Merge pull request #285 from VaniatD/master

typos fix
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Vaniat 2021-07-28 22:06:32 +08:00 committed by GitHub
commit 9a2205e90f
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12 changed files with 25 additions and 25 deletions

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<LanguageData>
<!-- EN: changed ideoligion -->
<ChangedIdeo.label>了文化形态</ChangedIdeo.label>
<ChangedIdeo.label>了文化形态</ChangedIdeo.label>
</LanguageData>

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</Convert_Success.logRulesInitiator.rulesStrings>
<!-- EN: convert ideoligion attempt -->
<ConvertIdeoAttempt.label>尝试转文化形态</ConvertIdeoAttempt.label>
<ConvertIdeoAttempt.label>尝试转文化形态</ConvertIdeoAttempt.label>
<!-- EN:
<li>r_logentry->[INITIATOR_nameDef] tried to convert [RECIPIENT_nameDef] to [INITIATOR_possessive] own ideoligion.</li>
-->
<ConvertIdeoAttempt.logRulesInitiator.rulesStrings>
<li>r_logentry->[INITIATOR_nameDef]尝试将[RECIPIENT_nameDef]的文化形态转为[INITIATOR_possessive]自己的文化形态。</li>
<li>r_logentry->[INITIATOR_nameDef]尝试将[RECIPIENT_nameDef]的文化形态转为[INITIATOR_possessive]自己的文化形态。</li>
</ConvertIdeoAttempt.logRulesInitiator.rulesStrings>
<!-- EN: failed counsel -->

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@ -245,7 +245,7 @@
<ConnectToTree.extraPredictedOutcomeDescriptions.1>仪式效果每提高2%,便会在附近长出一块母树苔藓,美化这片区域。</ConnectToTree.extraPredictedOutcomeDescriptions.1>
<!-- EN: If it goes well, target's ideoligion certainty will be reduced or they will convert. If it goes badly, they will gain certainty in their old beliefs. -->
<Conversion.description>如果进展顺利,目标的文化形态认可度将会降低,或者他们将会转信仰。如果进展不顺利,他们会对自己的旧信仰更加坚定。</Conversion.description>
<Conversion.description>如果进展顺利,目标的文化形态认可度将会降低,或者他们将会转信仰。如果进展不顺利,他们会对自己的旧信仰更加坚定。</Conversion.description>
<!-- EN: room impressiveness -->
<Conversion.comps.0.label>令人难忘的房间</Conversion.comps.0.label>
<!-- EN: participant count -->

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@ -7,14 +7,14 @@
<BiosculpterOccupantSpeed.description>这个人完成生体塑形舱周期的速度因数。</BiosculpterOccupantSpeed.description>
<!-- EN: global certainty loss factor -->
<CertaintyLossFactor.label>全局认可度损失</CertaintyLossFactor.label>
<CertaintyLossFactor.label>全局认可度损失</CertaintyLossFactor.label>
<!-- EN: A multiplier on how much certainty this person loses when someone else tries to convert them away from their ideoligion. -->
<CertaintyLossFactor.description>试图转此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
<CertaintyLossFactor.description>试图转此人文化形态时,此人认可度降低因数。</CertaintyLossFactor.description>
<!-- EN: conversion power -->
<ConversionPower.label>教化能力</ConversionPower.label>
<!-- EN: How effective this person is at converting others to their own ideoligion. When this person attempts to convert someone else, this value multiplies the amount of certainty the other person loses. -->
<ConversionPower.description>这个人在使他人转为己方文化形态时的效果。当这个人试图教化别人时,这个数值会乘以对方的认可度损失数。</ConversionPower.description>
<ConversionPower.description>这个人在使他人转为己方文化形态时的效果。当这个人试图教化别人时,这个数值会乘以对方的认可度损失数。</ConversionPower.description>
<!-- EN: melee dodge chance indoors dark -->
<MeleeDodgeChanceIndoorsDarkOffset.label>近战闪避(室内黑暗环境)</MeleeDodgeChanceIndoorsDarkOffset.label>
@ -79,6 +79,6 @@
<!-- EN: ideoligion spread chance -->
<SocialIdeoSpreadFrequencyFactor.label>文化传播系数</SocialIdeoSpreadFrequencyFactor.label>
<!-- EN: A multiplier on the chance that this person will try to convert other people to their own ideoligion. -->
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
<SocialIdeoSpreadFrequencyFactor.description>这个人将其他人转为和自己同文化形态的几率乘数。</SocialIdeoSpreadFrequencyFactor.description>
</LanguageData>

