update for 2633
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@ -8,7 +8,7 @@
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<!-- EN: Royalty -->
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<Royalty.label>Royalty(皇权)</Royalty.label>
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<!-- EN: The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings, queens, titles and honor.\n\nEarn royal titles. Construct luxurious thronerooms and royal chambers. Call Imperial elite troops and bond with unique Imperial bladelink weapons.\n\nUse new psychic abilities. Blind, mind-control, nauseate, and induce insanity. Teleport, block pain, confer deadly focus, and turn invisible.\n\nServe the Imperial High Stellarch well and earn a pass off the rimworld.\n\nA new quest system procedurally generates unique quests, combining different goals, foes, guests, rewards, helpers, special threats, and world conditions. The expansion adds a large amount of new quest content.\n\nMechanoids can now create clusters of mechanoid buildings. Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Mech clusters always appear in an initially dormant state, so you can plan and execute a careful attack - or use them against your foes.\n\nYou don't have to serve the Empire. You can steal psychic amplifiers and other Imperial technology. The rebel life is free - but challenging.\n\nThis expansion includes a new album music by Alistair Lindsay, composer of the original RimWorld soundtrack. -->
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<Royalty.description>帝国已经到来。虽然要向国王、王后、头衔及荣誉的古老传统低头,他们受荣誉约束的文化依然指导着极致的科学技术。\n\n赢得荣誉头衔。建造华丽的谒见厅和豪华房间。召唤帝国精英部队,并与帝国独特的绑定武器形成牵绊。\n\n使用新的心灵能力。致盲、精神控制、眩晕并引发精神错乱。传送、止痛、赋予致命集中以及获得隐身。\n\n为帝国的星系主宰服务并获得在边缘世界的通行证。\n\n一个新的任务系统会程序性地产生独特的任务,结合不同的目标、敌人、访客、奖励、援军、特殊威胁以及世界条件等等。这个扩展增加了大量新的任务内容。\n\n机械族现在可以创建一个机械族建筑集群。每一个机械集群都有一个独特的布局,构成一个独特的战术难题。机械集群在最初的时候总是休眠的,所以你可以计划一次精心计划的袭击——或者利用它们来对付你的其他敌人。\n\n当然你也可以选择不为帝国服务。你可以偷取心灵增幅装置和其他的帝国技术。叛逆的人生总是自由的——当然也更具挑战性。\n\n这一扩展含有一张新的音乐专辑,由RimWorld原声带作曲家Alistair Lindsay制作。</Royalty.description>
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<!-- EN: The Empire has arrived. Their honor-bound culture wields hyper-advanced technology, while bowing to the ancient traditions of kings, queens, titles and honor.\n\nEarn royal titles. Construct luxurious thronerooms and royal chambers. Call Imperial elite troops and bond with unique Imperial bladelink weapons.\n\nUse new psychic abilities. Blind, mind-control, nauseate, and induce insanity. Teleport, block pain, confer deadly focus, and turn invisible.\n\nServe the Imperial High Stellarch well and earn a pass off the rimworld.\n\nA new quest system procedurally generates unique quests, combining different goals, foes, guests, rewards, helpers, special threats, and world conditions. The expansion adds a large amount of new quest content.\n\nMechanoids can now create clusters of mechanoid buildings. Each mech cluster generates with a unique layout, presenting a unique tactical puzzle. Mech clusters always appear in an initially dormant state, so you can plan and execute a careful attack - or use them against your foes.\n\nYou don't have to serve the Empire. You can steal psylink neuroformers and other Imperial technology. The rebel life is free - but challenging.\n\nThis expansion includes a new album music by Alistair Lindsay, composer of the original RimWorld soundtrack. -->
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<Royalty.description>帝国已经到来。虽然要向国王、王后、头衔及荣誉的古老传统低头,他们受荣誉约束的文化依然指导着极致的科学技术。\n\n赢得荣誉头衔。建造华丽的谒见厅和豪华房间。召唤帝国精英部队,并与帝国独特的绑定武器形成牵绊。\n\n使用新的心灵能力。致盲、精神控制、眩晕并引发精神错乱。传送、止痛、赋予致命集中以及获得隐身。\n\n为帝国的星系主宰服务并获得在边缘世界的通行证。\n\n一个新的任务系统会程序性地产生独特的任务,结合不同的目标、敌人、访客、奖励、援军、特殊威胁以及世界条件等等。这个扩展增加了大量新的任务内容。\n\n机械族现在可以创建一个机械族建筑集群。每一个机械集群都有一个独特的布局,构成一个独特的战术难题。机械集群在最初的时候总是休眠的,所以你可以计划一次精心计划的袭击——或者利用它们来对付你的其他敌人。\n\n当然你也可以选择不为帝国服务。你可以偷取启灵神经构造装置和其他的帝国技术。叛逆的人生总是自由的——当然也更具挑战性。\n\n这一扩展含有一张新的音乐专辑,由RimWorld原声带作曲家Alistair Lindsay制作。</Royalty.description>
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</LanguageData>
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<!-- EN: an archotech leg -->
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<ArchotechLeg.labelNoun>远古科技腿</ArchotechLeg.labelNoun>
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<!-- UNUSED -->
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<PsychicSilencer.label>心灵静默装置</PsychicSilencer.label>
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<PsychicSilencer.description>一个安装在人体的心灵静默装置。</PsychicSilencer.description>
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<PsychicSilencer.labelNoun>一个心灵静默装置</PsychicSilencer.labelNoun>
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</LanguageData>
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@ -2,10 +2,10 @@
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<LanguageData>
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<!-- EN:
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<li>questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has sent us a message. Apparently, [siteFaction_pawnsPlural] based in a nearby camp have been raiding their caravans. The camp is controlled by [siteFaction_name].\n\n[asker_nameDef] is asking us to destroy the camp, which means eliminating all enemies and turrets. [asker_label] says that [sitePart0_description].\n\nIf we succeed, [allRewardsDescriptions]</li>
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<li>questDescription->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], has sent us a message. Apparently, [siteFaction_pawnsPlural] based in a nearby camp have been raiding their caravans. The camp is controlled by [siteFaction_name].\n\n[asker_nameDef] is asking us to destroy the camp, which means eliminating all enemies and turrets. [asker_label] says that [sitePart0_description].</li>
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-->
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<OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings>
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<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].\n\n如果我们完成任务, [allRewardsDescriptions]</li>
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<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>
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</OpportunitySite_BanditCamp.questDescriptionRules.rulesStrings>
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<!-- EN:
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<li>questName->[asker_nameDef]'s Camp Bounty</li>
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<LanguageData>
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<!-- EN:
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<li>questDescription->A nearby settlement, [settlement_label], has a special trade request. They would like to purchase:\n\n [requestedThingCount]x [requestedThing_label] [qualityInfo](worth [requestedThingMarketValue_money])\n\nIn return, [allRewardsDescriptions]\n\nIf you want to make the trade, send a caravan with the requested items. The estimated travel time is [estimatedTravelTime_duration].</li>
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<li>questDescription->A nearby settlement, [settlement_label], has a special trade request. They would like to purchase:\n\n [requestedThingCount]x [requestedThing_label] [qualityInfo](worth [requestedThingMarketValue_money])\n\nIf you want to make the trade, send a caravan with the requested items. The estimated travel time is [estimatedTravelTime_duration].</li>
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<li>qualityInfo(requestedThingHasQuality==True,priority=1)->of normal+ quality </li>
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<li>qualityInfo-></li>
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-->
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<TradeRequest.questDescriptionRules.rulesStrings>
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<li>questDescription->附近一个名叫 [settlement_label] 的聚落向我们发出了一场交易请求。 他们想采购以下物资:\n\n [requestedThingCount]x [qualityInfo] [requestedThing_label](价值: [requestedThingMarketValue_money])\n\n作为回报,[allRewardsDescriptions]\n\n如果你同意这场交易,请派出一支携带相应物资的远行队前往目标地点。 旅途预估时间约为:[estimatedTravelTime_duration]。</li>
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<li>questDescription->附近一个名叫 [settlement_label] 的聚落向我们发出了一场交易请求。 他们想采购以下物资:\n\n [requestedThingCount]x [qualityInfo] [requestedThing_label](价值: [requestedThingMarketValue_money])\n\n如果你同意这场交易,请派出一支携带相应物资的远行队前往目标地点。 旅途预估时间约为:[estimatedTravelTime_duration]。</li>
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<li>qualityInfo(requestedThingHasQuality==True,priority=1)->一般品质以上</li>
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<li>qualityInfo-></li>
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</TradeRequest.questDescriptionRules.rulesStrings>
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<!-- EN: Installing archotech leg. -->
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<InstallArchotechLeg.jobString>正在安装远古科技腿。</InstallArchotechLeg.jobString>
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<!-- UNUSED -->
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<InstallPsychicSilencer.label>安装心灵静默装置</InstallPsychicSilencer.label>
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<InstallPsychicSilencer.description>安装心灵静默装置。</InstallPsychicSilencer.description>
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<InstallPsychicSilencer.jobString>正在安装心灵静默装置。</InstallPsychicSilencer.jobString>
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<!-- UNUSED -->
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<RemovePsychicSilencer.label>移除心灵静默装置</RemovePsychicSilencer.label>
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<RemovePsychicSilencer.description>移除心灵静默装置。</RemovePsychicSilencer.description>
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<RemovePsychicSilencer.jobString>正在移除心灵静默装置。</RemovePsychicSilencer.jobString>
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</LanguageData>
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<!-- EN: Build high-tech bionic body parts to replace lost limbs and eyes. Requires a skilled doctor to attach. -->
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<Bionics.description>解锁制作高科技仿生体部件,用以替代失去的肢体和眼睛。需要熟练的医生进行安装。</Bionics.description>
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<!-- EN: cataphract armor -->
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<CataphractArmor.label>禁卫装甲</CataphractArmor.label>
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<!-- EN: Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. -->
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<CataphractArmor.description>允许制作「禁卫装甲」,一种会减缓使用者的移动速度的重型动力装甲,但能够在极端环境下承受大量伤害。注意,制作时需要高级零部件。</CataphractArmor.description>
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<!-- EN: pulse-charged munitions -->
