typos fix
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@ -29,7 +29,7 @@
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<!-- EN: Drafting for combat -->
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<Drafting.label>征召作战</Drafting.label>
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<!-- EN: To control colonists directly for combat, Draft them by selecting them and hitting the DRAFT button.\n\nA drafted colonist will do only what you tell them, and can only take combat actions. Those with weapons will use them when possible.\n\nDon't leave colonists Drafted forever - they'll starve and become unhappy. -->
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<Drafting.helpText>若想直接控制殖民者进行战斗,选择他们并按下「征召」按钮。\n\n被征召的殖民者只会做你命令他们去做的战斗相关的指令,装备有武器的殖民者会自动使用武器。\n\n不要一直保持征召状态,殖民者会挨饿从而变得不开心。</Drafting.helpText>
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<Drafting.helpText>若想直接控制殖民者进行战斗,选择他们并按下「征召」按钮。\n\n被征召的殖民者只会做你命令他们去做的战斗相关的指令,装备有武器的殖民者会自动使用武器。\n\n不要一直保持征召状态,殖民者会挨饿从而变得不满。</Drafting.helpText>
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<!-- EN: Drug addiction -->
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<DrugAddiction.label>沉迷成瘾品</DrugAddiction.label>
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@ -29,7 +29,7 @@
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<!-- EN: peaceful -->
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<Peaceful.label>和平休闲</Peaceful.label>
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<!-- EN: Build a community in a sandbox environment. Major direct threats are disabled, but challenges like disease, mental breaks, and mad animals can still occur.\n\n(*SectionTitle)Recommended for:(/SectionTitle)\n\n- Players who want to learn the game mechanics with minimal pressure.\n- Players who just want to build.\n- Players who just want to relax. -->
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<Peaceful.description>休闲难度。类似沙盒模式环境下专注于殖民地建设,适合新手玩家。\n\n禁用了大威胁事件,但殖民者仍然可能不开心,一些像动物时不时发疯或者疾病之类的小麻烦仍然会发生。\n\n(*SectionTitle)建议:(/SectionTitle)\n-希望以最小的压力学习游戏机制的玩家\n-只想建造发展的玩家\n-只想要放松的玩家\n\n在这个难度下,类似袭击或者虫巢的大型威胁事件不会发生,捕食动物也不会尝试狩猎人类,暴力相关的任务不会生成,同时,各种事件的强度也相当低。殖民者会获得一定的心情加成,农业和采矿收获会提高,疾病的间隔会增加以及一系列对玩家有益的情况会大幅增多。</Peaceful.description>
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<Peaceful.description>休闲难度。类似沙盒模式环境下专注于殖民地建设,适合新手玩家。\n\n禁用了大威胁事件,但殖民者仍然可能不满,一些像动物时不时发疯或者疾病之类的小麻烦仍然会发生。\n\n(*SectionTitle)建议:(/SectionTitle)\n-希望以最小的压力学习游戏机制的玩家\n-只想建造发展的玩家\n-只想要放松的玩家\n\n在这个难度下,类似袭击或者虫巢的大型威胁事件不会发生,捕食动物也不会尝试狩猎人类,暴力相关的任务不会生成,同时,各种事件的强度也相当低。殖民者会获得一定的心情加成,农业和采矿收获会提高,疾病的间隔会增加以及一系列对玩家有益的情况会大幅增多。</Peaceful.description>
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<!-- EN: strive to survive -->
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<Rough.label>荒野求生</Rough.label>
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@ -19,12 +19,12 @@
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<!-- EN: Maximum comfortable temperature -->
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<ComfyTemperatureMax.label>最高舒适温度</ComfyTemperatureMax.label>
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<!-- EN: Above this temperature, characters will be unhappy.\n\nSignificantly above this temperature, they will develop heatstroke and eventually die. -->
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<ComfyTemperatureMax.description>高于这个温度,角色会不开心。\n\n大幅高于这个温度时,角色可能会中暑甚至死亡。</ComfyTemperatureMax.description>
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<ComfyTemperatureMax.description>高于这个温度,角色会不满。\n\n大幅高于这个温度时,角色可能会中暑甚至死亡。</ComfyTemperatureMax.description>
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<!-- EN: Minimum comfortable temperature -->
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<ComfyTemperatureMin.label>最低舒适温度</ComfyTemperatureMin.label>
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<!-- EN: Below this temperature, characters will be unhappy.\n\nSignificantly below this temperature, they will develop hypothermia and frostbite and eventually die. -->
