update for 2641

This commit is contained in:
VaniatD 2020-05-22 13:48:33 +08:00
parent c5f38ff683
commit ca0affc6bd
11 changed files with 45 additions and 33 deletions

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@ -923,7 +923,7 @@
<!-- Cleanup translation files -->
<!-- EN: Are you sure you want to cleanup all translation files for language {0}?\n\nThis will:\n - Add placeholders for missing keyed translations, def-injected translations, and backstories\n - Add or update comments containing the original, untranslated text\n - Move all keyed and def-injected translations to the appropriate XML files\n - Apply automatic formatting to all XML files\n - Update back-compatible def names\n - Remove all existing XML comments (except in full-list injections)\n\nNon-XML files will not be removed or modified.\n\nRemember to restart the game after modifying the language files before running this tool in order to reload all data.\n\nMake sure to back up all translation files before using this tool. -->
<ConfirmCleanupTranslationFiles>你确定要清语言{0}的所有翻译文件吗?\n\n这将\n - 为缺少的keyeddef-injected和backstories翻译添加占位符。\n - 添加或更新包含原始文本的注释\n - 将所有keyed和def-injected翻译移动到相应的XML文件\n - 将自动格式应用于XML文件\n - 更新反向兼容的def名称\n - 删除所有现有的XML注释全列表注入除外\n\n不会删除或修改非XML文件。\n\n在运行此工具前请在修改语言文件后重新启动游戏以便重新加载所有数据。\n\n使用前请务必备份所有翻译文件。</ConfirmCleanupTranslationFiles>
<ConfirmCleanupTranslationFiles>你确定要清语言{0}的所有翻译文件吗?\n\n这将\n - 为缺少的keyeddef-injected和backstories翻译添加占位符。\n - 添加或更新包含原始文本的注释\n - 将所有keyed和def-injected翻译移动到相应的XML文件\n - 将自动匹配格式应用于XML文件\n - 更新反向兼容的def名称\n - 删除所有现有的XML注释全列表注入除外\n\n不会删除或修改非XML文件。\n\n在运行此工具前请在修改语言文件后重新启动游戏以便重新加载所有数据。\n\n使用前请务必备份所有翻译文件。</ConfirmCleanupTranslationFiles>
<!-- EN: Yes, I have a backup -->
<ConfirmCleanupTranslationFiles_Confirm>是的,我已经备份。</ConfirmCleanupTranslationFiles_Confirm>

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@ -256,6 +256,8 @@
<QuestOutcomeInfo_UnknownOrSuccess>你已完成此任务。</QuestOutcomeInfo_UnknownOrSuccess>
<!-- EN: You failed this quest. -->
<QuestOutcomeInfo_Failed>你未完成此任务。</QuestOutcomeInfo_Failed>
<!-- EN: This quest became invalid before it was accepted. -->
<QuestOutcomeInfo_Invalid>这个任务在接受之前就已经失效了。</QuestOutcomeInfo_Invalid>
<!-- EN: Jump to {0} -->
<JumpToTargetCustom>跳转至{0}</JumpToTargetCustom>
<!-- EN: Select hives -->
@ -290,6 +292,10 @@
<GoodwillTip>你与{0_name}的好感将会提升{1}。\n\n当前好感度{4}{5})。\n\n好感度用来衡量派系间的态度。如果它落到{2}以下,这个派系会变成你的敌人,并且会袭击你的定居点和商队。如果它上升到{3}以上,此派系会成为你的盟友,并且尽可能地派遣战士帮助你。否则此派系会保持中立,能够与你自由交易和对话。</GoodwillTip>
<!-- EN: {0_labelShort} joins -->
<PawnQuestReward>{0_labelShort}加入</PawnQuestReward>
<!-- Health tab -->
<!-- EN: Creates need -->
<CreatesNeed>创建需求</CreatesNeed>
<!-- UNUSED -->
<DecreeGivenDaysAgo>{0}天前颁布的法令</DecreeGivenDaysAgo>