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<LanguageData>
<!-- EN: conversion resentment -->
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>怀有怨恨的转变</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>转化怨恨</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.label>
<!-- EN: Someone tried to convert me. I hate being proselytized this way. -->
<FailedConvertIdeoAttemptResentment.stages.conversion_resentment.description>有人想改变我的信仰。我讨厌被这样劝导。</FailedConvertIdeoAttemptResentment.stages.conversion_resentment.description>

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@ -75,9 +75,9 @@
<!-- EN: Using {ABILITY} ability -->
<AbilityIdeoConvertBreakdownUsingAbility>使用 {ABILITY} 能力</AbilityIdeoConvertBreakdownUsingAbility>
<!-- EN: {PAWN_labelShort}'s conversion power -->
<AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort} 的转能力</AbilityIdeoConvertBreakdownConversionPower>
<AbilityIdeoConvertBreakdownConversionPower>{PAWN_labelShort} 的转能力</AbilityIdeoConvertBreakdownConversionPower>
<!-- EN: {PAWN_labelShort}'s certainty loss factor from {IDEO_name} -->
<AbilityIdeoConvertBreakdownIdeoCertaintyReduction>来自 {IDEO_name} 的 {PAWN_labelShort} 认可度损失因子</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
<AbilityIdeoConvertBreakdownIdeoCertaintyReduction>来自 {IDEO_name} 的 {PAWN_labelShort} 认可度损失系数</AbilityIdeoConvertBreakdownIdeoCertaintyReduction>
<!-- EN: {PAWN_labelShort} is {ROLE_labelDef} -->
<AbilityIdeoConvertBreakdownRole>{PAWN_labelShort} 是 {ROLE_labelDef}</AbilityIdeoConvertBreakdownRole>
<!-- EN: Trait {TRAIT} -->
@ -221,7 +221,7 @@
<!-- EN: Choose who to convert to your ideoligion -->
<ChooseColonistsForIdeoTitle>选择要转化为您的文化形态的人</ChooseColonistsForIdeoTitle>
<!-- EN: You may convert people to your primary ideoligion when setting up a new colony. -->
<ChooseColonistsForIdeoDesc>在建立新殖民地时,您可以将人物转为您的主体文化形态。</ChooseColonistsForIdeoDesc>
<ChooseColonistsForIdeoDesc>在建立新殖民地时,您可以将人物转为您的主体文化形态。</ChooseColonistsForIdeoDesc>
<!-- EN: New Colony -->
<ChooseThingsForNewColonyTitle>新殖民地</ChooseThingsForNewColonyTitle>
<!-- EN: Choose which colonists, animals and relics to bring to the new colony. -->

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@ -12,7 +12,7 @@
<!-- EN: You must assign the role of {0} in order to start this ritual. -->
<CantStartRitualRoleNotAssigned>您必须分配 {0} 的职位才能开始此仪式。</CantStartRitualRoleNotAssigned>
<!-- EN: There is nobody to convert to {0}. You need a colonist, prisoner, or slave of a different ideoligion. -->
<CantStartRitualNoConvertee>没有人可以转为 {0}。你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee>
<CantStartRitualNoConvertee>没有人可以转为 {0}。你需要一个不同文化形态的殖民者、囚犯或奴隶。</CantStartRitualNoConvertee>
<!-- EN: {PAWN_nameDef} cannot be {ROLE}. -->
<CantStartRitualSelectedPawnCannotBeRole>{PAWN_nameDef} 不能是 {ROLE}。 </CantStartRitualSelectedPawnCannotBeRole>
<!-- EN: {PAWN_nameDef} must be a {IDEO_memberName}. -->