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<ComfyTemperatureMin.description>低于这个温度,角色会不开心。\n\n大幅低于这个温度时,角色会得低温症、冻伤甚至死亡。</ComfyTemperatureMin.description>
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<ComfyTemperatureMin.description>低于这个温度,角色会不满。\n\n大幅低于这个温度时,角色会得低温症、冻伤甚至死亡。</ComfyTemperatureMin.description>
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<!-- EN: eating speed -->
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<EatingSpeed.label>进食速度</EatingSpeed.label>
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@ -4,7 +4,7 @@
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<!-- EN: abrasive -->
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<Abrasive.degreeDatas.abrasive.label>直来直去</Abrasive.degreeDatas.abrasive.label>
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<!-- EN: {PAWN_nameDef} always says exactly what's on {PAWN_possessive} mind, especially if it's bugging {PAWN_objective}. That tends to rub people the wrong way. -->
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<Abrasive.degreeDatas.abrasive.description>{PAWN_nameDef}总是想到什么就说什么,尤其是那些招惹到{PAWN_possessive}事。{PAWN_pronoun}说话的方式会让其他人不开心。</Abrasive.degreeDatas.abrasive.description>
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<Abrasive.degreeDatas.abrasive.description>{PAWN_nameDef}总是想到什么就说什么,尤其是那些招惹到{PAWN_possessive}事。{PAWN_pronoun}说话的方式会让其他人不满。</Abrasive.degreeDatas.abrasive.description>
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<!-- EN: annoying voice -->
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<AnnoyingVoice.degreeDatas.annoying_voice.label>烦人的声音</AnnoyingVoice.degreeDatas.annoying_voice.label>
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@ -14,7 +14,7 @@
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<!-- EN: ascetic -->
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<Ascetic.degreeDatas.ascetic.label>苦行者</Ascetic.degreeDatas.ascetic.label>
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<!-- EN: {PAWN_nameDef} has forsaken physical comforts and enjoyments in favor of a simple, pure lifestyle. {PAWN_pronoun} will become unhappy if {PAWN_pronoun} has a bedroom that's too impressive. {PAWN_pronoun} also dislikes fancy food and prefers to eat raw. {PAWN_pronoun} never judges others by their appearance. -->
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<Ascetic.degreeDatas.ascetic.description>{PAWN_nameDef}喜欢简单而清苦的生活,如果卧室过于令人印象深刻就会不开心。{PAWN_pronoun}不喜欢奢侈的食品,更喜欢吃生食,生食对{PAWN_pronoun}没有副作用。{PAWN_pronoun}永远不会以貌取人。</Ascetic.degreeDatas.ascetic.description>
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<Ascetic.degreeDatas.ascetic.description>{PAWN_nameDef}喜欢简单而清苦的生活,如果卧室过于令人印象深刻就会不满。{PAWN_pronoun}不喜欢奢侈的食品,更喜欢吃生食,生食对{PAWN_pronoun}没有副作用。{PAWN_pronoun}永远不会以貌取人。</Ascetic.degreeDatas.ascetic.description>
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<!-- EN: asexual -->
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<Asexual.degreeDatas.asexual.label>无性恋</Asexual.degreeDatas.asexual.label>
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@ -39,7 +39,7 @@
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<!-- EN: brawler -->
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<Brawler.degreeDatas.brawler.label>格斗者</Brawler.degreeDatas.brawler.label>
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<!-- EN: {PAWN_nameDef} likes to fight up close and personal. {PAWN_possessive} accuracy is greatly increased in melee combat, but {PAWN_pronoun}'ll be very unhappy if asked to carry a ranged weapon. -->
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<Brawler.degreeDatas.brawler.description>{PAWN_nameDef}喜欢近身格斗,{PAWN_pronoun}的近战命中率比一般人要高得多,但用起远程武器来就会很不开心。</Brawler.degreeDatas.brawler.description>
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<Brawler.degreeDatas.brawler.description>{PAWN_nameDef}喜欢近身格斗,{PAWN_pronoun}的近战命中率比一般人要高得多,但用起远程武器来就会很不满。</Brawler.degreeDatas.brawler.description>