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@ -432,8 +432,8 @@
<SpawningNextPawnIn>生成{0}</SpawningNextPawnIn>
<!-- EN: {0} assembly completes in {1}. -->
<MechAssemblyCompleteIn>{0}在{1}中装配完成。</MechAssemblyCompleteIn>
<!-- EN: Will assemble {0}. text_todo -->
<MechAssemblyNextType>将装配{0}。</MechAssemblyNextType>
<!-- EN: Will assemble -->
<MechAssemblyNextType>将装配</MechAssemblyNextType>
<!-- EN: produced -->
<ThingsProduced>产生</ThingsProduced>
<!-- EN: harvested -->
@ -1284,8 +1284,6 @@
<NotBonded>尚未绑定</NotBonded>
<!-- EN: bonded to someone else -->
<BladelinkBondedToSomeoneElse>绑定到其他人</BladelinkBondedToSomeoneElse>
<!-- EN: P-{LABEL} -->
<PersonaWeaponLabel>ρ-{LABEL}</PersonaWeaponLabel>
<!-- Biocoded weapons -->
<!-- EN: biocoded {0} -->
@ -1314,6 +1312,7 @@
<CausedByHediff>由于:{0}</CausedByHediff>
<!-- UNUSED -->
<PersonaWeaponLabel>ρ-{LABEL}</PersonaWeaponLabel>
<PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>最大阈值乘数</PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>
<PawnTooltipPsychicEntropy>心灵熵:{0}/{1}\n下降速率{2}/{3}秒({4}秒归零)\n\n使用心灵能力后心灵熵增加。\n超出安全限制会导致后遗症。\n每当熵归零都会产生精神宿醉。</PawnTooltipPsychicEntropy>
<Complete>完成</Complete>

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@ -130,7 +130,7 @@
<creditee>Indeed</creditee>
</li>
<li Class="CreditRecord_Text">
<text>修订日期2020年5月21日 21点15</text>
<text>修订日期2020年5月22日 13点42</text>
<anchor>MiddleRight</anchor>
</li>
</credits>

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@ -40,8 +40,8 @@
<!-- EN: neural heat -->
<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
<!-- EN: Chaotic psychic energy in the mind. If heat is pushed past normal limits, it may cause temporary psychic breakdown, psylink degradation and finally unconsciousness due to psychic shock. None of these conditions cause permanent damage. -->
<PsychicEntropy.description>混乱的心灵能量在头脑中作祟。如果心灵熵超过安全阈值,可能会造成暂时的心灵崩溃、降低启灵等级,最终因为心灵休克失去意识。不过这些情况都不是永久的。</PsychicEntropy.description>
<!-- EN: Despite being called "heat", neural heat is not a measure of temperature. It refers to a type of chaotic psychic energy in the mind which is built up when using psycasts and dissipates over the course of a few seconds or minutes.\n\nIf neural heat is pushed past normal limits, it may cause temporary psychic breakdown, psylink degradation and finally unconsciousness due to psychic shock. None of these conditions cause permanent damage, but they can knock someone unconscious for days. -->
<PsychicEntropy.description>尽管被称为“熵”,但并不是传统意义的熵。它指的是在使用心灵能力时在大脑中产生的一种混乱的心灵能量,会随着时间逐渐消散。\n\n如果心灵熵超过安全阈值,可能会造成暂时的心灵崩溃、降低启灵等级,最终因为心灵休克失去意识。不过这些情况都不是永久的,它会让人在数天内失去意识</PsychicEntropy.description>
<!-- EN: safe -->
<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
<!-- EN: overloaded -->