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<ChargedShot.label>电荷弹</ChargedShot.label>
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<!-- EN: Build weapons which fire pulse-charged munitions for extra damage. Note that these also require advanced components. -->
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<!-- EN: detection chance -->
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<Ability_DetectChancePerEntropy.label>检测概率(心灵能力)</Ability_DetectChancePerEntropy.label>
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<!-- EN: The likelihood of this psycast being detected when it is performed.\n\nSome factions try to enforce laws which restrict some psycasts to those holding specific titles. When you use a psycast, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences.\n\nThe chance of detection can be eliminated using a psychic silencer implant. -->
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<Ability_DetectChancePerEntropy.description>使用心灵能力被侦测到可能性。\n\n某些派系可能会规定有些心灵能力只有具备特定头衔的人才可使用。当你使用心灵能力时,心灵信号可能会被远处侦测到,从而产生外交影响。\n\n使用心灵静默装置可以排除被发现的风险。</Ability_DetectChancePerEntropy.description>
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<!-- EN: The likelihood of this psycast being detected when it is performed.\n\nSome factions try to enforce laws which restrict some psycasts to those holding specific titles. When you use a psycast, there is a chance that the psychic signature will be detected at a distance, which leads to diplomatic consequences. -->
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<Ability_DetectChancePerEntropy.description>使用心灵能力被侦测到可能性。\n\n某些派系可能会规定有些心灵能力只有具备特定头衔的人才可使用。当你使用心灵能力时,心灵信号可能会被远处侦测到,从而产生外交影响。</Ability_DetectChancePerEntropy.description>
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<!-- EN: duration -->
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<Ability_Duration.label>持续时间</Ability_Duration.label>
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<!-- EN: The maximum distance to a target of this ability, or to the center of the target location. -->
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<Ability_Range.description>此能力最远的使用,或搜寻目标的距离。</Ability_Range.description>
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<!-- EN: psychic amplifier level -->
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<!-- UNUSED -->
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<Ability_RequiredAmplifier.label>心灵增幅装置等级</Ability_RequiredAmplifier.label>
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<!-- EN: Minimum level of psychic amplifier implant required to perform this psycast. -->
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<Ability_RequiredAmplifier.description>此能力所需的心灵增幅装置最低等级。</Ability_RequiredAmplifier.description>
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<!-- EN: psylink level -->
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<Ability_RequiredPsylink.label>启灵等级</Ability_RequiredPsylink.label>
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<!-- EN: Minimum level of psylink required to perform this psycast. text_todo -->
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<Ability_RequiredPsylink.description>释放这个心灵能力所需的最小启灵等级。</Ability_RequiredPsylink.description>
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</LanguageData>
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<!-- EN: detection chance -->
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<Bladelink_DetectionChance.label>检测概率(绑定物品)</Bladelink_DetectionChance.label>
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<!-- EN: The likelihood of the bladelink implant being detected each time it is used to attack in combat.\n\nSome factions try to enforce laws restricting the use of the bladelink to those holding specific titles. Using the bladelink emits a psychic signature which has a chance of being detected at a distance. If it is used illegally and detected, there will be diplomatic consequences.\n\nThe psychic signature can be silenced by use of a psychic silencer implant. -->
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<Bladelink_DetectionChance.description>在战斗中使用绑定武器进行攻击被侦测到的可能性。\n\n某些派系可能会规定拥有特定头衔的个体使用绑定武器。使用这些绑定武器会发出一个心灵信号,并且可能会被远距离侦测到。如果违规使用并且被发现,将会产生外交影响。\n\n这个心灵信号可以通过一个心灵静默植入物来抑制。</Bladelink_DetectionChance.description>
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<!-- EN: The likelihood of the bladelink implant being detected each time it is used to attack in combat.\n\nSome factions try to enforce laws restricting the use of the bladelink to those holding specific titles. Using the bladelink emits a psychic signature which has a chance of being detected at a distance. If it is used illegally and detected, there will be diplomatic consequences. -->
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<Bladelink_DetectionChance.description>在战斗中使用绑定武器进行攻击被侦测到的可能性。\n\n某些派系可能会规定拥有特定头衔的个体使用绑定武器。使用这些绑定武器会发出一个心灵信号,并且可能会被远距离侦测到。如果违规使用并且被发现,将会产生外交影响。</Bladelink_DetectionChance.description>
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<!-- EN: blunt damage -->
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<BluntDamageMultiplier.label>钝器伤害</BluntDamageMultiplier.label>
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<!-- EN: melee weapons -->
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<WeaponsMelee.label>近战武器</WeaponsMelee.label>
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<!-- EN: bladelink weapons -->
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<WeaponsMeleeBladelink.label>绑定武器</WeaponsMeleeBladelink.label>
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<!-- EN: persona weapons -->
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<WeaponsMeleeBladelink.label>人格武器</WeaponsMeleeBladelink.label>
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<!-- EN: ranged weapons -->
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<WeaponsRanged.label>远程武器</WeaponsRanged.label>
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<!-- EN: An artifical leg built by an archotech. It looks and feels like natural flesh, but a pair of these can move the user as fast as a decent car, and it's harder to damage than plasteel. Even if it is harmed, it repairs itself over time. Its internal workings are a mystery to all human minds. -->
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<ArchotechLeg.description>一支来自远古时代的人造腿,相比现代的仿生腿就如同艺术品一般,它看上去就像一条自然的腿,但却比玻璃钢更坚固,跑的比汽车还快,即使受到伤害也能飞快地自我修复,它的内部结构对于所有人来说都是个迷。</ArchotechLeg.description>
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<!-- UNUSED -->
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<PsychicSilencer.label>心灵静默装置</PsychicSilencer.label>
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<PsychicSilencer.description>一种可以掩饰无意识精神发散,使其无法被检测的远古科技装置,但其有会引起慢性疼痛的副作用。军事间谍、编制外能力使用者和非法武器使用者会使用这种植入物以避免被当局注意。</PsychicSilencer.description>
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</LanguageData>
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<GameplayTips.ChangeStoryteller>你可以在任何时候通过选项菜单来修改故事叙述者和游戏难度。</GameplayTips.ChangeStoryteller>
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<!-- EN: The more factions you are allied with, the more random traders and military aid you will receive. -->
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<GameplayTips.MoreAlliesMoreTraders>你结盟的派系越多,能够获得的商队活动和军事援助就越多。</GameplayTips.MoreAlliesMoreTraders>
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<!-- EN: You can use drug policies to have your fighters carry combat drugs like go-juice. A quick dose at the start of combat can win the battle. -->
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<GameplayTips.CombatDrugsFromInventory>你可以设置成瘾品管制让你的战士携带类似活力水的战斗增强用品。这样可以在战斗开始前快速使用。</GameplayTips.CombatDrugsFromInventory>
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</LanguageData>
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<!-- EN: Pick up {1_labelShort} x{{0}} -->
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<PickUpCount>拾取{1_labelShort} x{{0}}</PickUpCount>
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<!-- EN: Load {1_label} onto pack animal -->
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<!-- EN: Cannot load {1_label} onto pack animal -->
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<CannotGiveToPackAnimal>无法将{1_label}交给动物携带</CannotGiveToPackAnimal>
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<!-- EN: Cannot load {1_label} (all) onto pack animal -->
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<CannotGiveToPackAnimalAll>无法将{1_label}(所有)交给动物携带</CannotGiveToPackAnimalAll>
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<!-- EN: You have concluded the quest '{0}'. -->
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<LetterQuestCompletedConcluded>你已完成任务'{0}'。</LetterQuestCompletedConcluded>
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<!-- Quest Completed with average pawn mood -->
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<!-- EN: You have successfully completed the quest '{0}'!\n\n{asker_nameDef} said {asker_pronoun} was willing to reward quality accomodation. {asker_nameDef}'s average mood was {averageMood} during {asker_possessive} stay, so your goodwill with {faction_name} has increased by {goodwill}. text_todo -->
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<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>
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<!-- EN: You have successfully completed the quest '{0}'!\n\n{asker_nameDef} said {asker_pronoun} was willing to reward quality accomodation. The guests average mood was {averageMood} during their stay, so your goodwill with {faction_name} has increased by {goodwill}. text_todo -->
|
||||
<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>
|
||||
<!-- EN: You have successfully completed the quest '{0}'!\n\nWhile {asker_nameDef} was willing to reward quality accomodation, {asker_possessive} average mood was only {averageMood} during {asker_possessive} stay. You will receive no goodwill reward. text_todo -->
|
||||
<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>
|
||||
<!-- EN: You have successfully completed the quest '{0}'!\n\nWhile {asker_nameDef} was willing to reward quality accomodation, the guests average mood was only {averageMood} during their stay. You will receive no goodwill reward. text_todo -->
|
||||
<LetterQuestCompletedWithoutAvgPawnMoodGoodwillPluralSuccess>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,但是访客们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。</LetterQuestCompletedWithoutAvgPawnMoodGoodwillPluralSuccess>
|
||||
<!-- 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 -->
|
||||
<!-- EN: Bladelink bond: {PAWN_labelShort} -->
|
||||
<!-- EN: Persona bond: {PAWN_labelShort} -->
|
||||
<LetterBladelinkWeaponBondedLabel>武器绑定: {PAWN_labelShort}</LetterBladelinkWeaponBondedLabel>
|
||||
<!-- EN: {PAWN_labelShort} has established a bond with the persona of {WEAPON_labelShort}.