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<!-- EN: cannibal -->
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<Cannibal.degreeDatas.cannibal.label>食人者</Cannibal.degreeDatas.cannibal.label>
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@ -84,12 +84,12 @@
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<!-- EN: greedy -->
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<Greedy.degreeDatas.greedy.label>贪心</Greedy.degreeDatas.greedy.label>
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<!-- EN: {PAWN_nameDef} needs a really impressive bedroom. {PAWN_pronoun} gets a mood loss if {PAWN_pronoun} doesn't get what {PAWN_pronoun} wants. -->
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<Greedy.degreeDatas.greedy.description>{PAWN_nameDef}需要一间令人印象深刻的卧室,如果不能满足就会不开心。</Greedy.degreeDatas.greedy.description>
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<Greedy.degreeDatas.greedy.description>{PAWN_nameDef}需要一间令人印象深刻的卧室,如果不能满足就会不满。</Greedy.degreeDatas.greedy.description>
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<!-- EN: jealous -->
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<Jealous.degreeDatas.jealous.label>妒忌</Jealous.degreeDatas.jealous.label>
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<!-- EN: For {PAWN_nameDef}, it's degrading to have a less impressive bedroom than someone else. {PAWN_pronoun} gets a mood loss if any colonist has a more impressive bedroom. -->
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<Jealous.degreeDatas.jealous.description>对于{PAWN_nameDef},{PAWN_pronoun}需要拥有比其他人更令人印象深刻的卧室,如果不能满足就会不开心。</Jealous.degreeDatas.jealous.description>
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<Jealous.degreeDatas.jealous.description>对于{PAWN_nameDef},{PAWN_pronoun}需要拥有比其他人更令人印象深刻的卧室,如果不能满足就会不满。</Jealous.degreeDatas.jealous.description>
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<!-- EN: kind -->
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<Kind.degreeDatas.kind.label>善良</Kind.degreeDatas.kind.label>
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@ -308,6 +308,6 @@
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<!-- EN: {0} trees dying -->
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<AlertMinifiedTreeAboutToDie>{0}棵树濒临死亡</AlertMinifiedTreeAboutToDie>
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<!-- EN: {0} extracted trees are going to die is less than a day. This will make some colonists unhappy because of their beliefs.\n\nYou can prevent this by replanting these trees. -->
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<AlertMinifiedTreeAboutToDieDesc>{0}棵掘起的树木将在一天内死亡,一些殖民者出于信仰会对树木死亡感到不开心。\n\n你可以通过重新栽植这些树木来避免这种情况。</AlertMinifiedTreeAboutToDieDesc>
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<AlertMinifiedTreeAboutToDieDesc>{0}棵掘起的树木将在一天内死亡,一些殖民者出于信仰会对树木死亡感到不满。\n\n你可以通过重新栽植这些树木来避免这种情况。</AlertMinifiedTreeAboutToDieDesc>
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</LanguageData>
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<!-- EN: Your caravan only has {0} days worth of food and will become hungry quickly. -->
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<DaysWorthOfFoodWarningDialog>你的远行队只带了{0}天的食物,很快便会出现挨饿的情况。</DaysWorthOfFoodWarningDialog>
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<!-- EN: Some peoples' diets don't allow most of the food in your caravan. If they're forced to eat it due to hunger, they will become unhappy. -->
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<DaysWorthOfFoodDietWarningDialog>有些人会因为饮食习惯拒绝远行队中的大部分食物。如果他们因饥饿而被迫吃了这些食物,会让他们感到不开心。</DaysWorthOfFoodDietWarningDialog>
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<DaysWorthOfFoodDietWarningDialog>有些人会因为饮食习惯拒绝远行队中的大部分食物。如果他们因饥饿而被迫吃了这些食物,会让他们感到不满。</DaysWorthOfFoodDietWarningDialog>
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<!-- EN: Your caravan has no food and will become hungry very quickly. -->