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@ -20,7 +20,7 @@
<li>theirHisHer(lodgersCount>=2)->their</li>
<li>appreciateAppreciates(lodgersCount==1)->appreciates</li>
<li>appreciateAppreciates(lodgersCount>=2)->appreciate</li>
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] [appreciateAppreciates] quality accomodation. You will gain goodwill with [asker_faction_name] if you keep [theirHisHer] average mood above 50%.</li>
<li>goodwillForMood(goodwillRewardForMood==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] [appreciateAppreciates] quality accommodation. You will gain goodwill with [asker_faction_name] if you keep [theirHisHer] average mood above 50%.</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][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>
@ -51,8 +51,8 @@
<li>secretInfo->prison camps</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]. [threatsInfo5][allLodgerInfo][goodwillForMood][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 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 have hired [enemyFaction_name] to hunt [asker_objective]. [enemyGroupsParagraph]</li>
<li>threatsInfo5(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[asker_nameDef]'s enemies provoked mechanoids into to 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>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][commonDescEnding]\n\n[joinerEnding]</li>
@ -105,8 +105,8 @@
<li>secretInfo->监狱营地</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]。 [threatsInfo5][allLodgerInfo][goodwillForMood][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] 的敌人雇佣了 [enemyFaction_name] 来拘捕 [asker_objective]。 [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]。 [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>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][commonDescEnding]\n\n[joinerEnding]</li>

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@ -36,7 +36,7 @@
<!-- 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>
<!-- EN: Quest failed: [resolvedQuestName] -->
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
<Hospitality_Util_Worker.LetterLabelAskerFactionHostile.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelAskerFactionHostile.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 -->
@ -44,19 +44,21 @@
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has been destroyed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
<Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>被指派去装载[lodgersLabelSingOrPluralDef]的穿梭机已损毁。[lodgersLabelSingOrPluralDef]将尝试步行离开。[failLetterEndingCommon]</Hospitality_Util_Worker.LetterTextShuttleDestroyed.slateRef>
<!-- EN: Quest completed -->
<Hospitality_Util_Worker.LetterLabelQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\n[asker_nameDef] said [asker_pronoun] was willing to reward quality accomodation. [lodgersLabelSingOrPluralDef] average mood was {AVERAGEMOOD} during [theirHisHer] stay, so your goodwill with [asker_faction_name] has increased by {GOODWILL} -->
<Hospitality_Util_Worker.LetterLabelGoodwillSuccessQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelGoodwillSuccessQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\n[asker_nameDef] said [asker_pronoun] was willing to reward quality accommodation. [lodgersLabelSingOrPluralDef] average mood was {AVERAGEMOOD} during [theirHisHer] stay, so your goodwill with [asker_faction_name] has increased by {GOODWILL} -->
<Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[asker_nameDef]说[asker_pronoun]乐意为高质量的住宿服务提供奖励。 [lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情为{AVERAGEMOOD} 所以你与[asker_faction_name]的关系提升了{GOODWILL}</Hospitality_Util_Worker.LetterTextGoodwillSuccessQuestCompleted.slateRef>
<!-- EN: Quest completed -->
<Hospitality_Util_Worker.root.nodes.shuttleSentSatisfied.node.node.nodes.GoodwillForAverageMoodFailed.node.nodes.Letter.label.slateRef>任务完成</Hospitality_Util_Worker.root.nodes.shuttleSentSatisfied.node.node.nodes.GoodwillForAverageMoodFailed.node.nodes.Letter.label.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\nWhile [asker_nameDef] was willing to reward quality accomodation, [lodgersLabelSingOrPluralDef] average mood was only {AVERAGEMOOD} during [theirHisHer] stay. You will receive no faction goodwill reward. -->
<Hospitality_Util_Worker.LetterLabelGoodwillFailedQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelGoodwillFailedQuestCompleted.slateRef>
<!-- EN: You have successfully completed the quest '[resolvedQuestName]'!\n\nWhile [asker_nameDef] was willing to reward quality accommodation, [lodgersLabelSingOrPluralDef] average mood was only {AVERAGEMOOD} during [theirHisHer] stay. You will receive no faction goodwill reward. -->
<Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>你成功完成了任务'[resolvedQuestName]'\n\n[asker_nameDef]本乐意为高质量的住宿服务提供奖励, 但[lodgersLabelSingOrPluralDef]在[theirHisHer]逗留期间内的平均心情只有{AVERAGEMOOD}。 你不会获得任何派系关系的奖励。</Hospitality_Util_Worker.LetterTextGoodwillFailedQuestCompleted.slateRef>
<!-- EN: Quest failed: [resolvedQuestName] -->
<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>
<Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>任务失败:[resolvedQuestName]</Hospitality_Util_Worker.LetterLabelQuestFailed.slateRef>
<!-- EN: The shuttle sent to collect [lodgersLabelSingOrPluralDef] has departed. [lodgersLabelSingOrPluralDef] will now leave on foot. [failLetterEndingCommon] -->
<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>
<!-- UNUSED -->
<Hospitality_Util_Worker.LetterLabelQuestCompleted.slateRef>任务完成</Hospitality_Util_Worker.LetterLabelQuestCompleted.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>
<Hospitality_Util_Worker.root.nodes.DropPods.customLetterLabel.slateRef>[lodgersLabelSingOrPlural]抵达</Hospitality_Util_Worker.root.nodes.DropPods.customLetterLabel.slateRef>
<Hospitality_Util_Worker.root.nodes.DropPods.customLetterText.slateRef>[lodgersLabelSingOrPluralDef][lodgersHasHave]已经抵达。在[shuttleDelayTicks_duration]内保护他们直到穿梭机抵达。[helpersArrivalLetterEnd]</Hospitality_Util_Worker.root.nodes.DropPods.customLetterText.slateRef>

