update for 2634
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@ -10,8 +10,8 @@
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<!-- EN: high on wake-up -->
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<WakeUpHigh.label>清醒丸亢奋</WakeUpHigh.label>
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<!-- EN: Wake-up in the bloodstream. Fills the need for rest by stimulating the brain. -->
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<WakeUpHigh.description>流淌在血液里的清醒丸化合物能通过刺激大脑来满足休息需求。</WakeUpHigh.description>
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<!-- EN: Wake-up in the bloodstream. It fills the need for rest by stimulating the brain, and increases focus, allowing faster work. -->
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<WakeUpHigh.description>流淌在血液里的清醒丸化合物能通过刺激大脑来满足休息需求。还能够提高注意力,提升工作效率。</WakeUpHigh.description>
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<!-- EN: a wake-up high -->
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<WakeUpHigh.labelNoun>清醒丸亢奋</WakeUpHigh.labelNoun>
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@ -1,6 +1,11 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- UNUSED -->
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<AnimusTreeSpawn.label>仙树</AnimusTreeSpawn.label>
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<AnimusTreeSpawn.letterLabel>仙树</AnimusTreeSpawn.letterLabel>
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<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>
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<!-- EN: orbital trader arrival -->
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<OrbitalTraderArrival.label>轨道贸易商</OrbitalTraderArrival.label>
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@ -44,9 +44,9 @@
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<!-- EN: Examine and decide on research projects. -->
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<Research.description>查看并选择研究项目。</Research.description>
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<!-- EN: restrict -->
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<!-- EN: schedule -->
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<Restrict.label>管制</Restrict.label>
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<!-- EN: Restrict colonists to certain activities at certain times of day, or to specific allowed areas. -->
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<!-- EN: Schedule colonists' activities to certain times of day, and set their allowed areas. -->
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<Restrict.description>指定殖民者在特定时段的活动种类,或限制殖民者的活动区域。</Restrict.description>
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<!-- EN: wildlife -->
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@ -46,7 +46,7 @@
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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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<!-- EN: The minimum psylink level required to perform this psycast. -->
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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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@ -39,7 +39,6 @@
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<MarketValue.label>市场价值</MarketValue.label>
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<!-- EN: The market value of an object.\n\nThe actual trade price will be adjusted by negotiation skill, relationship status, and other contextual factors. -->
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<MarketValue.description>一个物品的市场价值。\n\n实际价格会受到派系关系、谈判技能和其他因素影响。</MarketValue.description>
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<!-- EN: ${0} -->
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<MarketValue.formatString>¥{0}</MarketValue.formatString>
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<!-- EN: mass -->
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@ -954,5 +954,7 @@
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<AbilityUnwalkable>{0}必须瞄准可行走区域。</AbilityUnwalkable>
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<!-- EN: {0} must target an unroofed area. -->
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<AbilityRoofed>{0}必须瞄准不在屋顶下的区域。</AbilityRoofed>
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<!-- EN: {0} is mentally broken. -->
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<AbilityCantApplyToMentallyBroken>{0}精神崩溃。</AbilityCantApplyToMentallyBroken>
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</LanguageData>
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@ -174,6 +174,8 @@
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<NoCryptosleepCasket>缺少可用的低温休眠舱。</NoCryptosleepCasket>
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<!-- EN: Temporary faction members not allowed. -->
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<CryptosleepCasketGuestsNotAllowed>不被允许的临时成员。</CryptosleepCasketGuestsNotAllowed>
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<!-- EN: Hosted prisoners not allowed. -->
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<CryptosleepCasketGuestPrisonersNotAllowed>不被允许的囚犯。</CryptosleepCasketGuestPrisonersNotAllowed>
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<!-- EN: No reachable, un-reserved, enclosed prisoner-marked bed in safe temperature. -->
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<NoPrisonerBed>缺少位于安全温度下的、可到达的、未预留的、室内的囚犯专用床铺。</NoPrisonerBed>
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<!-- EN: No reachable, un-reserved non-prisoner bed in safe temperature. -->