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<DaysWorthOfFoodWarningDialog_NoFood>你的远行队没有携带任何食物,很快便会出现挨饿的情况。</DaysWorthOfFoodWarningDialog_NoFood>
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<!-- EN: The average amount of food per day your people will forage. This value will change as you travel across biomes with different forage yield rates. -->
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<!-- EN: Administering {0}. -->
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<RecipeAdministerJobString>正在施用{0}。</RecipeAdministerJobString>
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<!-- EN: teetotaler will be unhappy -->
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<TeetotalerUnhappy>成瘾品厌恶者会变得不开心</TeetotalerUnhappy>
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<TeetotalerUnhappy>成瘾品厌恶者会变得不满</TeetotalerUnhappy>
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<!-- EN: body purist will be unhappy -->
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<ProsthophobeUnhappy>纯粹主义会变得不开心</ProsthophobeUnhappy>
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<ProsthophobeUnhappy>纯粹主义会变得不满</ProsthophobeUnhappy>
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<!-- Thoughts -->
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<!-- EN: Expires in: {0} -->
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<LanguageData>
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<!-- EN: ignored -->
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<Comfort_Ignored.label>忽视</Comfort_Ignored.label>
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<Comfort_Ignored.label>漠视</Comfort_Ignored.label>
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<!-- EN: We should pay no attention to comfort. -->
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<Comfort_Ignored.description>我们不应当将注意力放在舒适性上。</Comfort_Ignored.description>
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-->
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<Beggars.questContentRules.rulesStrings>
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<li>letterLabelBeggarsBetrayed->[groupLabelSingleOrPlural]被出卖</li>
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<li>letterTextBeggarsBetrayed->前来寻求你们帮助的[groupLabelSingleOrPlural]已被出卖,抱有仁爱信仰的殖民者会不开心。</li>
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<li>letterTextBeggarsBetrayed->前来寻求你们帮助的[groupLabelSingleOrPlural]已被出卖,抱有仁爱信仰的殖民者会不满。</li>
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<li>hasHave(beggarCount==1)-></li>
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<li>hasHave(beggarCount>=2)-></li>
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<li>wasWere(beggarCount==1)-></li>
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<!-- EN: {0} desired -->
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<IdeoBuildingMissing>需求:{0}</IdeoBuildingMissing>
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<!-- EN: {IDEO_name} requires that you have a {0} in your colony as long as {2} or higher.\n\nThis requirement is only active if {IDEO_name} is your faction's primary ideoligion, or there are {MINBELIEVERS} believers in your faction.{4}\n\nIf the requirement isn't met, these believers will become unhappy:\n{3} -->
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<IdeoBuildingMissingDesc>{IDEO_name}需要你的殖民地在{2}或更高时有{0}。\n\n这个要求只会在{IDEO_name}是你派系的主流文化, 或者最少有{MINBELIEVERS}名追随者时生效。 {4}\n\n如果此需求未被满足,以下追随者将会不开心:\n {3} </IdeoBuildingMissingDesc>
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<IdeoBuildingMissingDesc>{IDEO_name}需要你的殖民地在{2}或更高时有{0}。\n\n这个要求只会在{IDEO_name}是你派系的主流文化, 或者最少有{MINBELIEVERS}名追随者时生效。 {4}\n\n如果此需求未被满足,以下追随者将会不满:\n {3} </IdeoBuildingMissingDesc>
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<!-- EN: In order to dignify {0}, these room requirements must be met -->
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<IdeoBuildingRoomRequirementsDesc>为了神圣化{0},这些房间的需求必须被满足</IdeoBuildingRoomRequirementsDesc>