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@ -8,11 +8,11 @@
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo] [bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] suffering from paralytic abasia and must be kept in bed.</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment.</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment. The disease can be slowed with high-quality care and medicine, but generally cannot be cured outright. If the disease becomes severe [lodgersLabelSingOrPluralDef] will die, so ensure you have the necessary medical supplies.</li>
<li>minMoodInfo-></li>
<li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\nyou must keep the mood of [lodgersLabelSingOrPluralDef] above [lodgersMoodThreshold_percent].</li>
<li>workInfo-></li>
@ -55,11 +55,11 @@
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo] [bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,lodgersHaveBloodRot==false,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersAreParalyzed==false,lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。 这种疾病的进展可以通过高质量的护理和药物来延缓, 但通常不会被治愈。 如果疾病变得足够严重, 将会导致[lodgersLabelSingOrPluralDef]死亡, 所以要确保你有足够的医疗药品。</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>workInfo-></li>

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@ -1,6 +1,11 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: meditation focus gain -->
<MeditationFocusGain.label>冥想增益</MeditationFocusGain.label>
<!-- EN: A multiplier on the amount of psyfocus this person gains during meditation. -->
<MeditationFocusGain.description>这个人在冥想中获取的精神力的乘数。</MeditationFocusGain.description>
<!-- EN: neural heat gain -->
<PsychicEntropyGain.label>心灵熵增益</PsychicEntropyGain.label>
<!-- EN: A multiplier on neural heat gained from any source. -->
@ -12,7 +17,7 @@
<PsychicEntropyMax.description>个体能够安全承受的最大心灵熵值。</PsychicEntropyMax.description>
<!-- EN: neural heat recovery rate -->
<PsychicEntropyRecoveryRate.label>心灵熵降低速率</PsychicEntropyRecoveryRate.label>
<PsychicEntropyRecoveryRate.label>心灵熵消散速率</PsychicEntropyRecoveryRate.label>
<!-- EN: The rate at which this person reduces neural heat. -->
<PsychicEntropyRecoveryRate.description>个体的心灵熵降低速率。</PsychicEntropyRecoveryRate.description>
<!-- EN: {0}/s -->