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@ -467,5 +467,7 @@
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<!-- EN: Click for more info -->
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<ClickForMoreInfo>点击了解更多信息</ClickForMoreInfo>
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<!-- EN: No more information is available. -->
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<NoMoreInfoAvailable>没有更多信息。</NoMoreInfoAvailable>
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</LanguageData>
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@ -160,7 +160,7 @@
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<!-- EN: {0} has given birth. -->
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<MessageGaveBirth>{0}已经产子。</MessageGaveBirth>
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<!-- EN: {PAWN_labelShort} won't be able to use the psylink while {PAWN_pronoun} has zero psychic sensitivity. text_todo -->
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<!-- EN: {PAWN_labelShort} won't be able to use the psylink while {PAWN_pronoun} has zero psychic sensitivity. -->
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<MessagePsylinkNoSensitivity>当{PAWN_labelShort}的心灵敏感度为零时无法使用启灵神经。</MessagePsylinkNoSensitivity>
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<!-- EN: {PAWN_labelShort} has lost a {1} implant level due to {2}. -->
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<MessageLostImplantLevelFromHediff>{PAWN_labelShort}由于{2}而丧失了{1}的级别。</MessageLostImplantLevelFromHediff>
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@ -1238,8 +1238,8 @@
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<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>
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<!-- EN: Max entropy multiplier: {0} -->
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<PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>最大阈值乘数</PawnTooltipPsychicEntropyStatPsyfocusEntropyLimit>
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<!-- 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. -->
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<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>
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<!-- 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 10% will limit maximum safe entropy. Psyfocus can be gained through meditation. -->
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<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10%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>
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<!-- EN: Pain focuses the mind, and causes faster recovery from psychic entropy.\n\nPain level: {0}\nBonus to psychic entropy recovery: {1} -->
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<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>
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<!-- 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. -->
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<creditee>Indeed</creditee>
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</li>
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<li Class="CreditRecord_Text">
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<text>修订日期:2020-5-14</text>
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<text>修订日期:2020-5-15</text>
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<anchor>MiddleRight</anchor>
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</li>
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</credits>
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@ -6,6 +6,12 @@
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<!-- EN: A psychic link with another individual. Gain or loss of psychic entropy incurred by one will be shared equally between both. -->
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<EntropyLink.description>与另一个人的精神链接。一个人心灵熵的得失将在两者之间平等分享。</EntropyLink.description>
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<!-- EN: psylink -->
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<PsychicAmplifier.label>启灵神经</PsychicAmplifier.label>
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<!-- 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. -->
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<PsychicAmplifier.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。</PsychicAmplifier.description>
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<PsychicAmplifier.labelNoun>一条启灵神经</PsychicAmplifier.labelNoun>
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<!-- EN: psychic anesthesia -->
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<PsychicAnesthesia.label>心灵麻痹</PsychicAnesthesia.label>
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<!-- EN: Psychically-induced pain insensitivity. -->
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@ -34,7 +40,7 @@
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<!-- EN: psychic entropy -->
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<PsychicEntropy.label>心灵熵</PsychicEntropy.label>
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<!-- 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 -->
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<!-- 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, psylink degradation, and even brain damage. -->
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<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>
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<!-- EN: safe -->
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<PsychicEntropy.stages.safe.label>安全</PsychicEntropy.stages.safe.label>