|
||||
\nFrom now on, {WEAPON_labelShort} will refuse to be wielded by anyone except {PAWN_labelShort}. -->
|
||||
@ -522,4 +526,10 @@
|
||||
<!-- EN: Mechanoids have arrived. -->
|
||||
<LetterMechClusterArrived>机械族集群出现了。</LetterMechClusterArrived>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<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>
|
||||
<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>
|
||||
<LetterQuestCompletedWithoutAvgPawnMoodGoodwillPluralSuccess>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,但是访客们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。</LetterQuestCompletedWithoutAvgPawnMoodGoodwillPluralSuccess>
|
||||
|
||||
</LanguageData>
|
@ -160,10 +160,10 @@
|
||||
<!-- EN: {0} has given birth. -->
|
||||
<MessageGaveBirth>{0}已经产子。</MessageGaveBirth>
|
||||
|
||||
<!-- EN: {PAWN_labelShort} won't be able to use the psychic amplifier while {PAWN_pronoun} has zero psychic sensitivity. -->
|
||||
<MessagePsychicAmplifierNoSensitivity>{PAWN_labelShort}无法使用心灵增幅装置,因为{PAWN_pronoun}心灵敏感度为零。</MessagePsychicAmplifierNoSensitivity>
|
||||
<!-- EN: {PAWN_labelShort} won't be able to use the psylink while {PAWN_pronoun} has zero psychic sensitivity. text_todo -->
|
||||
<MessagePsylinkNoSensitivity>当{PAWN_labelShort}的心灵敏感度为零时无法使用启灵神经。</MessagePsylinkNoSensitivity>
|
||||
<!-- EN: {PAWN_labelShort} has lost a {1} implant level due to {2}. -->
|
||||
<MessageLostImplantLevelFromHediff>{PAWN_labelShort}由于{2}而丧失了{1}的植入物级别。</MessageLostImplantLevelFromHediff>
|
||||
<MessageLostImplantLevelFromHediff>{PAWN_labelShort}由于{2}而丧失了{1}的级别。</MessageLostImplantLevelFromHediff>
|
||||
<!-- EN: {PAWN_labelShort} has suffered {1} points of brain damage due to {2}. -->
|
||||
<MessageReceivedBrainDamageFromHediff>{PAWN_labelShort}因{2}而遭受{1}点脑损伤。</MessageReceivedBrainDamageFromHediff>
|
||||
<!-- EN: {PAWN_labelShort} has exceeded the safe limit of psychic entropy. -->
|
||||
@ -617,6 +617,7 @@
|
||||
<MessageCannotSelectInvisibleStat>{0_label}当前是隐藏的。</MessageCannotSelectInvisibleStat>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<MessagePsychicAmplifierNoSensitivity>{PAWN_labelShort}无法使用心灵增幅装置,因为{PAWN_pronoun}心灵敏感度为零。</MessagePsychicAmplifierNoSensitivity>
|
||||
<MessageThingInstalledPermanently>警告: {0_label}安装后不能移动。</MessageThingInstalledPermanently>
|
||||
|
||||
</LanguageData>
|
@ -1238,8 +1238,8 @@
|
||||
<PawnTooltipPsychicEntropyStats>心灵熵阈值:{0} / {1}\n降低速率:{2} / {3}秒 ({4}秒归零)\n\n精神力:{5}</PawnTooltipPsychicEntropyStats>
|
||||
<!-- EN: Max entropy multiplier: {0} -->
|
||||
<PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>最大阈值乘数</PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>
|
||||
<!-- EN: Psychic entropy increases after performing a psycast. Going over the safe limit can lead to long-term health consequences. Whenever entropy reaches zero, it leaves a psychic hangover behind. -->
|
||||
<PawnTooltipPsychicEntropyDesc>心灵熵在释放心灵能力之后会增加。超过安全限制之后会引起后遗症。每当熵归零都会产生精神宿醉。</PawnTooltipPsychicEntropyDesc>
|
||||
<!-- EN: Psychic entropy increases after performing a psycast. Going over the safe limit can lead to long-term health consequences. Whenever entropy reaches zero, it leaves a psychic hangover behind.\n\nPsyfocus is separate from psychic entropy. Having psyfocus below 30% will limit maximum safe entropy. Psyfocus can be gained through meditation. -->
|
||||
<PawnTooltipPsychicEntropyDesc>心灵熵在释放心灵能力之后会增加。超过安全限制之后会引起后遗症。每当熵归零都会产生精神宿醉。\n\n精神力与心灵熵是分开的,低于30%的精神力会限制心灵熵阈值。精神力可以通过冥想来提升。</PawnTooltipPsychicEntropyDesc>
|
||||
<!-- EN: Pain focuses the mind, and causes faster recovery from psychic entropy.\n\nPain level: {0}\nBonus to psychic entropy recovery: {1} -->
|
||||
<PawnTooltipPsychicEntropyPainFocus>痛苦使思想集中;同时能够更快恢复心灵熵。\n\n疼痛等级:{0}\n心灵熵恢复倍率:{1}</PawnTooltipPsychicEntropyPainFocus>
|
||||
<!-- EN: Toggle psychic entropy limiter.\n\nGoing over your psychic entropy limit can cause serious health consequences, including long-term psychic breakdown, and even brain damage for significant overages. The higher over-limit the entropy is, the more dangerous the effects. -->
|
||||
@ -1278,6 +1278,8 @@
|
||||
<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} -->
|
||||
|
@ -11,7 +11,6 @@
|
||||
<Empire.pawnSingular>帝国公民</Empire.pawnSingular>
|
||||
<!-- EN: imperials -->
|
||||
<Empire.pawnsPlural>帝国公民</Empire.pawnsPlural>
|
||||
<!-- EN: Bladelink and psycast use will become illegal -->
|
||||
<Empire.renounceTitleMessage>不能再合法使用绑定武器和心灵能力</Empire.renounceTitleMessage>
|
||||
<!-- EN: royal favor -->
|
||||
<Empire.royalFavorLabel>皇家声望</Empire.royalFavorLabel>
|
||||
|
@ -1,11 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psychic silencer -->
|
||||
<PsychicSilencer.label>心灵静默装置</PsychicSilencer.label>
|
||||
<!-- EN: An installed psychic silencer implant. -->
|
||||
<PsychicSilencer.description>一个安装在人体的心灵静默装置。</PsychicSilencer.description>
|
||||
<!-- EN: a psychic silencer -->
|
||||
<PsychicSilencer.labelNoun>一个心灵静默装置</PsychicSilencer.labelNoun>
|
||||
|
||||
</LanguageData>
|
@ -1,13 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psychic amplifier -->
|
||||
<PsychicAmplifier.label>心灵增幅装置</PsychicAmplifier.label>
|
||||
<!-- EN: An installed psychic amplifier. -->
|
||||
<PsychicAmplifier.description>一个安装在人体的心灵增幅装置。</PsychicAmplifier.description>
|
||||
<!-- EN: a psychic amplifier -->
|
||||
<PsychicAmplifier.labelNoun>一个心灵增幅装置</PsychicAmplifier.labelNoun>
|
||||
|
||||
<!-- EN: psychic harmonizer -->
|
||||
<PsychicHarmonizer.label>心灵同调装置</PsychicHarmonizer.label>
|
||||
<!-- EN: An installed psychic harmonizer implant. -->
|
||||
|
@ -34,7 +34,7 @@
|
||||
|
||||
<!-- EN: psychic entropy -->
|
||||
<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
|
||||
<!-- EN: Chaotic psychic energy built up in the mind. Entropy falls over time. After it clears, it leaves a psychic hangover for several days. If psychic entropy becomes very high, it can cause psychosis, long-term psychic breakdown, destruction of psychic amplifiers, and even brain damage. -->
|
||||
<!-- EN: Chaotic psychic energy built up in the mind. Entropy falls over time. After it clears, it leaves a psychic hangover for several days. If psychic entropy becomes very high, it can cause psychosis, long-term psychic breakdown, degradation of psylink, and even brain damage. text_todo -->
|
||||
<PsychicEntropy.description>混乱的心灵能量在头脑中作祟。心灵熵随时间逐渐下降,当它被清除后,会留下好几天的精神萎靡。如果心灵熵变得非常高,会导致精神病、长期的精神崩溃、情绪失控、甚至脑损伤。</PsychicEntropy.description>
|
||||
<!-- EN: safe -->
|
||||
<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
|
||||
@ -62,4 +62,10 @@
|
||||
<!-- EN: Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. -->
|
||||
<PsychicVertigo.description>心灵能量引起的平衡感丧失。这会导致动物恶心呕吐。</PsychicVertigo.description>
|
||||
|
||||
<!-- EN: psylink -->
|
||||
<Psylink.label>启灵神经</Psylink.label>
|
||||
<!-- EN: An organic connection to a larger psychic field. This allows a person to use specific psycasts that they have learned to influence reality in a variety of ways.\n\nPsylink comes in a number of intensity levels, and higher levels permit the use of more powerful psycasts.\n\nPsylink comes from a variety of sources. Some consumable archotech devices can develop a psylink in a person’s mind. So-called wildcasters develop the link naturally all on their own, and tribal peoples can develop it through ritual connection with exotic lifeforms.\n\nWhatever the cause, the psylink itself is poorly understood by scientists, not the least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow links people to archotechs and harnesses their power, but the mechanism for this seems unfathomable. -->
|
||||