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<!-- EN: Target ideoligion -->
<IdeoConversionTarget>目标文化</IdeoConversionTarget>
<!-- EN: The ideoligion your wardens will attempt to convert this prisoner to. -->
<IdeoConversionTargetDesc>您的狱卒试图将此囚犯转为的文化形态。</IdeoConversionTargetDesc>
<IdeoConversionTargetDesc>您的狱卒试图将此囚犯转为的文化形态。</IdeoConversionTargetDesc>
<!-- Social -->
<!-- EN: Change per day due to mood -->
@ -81,9 +81,9 @@
<!-- EN: A special status this person holds in their ideoligion. If you change or take away this role, they will become unhappy. -->
<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个职位,他们会变得不开心。</RoleDesc>
<!-- EN: Conversion attempts will be weaker because of trait/meme agreement -->
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转尝试将会更弱</ConversionWeakerDueToTraitAgreements>
<ConversionWeakerDueToTraitAgreements>由于特征/模因的一致性,转尝试将会更弱</ConversionWeakerDueToTraitAgreements>
<!-- EN: Conversion attempts will be stronger because of trait/meme conflict -->
<ConversionStrongerDueToTraitAgreements>由于特征/模因冲突,转尝试会更强烈</ConversionStrongerDueToTraitAgreements>
<ConversionStrongerDueToTraitAgreements>由于特征/模因冲突,转尝试会更强烈</ConversionStrongerDueToTraitAgreements>
<!-- EN: Cut -->
<Cut>割破</Cut>

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<!-- Convert ideo attempt -->
<!-- EN: Conversion -->
<LetterLabelConvertIdeoAttempt_Success></LetterLabelConvertIdeoAttempt_Success>
<LetterLabelConvertIdeoAttempt_Success></LetterLabelConvertIdeoAttempt_Success>
<!-- EN: {INITIATOR_nameDef} has successfully turned {RECIPIENT_nameDef} away from {OLDIDEO_name} and towards {IDEO_name}. -->
<LetterConvertIdeoAttempt_Success>{INITIATOR_nameDef} 已成功将 {RECIPIENT_nameDef} 从 {OLDIDEO_name} 转向 {IDEO_name}。</LetterConvertIdeoAttempt_Success>
@ -66,7 +66,7 @@
<!-- Ideo misc -->
<!-- EN: {PAWN_pronoun}'s speech converted following people to {IDEO} -->
<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人转为{IDEO}</LetterSpeechConvertedListeners>
<LetterSpeechConvertedListeners>{PAWN_pronoun}的演讲将以下人转为{IDEO}</LetterSpeechConvertedListeners>
<!-- EN: {0} rituals activated -->
<LetterTitleObligationsActivated>{0} 仪式已激活</LetterTitleObligationsActivated>
@ -82,7 +82,7 @@
<!-- EN: Bond(s) removed -->
<LetterBondRemoved>牵绊移除</LetterBondRemoved>
<!-- EN: {PAWN_nameDef} has converted to {IDEO}. Since {IDEO} disapproves of bonding with animals, {PAWN_pronoun} has renounced {PAWN_possessive} bonds with the following animals:\n\n{BONDS} -->
<LetterBondRemovedDesc>{PAWN_nameDef}已转为{IDEO}。 由于{IDEO}不赞成与动物建立牵绊, {PAWN_pronoun}放弃了{pawn_possession}牵绊动物:\n\n{BONDS}</LetterBondRemovedDesc>
<LetterBondRemovedDesc>{PAWN_nameDef}已转为{IDEO}。 由于{IDEO}不赞成与动物建立牵绊, {PAWN_pronoun}放弃了{pawn_possession}牵绊动物:\n\n{BONDS}</LetterBondRemovedDesc>
<!-- Slave will -->
<!-- EN: Enslaved -->

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<!-- EN: all -->
<All>全部</All>
<!-- EN: Relics are objects of spiritual or ideological significance. They can be discovered by completing long and dangerous quests. A relic can be installed in a reliquary to attract pilgrims, enhance rituals, and strengthen an ideoligion's ability to convert outsiders. -->
<RelicTip>圣物是具有精神或文化形态意义的物品。他们可以通过完成漫长而危险的任务而被发现。一件圣物可以安装在圣物展台中,以吸引朝圣者,加强仪式,并加强文化形态信徒转外人的能力。</RelicTip>
<RelicTip>圣物是具有精神或文化形态意义的物品。他们可以通过完成漫长而危险的任务而被发现。一件圣物可以安装在圣物展台中,以吸引朝圣者,加强仪式,并加强文化形态信徒转外人的能力。</RelicTip>
<!-- EN: animal -->
<Animal>动物</Animal>
<!-- EN: Venerated animals -->