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@ -1,7 +1,7 @@
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: link monosword -->
<!-- EN: persona monosword -->
<MeleeWeapon_MonoSwordBladelink.label>Δ'单分子剑</MeleeWeapon_MonoSwordBladelink.label>
<!-- EN: A crystal-metallic longsword infused with mechanites that maintain a mono-molecular cutting edge. It cuts through even thick armor with ease, while its light weight and onboard persona permit extremely fast attacks.\n\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else. -->
<MeleeWeapon_MonoSwordBladelink.description>一把单分子晶金长剑,它的单分子刃部依靠自身附带的纳米机械进行维护。可以轻易的洞穿任何重型盔甲,而且轻便灵活,攻击速度很快。\n\n这件武器自身具备智能人格只能与一名使用者进行绑定。持有者和智能武器可以同调两者之间的本能反应以及攻击步调、准确性、创造力。一但与持有者绑定这件武器的智能人格将拒绝其它人的使用。</MeleeWeapon_MonoSwordBladelink.description>
@ -12,7 +12,7 @@
<!-- EN: edge -->
<MeleeWeapon_MonoSwordBladelink.tools.edge.label>剑刃</MeleeWeapon_MonoSwordBladelink.tools.edge.label>
<!-- EN: link plasmasword -->
<!-- EN: persona plasmasword -->
<MeleeWeapon_PlasmaSwordBladelink.label>Δ'等离子剑</MeleeWeapon_PlasmaSwordBladelink.label>
<!-- EN: A metal-cored sword with a cutting edge. Plasma is wrapped around the core, held in place by an energy field. Targets are both sliced by the metal core, as well as burned or ignited by the plasma sheath.\n\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else. -->
<MeleeWeapon_PlasmaSwordBladelink.description>这是一把锐利的金属剑,它的剑身被由能量力场约束的等离子体包裹着。攻击目标时对方在承受剑刃的伤害的同时也会被等离子体灼伤或点燃。\n\n这件武器自身具备智能人格只能与一名使用者进行绑定。持有者和智能武器可以同调两者之间的本能反应以及攻击步调、准确性、创造力。一但与持有者绑定这件武器的智能人格将拒绝其它人的使用。</MeleeWeapon_PlasmaSwordBladelink.description>
@ -23,7 +23,7 @@
<!-- EN: edge -->
<MeleeWeapon_PlasmaSwordBladelink.tools.edge.label>剑刃</MeleeWeapon_PlasmaSwordBladelink.tools.edge.label>
<!-- EN: link zeushammer -->
<!-- EN: persona zeushammer -->
<MeleeWeapon_ZeusHammerBladelink.label>Δ'宙斯锤</MeleeWeapon_ZeusHammerBladelink.label>
<!-- EN: A warhammer with an embedded EMP capacitor. Upon impact, it blasts the target with an EMP burst in addition to the physical damage.\n\nThis weapon has an onboard persona that can bond to only a single person. The wielder and intelligent weapon can synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else. -->
<MeleeWeapon_ZeusHammerBladelink.description>一把内置EMP装置的战锤被它击中时除了会受到物理伤害同时还附带EMP冲击。\n\n这件武器自身具备智能人格只能与一名使用者进行绑定。持有者和智能武器可以同调两者之间的本能反应以及攻击步调、准确性、创造力。一但与持有者绑定这件武器的智能人格将拒绝其它人的使用。</MeleeWeapon_ZeusHammerBladelink.description>