<Psylink.description>一个与宏大的心灵场相联系的有机结构。这允许一个人使用已学习的心灵能力来以各种各样的方式影响现实。\n\n启灵神经有很多强度级别,更高的等级允许使用更强大的心灵能力。\n\n启灵神经的来源也是多样化的。一些一次性的远古科技装置能够在大脑中构造一条启灵神经。所谓的自由施法者需要靠他们自己的力量来提升启灵神经,并且部落居民能够通过仪式联系外域意识来提升启灵神经。\n\n无论如何,科学家们对启灵神经本身知之甚少,在研究得太过细致时它似乎会主动隐藏自己的存在。不过大多数人都认同一件事,那就是它能够将人们以某种方式与伟大存在联系到一起,从而可以借用其权能,这一机制深不可测。</Psylink.description>
|
||||
<Psylink.labelNoun>一条启灵神经</Psylink.labelNoun>
|
||||
|
||||
</LanguageData>
|
@ -1,11 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: animus tree -->
|
||||
<!-- EN: anima tree -->
|
||||
<AnimusTreeSpawn.label>仙树</AnimusTreeSpawn.label>
|
||||
<!-- EN: Animus tree -->
|
||||
<!-- EN: Anima tree -->
|
||||
<AnimusTreeSpawn.letterLabel>仙树</AnimusTreeSpawn.letterLabel>
|
||||
<!-- EN: An animus tree has sprouted nearby.\n\nTribal peoples can use this as a powerful meditation focus, but only artificial structures are not placed nearby. -->
|
||||
<!-- EN: An anima tree has sprouted nearby.\n\nTribal peoples can use this as a powerful meditation focus, but only artificial structures are not placed nearby. -->
|
||||
<AnimusTreeSpawn.letterText>附近长出了一棵有特殊生命能量的树。\n\n部落居民可以将它作为强有力的冥想焦点,但是只有在附近没有人工建筑的情况下才有效。</AnimusTreeSpawn.letterText>
|
||||
|
||||
<!-- EN: tribute collector caravan arrival -->
|
||||
|
@ -3,8 +3,8 @@
|
||||
|
||||
<!-- EN: [lodgersLabelSingOrPlural] arrived -->
|
||||
<Hospitality_Util_Worker.LetterLabelLodgersArrived.value.slateRef>[lodgersLabelSingOrPlural]抵达</Hospitality_Util_Worker.LetterLabelLodgersArrived.value.slateRef>
|
||||
<!-- EN: [lodgersLabelSingOrPluralDef] [lodgersHasHave] arrived. Protect them until the shuttle arrives in [shuttleDelayTicks_duration].[helpersArrivalLetterEnd] -->
|
||||
<Hospitality_Util_Worker.LetterTextLodgersArrived.value.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.LetterTextLodgersArrived.value.slateRef>
|
||||
<!-- EN: [lodgersLabelSingOrPluralDef] [lodgersHasHave] arrived. Protect [lodgersObjective] until the shuttle arrives in [shuttleDelayTicks_duration].[helpersArrivalLetterEnd] -->
|
||||
<Hospitality_Util_Worker.LetterTextLodgersArrived.value.slateRef>[lodgersLabelSingOrPluralDef] [lodgersHasHave]已经抵达。 在 [shuttleDelayTicks_duration] 内保护 [lodgersObjective] 直到穿梭机抵达。 [helpersArrivalLetterEnd]</Hospitality_Util_Worker.LetterTextLodgersArrived.value.slateRef>
|
||||
<!-- EN: Should depart on shuttle -->
|
||||
<Hospitality_Util_Worker.InspectStringDepartShuttle.slateRef>应乘坐穿梭机离开</Hospitality_Util_Worker.InspectStringDepartShuttle.slateRef>
|
||||
<!-- EN: Shuttle arrived -->
|
||||
|
@ -2,10 +2,10 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN:
|
||||
<li>questDescription->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name] is calling from nearby. [asker_pronoun] is being followed by an angry [animalKindDef_label]! [asker_pronoun] says [asker_pronoun] only wanted to see the landscape on a quick walk, and never expected such a deadly threat.\n\n[asker_nameDef] wants you to keep [asker_objective] safe at [map_definite] for a few hours until [asker_possessive] shuttle can come pick [asker_objective] up. [asker_pronoun] promises not to be offended by your body odors or lack of manners.\n\n[asker_pronoun] will bestow [royalFavorReward] [asker_faction_royalFavorLabel] on whoever accepts this quest. This is enough favor to receive the royal title of Yeoman, and all benefits that come with it - including a psychic amplifier.</li>
|
||||
<li>questDescription->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name] is calling from nearby. [asker_pronoun] is being followed by an angry [animalKindDef_label]! [asker_pronoun] says [asker_pronoun] only wanted to see the landscape on a quick walk, and never expected such a deadly threat.\n\n[asker_nameDef] wants you to keep [asker_objective] safe at [map_definite] for a few hours until [asker_possessive] shuttle can come pick [asker_objective] up. [asker_pronoun] promises not to be offended by your body odors or lack of manners.\n\n[asker_pronoun] will bestow [royalFavorReward] [asker_faction_royalFavorLabel] on whoever accepts this quest. This is enough favor to receive the royal title of Yeoman, and all benefits that come with it - including a psylink neuroformer.</li>
|
||||
-->
|
||||
<Intro_Wimp.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription->[asker_faction_name] 的一名 [asker_royalTitleInCurrentFaction], [asker_nameFull] 正在附近联系我们。 [asker_pronoun]正在被一只疯狂的[animalKindDef_label]追杀! [asker_pronoun]说[asker_pronoun]只想看看周围的风景, 却从来没想到会受到如此致命的威胁。\n\n[asker_nameDef] 希望你位于[map_definite]的殖民地保证[asker_objective]的安全, 几小时后, [asker_possessive]的穿梭机就会接走[asker_objective]。 [asker_pronoun]承诺在这个特殊时刻不会因为你的粗鄙和殖民地邋遢的环境生气。\n\n无论谁能接受这个任务, [asker_pronoun]都将回报 [royalFavorReward] [asker_faction_royalFavorLabel]。 这份回报带来的荣誉点数足够普通平民获得荣誉头衔, 并且还包括了一个能够你让一窥神秘心灵力量的心灵增幅装置。\n\n请注意:当一个普通人获得荣誉头衔后往往就开始变得贪婪傲慢。</li>
|
||||
<li>questDescription->[asker_faction_name] 的一名 [asker_royalTitleInCurrentFaction], [asker_nameFull] 正在附近联系我们。 [asker_pronoun]正在被一只疯狂的[animalKindDef_label]追杀! [asker_pronoun]说[asker_pronoun]只想看看周围的风景, 却从来没想到会受到如此致命的威胁。\n\n[asker_nameDef] 希望你位于[map_definite]的殖民地保证[asker_objective]的安全, 几小时后, [asker_possessive]的穿梭机就会接走[asker_objective]。 [asker_pronoun]承诺在这个特殊时刻不会因为你的粗鄙和殖民地邋遢的环境生气。\n\n无论谁能接受这个任务, [asker_pronoun]都将回报 [royalFavorReward] [asker_faction_royalFavorLabel]。 这份回报带来的荣誉点数足够普通平民获得荣誉头衔, 并且还包括了一个能够你让一窥神秘心灵力量的启灵神经构造装置。\n\n请注意:当一个普通人获得荣誉头衔后往往就开始变得贪婪傲慢。</li>
|
||||
</Intro_Wimp.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName->the [adjAny] [asker_royalTitleInCurrentFaction]</li>
|
||||
|
@ -59,25 +59,25 @@
|
||||
</PawnLend.questNameRules.rulesStrings>
|
||||
<!-- EN: <rulesStrings><li>dutyDescription->gather the harvest</li><li>dutyDescription->fortify a settlement</li><li>dutyDescription->set up a settlement</li><li>dutyDescription->watch for raiders</li><li>dutyDescription->set up a hospital</li><li>dutyDescription->contain an outbreak of [disease]</li></rulesStrings> -->
|
||||
<PawnLend.DutyRulesAny.slateRef>
|
||||
<rulesStrings>
|
||||
<li>dutyDescription->收获庄稼</li>
|
||||
<li>dutyDescription->加固城防</li>
|
||||
<li>dutyDescription->建立定居点</li>
|
||||
<li>dutyDescription->戒备袭击者</li>
|
||||
<li>dutyDescription->建立医院</li>
|
||||
<li>dutyDescription->控制[disease]疫情爆发</li>
|
||||
</rulesStrings>
|
||||
<rulesStrings>
|
||||
<li>dutyDescription->收获庄稼</li>
|
||||
<li>dutyDescription->加固城防</li>
|
||||
<li>dutyDescription->建立定居点</li>
|
||||
<li>dutyDescription->戒备袭击者</li>
|
||||
<li>dutyDescription->建立医院</li>
|
||||
<li>dutyDescription->控制[disease]疫情爆发</li>
|
||||
</rulesStrings>
|
||||
</PawnLend.DutyRulesAny.slateRef>
|
||||
<!-- EN: {PAWNS} [pawnListHaveConjugation] returned after helping [asker_nameFull] of [asker_faction_name] to [dutyDescription]. -->
|
||||
<PawnLend.LetterTextReturnAfterHelping.slateRef>在帮助 [asker_faction_name] 的 [asker_nameFull] 顺利 [dutyDescription]后, {PAWNS}安全的回来了。</PawnLend.LetterTextReturnAfterHelping.slateRef>
|
||||
<!-- EN: <rulesStrings><li>entertainerDescription->real hardy surface survivors</li><li>entertainerDescription->goofy jesters</li><li>entertainerDescription->foreign-accented servants</li><li>entertainerDescription->exotic human specimens</li></rulesStrings> -->
|
||||
<PawnLend.DutyRulesRoyal.slateRef>
|
||||
<rulesStrings>
|
||||
<li>entertainerDescription->地表生存大师</li>
|
||||
<li>entertainerDescription->滑稽的小丑</li>
|
||||
<li>entertainerDescription->外地口音的仆侍</li>
|
||||
<li>entertainerDescription->外来人类展品</li>
|
||||
</rulesStrings>
|
||||
<rulesStrings>
|
||||
<li>entertainerDescription->地表生存大师</li>
|
||||
<li>entertainerDescription->滑稽的小丑</li>
|
||||
<li>entertainerDescription->外地口音的仆侍</li>
|
||||
<li>entertainerDescription->外来人类展品</li>
|
||||
</rulesStrings>
|
||||
</PawnLend.DutyRulesRoyal.slateRef>
|
||||