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@ -62,10 +68,4 @@
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<!-- EN: Psychically-induced loss of spatial orientation. This will cause flesh creatures to vomit. -->
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<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>
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<!-- EN: psylink -->
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<Psylink.label>启灵神经</Psylink.label>
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<!-- 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. -->
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<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>
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<Psylink.labelNoun>一条启灵神经</Psylink.labelNoun>
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</LanguageData>
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<LanguageData>
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<!-- EN: anima tree -->
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<AnimusTreeSpawn.label>仙树</AnimusTreeSpawn.label>
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<AnimaTreeSpawn.label>仙树萌发</AnimaTreeSpawn.label>
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<!-- EN: Anima tree -->
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<AnimusTreeSpawn.letterLabel>仙树</AnimusTreeSpawn.letterLabel>
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<AnimaTreeSpawn.letterLabel>仙树萌发</AnimaTreeSpawn.letterLabel>
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<!-- 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. -->
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<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>
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<AnimaTreeSpawn.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。</AnimaTreeSpawn.letterText>
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<!-- EN: tribute collector caravan arrival -->
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<CaravanArrivalTributeCollector.label>征募远行队抵达</CaravanArrivalTributeCollector.label>
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<!-- EN: psyfocus -->
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<Psyfocus.label>精神力</Psyfocus.label>
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<!-- EN: Psyfocus is a special type of mental order which is necessary to perform psycasts. Psycasters build psyfocus by meditating, and it degrades continuously during normal life. Low psyfocus limits a psycaster's ability to handle psychic entropy. -->
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<Psyfocus.description>精神力是释放心灵能力所必须的一种精神秩序。心灵能力者通过冥想来恢复精神力,它会在日常工作生活中不断降低。过低的精神力会限制心灵能力者维持心灵熵阈值的能力。</Psyfocus.description>
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<!-- EN: Psyfocus is a special type of mental order which is necessary to perform psycasts. Psycasters build psyfocus by meditating, and it degrades continuously during normal life.\n\nThere are 3 levels of psyfocus. Having higher psyfocus level unlocks performing higher psycast levels, but also increases psyfocus fall rate:\n\n{0}\nHaving psyfocus below 10% limits a psycaster's ability to handle psychic entropy. -->
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<Psyfocus.description>精神力是释放心灵能力所必须的一种精神秩序。心灵能力者通过冥想来恢复精神力,它会在日常工作生活中不断降低。精神力有三个层次,更高的精神力水平能够使用更强的心灵能力,但同时也会使精神力降低更快:\n\n{0}\n低于10%的精神力会限制心灵能力者维持心灵熵阈值的能力。</Psyfocus.description>
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</LanguageData>
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<li>threatsInfo2(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[threatsInfoMechRaidsMultiHuman] [enemyGroupsParagraph]</li>
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<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\nThe travelers recently [mechViolation], and have been targeted by an orbiting mechanoid swarm. [enemyGroupsParagraph]</li>
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<li>threatsInfo2(generateThreats==false)-></li>
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<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend [lodgers0_nameFull] is interested in learning about other cultures. [asker_nameDef] wants you to host [lodgers0_nameDef] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
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<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], was caught writing vicious insults about [enemyFaction_leader_nameFull]'s [PersonalCharacteristic]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can smooth over relations with [enemyFaction_name]. [allLodgerInfo]\n\nSince [enemyFaction_leader_nameDef] is the [enemyFaction_leaderTitle] of [enemyFaction_name], [enemyFaction_leader_pronoun] has sent groups of [enemyFaction_pawnsPlural] to hunt the insulter [lodgers0_nameDef]. [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
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<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can sooth the mechanoid hive. [allLodgerInfo]\n\nMechanoids will come to hunt the violator [lodgers0_nameDef]. [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
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<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration]. Mechanoid clusters will arrive as long as [lodgers0_nameDef] is present. [allLodgerInfo][threatsInfo1] [allLodgerInfo]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