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<!-- EN: expectations are -->
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<!-- EN: {0} disrespected -->
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<IdeoBuildingDisrespected>{0}未被尊重</IdeoBuildingDisrespected>
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<!-- EN: {0} requires that {1} be in a dignified room. These room requirements must be met:\n{2}\n\nIf the {1}'s room requirements are not met, these believers will become unhappy:\n{3} -->
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<IdeoBuildingDisrespectedDesc>{0}要求{1}需要在一个体面的房间里。 必须满足这些要求:\n{2}\n\n如果{1}的房间需求未能满足, 这些信徒将会不开心:\n{3}</IdeoBuildingDisrespectedDesc>
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<IdeoBuildingDisrespectedDesc>{0}要求{1}需要在一个体面的房间里。 必须满足这些要求:\n{2}\n\n如果{1}的房间需求未能满足, 这些信徒将会不满:\n{3}</IdeoBuildingDisrespectedDesc>
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<!-- EN: Raids arriving in {0} -->
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<QuestPartRaidsDelay>袭击将在{0}后到来</QuestPartRaidsDelay>
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<!-- EN: {0} roles unfilled -->
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<IdeoRolesEmpty>{0}职位未被分配</IdeoRolesEmpty>
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<!-- EN: These roles are not filled:\n{0}\n\nYou can assign someone a role on their Social tab. You can also select a ritual spot or an altar and click 'Begin role change'. \n\nIf these roles remain empty, the following people will be unhappy -->
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<IdeoRolesEmptyDesc>职位未被分配:\n{0}\n\n你可以通过职位变更仪式为某人指定一个职位,在「社交」选项卡指定职位,或者选择一个仪式举办点/祭坛并点击「开始职位变更」。\n\n如果职位仍未被分配,以下人员将不开心</IdeoRolesEmptyDesc>
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<IdeoRolesEmptyDesc>职位未被分配:\n{0}\n\n你可以通过职位变更仪式为某人指定一个职位,在「社交」选项卡指定职位,或者选择一个仪式举办点/祭坛并点击「开始职位变更」。\n\n如果职位仍未被分配,以下人员将不满</IdeoRolesEmptyDesc>
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<!-- EN: Security threats activated in {0} -->
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<AncientAltarThreatsWaking>安全协议将在{0}内激活</AncientAltarThreatsWaking>
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<!-- EN: {PAWN_nameDef}'s certainty in {IDEO_name} -->
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<CertaintyInIdeo>{PAWN_nameDef} 对 {IDEO_name} 的认可度</CertaintyInIdeo>
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<!-- EN: A special status this person holds in their ideoligion. If you change or take away this role, they will become unhappy. -->
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<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个职位,他们会变得不开心。</RoleDesc>
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<RoleDesc>这个人在他们的文化中拥有特殊的地位。如果你改变或取消这个职位,他们会变得不满。</RoleDesc>
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<!-- EN: Changing roles requires a role change ritual. Select any ritual spot or altar and press 'Begin role change'. -->
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<RoleAssignmentTip>变更职位需要进行职位变更仪式,选择一个仪式举办点或者祭坛并点击「开始职位变更」。</RoleAssignmentTip>
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<!-- EN: Conversion attempts will be weaker because of trait/meme agreement -->
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<TextMote_WillReduced>期望降低:{0}到{1}</TextMote_WillReduced>
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<!-- EN: Accepting this join offer is an act of charity. If you refuse, the following people will be unhappy due to their pro-charity beliefs:\n{0}\n\nAre you sure you want to reject this join offer? -->
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<ConfirmationCharityJoiner>接受此加入要求是一种慈善行为,如果你拒绝:以下这些人将因其慈善相关信仰而不开心:\n {0} \n \n 你确定要拒绝此加入申请?</ConfirmationCharityJoiner>
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<ConfirmationCharityJoiner>接受此加入要求是一种慈善行为,如果你拒绝:以下这些人将因其慈善相关信仰而不满:\n {0} \n \n 你确定要拒绝此加入申请?</ConfirmationCharityJoiner>