<!-- EN: {PAWNS} [pawnListHaveConjugation] returned after being shown off as [entertainerDescription] in the court of [asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name]. -->
|
||||
<PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>在作为 [entertainerDescription] 被 [asker_nameFull] 带到 [asker_faction_name] 展示后, {PAWNS}安全的回来了。</PawnLend.LetterTextReturnAfterRoyalCourt.slateRef>
|
||||
|
@ -1,18 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: install psychic silencer -->
|
||||
<InstallPsychicSilencer.label>安装心灵静默装置</InstallPsychicSilencer.label>
|
||||
<!-- EN: Install a psychic silencer. -->
|
||||
<InstallPsychicSilencer.description>安装心灵静默装置。</InstallPsychicSilencer.description>
|
||||
<!-- EN: Installing psychic silencer. -->
|
||||
<InstallPsychicSilencer.jobString>正在安装心灵静默装置。</InstallPsychicSilencer.jobString>
|
||||
|
||||
<!-- EN: remove psychic silencer -->
|
||||
<RemovePsychicSilencer.label>移除心灵静默装置</RemovePsychicSilencer.label>
|
||||
<!-- EN: Remove psychic silencer. -->
|
||||
<RemovePsychicSilencer.description>移除心灵静默装置。</RemovePsychicSilencer.description>
|
||||
<!-- EN: Removing psychic silencer. -->
|
||||
<RemovePsychicSilencer.jobString>正在移除心灵静默装置。</RemovePsychicSilencer.jobString>
|
||||
|
||||
</LanguageData>
|
@ -1,6 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: cataphract armor -->
|
||||
<CataphractArmor.label>禁卫装甲</CataphractArmor.label>
|
||||
<!-- EN: Craft cataphract armor, heavy powered armor that slows the user but which can absorb extreme punishment. Note that these also require advanced components. -->
|
||||
<CataphractArmor.description>允许制作「禁卫装甲」,一种会减缓使用者的移动速度的重型动力装甲,但能够在极端环境下承受大量伤害。注意,制作时需要高级零部件。</CataphractArmor.description>
|
||||
|
||||
<!-- EN: noble apparel -->
|
||||
<NobleApparel.label>贵族服饰</NobleApparel.label>
|
||||
<!-- EN: Tailor noble-specific apparel like ruffle shirts and royal robes. -->
|
||||
|
@ -7,19 +7,20 @@
|
||||
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
|
||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] and [lodgers0_possessive] [allyAllies]</li>
|
||||
<li>healthInfo-></li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] is in a coma and must be kept in bed.</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount>=2,priority=1)->the [lodgersLabelPlural] are comatose and need to be kept in bed.</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] is sick with blood rot.</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->the [lodgersLabelPlural] are sick with blood rot.</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] is in a coma and must be kept in bed. [lodgers0_nameDef] is also sick with blood rot.</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->the [lodgersLabelPlural] are comatose and need to be kept in bed. the [lodgersLabelPlural] are also sick with blood rot.</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed. text_todo</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed. text_todo</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is sick with blood rot. text_todo</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are sick with blood rot. text_todo</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed. [asker_possessive] is also sick with blood rot. text_todo</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed, they are also sick with blood rot. text_todo</li>
|
||||
<li>minMoodInfo-></li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->you must keep [lodgers0_nameDef]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>1,priority=1)->you must keep the [lodgersLabelPlural]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->you must keep [lodgersWithMoodThreshold0_nameDef]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>1,priority=1)->you must keep [lodgersLabelPlural] mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>workInfo-></li>
|
||||
<li>workInfo(lodgersWillNotWork==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] will not do any work.</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,lodgersCount>=2,priority=1)->all the [lodgersLabelPlural] will not do any work.</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->[lodgersLabelSingleOrWithAllies] will not do any work. text_todo</li>
|
||||
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
||||
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
||||
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be a raid of roughly this size:\n\n[threatExample]</li>
|
||||
@ -44,6 +45,8 @@
|
||||
<li>letterSubject->{SUBJECT_definite}</li>
|
||||
<li>lodgersHasHave(lodgersCount==1)->has</li>
|
||||
<li>lodgersHasHave(lodgersCount>=2)->have</li>
|
||||
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
|
||||
<li>lodgersObjective(lodgersCount>=2)->them</li>
|
||||
<li>remainingWillNowLeave(lodgersCount==1)-></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>
|
||||
@ -55,19 +58,20 @@
|
||||
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] 与 [lodgers0_possessive] [allyAllies]</li>
|
||||
<li>healthInfo-></li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount>=2,priority=1)->[lodgersLabelPlural] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] 因坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelPlural] 因坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] 因为昏迷必须卧床。 [lodgers0_nameDef] 同时也因为坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelPlural] 因为昏迷必须卧床。 [lodgersLabelPlural] 同时也因为坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 [asker_possessive]同时也因为坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 他们同时也因为坏血病而虚弱不堪。</li>
|
||||
<li>minMoodInfo-></li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->你必须保持 [lodgers0_nameDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>1,priority=1)->你必须保持 [lodgersLabelPlural] 的心情在 [lodgersMoodThreshold_percent]以上。</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->你必须保持 [lodgersWithMoodThreshold0_nameDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>1,priority=1)->你必须保持 [lodgersLabelPlural] 心情在 [lodgersMoodThreshold_percent]以上。</li>
|
||||
<li>workInfo-></li>
|
||||
<li>workInfo(lodgersWillNotWork==true,lodgersCount==1,priority=1)->[lodgers0_nameDef] 不会做任何工作。</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,lodgersCount>=2,priority=1)->all the [lodgersLabelPlural] 不会做任何工作。</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->[lodgersLabelSingleOrWithAllies] 不会做任何工作。</li>
|
||||
<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
|
||||
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
|
||||
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->将会有一波大致与以下规模相当的袭击:\n\n[threatExample]</li>
|
||||
@ -92,6 +96,8 @@
|
||||
<li>letterSubject->{SUBJECT_definite}</li>
|
||||
<li>lodgersHasHave(lodgersCount==1)->有</li>
|
||||
<li>lodgersHasHave(lodgersCount>=2)->有</li>
|
||||
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
|
||||
<li>lodgersObjective(lodgersCount>=2)->他们</li>
|
||||
<li>remainingWillNowLeave(lodgersCount==1)-></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>
|
||||
|
@ -13,13 +13,13 @@
|
||||
|
||||
<!-- EN: large nature shrine -->
|
||||
<NatureShrine_Large.label>大型自然圣地</NatureShrine_Large.label>
|
||||
<!-- EN: A large shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. -->
|
||||
<NatureShrine_Large.description>供奉神灵的大型神龛。部落的心灵能力者能够在冥想时集中注意力到圣地上从而增加精神力提升的效果。如果靠近人工建筑,自然圣地就会失去它们的力量,所以自然圣地通常建造在自然环境中。</NatureShrine_Large.description>
|
||||
<!-- EN: A large shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. They look like a natural object to unobservant outsiders, so they will generally ignore them. text_todo -->
|
||||