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@ -18,9 +18,9 @@
<!-- EN: {0_labelShort} refuses to do this because of {0_possessive} ideoligion. -->
<MessagePawnUnwillingToDoDueToIdeo>{0_labelShort} 拒绝这样做,因为有 {0_possessive} 的文化形态。</MessagePawnUnwillingToDoDueToIdeo>
<!-- EN: {INITIATOR_nameDef} tried to convert {RECIPIENT_nameDef} to {INITIATOR_possessive} ideoligion. {RECIPIENT_nameDef}'s certainty has fallen from {CERTAINTYBEFORE} to {CERTAINTYAFTER}. {RECIPIENT_pronoun} resents the conversion attempt. -->
<MessageFailedConvertIdeoAttempt>{INITIATOR_nameDef} 尝试将 {RECIPIENT_nameDef} 转为 {INITIATOR_possessive} 文化形态。{RECIPIENT_nameDef} 的认可度已从 {CERTAINTYBEFORE} 降至 {CERTAINTYAFTER}。 {RECIPIENT_pronoun} 对转尝试表示不满。</MessageFailedConvertIdeoAttempt>
<MessageFailedConvertIdeoAttempt>{INITIATOR_nameDef} 尝试将 {RECIPIENT_nameDef} 转为 {INITIATOR_possessive} 文化形态。{RECIPIENT_nameDef} 的认可度已从 {CERTAINTYBEFORE} 降至 {CERTAINTYAFTER}。 {RECIPIENT_pronoun} 对转尝试表示不满。</MessageFailedConvertIdeoAttempt>
<!-- EN: {PAWN1_nameDef} tried to convert {PAWN2_nameDef} to {PAWN1_possessive} ideoligion. This led to a social fight! -->
<MessageFailedConvertIdeoAttemptSocialFight>{PAWN1_nameDef} 试图将 {PAWN2_nameDef} 转为 {PAWN1_possessive} 文化形态。这导致了社会斗争!</MessageFailedConvertIdeoAttemptSocialFight>
<MessageFailedConvertIdeoAttemptSocialFight>{PAWN1_nameDef} 试图将 {PAWN2_nameDef} 转为 {PAWN1_possessive} 文化形态。这导致了社会斗争!</MessageFailedConvertIdeoAttemptSocialFight>
<!-- EN: You must choose at least {0} memes. -->
<MessageNotEnoughMemes>您必须至少选择 {0} 个模因。</MessageNotEnoughMemes>
<!-- EN: You can't choose more than {0} memes. -->
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<!-- EN: No warden is capable of this enslavement. -->
<MessageNoWardenCapableOfEnslavement>没有一个狱卒有能力进行这种奴役。</MessageNoWardenCapableOfEnslavement>
<!-- EN: You have no {MEMBERNAME} wardens to convert {PRISONER_nameDef}. {PRISONER_possessive} interaction mode has reverted to "No interaction". -->
<MessageNoWardenOfIdeo>没有{MEMBERNAME}狱卒来转{PRISONER_nameDef}。 {PRISONER_possessive}交互模式已更变为“无交互”。</MessageNoWardenOfIdeo>
<MessageNoWardenOfIdeo>没有{MEMBERNAME}狱卒来转{PRISONER_nameDef}。 {PRISONER_possessive}交互模式已更变为“无交互”。</MessageNoWardenOfIdeo>
<!-- Camps -->
<!-- EN: You've detected a {CAMP_label} nearby controlled by {FACTION_name}. -->

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<!-- EN: altar -->
<Altar>祭坛</Altar>
<!-- EN: base -->
<Base></Base>
<Base></Base>
<!-- EN: min expectation -->
<MinExpectation>最低期望</MinExpectation>
<!-- EN: {0} to {1} -->