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<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend [lodgers0_nameFull] is interested in learning about other cultures. [asker_nameDef] wants you to host [lodgers0_nameDef] at [map_definite] for [shuttleDelayTicks_duration]. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], was caught writing vicious insults about [enemyFaction_leader_nameFull]'s [PersonalCharacteristic]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can smooth over relations with [enemyFaction_name]. Since [enemyFaction_leader_nameDef] is the [enemyFaction_leaderTitle] of [enemyFaction_name], [enemyFaction_leader_pronoun] has sent groups of [enemyFaction_pawnsPlural] to hunt the insulter [lodgers0_nameDef].\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration], until [asker_pronoun] can sooth the mechanoid hive.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name] is requesting a favor. [asker_possessive] friend, a [lodgers0_age]-year-old [lodgers0_title] named [lodgers0_nameDef], recently [mechViolation]. [asker_nameDef] is asking for you to guard [lodgers0_nameDef] for [shuttleDelayTicks_duration].\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from an enemy jail. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from the prisons of [enemyFaction_name]. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\nThe [asker_faction_pawnsPlural] know secrets about the [secretInfo] of [enemyFaction_name], so they will be hunted. [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a crytosleep vault. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\nThe [asker_faction_pawnsPlural] will be hunted by mechanoids. [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a mechanoid hive's holding pen. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. [allLodgerInfo][goodwillForMood]\n\nThe mechs are tracking their former prisoners.\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from the prisons of [enemyFaction_name]. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] know secrets about the [secretInfo] of [enemyFaction_name], so they will be hunted.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a crytosleep vault. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The [asker_faction_pawnsPlural] will be hunted by mechanoids.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], recently rescued [lodgersCount] [asker_faction_pawnsPlural] from a mechanoid hive's holding pen. [asker_nameDef] wants you to guard them at [map_definite] for [shuttleDelayTicks_duration] until [asker_pronoun] can send a shuttle to collect them. The mechs are tracking their former prisoners.\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>secretInfo->military capabilities</li>
|
||||
<li>secretInfo->moral transgressions</li>
|
||||
<li>secretInfo->weapons research</li>
|
||||
@ -81,14 +81,14 @@
|
||||
<li>threatsInfo2(generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->\n\n[threatsInfoMechRaidsMultiHuman] [enemyGroupsParagraph]</li>
|
||||
<li>threatsInfo2(generateThreats==true,threatType==MechClusters)->\n\n这些旅行者最近[mechViolation], 并成为轨道平台上机械集群的目标。 [enemyGroupsParagraph]</li>
|
||||
<li>threatsInfo2(generateThreats==false)-></li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive]朋友 [lodgers0_nameFull] 对学习异族文化很感兴趣。 [asker_nameDef] 希望你能在[shuttleDelayTicks_duration]内 向[map_definite]提供[lodgers0_nameDef]。 [allLodgerInfo]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 被发现对[enemyFaction_leader_nameFull]的PersonalCharacteristic]进行恶意侮辱。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间缓和与 [enemyFaction_name]的关系。 [allLodgerInfo]\n\n因为 [enemyFaction_leader_nameDef] 是 [enemyFaction_name] 的 [enemyFaction_leaderTitle], [enemyFaction_leader_pronoun]已经派遣一群[enemyFaction_pawnsPlural]前来抓捕侮辱者[lodgers0_nameDef]。 [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间处理机械族巢穴。 [allLodgerInfo]\n\n机械族会来抓捕[lodgers0_nameDef]。 [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive] [lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近被 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护。 只要 [lodgers0_nameDef] 在这里, 机械集群就会到来。 [allLodgerInfo] [threatsInfo1] [allLodgerInfo]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive]朋友 [lodgers0_nameFull] 对学习异族文化很感兴趣。 [asker_nameDef] 希望你能在[shuttleDelayTicks_duration]内 向[map_definite]提供[lodgers0_nameDef]。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 被发现对[enemyFaction_leader_nameFull]的PersonalCharacteristic]进行恶意侮辱。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间缓和与 [enemyFaction_name]的关系。 因为 [enemyFaction_leader_nameDef] 是 [enemyFaction_name] 的 [enemyFaction_leaderTitle], [enemyFaction_leader_pronoun]已经派遣一群[enemyFaction_pawnsPlural]前来抓捕侮辱者[lodgers0_nameDef]。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive][lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护, 让[asker_possessive]有足够的时间处理机械族巢穴。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount==1,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 正在寻求帮助。 [asker_possessive] [lodgers0_age]岁的朋友, [lodgers0_title] [lodgers0_nameDef] 最近被 [mechViolation]。 [asker_nameDef] 希望你为 [lodgers0_nameDef] 提供[shuttleDelayTicks_duration]的保护。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==false)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n[asker_faction_pawnsPlural] 知晓 [enemyFaction_name] 关于 [secretInfo] 的机密,因此会对其进行抓捕。[enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从低温休眠仓中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n[asker_faction_pawnsPlural]会被机械族猎杀。 [enemyGroupsParagraph]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从机械族巢穴的候宰栏中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。 [allLodgerInfo][goodwillForMood]\n\n机械族正在追捕它们的逃犯。 \n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction!=Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从敌人的监狱中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural] 知晓 [enemyFaction_name] 关于 [secretInfo] 的机密,因此会对其进行抓捕。\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==Raids,enemyFaction==Mechanoid)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从低温休眠仓中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n[asker_faction_pawnsPlural]会被机械族猎杀。\n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>questDescription(asker_factionLeader==True,lodgersCount>=2,generateThreats==true,threatType==MechClusters)->[asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 最近从机械族巢穴的候宰栏中救出了 [lodgersCount] [asker_faction_pawnsPlural]。 [asker_nameDef] 希望你能在[map_definite]保护[asker_pronoun][shuttleDelayTicks_duration], 以便派出穿梭机接走他们。\n\n机械族正在追捕它们的逃犯。 \n\n[threatDescriptionParagraph]\n\n[allLodgerInfo][goodwillForMood]\n\n[commonDescEnding]\n\n[joinerEnding]</li>
|
||||
<li>secretInfo->军事势力</li>
|
||||
<li>secretInfo->不道德行为</li>
|
||||
<li>secretInfo->武器研究</li>
|
||||
|
@ -2,14 +2,14 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN:
|
||||
<li>questDescription(askerIsNull==true)->A machine persona in an orbiting ship wants to perform some planetary experiments. However, he is concerned about getting in trouble with the ethical review board, since his experiment will cause unfortunate side-effects.\n\nIf he carries out his experiment, [gameConditionDescriptionFuture].\n\nIn exchange for your consent, he offers to send some items to [map_definite] via transport pods.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->[asker_faction_name] is threatened by an rogue machine persona. Their leader, [asker_nameFull], wants you to send a message to the persona accepting responsibility for their flaws. If you do, the persona will punish you instead, and [gameConditionDescriptionFuture].\n\nIn thanks, [asker_nameDef] will send items to [map_definite] via transport pods.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to watch how you primitive surface-dwellers deal with catastrophe. [asker_pronoun] proposes an artifical disaster for you: [gameConditionDescriptionFuture]. [asker_nameDef] will watch via high-altitude drone.\n\nAs compensation, [asker_pronoun] will send items to [map_definite] in reward.</li>
|
||||
<li>questDescription(askerIsNull==true)->A machine persona in an orbiting ship wants to perform some planetary experiments. However, if she carries out her experiment, [gameConditionDescriptionFuture].\n\nShe is concerned about getting in trouble with the ethical review board, and is asking for your consent.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->A vengeful machine persona is threatening the [asker_faction_pawnsPlural] of [asker_faction_name]. [asker_faction_leaderTitle] [asker_nameFull] wants you to send a message to the persona accepting responsibility for their transgressions.\n\nIf you do, the persona will turn its anger on you. [gameConditionDescriptionFuture].</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wants to perform a low-power test of one of [asker_possessive] ship's area-attack weapons. If [asker_pronoun] does, [gameConditionDescriptionFuture].\n\nSince you are a local landholder under imperial law, [asker_nameDef] needs your honorable permission to proceed.</li>
|
||||
-->
|
||||
<ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription(askerIsNull==true)->轨道飞船上的智能AI想要进行一些行星实验。 但是招致来自伦理审查委员会的麻烦, 因为他的实验可能会引起一些不幸的副作用。\n\n如果他进行实验, [gameConditionDescriptionFuture]。\n\n为了取得你的同意, 他允诺通过空投舱向[map_definite]发送一些物资。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->[asker_faction_name]受到敌对机械族的威胁。 他们的首领 [asker_nameFull] 希望你出面干涉。 如果你这样做, 机械族将会把矛头指向你, 并且[gameConditionDescriptionFuture]。\n\n作为回报, [asker_nameDef] 允诺通过空投舱向[map_definite]发送一些物资。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 想看看原始的土著是如何应对灾难的。 [asker_pronoun]提出在你这里制造一场人为灾难: [gameConditionDescriptionFuture]。 [asker_nameDef]将使用高空无人机观看整个过程。\n\n作为补偿, [asker_pronoun]允诺通过空投舱向[map_definite]发送一些物资。</li>
|
||||
<li>questDescription(askerIsNull==true)->轨道飞船上的智能AI想要进行一些行星实验。 如果她进行实验, [gameConditionDescriptionFuture]。\n\n她担心与伦理审查委员会产生冲突, 并请求你的同意。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->一个复仇的机械智能正在袭击 [asker_faction_name] 的 [asker_faction_pawnsPlural]。 他们的 [asker_faction_leaderTitle] [asker_nameFull] 希望你出面干涉并承担责任。 如果你这样做, 机械族将会把矛头指向你, [gameConditionDescriptionFuture]。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 想要对[asker_possessive]船上的一种区域攻击武器进行一次低功率测试。 如果[asker_pronoun]这么做, [gameConditionDescriptionFuture]。\n\n根据帝国法律你是这片土地的所有者, [asker_nameDef]需要征得你的同意。</li>
|
||||
</ThreatReward_GameCondition_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName->[asker_nameDef]'s [gameCondition_label]</li>
|
||||
@ -25,20 +25,20 @@
|
||||
</ThreatReward_GameCondition_ItemPod.questNameRules.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>questDescription(askerIsNull==true)->An orbiting research ship wants to test a new type of insect pheromone. If you agree, they'll sweep [map_definite] with the pheromone, provoking an infestation of [hivesCount] hives.</li>
|
||||