<NatureShrine_Large.description>供奉神灵的大型神龛。部落的心灵能力者能够在冥想时集中注意力到圣地上从而增加精神力提升的效果。如果靠近人工建筑,自然圣地就会失去它们的力量,所以自然圣地通常建造在自然环境中。外人若是不刻意去审视,会认为这是自然形成的物体而忽略掉他们。</NatureShrine_Large.description>
|
||||
|
||||
<!-- EN: small nature shrine -->
|
||||
<NatureShrine_Small.label>小型自然圣地</NatureShrine_Small.label>
|
||||
<!-- EN: A small shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. -->
|
||||
<NatureShrine_Small.description>供奉神灵的小型神龛。部落的心灵能力者能够在冥想时集中注意力到圣地上从而增加精神力提升的效果。如果靠近人工建筑,自然圣地就会失去它们的力量,所以自然圣地通常建造在自然环境中。</NatureShrine_Small.description>
|
||||
<!-- EN: A small shrine for honoring spiritual beings. Tribal psycasters can focus on this shrine while meditating to increase psyfocus gain. Nature shrines lose their power if they are close to artificial structures, so they are always built in nature. They look like a natural object to unobservant outsiders, so they will generally ignore them. text_todo -->
|
||||
<NatureShrine_Small.description>供奉神灵的小型神龛。部落的心灵能力者能够在冥想时集中注意力到圣地上从而增加精神力提升的效果。如果靠近人工建筑,自然圣地就会失去它们的力量,所以自然圣地通常建造在自然环境中。外人若是不刻意去审视,会认为这是自然形成的物体而忽略掉他们。</NatureShrine_Small.description>
|
||||
|
||||
<!-- EN: ship landing beacon -->
|
||||
<ShipLandingBeacon.label>飞船着陆信标</ShipLandingBeacon.label>
|
||||
|
@ -1,9 +0,0 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psychic silencer -->
|
||||
<PsychicSilencer.label>心灵静默装置</PsychicSilencer.label>
|
||||
<!-- EN: An archotech device that masks unintentional psychic emissions, rendering them undetectable. As a side effect, it also induces chronic pain.\n\nThis kind of implant is used by criminal psycasters, wildcasters, and bladelink users to avoid detection by authorities. -->
|
||||
<PsychicSilencer.description>一种可以掩饰无意识精神发散,使其无法被检测的远古科技装置,但其有会引起慢性疼痛的副作用。军事间谍、编制外能力使用者和非法武器使用者会使用这种植入物以避免被当局注意。</PsychicSilencer.description>
|
||||
|
||||
</LanguageData>
|
@ -1,13 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psychic amplifier -->
|
||||
<PsychicAmplifier.label>心灵增幅装置</PsychicAmplifier.label>
|
||||
<!-- EN: An archotech device that links the brain to a larger psychic field. With training in specific abilities, the user can throw psycasts with diverse effects.\n\nThis implant can be upgraded through several levels. Higher levels permit the use of more powerful psycasts.\n\nThe psychic amplifier can be self-installed by one person with no chance of failure. The user presses the unit into their skull, where it inserts its neural tendrils and binds itself to the bone. This binding is permanent, psychic amplifier can't be removed.\n\nImperial laws restrict the use of the psychic amplifer to specific royal titles. Illegal use of the amplifier runs the risk of having your psychic signature detected, which will lead to diplomatic consequences. -->
|
||||
<PsychicAmplifier.description>一种来自远古科技时代的设备,能使精神连接到更加广阔的心灵领域。通过对具体能力的练习,安装者可以使用出多种效果的心灵能力。\n\n这个植入物可以进行多次升级。级别越高则可以使用功能越强大的心灵能力。\n\n心灵增幅装置可以由使用者自行安装并且不会发生意外。当使用者将装置压进头骨时,它将插入神经卷须将自身固定到骨头上。这个绑定过程是永久的,心灵增幅装置无法被移除。\n\n帝国法律规定只有拥有特定的荣誉头衔才能使用该增幅器。非法使用增幅器可能会导致你的心灵信号被检测并造成外交问题。</PsychicAmplifier.description>
|
||||
<!-- EN: Install psychic amplifier -->
|
||||
<PsychicAmplifier.comps.CompUsableImplant.useLabel>植入心灵增幅装置</PsychicAmplifier.comps.CompUsableImplant.useLabel>
|
||||
|
||||
<!-- EN: psychic harmonizer -->
|
||||
<PsychicHarmonizer.label>心灵同调装置</PsychicHarmonizer.label>
|
||||
<!-- EN: This brain implant projects the user's mood in a spherical psychic field, forcing others nearby to feel a blurred, simplified version of their emotions. It can be an powerful tool to keep morale high, but if the user becomes unhappy, it can lead to collective disaster. -->
|
||||
|
11
Royalty/DefInjected/ThingDef/Hediffs_Psycasts.xml
Normal file
11
Royalty/DefInjected/ThingDef/Hediffs_Psycasts.xml
Normal file
@ -0,0 +1,11 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psylink neuroformer -->
|
||||
<PsylinkNeuroformer.label>启灵神经构造装置</PsylinkNeuroformer.label>
|
||||
<!-- EN: A consumable archotech-created device that forms or upgrades a psylink in the user’s mind.\nThe user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash. -->
|
||||
<PsylinkNeuroformer.description>一种远古科技时代制作的一次性装置,能够在使用者大脑中构造一条启灵神经,或者是升级现有的启灵神经。\n使用者将其压在眼睛上,它会接入并重组一部分脑组织。使用之后,这个装置会分解成一堆毫无用处的灰烬。</PsylinkNeuroformer.description>
|
||||
<!-- EN: Form psylink text_todo -->
|
||||
<PsylinkNeuroformer.comps.CompUsableImplant.useLabel>构造启灵神经</PsylinkNeuroformer.comps.CompUsableImplant.useLabel>
|
||||
|
||||
</LanguageData>
|
@ -1,14 +1,14 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: animus tree -->
|
||||
<!-- EN: anima tree -->
|
||||
<Plant_TreeAnimus.label>仙树</Plant_TreeAnimus.label>
|
||||
<!-- EN: A rare tree with skin-smooth bark and long iridescent leaves. Animus trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nTribal peoples have learned to psychically link with animus trees while meditating and draw focus from them. This link is weakened if artificial structures are placed nearby.\n\nMost tribes believe that animus trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
|
||||
<!-- EN: A rare tree with skin-smooth bark and long iridescent leaves. Anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nTribal peoples have learned to psychically link with anima trees while meditating and draw focus from them. This link is weakened if artificial structures are placed nearby.\n\nMost tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
|
||||
<Plant_TreeAnimus.description>一种罕见的树种,树皮光滑,叶长,有色彩斑斓的光。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部落的人们学会了在冥想时集中注意力与仙树建立精神联系。如果在附近放置了人工结构,这一联系会减弱。\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_TreeAnimus.description>
|
||||
|
||||
<!-- EN: animus tree -->
|
||||
<!-- EN: anima tree -->
|
||||
<Plant_TreeAnimusSmall.label>仙树</Plant_TreeAnimusSmall.label>
|
||||
<!-- EN: A rare tree with skin-smooth bark and long iridescent leaves. Animus trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nTribal peoples have learned to psychically link with animus trees while meditating and draw focus from them. This link is weakened if artificial structures are placed nearby.\n\nMost tribes believe that animus trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
|
||||
<!-- EN: A rare tree with skin-smooth bark and long iridescent leaves. Anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes.\n\nTribal peoples have learned to psychically link with anima trees while meditating and draw focus from them. This link is weakened if artificial structures are placed nearby.\n\nMost tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit. -->
|
||||
<Plant_TreeAnimusSmall.description>一种罕见的树种,树皮光滑,叶长,有色彩斑斓的光。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部落的人们学会了在冥想时集中注意力与仙树建立精神联系。如果在附近放置了人工结构,这一联系会减弱。\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_TreeAnimusSmall.description>
|
||||
|
||||
</LanguageData>
|
@ -4,44 +4,38 @@
|
||||
<!-- EN: Some royal titles allow the holder to call for military aid. This can save you in a tough moment. -->
|
||||
<RoyaltyTips.TitleMilitaryAid>一些荣誉头衔允许持有者要求军事援助。这能够帮助你脱离险境。</RoyaltyTips.TitleMilitaryAid>
|
||||
<!-- EN: Nobles from the Empire will demand all the privileges of their title. Your own titled colonists will be more flexible, unless they are greedy or jealous. -->
|
||||
<RoyaltyTips.NoblesDemandPrivileges>高级荣誉头衔持有者需要更高的权威。请通过建造「宝座」满足需求。</RoyaltyTips.NoblesDemandPrivileges>
|
||||
<RoyaltyTips.NoblesDemandPrivileges>帝国的贵族们会要求他们所有的特权,而持有荣誉头衔的殖民者会更灵活变通一些,除非他们贪婪或是嫉妒。</RoyaltyTips.NoblesDemandPrivileges>
|
||||
<!-- EN: Royal power armor, royal cataphract armor and eltex apparel will satisfy the apparel requirements of royal titles. -->
|
||||
<RoyaltyTips.RoyalArmor>帝国的贵族们会要求他们所有的特权,而持有荣誉头衔的殖民者会更灵活变通一些,除非他们贪婪或是嫉妒。</RoyaltyTips.RoyalArmor>
