在门口扔下一块石头或矿渣块会迫使它打开,使你容易受到敌对的野生动物和突袭者的攻击。</GameplayTips.tips.64>
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<GameplayTips.DroppingChunksWillForceDoorsOpen>在门口扔下一块石头或矿渣块会迫使它打开,使你容易受到敌对的野生动物和突袭者的攻击。</GameplayTips.DroppingChunksWillForceDoorsOpen>
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<!-- EN: Clean labs with sterile tile give research speed bonuses. -->
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<GameplayTips.CleanLabs>干净整洁实验室能够让你的研究更省时省力,铺满无菌地砖是个好主意。</GameplayTips.CleanLabs>
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<!-- EN: You can change storyteller and playstyle at any time through the options menu. -->
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@ -292,6 +292,18 @@
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<ArmorPenetration>护甲穿透</ArmorPenetration>
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<!-- EN: Armor penetration is the amount of armor this weapon will ignore each time it hits the target.\n\nIf armor penetration is greater than the target's armor, it is as though the target is unarmored. Otherwise, the armor penetration is subtracted from the target's armor. -->
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<ArmorPenetrationExplanation>护甲穿透指每次击中目标时,该武器会忽视的护甲值。\n\n如果护甲穿透值大于目标护甲值,目标相当于没有护甲,否则实际护甲值等于目标护甲与武器护甲穿透的差值。</ArmorPenetrationExplanation>
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<!-- EN: Building damage factor -->
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<BuildingDamageFactor>建筑伤害系数</BuildingDamageFactor>
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<!-- EN: Damage to all buildings is multiplied by this value. -->
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<BuildingDamageFactorExplanation>对所有建筑物的伤害都灰乘以这个值。</BuildingDamageFactorExplanation>
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<!-- EN: Building damage factor (impassable) -->
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<BuildingDamageFactorImpassable>建筑伤害系数(不可通行)</BuildingDamageFactorImpassable>
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<!-- EN: Damage to all impassable buildings is multiplied by this value. -->
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<BuildingDamageFactorImpassableExplanation>对所有无法通行的建筑物的伤害都灰乘以这个值。</BuildingDamageFactorImpassableExplanation>
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<!-- EN: Building damage factor (passable) -->
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<BuildingDamageFactorPassable>建筑伤害系数(可通行)</BuildingDamageFactorPassable>
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<!-- EN: Damage to all passable buildings is multiplied by this value. -->
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<BuildingDamageFactorPassableExplanation>对所有可通行的建筑物的伤害都灰乘以这个值。</BuildingDamageFactorPassableExplanation>
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<!-- EN: Accuracy -->
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<Accuracy>精度</Accuracy>
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<!-- EN: Burst shot count -->
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@ -1101,8 +1113,8 @@
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<AutoSlaugtherHeaderColTotal>总计</AutoSlaugtherHeaderColTotal>
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<!-- EN: Other -->
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<AutoSlaugtherHeaderColOther>其他</AutoSlaugtherHeaderColOther> <!-- this is the count of the "cannot-auto-slaughter" animals -->
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<!-- EN: If you have more than the max number of animals, colonists will slaughter the oldest animals until you are under the limit. -->
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<AutoSlaugtherTip>如果你有超过最大数量的动物,殖民者将宰杀最老的动物,直到你在限制之下。</AutoSlaugtherTip>
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<!-- EN: Colonists first slaughter non-pregnant animals in order from oldest to youngest, then pregnant animals from most recent to least recent pregnancy. -->
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<AutoSlaugtherTip>殖民者首先按照从年龄大到小的顺序宰杀非怀孕动物,然后从最近怀孕的动物到更早怀孕的动物。</AutoSlaugtherTip>
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<!-- EN: Male adult -->
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<AnimalMaleAdult>成年雄性</AnimalMaleAdult>
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<!-- EN: Male young -->
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<StudyProgress>研究进度</StudyProgress>
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<!-- EN: completed -->
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<StudyCompleted>完成</StudyCompleted>
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<!-- EN: Attack this to destroy it. -->
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<AttackToDestroy>攻击以摧毁它。</AttackToDestroy>
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<!-- EN: Remove this by attacking it. -->
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<RemoveByAttackingTooltip>攻击以消除它。</RemoveByAttackingTooltip>
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<!-- Scanning -->
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<!-- EN: User scanning speed -->
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<!-- EN: anima tree linking -->
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<AnimaTreeLinking.label>仙树共鸣</AnimaTreeLinking.label>
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<!-- EN: One person will link with an anima tree. The linker will meditate in front of anima tree, forming a psychic link. Others gather in a circle to watch and add psychic strength to the ritual. -->
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<!-- EN: One person will link with an anima tree. The linker will meditate in front of the anima tree, forming a psychic link. Others gather in a circle to watch and add psychic strength to the ritual. -->
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<AnimaTreeLinking.description>一个人将与一棵仙树共鸣。共鸣者将在仙树前冥想,形成一个精神共鸣。其他人围成一圈观看,并为仪式增加精神力量。</AnimaTreeLinking.description>
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<!-- EN: throne speech -->
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Royalty/DefInjected/StatDef/Stats_Basics_Special.xml
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9
Royalty/DefInjected/StatDef/Stats_Basics_Special.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: meditation plant growth offset -->
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<MeditationPlantGrowthOffset.label>冥想中植物生长偏移</MeditationPlantGrowthOffset.label>
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<!-- EN: An offset applied to the growth rate of plants, like anima grass, from meditation. This value can change based on the number of artifical buildings nearby. -->
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<MeditationPlantGrowthOffset.description>应用于植物(如灵草)在受冥想影响时的的生长速度偏移。这个值可以根据附近的人工建筑的数量而改变。</MeditationPlantGrowthOffset.description>
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</LanguageData>
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