<li>questDescription(askerIsNull==true)->An orbiting research ship wants to test a new type of insect pheromone. If you agree, they'll sweep [map_definite] with the pheromone, provoking an infestation of [hivesCount] hives.\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(askerIsNull==true)->The hives were attracted by a pheromone sweep from an orbiting research ship.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is facing repeated infestations at sites near [map_definite]. [asker_pronoun] wants to draw the infestations to you, and offers to reward you with some items via drop pod.\n\n[helpersParagraph]If you accept, an infestation of [hivesCount] hives will begin.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is facing repeated infestations at sites near [map_definite]. [asker_pronoun] wants to draw the infestations to you. This will provoke an infestation of [hivesCount] hives.\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_factionLeader==True)->The hives were originally infesting nearby sites belonging to [asker_nameFull] of [asker_faction_name].</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], wishes to watch how you fight an infestation for the purposes of entertainment. [asker_pronoun] seeks your permission to drop insect pheromone bombs on [map_definite] to provoke an infestation of [hivesCount] hives. [asker_pronoun] will watch via high-altitude drone.\n\nIn return, [asker_pronoun] offers to send resource pods.\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->The infestation was instigated by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], for [asker_possessive] entertainment.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is having trouble landing near [map_definite] due to repeated infestations. [asker_pronoun] wants to draw the bugs to you to be dealt with. This will provoke an infestation of [hivesCount] hives.\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->The infestation was drawn to you by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name].</li>
|
||||
-->
|
||||
<ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。 如果你同意, 他们将在[map_definite]释放信息素, 这样将唤醒规模为 [hivesCount]的虫巢。</li>
|
||||
<li>questDescription(askerIsNull==true)->一艘在轨科研船想测试一种新兴的昆虫信息素。 如果你同意, 他们将在[map_definite]释放信息素, 这样将唤醒规模为 [hivesCount]的虫巢。\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(askerIsNull==true)->虫巢被在轨研究船释放的信息素所唤醒。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 声称其在[map_definite]附近的哨站总是受到虫灾侵害。[asker_pronoun]希望把虫害引到你这, 并允诺通过空投舱向你发送一些物资作为回报。 \n\n[helpersParagraph]如果你同意,规模为 [hivesCount]的虫巢将被唤醒。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 声称其在[map_definite]附近的哨站总是受到虫灾侵害。[asker_pronoun]希望把虫害引到你这, 这会使规模为 [hivesCount]的虫巢被唤醒。\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_factionLeader==True)->虫巢最早出现在[asker_faction_name]的[asker_nameFull]附近。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull], 想看你与虫灾对抗来寻开心。 [asker_pronoun]希望得到你的允许在 [map_definite]投下昆虫信息素炸弹来唤醒规模为 [hivesCount]的虫巢。 [asker_pronoun]将使用高空无人机观看整个过程。\n\n作为回报,[asker_pronoun]允诺通过空投舱向你发送一些物资\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->这起虫灾是由来自[asker_faction_name]的[asker_royalTitleInCurrentFaction][asker_nameFull]为了寻开心所制造的。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull], 由于在[map_definite]附近着陆而受到虫群的反复滋扰。 [asker_pronoun]想要让你来处理这些虫子。 这将吸引规模为 [hivesCount]的虫巢出现。\n\n[helpersParagraph]</li>
|
||||
<li>infestationArrivalLetterText(asker_royalInCurrentFaction==True)->这起虫灾是由来自[asker_faction_name]的[asker_royalTitleInCurrentFaction] [asker_nameFull]吸引而来的。</li>
|
||||
</ThreatReward_Infestation_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName->Pods and [insects]</li>
|
||||
@ -62,40 +62,40 @@
|
||||
</ThreatReward_Infestation_ItemPod.questNameRules.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>animalKindLabelCorrect(animalCount==1)->manhunting [animalKind_label]</li>
|
||||
<li>animalKindLabelCorrect(animalCount>=2)->[animalCount] manhunting [animalKind_labelPlural]</li>
|
||||
<li>animalKindLabelCorrect(animalCount==1)->[animalKind_label]</li>
|
||||
<li>animalKindLabelCorrect(animalCount>=2)->[animalKind_labelPlural]</li>
|
||||
<li>manhuntingBeastIndef(animalCount==1)->a manhunting [animalKind_label]</li>
|
||||
<li>manhuntingBeastIndef(animalCount>=2)->a pack of [animalCount] manhunting [animalKind_labelPlural]</li>
|
||||
<li>endSection->[helpersParagraph]If you accept, the [animalKindLabelCorrect] will arrive at [map_definite] in [manhuntersDelayTicks_duration].</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount==1)->A trader is calling from near [map_definite]. A wild [animalKind_label] is hunting him! He wants to draw the beast away from him - and towards you.\n\nThe trader promises to send transport pods in return.\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->The [animalKind_label] was hunting a nearby trader, but was drawn to you by transport pods.</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount>=2)->A trader is calling from near [map_definite]. A pack of [animalCount] wild [animalKind_labelPlural] are hunting him! He wants to draw the animals away from him - and towards you.\n\nThe trader promises to send transport pods in return.\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount>=2)->The [animalKind_labelPlural] were hunting a nearby trader, but were drawn to you by transport pods.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->Caravans of [asker_faction_name] near [map_definite] are being harassed by [manhuntingBeastIndef]. [asker_faction_leaderTitle] [asker_nameFull] wants to draw the [animalKindLabelCorrect] away from the caravans and towards [map_definite] to be dealt with.\n\n[asker_nameDef] promises to send you transport pods as a reward.\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount==1)->The [animalKind_label] was harassing caravans from [asker_faction_name], but was drawn to you by transport pods.</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount>=2)->The [animalKind_labelPlural] were harassing caravans from [asker_faction_name], but were drawn to you by transport pods.