|
||||
<RoyaltyTips.RoyalArmor>「皇家动力装甲」、「皇家禁卫装甲」和灵质服装能够满足荣誉头衔的服装要求。</RoyaltyTips.RoyalArmor>
|
||||
<!-- EN: If a royal title holder dies, their title goes to their chosen heir. -->
|
||||
<RoyaltyTips.TitleInheritance>「动力装甲」、「板甲」和心灵系列服装能够满足荣誉头衔的服装要求。</RoyaltyTips.TitleInheritance>
|
||||
<RoyaltyTips.TitleInheritance>若荣誉头衔持有者去世,该头衔将传给他们选择的继承人。</RoyaltyTips.TitleInheritance>
|
||||
<!-- EN: You can change the heir of a royal title holder through the comms console. However, this requires completing a ritual. -->
|
||||
<RoyaltyTips.ChangeHeir>若荣誉头衔持有者去世,该头衔将传给他们选择的继承人。</RoyaltyTips.ChangeHeir>
|
||||
<!-- EN: The Empire bestows a free psychic amplifier upon anyone who earns the title required to use it. -->
|
||||
<RoyaltyTips.FreePsychicAmplifier>你可以通过「通讯台」更改荣誉头衔持有者的继承人。当然,这需要举行一个仪式。</RoyaltyTips.FreePsychicAmplifier>
|
||||
<RoyaltyTips.ChangeHeir>你可以通过「通讯台」更改荣誉头衔持有者的继承人。当然,这需要举行一个仪式。</RoyaltyTips.ChangeHeir>
|
||||
<!-- EN: The Empire bestows a free psylink neuroformer upon anyone who earns the title required to use it. -->
|
||||
<RoyaltyTips.FreePsychicAmplifier>「帝国」向所有获得荣誉头衔的人免费授予「启灵神经构造装置」,如果这个头衔能够使用的话。</RoyaltyTips.FreePsychicAmplifier>
|
||||
<!-- EN: The Empire restricts usage of certain implants to those with specific royal titles. Using them illegally may lead to diplomatic consequences with the Empire. -->
|
||||
<RoyaltyTips.IllegalImplantUse>「帝国」向所有获得荣誉头衔的人免费授予「心灵增幅装置」。</RoyaltyTips.IllegalImplantUse>
|
||||
<!-- EN: The psychic silencer implant masks psychic signatures, preventing authorities from detecting illegal psychic powers. -->
|
||||
<RoyaltyTips.PsychicSilencer>你可以通过手术来摘取已安装的「心灵增幅装置」。</RoyaltyTips.PsychicSilencer>
|
||||
<!-- EN: Installing a new level of psychic amplifier grants knowledge of one psycast. -->
|
||||
<RoyaltyTips.InstallingPsychicAmplifier>「帝国」限制某些植入物为特定荣誉头衔专用。非法使用将造成不良的外交后果。</RoyaltyTips.InstallingPsychicAmplifier>
|
||||
<RoyaltyTips.IllegalImplantUse>「帝国」限制某些植入物为特定荣誉头衔专用。非法使用将造成不良的外交后果。</RoyaltyTips.IllegalImplantUse>
|
||||
<!-- EN: Gaining a new level of psylink grants knowledge of one psycast. text_todo -->
|
||||
<RoyaltyTips.InstallingPsychicAmplifier>「启灵神经」在升级时会获得这个等级心灵能力的知识。</RoyaltyTips.InstallingPsychicAmplifier>
|
||||
<!-- EN: Psycasts can give you significant advantage in combat. -->
|
||||
<RoyaltyTips.PsycastAdvantage>「心灵静默装置」会掩盖心灵信号,防止非法使用心灵力量被发现。</RoyaltyTips.PsycastAdvantage>
|
||||
<RoyaltyTips.PsycastAdvantage>「心灵能力」会在战斗中为你带来巨大的优势。</RoyaltyTips.PsycastAdvantage>
|
||||
<!-- EN: Performing a psycast on an ally will harm faction relations - but only if the psycast has negative effects. -->
|
||||
<RoyaltyTips.PsycastFactionRelations>每次安装更高级别的「心灵增幅装置」都会授予一个新的「心灵能力」。</RoyaltyTips.PsycastFactionRelations>
|
||||
<RoyaltyTips.PsycastFactionRelations>对盟友释放「心灵能力」会损害派系关系——如果该能力有负面效果。</RoyaltyTips.PsycastFactionRelations>
|
||||
<!-- EN: The invisibility psycast's effect doesn't wear off when you attack. -->
|
||||
<RoyaltyTips.PsycastInvisibility>「心灵能力」会在战斗中为你带来巨大的优势。</RoyaltyTips.PsycastInvisibility>
|
||||
<RoyaltyTips.PsycastInvisibility>「隐身」能力不会在攻击的时候消失。</RoyaltyTips.PsycastInvisibility>
|
||||
<!-- EN: Going over your psychic entropy limit can save you in a desperate situation - but the health risks are severe. -->
|
||||
<RoyaltyTips.PsychicEntropyLimit>对盟友释放「心灵能力」会损害派系关系——如果该能力有负面效果。</RoyaltyTips.PsychicEntropyLimit>
|
||||
<RoyaltyTips.PsychicEntropyLimit>「心灵熵」超负荷能救你于危难,代价是巨大的健康风险。</RoyaltyTips.PsychicEntropyLimit>
|
||||
<!-- EN: Creatures with higher psychic sensitivity are affected more by psycasts. -->
|
||||
<RoyaltyTips.PsycastSensitivity>「隐身」能力不会在攻击的时候消失。</RoyaltyTips.PsycastSensitivity>
|
||||
<RoyaltyTips.PsycastSensitivity>「心理敏感度」越高,受到「心灵能力」的影响越大。</RoyaltyTips.PsycastSensitivity>
|
||||
<!-- EN: Fitting your psycasters with eltex gear will increase their psychic entropy limit and regeneration rate. -->
|
||||
<RoyaltyTips.EltexGear>「心灵熵」超负荷能救你于危难,代价是巨大的健康风险。</RoyaltyTips.EltexGear>
|
||||
<RoyaltyTips.EltexGear>为「心灵能力者」使用「心灵装备」会提高「心灵熵阈值」上限,增加「心灵熵降低速率」。</RoyaltyTips.EltexGear>
|
||||
<!-- EN: When fighting a mech cluster, try shooting their power cells. They explode, dealing heavy damage to surrounding creatures and structures. -->
|
||||
<RoyaltyTips.MechClusterPowercell>「心理敏感度」越高,受到「心灵能力」的影响越大。</RoyaltyTips.MechClusterPowercell>
|
||||
<RoyaltyTips.MechClusterPowercell>与机械集群战斗时,请尝试射击它们的能量电池。巨大的爆炸将破坏范围内的生物,机械和建筑。</RoyaltyTips.MechClusterPowercell>
|
||||
<!-- EN: Some mech clusters remain dormant until disturbed. Use that time to prepare your attack. -->
|
||||
<RoyaltyTips.MechClusterDormant>为「心灵能力者」使用「心灵装备」会提高「心灵熵阈值」上限,增加「心灵熵降低速率」。</RoyaltyTips.MechClusterDormant>
|
||||
<RoyaltyTips.MechClusterDormant>某些机械群集在受干扰前会保持休眠状态。利用这段时间做好准备。</RoyaltyTips.MechClusterDormant>
|
||||
<!-- EN: The Imperial royal tribute collector arrives twice per year, and accepts prisoners and gold in exchange for royal favor. -->
|
||||
<RoyaltyTips.RoyalTributeCollector>与机械集群战斗时,请尝试射击它们的能量电池。巨大的爆炸将破坏范围内的生物,机械和建筑。</RoyaltyTips.RoyalTributeCollector>
|
||||
<RoyaltyTips.RoyalTributeCollector>帝国征募官每年将造访两次,你可以用囚犯或金币换取荣誉点数。</RoyaltyTips.RoyalTributeCollector>
|
||||
<!-- EN: You can safely walk right past a dormant mech cluster, as long as you don't attack it or trigger a proximity activator. -->
|
||||
<RoyaltyTips.MechClusterDormantTrigger>某些机械群集在受干扰前会保持休眠状态。利用这段时间做好准备。</RoyaltyTips.MechClusterDormantTrigger>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<RoyaltyTips.tips.19>帝国征募官每年将造访两次,你可以用囚犯或金币换取荣誉点数。</RoyaltyTips.tips.19>
|
||||
<RoyaltyTips.tips.20>你可以安全地从一个休眠的机械集群里穿过,当然这得在你没有攻击他们或者触发激活器的情况下。</RoyaltyTips.tips.20>
|
||||
<RoyaltyTips.MechClusterDormantTrigger>你可以安全地从一个休眠的机械集群里穿过,当然这得在你没有攻击他们或者触发激活器的情况下。</RoyaltyTips.MechClusterDormantTrigger>
|
||||
|
||||
</LanguageData>
|
@ -3,10 +3,10 @@
|
||||
|
||||
<!-- EN: Minimum title ({FACTION_name}) -->
|
||||
<Stat_Thing_MinimumRoyalTitle_Name>最低的头衔({FACTION_name})</Stat_Thing_MinimumRoyalTitle_Name>
|
||||
<!-- EN: {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.\n\nA psychic silencer implant would make such uses undetectable. -->
|
||||
<Stat_Thing_MinimumRoyalTitle_Desc>{FACTION_name}的法律将这种植入物的使用限制为具有特定的头衔。拥有这种植入物是无法检测到的,但是如果你使用了其能力,则有机会被他人察觉到心灵信号。随之而来的是外交矛盾。\n\n植入心灵静默器将使这种状况不再被察觉。</Stat_Thing_MinimumRoyalTitle_Desc>
|
||||
<!-- EN: {FACTION_name} has laws which limit the use of this weapon to those with specific titles. Each time you attack with the weapon, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences.\n\nA psychic silencer implant would make such uses undetectable. -->
|
||||
<Stat_Thing_Weapon_MinimumRoyalTitle_Desc>{FACTION_name}的法律将这种武器的使用限制为具有特定的头衔。拥有这种武器是无法检测到的,你每次使用它时都有机会被他人察觉到心灵信号。随之而来的是外交矛盾。\n\n植入心灵静默器将使这种状况不再被察觉。</Stat_Thing_Weapon_MinimumRoyalTitle_Desc>
|
||||
<!-- EN: {FACTION_name} has laws which limit the use of this implant to those with specific titles. Simply having the implant installed is undetectable, but if you use it, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences. -->
|
||||
<Stat_Thing_MinimumRoyalTitle_Desc>{FACTION_name}的法律将这种植入物的使用限制为具有特定的头衔。拥有这种植入物是无法检测到的,但是如果你使用了其能力,则有机会被他人察觉到心灵信号。随之而来的是外交矛盾。</Stat_Thing_MinimumRoyalTitle_Desc>
|
||||
<!-- EN: {FACTION_name} has laws which limit the use of this weapon to those with specific titles. Each time you attack with the weapon, there is a chance they will detect the psychic emissions. This will cause diplomatic consequences. -->
|
||||
<Stat_Thing_Weapon_MinimumRoyalTitle_Desc>{FACTION_name}的法律将这种武器的使用限制为具有特定的头衔。拥有这种武器是无法检测到的,你每次使用它时都有机会被他人察觉到心灵信号。随之而来的是外交矛盾。</Stat_Thing_Weapon_MinimumRoyalTitle_Desc>
|
||||
<!-- EN: Each upgrade level of this implant requires a specific title in {FACTION_name} to be used legally. -->