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@ -7,17 +7,17 @@
<Plant_GrassAnima.description>一株蕴含有大量发光微粒的草。部落居民在仙树附近冥想时发现了这些灵草,这些灵草生长在仙树的根部。\n\n外域的科学家们曾试图研究这一现象但如果太过靠近观察灵草就会退化成普通的植物。\n\n动物会拒绝食用灵草在部落的故事中这种行为被认为是动物的恐惧与敬畏。</Plant_GrassAnima.description>
<!-- EN: anima tree -->
<Plant_TreeAnima.label>仙树</Plant_TreeAnima.label>
<Plant_TreeAnimaHardy.label>仙树</Plant_TreeAnimaHardy.label>
<!-- EN: A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nIf a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.\n\nAnima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.\n\nMost tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
<Plant_TreeAnima.description>一种罕见的树种,树皮温暖光滑,叶长,充满了发光微粒。仙树会与周围的生命体共鸣产生一种奇特的精神波动,这使得它们能够在各种环境生长。\n\n如果有人在仙树附近冥想它会在根部附近长出灵草。长出足够数量的灵草之后就可以与仙树进行心灵连接仪式这个仪式能提升人的心灵力量。只有部落的居民知道这个仪式的秘密。部落的心灵能力者也能够通过在仙树附近冥想来提升精神力。\n\n如果在附近放置了人工结构这一联系会减弱。祂们拒绝被封闭或者研究并且必须保持是自然的一部分。\n\n大多数的部落认为仙树并不只是一棵树而是世界意志的一部分肢体。</Plant_TreeAnima.description>
<Plant_TreeAnimaHardy.description>一种罕见的树种,树皮温暖光滑,叶长,充满了发光微粒。仙树会与周围的生命体共鸣产生一种奇特的精神波动,这使得它们能够在各种环境生长。\n\n如果有人在仙树附近冥想它会在根部附近长出灵草。长出足够数量的灵草之后就可以与仙树进行心灵连接仪式这个仪式能提升人的心灵力量。只有部落的居民知道这个仪式的秘密。部落的心灵能力者也能够通过在仙树附近冥想来提升精神力。\n\n如果在附近放置了人工结构这一联系会减弱。祂们拒绝被封闭或者研究并且必须保持是自然的一部分。\n\n大多数的部落认为仙树并不只是一棵树而是世界意志的一部分肢体。</Plant_TreeAnimaHardy.description>
<!-- EN: The anima tree has died and emitted a disturbing psychic scream. -->
<Plant_TreeAnima.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>仙树死亡,同时发出了令人不安的心灵尖啸。</Plant_TreeAnima.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>
<Plant_TreeAnimaHardy.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>仙树死亡,同时发出了令人不安的心灵尖啸。</Plant_TreeAnimaHardy.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>
<!-- EN: anima tree -->
<Plant_TreeAnimaSmall.label>仙树</Plant_TreeAnimaSmall.label>
<Plant_TreeAnimaNormal.label>仙树</Plant_TreeAnimaNormal.label>
<!-- EN: A rare tree with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nIf a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them.\n\nAnima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature.\n\nMost tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
<Plant_TreeAnimaSmall.description>一种罕见的树种,树皮温暖光滑,叶长,充满了发光微粒。仙树会与周围的生命体共鸣产生一种奇特的精神波动,这使得它们能够在各种环境生长。\n\n如果有人在仙树附近冥想它会在根部附近长出灵草。长出足够数量的灵草之后就可以与仙树进行心灵连接仪式这个仪式能提升人的心灵力量。只有部落的居民知道这个仪式的秘密。部落的心灵能力者也能够通过在仙树附近冥想来提升精神力。\n\n如果在附近放置了人工结构这一联系会减弱。祂们拒绝被封闭或者研究并且必须保持是自然的一部分。\n\n大多数的部落认为仙树并不只是一棵树而是世界意志的一部分肢体。</Plant_TreeAnimaSmall.description>
<Plant_TreeAnimaNormal.description>一种罕见的树种,树皮温暖光滑,叶长,充满了发光微粒。仙树会与周围的生命体共鸣产生一种奇特的精神波动,这使得它们能够在各种环境生长。\n\n如果有人在仙树附近冥想它会在根部附近长出灵草。长出足够数量的灵草之后就可以与仙树进行心灵连接仪式这个仪式能提升人的心灵力量。只有部落的居民知道这个仪式的秘密。部落的心灵能力者也能够通过在仙树附近冥想来提升精神力。\n\n如果在附近放置了人工结构这一联系会减弱。祂们拒绝被封闭或者研究并且必须保持是自然的一部分。\n\n大多数的部落认为仙树并不只是一棵树而是世界意志的一部分肢体。</Plant_TreeAnimaNormal.description>
<!-- EN: The anima tree has died and emitted a disturbing psychic scream. -->
<Plant_TreeAnimaSmall.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>仙树死亡,同时发出了令人不安的心灵尖啸。</Plant_TreeAnimaSmall.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>
<Plant_TreeAnimaNormal.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>仙树死亡,同时发出了令人不安的心灵尖啸。</Plant_TreeAnimaNormal.comps.CompGiveThoughtToAllMapPawnsOnDestroy.message>
</LanguageData>