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount==1)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is bored. [asker_pronoun] wants to observe how backwards people like you deal with a deadly threat. To satisfy [asker_possessive] desire, [asker_possessive] servants will release a manhunting [animalKind_label] to attack you. The [asker_royalTitleInCurrentFaction] will observe the fight via high-altitude drone.\n\nIn return for your agreement, [asker_pronoun] will send transport pods.\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount==1)->This [animalKind_label] was released by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], to ease [asker_possessive] boredom.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount>=2)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is bored. [asker_pronoun] wants to observe how backwards people like you deal with a deadly threat. To satisfy [asker_possessive] desire, [asker_possessive] servants will release a pack of [animalCount] manhunting [animalKind_labelPlural] to attack you. The [asker_royalTitleInCurrentFaction] will observe the fight via high-altitude drone.\n\nIn return for your agreement, [asker_pronoun] will send transport pods.\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount>=2)->These [animalKind_labelPlural] were released by [asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], to ease [asker_possessive] boredom.</li>
|
||||
<li>endSection->\n\n[helpersParagraph]The [animalKindLabelCorrect] will arrive at [map_definite] [manhuntersDelayTicks_duration] after you accept.</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount==1)->A trader is calling. A wild [animalKind_label] is hunting him! He wants your help to draw the beast away from him.[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->The [animalKind_label] was hunting a nearby trader.</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount>=2)->A trader is calling. A pack of [animalCount] wild [animalKind_labelPlural] are hunting him! He wants your help to draw the animals away from him.[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount>=2)->The [animalKind_labelPlural] were hunting a nearby trader.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->Caravans of [asker_faction_name] are being harassed by [manhuntingBeastIndef]. [asker_faction_leaderTitle] [asker_nameFull] wants your help to draw the beasts away from the caravans.[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount==1)->The [animalKind_label] was harassing caravans from [asker_faction_name].</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount>=2)->The [animalKind_labelPlural] were harassing caravans from [asker_faction_name].</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount==1)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], recently lost a scout to a manhunting [animalKind_label]. [asker_pronoun] wants to draw it towards you to be killed, to uphold [asker_possessive] honor.[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount==1)->This is the [animalKind_label] that killed the scout of the [asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name].</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount>=2)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], recently lost a scouting party to a pack of [animalCount] manhunting [animalKind_labelPlural]. [asker_pronoun] wants to draw the beasts towards you to be killed, to uphold [asker_possessive] honor.[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount>=2)->These are the [animalKind_labelPlural] that killed the scouting party of the [asker_royalTitleInCurrentFaction] [asker_nameFull] of [asker_faction_name].</li>
|
||||
-->
|
||||
<ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<li>animalKindLabelCorrect(animalCount==1)->猎杀人类的[animalKind_label]</li>
|
||||
<li>animalKindLabelCorrect(animalCount>=2)->[animalCount]只猎杀人类的[animalKind_labelPlural]</li>
|
||||
<li>animalKindLabelCorrect(animalCount==1)->[animalKind_label]</li>
|
||||
<li>animalKindLabelCorrect(animalCount>=2)->[animalKind_labelPlural]</li>
|
||||
<li>manhuntingBeastIndef(animalCount==1)->一只猎杀人类的[animalKind_label]</li>
|
||||
<li>manhuntingBeastIndef(animalCount>=2)->[animalCount]只猎杀人类的[animalKind_labelPlural]</li>
|
||||
<li>endSection->[helpersParagraph]如果你接受, [animalKindLabelCorrect] 将会在 [manhuntersDelayTicks_duration] 后来到 [map_definite]。</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount==1)->在[map_definite]附近的一名商人向你发来求救信号。 一只野生的[animalKind_label]正在袭击他! 他正试图引导野兽转向你这边来摆脱险境。\n\n作为回报,商人允诺通过空投舱向你发送一些物资。\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->正在袭击附近一名商人的[animalKind_label]被空投舱吸引而向你这边追来。</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount>=2)->在[map_definite]附近的一名商人向你发来求救信号。 一群多达[animalCount]只的野生[animalKind_labelPlural]正在袭击他! 他正试图引导野兽转向你这边来摆脱险境。 \n\n作为回报,商人允诺通过空投舱向你发送一些物资。\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount>=2)->正在袭击附近一名商人的[animalKind_labelPlural]被空投舱吸引而向你这边追来。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的商队在 [map_definite] 附近被 [manhuntingBeastIndef] 袭击。 [asker_faction_leaderTitle] [asker_nameFull] 想把 [animalKindLabelCorrect] 引到[map_definite]以脱离险境。 \n\n作为回报,[asker_nameDef]允诺通过空投舱向你发送一些物资。\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount==1)->正在袭击来自[asker_faction_name]的商队的[animalKind_label]被空投舱吸引而向你这边追来。</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount>=2)->正在袭击来自[asker_faction_name]的商队的[animalKind_labelPlural]被空投舱吸引而向你这边追来。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount==1)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 最近很无聊。 [asker_pronoun]想见识下像你这种原始人是如何对付致命威胁的。 为了满足[asker_possessive]的要求, [asker_possessive]的仆人会放出一只[animalKind_label]来袭击你。[asker_royalTitleInCurrentFaction]将使用高空无人机观看整个过程。