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<!-- EN: Believers in {0} ({1}) -->
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<BelieversIn>信仰{0}的信徒({1})</BelieversIn>
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<LanguageData>
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<!-- EN: Guest unhappy: {SUBJECT_definite} -->
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<Util_ApplyMoodThreshold.LetterLabelGuestUnhappy.slateRef>访客不开心:{SUBJECT_definite}</Util_ApplyMoodThreshold.LetterLabelGuestUnhappy.slateRef>
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<Util_ApplyMoodThreshold.LetterLabelGuestUnhappy.slateRef>访客不满:{SUBJECT_definite}</Util_ApplyMoodThreshold.LetterLabelGuestUnhappy.slateRef>
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<!-- EN: {SUBJECT_definite}, who you were charged to protect and keep happy, has been below the minimum mood of [moodThreshold] too long.\n\n[remainingWillNowLeave] -->
|
||||
<Util_ApplyMoodThreshold.LetterTextGuestUnhappy.slateRef>{SUBJECT_definite},是你需要维持较高心情的目标,心情已经低于[moodThreshold]太长时间了。\n\n[remainingWillNowLeave]</Util_ApplyMoodThreshold.LetterTextGuestUnhappy.slateRef>
|
||||
|
||||
|
@ -5,7 +5,7 @@
|
||||
<li>questDescription->[decreeIntro]\n\nYou must build a monument. It is [monumentSize] in size and will require these resources (total value [monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\nYou must keep the monument safe for [keepMonumentTicks_duration] after completion, otherwise [asker_nameDef] will be unhappy.</li>
|
||||
-->
|
||||
<Decree_BuildMonument.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription->[decreeIntro]\n\n你必须建造一个纪念碑。建造这个[monumentSize]的纪念碑需要以下资源(总价值:[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\n你在建造完成后 [keepMonumentTicks_duration] 内保护这个纪念碑, 否则 [asker_nameDef] 会不开心。</li>
|
||||
<li>questDescription->[decreeIntro]\n\n你必须建造一个纪念碑。建造这个[monumentSize]的纪念碑需要以下资源(总价值:[monumentRequiredResourcesMarketValue_money]):\n\n[monumentRequiredResources]\n\n[decreeThreatInfo]\n\n你在建造完成后 [keepMonumentTicks_duration] 内保护这个纪念碑, 否则 [asker_nameDef] 会不满。</li>
|
||||
</Decree_BuildMonument.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName->monument decree</li>
|
||||
@ -20,11 +20,11 @@
|
||||
<!-- EN: Monument completed -->
|
||||
<Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef>纪念碑完工</Decree_BuildMonument.LetterLabelMonumentCompleted.slateRef>
|
||||
<!-- EN: You have completed construction of the monument.\n\nYou must keep it safe for [keepMonumentTicks_duration], otherwise [asker_nameDef] will be displeased. -->
|
||||
<Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>你完成了这个纪念碑结构。\n\n在接下来的 [keepMonumentTicks_duration] 内保护纪念碑, 否则 [asker_nameDef] 会不开心。</Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>
|
||||
<Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>你完成了这个纪念碑结构。\n\n在接下来的 [keepMonumentTicks_duration] 内保护纪念碑, 否则 [asker_nameDef] 会不满。</Decree_BuildMonument.LetterTextMonumentCompleted.slateRef>
|
||||
<!-- EN: Monument destroyed -->
|
||||
<Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef>纪念碑被破坏</Decree_BuildMonument.LetterLabelMonumentDestroyed.slateRef>
|
||||
<!-- EN: [asker_nameDef] is offended that you allowed the monument to be ruined so soon after completion.\n\n[asker_pronoun] will be unhappy about this. -->
|
||||
<Decree_BuildMonument.LetterTextMonumentDestroyed.slateRef>你在建造完纪念碑后太快让它被破坏的举动惹恼了 [asker_nameDef]。\n\n[asker_pronoun] 对此感到非常不开心。</Decree_BuildMonument.LetterTextMonumentDestroyed.slateRef>
|
||||
<Decree_BuildMonument.LetterTextMonumentDestroyed.slateRef>你在建造完纪念碑后太快让它被破坏的举动惹恼了 [asker_nameDef]。\n\n[asker_pronoun] 对此感到非常不满。</Decree_BuildMonument.LetterTextMonumentDestroyed.slateRef>
|
||||
<!-- EN: Do not destroy the monument for {0} -->
|
||||
<Decree_BuildMonument.DontDestroyMonumentForDays.slateRef>不要破坏纪念碑 {0}</Decree_BuildMonument.DontDestroyMonumentForDays.slateRef>
|
||||
<!-- EN: Do not destroy the monument for {0} -->
|
||||
|
Loading…
Reference in New Issue
Block a user