|
||||
<Stat_Thing_MinimumRoyalTitle_ImplantWithLevel_Desc>这个植入物每次升级都需要在{FACTION_name}有一个合法的头衔。</Stat_Thing_MinimumRoyalTitle_ImplantWithLevel_Desc>
|
||||
<!-- EN: Max satisfied title -->
|
||||
|
@ -14,10 +14,6 @@
|
||||
<RoyalTitleTooltipThroneroomRequirements>谒见厅要求</RoyalTitleTooltipThroneroomRequirements>
|
||||
<!-- EN: Title privileges -->
|
||||
<RoyalTitleTooltipPermits>头衔特权</RoyalTitleTooltipPermits>
|
||||
<!-- EN: Max allowed psycast level -->
|
||||
<RoyalTitleTooltipMaxPsycastLevel>允许的最大心灵等级</RoyalTitleTooltipMaxPsycastLevel>
|
||||
<!-- EN: The highest level of psycast that this title allows.\n\n{FACTION_name}'s laws prohibit using psycasts without a suitable title. Each time you perform an illegal psycast, there's a chance the psychic signature will be detected, leading to diplomatic consequences.\n\nPsychic signatures can be concealed with a psychic silencer implant. -->
|
||||
<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>
|
||||
<!-- EN: room area: {0} tiles -->
|
||||
<RoomRequirementArea>房间面积: {0} 格</RoomRequirementArea>
|
||||
<!-- EN: room impressiveness -->
|
||||
@ -46,18 +42,14 @@
|
||||
<RoyalTitleRequiredMealsDesc>持有该头衔的人只会吃这些食物,除非他们挨饿或正在远行商队里。</RoyalTitleRequiredMealsDesc>
|
||||
|
||||
<!-- Royal implants -->
|
||||
<!-- EN: According to laws of {FACTION_name}, one must have the title of {TITLE} to legally use a {IMPLANT}.\n\n{VIOLATIONTRIGGER}, there is a chance {FACTION_name} will detect its psychic signature. This will lead to diplomatic consequences.\n\nA psychic silencer implant would allow use of the {IMPLANT} without detection. -->
|
||||
<RoyalImplantIllegalUseWarning>根据{FACTION_name}的法律,必须拥有{TITLE}头衔才能合法使用{IMPLANT}。\n\n{VIOLATIONTRIGGER},{FACTION_name}很有可能会检测到其心灵信号。这将导致严重的外交矛盾。\n\n心灵静默植入物可以掩盖而可以继续使用{IMPLANT}而不会被发现。</RoyalImplantIllegalUseWarning>
|
||||
<!-- EN: According to laws of {FACTION_name}, one must have the title of {TITLE} to legally use a {IMPLANT}.\n\n{VIOLATIONTRIGGER}, there is a chance {FACTION_name} will detect its psychic signature. This will lead to diplomatic consequences. -->
|
||||
<RoyalImplantIllegalUseWarning>根据{FACTION_name}的法律,必须拥有{TITLE}头衔才能合法使用{IMPLANT}。\n\n{VIOLATIONTRIGGER},{FACTION_name}很有可能会检测到其心灵信号。这将导致严重的外交矛盾。</RoyalImplantIllegalUseWarning>
|
||||
<!-- EN: Install this implant anyway? -->
|
||||
<RoyalImplantInstallConfirmation>要安装这个植入物吗?</RoyalImplantInstallConfirmation>
|
||||
<!-- EN: Upgrade this implant anyway? -->
|
||||
<RoyalImplantUpgradeConfirmation>要升级这个植入物吗?</RoyalImplantUpgradeConfirmation>
|
||||
<!-- EN: Each time {PAWN_labelShort} performs a psycast above the allowed level -->
|
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<PsychicAmplifierViolationTrigger>每次{PAWN_labelShort}施放超出其允许级别的心灵能力时</PsychicAmplifierViolationTrigger>
|
||||
|
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<!-- Royal weapons -->
|
||||
<!-- EN: According to laws of {FACTION_name}, one must have the title of {TITLE} to legally use {WEAPON_indefinite}.\n\nEach time {PAWN_labelShort} attacks with a bladelink weapon, there is a chance {FACTION_name} will detect its psychic signature. This will lead to diplomatic consequences.\n\nA psychic silencer implant would allow use of {WEAPON_definite} without detection. -->
|
||||
<RoyalWeaponIllegalUseWarning>根据{FACTION_name}的法律,必须拥有{TITLE}头衔才能合法使用{WEAPON_indefinite}。\n\n每当{PAWN_labelShort}使用绑定武器攻击时,{FACTION_name} 都有能检测出心灵信号。这将导致严重的外交矛盾。\n\n心灵静默植入物可以在使用{WEAPON_definite}时不会被检测。</RoyalWeaponIllegalUseWarning>
|
||||
<!-- EN: Once bonded to a wielder, the weapon's persona will refuse to be wielded by anyone else. -->
|
||||
<BladelinkEquipWarning>一旦被绑定到一名使用者身上,该武器的将无法给其他人使用。</BladelinkEquipWarning>
|
||||
<!-- EN: Are you sure you want to equip this item? -->
|
||||
@ -66,12 +58,15 @@
|
||||
<!-- Psycasts -->
|
||||
<!-- EN: Target is psychically deaf. -->
|
||||
<AbilityTargetPsychicallyDeaf>目标对象为心灵失聪者。</AbilityTargetPsychicallyDeaf>
|
||||
<!-- EN: Amplifier level -->
|
||||
<PsycastRequiredAmplifierLevel>增幅器等级</PsycastRequiredAmplifierLevel>
|
||||
<!-- 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>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<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>
|
||||
<PsychicAmplifierViolationTrigger>每次{PAWN_labelShort}施放超出其允许级别的心灵能力时</PsychicAmplifierViolationTrigger>
|
||||
<RoyalWeaponIllegalUseWarning>根据{FACTION_name}的法律,必须拥有{TITLE}头衔才能合法使用{WEAPON_indefinite}。\n\n每当{PAWN_labelShort}使用绑定武器攻击时,{FACTION_name} 都有能检测出心灵信号。这将导致严重的外交矛盾。\n\n心灵静默植入物可以在使用{WEAPON_definite}时不会被检测。</RoyalWeaponIllegalUseWarning>
|
||||
<PsycastRequiredAmplifierLevel>增幅器等级</PsycastRequiredAmplifierLevel>
|
||||
<ApparelRequirementAnyPowerArmor>任意动力装甲</ApparelRequirementAnyPowerArmor>
|
||||
|
||||
</LanguageData>
|
@ -29,10 +29,8 @@
|
||||
<!-- Abilities -->
|
||||
<!-- EN: Psychic entropy would overflow. -->
|
||||
<CommandPsycastWouldExceedEntropy>心灵熵将超限。</CommandPsycastWouldExceedEntropy>
|
||||
<!-- EN: Psychic amplifier brain implant needed. -->
|
||||
<CommandPsycastNoAmplifier>需要心灵增幅装置的大脑植入物。</CommandPsycastNoAmplifier>
|
||||
<!-- EN: {0}x level psychic amplifier needed. -->
|
||||
<CommandPsycastHigherLevelAmplifierRequired>需要{0}x级心灵增幅装置。</CommandPsycastHigherLevelAmplifierRequired>
|
||||
<!-- EN: level {0} psylink is required. text_todo -->
|
||||
<CommandPsycastHigherLevelPsylinkRequired>需要等级{0}的启灵神经。</CommandPsycastHigherLevelPsylinkRequired>
|
||||
<!-- EN: Ability user is unconscious. -->
|
||||
<CommandPsycastPawnIsUnconscious>能力使用者不省人事。</CommandPsycastPawnIsUnconscious>
|
||||
|
||||
@ -47,6 +45,8 @@
|
||||
<TimeAssignmentPawnHasNoPsyfocus>只有具备精神力的殖民者可以被指定冥想时间。</TimeAssignmentPawnHasNoPsyfocus>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<CommandPsycastNoAmplifier>需要心灵增幅装置的大脑植入物。</CommandPsycastNoAmplifier>
|
||||
<CommandPsycastHigherLevelAmplifierRequired>需要{0}x级心灵增幅装置。</CommandPsycastHigherLevelAmplifierRequired>
|
||||
<CommandCallRoyalAidUnconscious>{0_labelShort}失去知觉。</CommandCallRoyalAidUnconscious>
|
||||
|
||||
</LanguageData>
|
@ -28,10 +28,10 @@
|
||||
<PsycastNeurotrainerDescription>一次性使用的超剂量机械液可训练特定的心灵能力。\n\n该药剂是通过眼眶给药的。一旦进入到大脑中,这些机械分子就形成了一种特定的心灵能力的知识,并根据需要将其转化为神经组织。</PsycastNeurotrainerDescription>
|
||||
<!-- EN: {USER_labelShort} used neurotrainer to learn the {1} psycast. -->
|
||||
<AbilityNeurotrainerUsed>{USER_labelShort}使用神经训练器学会了{1}的心灵能力。</AbilityNeurotrainerUsed>
|
||||
<!-- EN: {USER_labelShort} has reached psychic amplifer level {1} and has automatically learned this psycast: {2}. -->
|
||||
<PsycastLearnedFromImplant>{USER_labelShort}已达到心灵增幅装置等级{1},并已自动习得此心灵能力: {2}。</PsycastLearnedFromImplant>
|
||||
<!-- EN: Requires psychic amplifier -->
|
||||
<PsycastNeurotrainerNoPsychicAmplifier>需要心灵增幅装置</PsycastNeurotrainerNoPsychicAmplifier>
|
||||
<!-- EN: {USER_labelShort} has reached level {1} psylink and has automatically learned this psycast: {2}. -->
|
||||
<PsycastLearnedFromImplant>{USER_labelShort}已达到启灵神经等级{1},并已自动习得此心灵能力: {2}。</PsycastLearnedFromImplant>
|
||||
<!-- EN: Requires psylink -->
|
||||
<PsycastNeurotrainerNoPsylink>需要启灵神经</PsycastNeurotrainerNoPsylink>
|
||||
<!-- EN: {USER_labelShort} already knows {1}. -->
|
||||
<PsycastNeurotrainerAbilityAlreadyLearned>{USER_labelShort}已经知晓{1}</PsycastNeurotrainerAbilityAlreadyLearned>
|
||||
|
||||
@ -85,6 +85,7 @@
|
||||
<!-- EN: {ORGANIZER_labelShort}'s {1} stat -->
|
||||
<AbilitySpeechStatInfo>{ORGANIZER_labelShort}的{1}状态</AbilitySpeechStatInfo>
|
||||
<!-- UNUSED -->
|
||||
<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>
|
||||
<AbilitySpeechDisabledNoUsableThrone>没有可用的谒见厅</AbilitySpeechDisabledNoUsableThrone>
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user