\n\n作为你同意参演这次“娱乐节目”的回报, [asker_pronoun]允诺通过空投舱向你发送一些物资。\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount==1)->这只 [animalKind_label] 是由来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 放出的, 以排解[asker_possessive]无聊。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount>=2)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 最近很无聊。 [asker_pronoun]想见识下像你这种原始人是如何对付致命威胁的。为了满足[asker_possessive]的要求,[asker_possessive]的仆人会放出一群多达[animalCount]只的[animalKind_labelPlural]来袭击你。[asker_royalTitleInCurrentFaction] 将使用高空无人机观看整个过程。\n\n作为你同意这次参演“娱乐节目”的回报, [asker_pronoun]允诺通过空投舱向你发送一些物资。\n\n[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount>=2)->这只 [animalKind_labelPlural] 是由来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull]放出的, 以排解[asker_possessive]无聊。</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount==1)->一名商人向你发来求救信号。 一只野生的[animalKind_label]正在袭击他! 他希望你能把野兽从他身边引开。[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount==1)->[animalKind_label]正在袭击附近一名商人的。</li>
|
||||
<li>questDescription(askerIsNull==true,animalCount>=2)->一名商人向你发来求救信号。 一群多达[animalCount]只的野生[animalKind_labelPlural]正在袭击他! 他希望你能把野兽从他身边引开。[endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(askerIsNull==true,animalCount>=2)->[animalKind_labelPlural]正在袭击附近一名商人。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的商队被 [manhuntingBeastIndef] 袭击。 [asker_faction_leaderTitle] [asker_nameFull] 希望你能把野兽从商队附近引开。 [endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount==1)->[animalKind_label]正在袭击来自[asker_faction_name]的商队。</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_factionLeader==True,animalCount>=2)->[animalKind_labelPlural]正在袭击来自[asker_faction_name]的商队。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount==1)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 最近因猎杀人类的[animalKind_label]而失去了一个侦察员, [asker_pronoun]想要将其引向你来杀死它, 从而维护[asker_possessive]荣誉。 [endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount==1)->这只 [animalKind_label] 杀死了属于 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 的侦察员。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True,animalCount>=2)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 最近因为一群([animalCount]x)猎杀人类的[animalKind_labelPlural]而失去了一队侦察员, [asker_pronoun]想要将其引向你来杀死它们, 从而维护[asker_possessive]荣誉。 [endSection]</li>
|
||||
<li>manhunterArrivalLetterEnd(asker_royalInCurrentFaction==True,animalCount>=2)->这群 [animalKind_labelPlural] 杀死了属于 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 的一队侦察员。</li>
|
||||
</ThreatReward_Manhunters_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName(animalCount==1)->The [AdjectiveBadass] [beast]</li>
|
||||
@ -127,9 +127,9 @@
|
||||
<ThreatReward_Manhunters_ItemPod.LetterTextManhunterArrival.slateRef>{BASETEXT}\n\n[manhunterArrivalLetterEnd]</ThreatReward_Manhunters_ItemPod.LetterTextManhunterArrival.slateRef>
|
||||
|
||||
<!-- EN:
|
||||
<li>questDescription(askerIsNull==true)->A trader is calling from nearby. [threat] are hunting him! He is asking you to signal them and draw them towards [map_definite] so he can escape. If you send the signal, [askerEnemies] will activate a site nearby to harass you. [site/allSitePartsDescriptions] This site will remain until you go destroy it.\n\nIn thanks, the trader will send you some goods via transport pods.</li>
|
||||
<li>questDescription(askerIsNull==true)->A trader is calling from nearby. [threat] are hunting him! He is asking you to signal them and draw them towards [map_definite] so he can escape.\n\nIf you send the signal, [askerEnemies] will activate a site nearby to harass you. [site/allSitePartsDescriptions] This site will remain until you go destroy it.</li>
|
||||
<li>questDescription(asker_factionLeader==True)->[asker_nameFull], [asker_faction_leaderTitle] of [asker_faction_name], is asking for your help. [askerEnemies] have been harassing [asker_possessive] settlements. [asker_pronoun] wants your help using signals to draw them towards [map_definite] and away from [asker_possessive] people.\n\nIf [asker_pronoun] does, [askerEnemies] will activate a site nearby to harass you. [site/allSitePartsDescriptions] This site will remain until you go destroy it.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is traveling near [map_definite]. [asker_pronoun] is being followed by [threat] and wants your help using signals to draw them towards [map_definite].\n\nIf you do, [askerEnemies] will activate a site nearby to harass you. [site/allSitePartsDescriptions] This site will remain until you go destroy it.\n\n[asker_nameDef] will reward you.</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->[asker_nameFull], a [asker_royalTitleInCurrentFaction] of [asker_faction_name], is traveling near [map_definite]. [asker_pronoun] is being followed by [threat] and wants your help using signals to draw them towards [map_definite].\n\nIf you do, [askerEnemies] will activate a site nearby to harass you. [site/allSitePartsDescriptions] This site will remain until you go destroy it.</li>
|
||||
<li>threat(priority=1,site/Outpost_exists==True)->[site/enemyFaction_pawnsPlural] of [site/enemyFaction_name]</li>
|
||||
<li>threat(priority=1,site/MechCluster_exists==True)->mechanoids</li>
|
||||
<li>threat(priority=1,site/SleepingMechanoids_exists==True)->mechanoids</li>
|
||||
@ -142,9 +142,9 @@
|
||||
<li>askerEnemies(priority=-1)->his enemies</li>
|
||||
-->
|
||||
<ThreatReward_SiteThreat_ItemPod.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription(askerIsNull==true)->一名商人向你发来求救信号。 [threat]正在追杀他! 他希望你能发送信号将袭击他的人引向[map_definite], 以便他能逃走。 如果你发送信号, [askerEnemies]将会在你附近建立哨站以袭扰你。 [site/allSitePartsDescriptions] 这个哨站会一直存在, 直到你摧毁它。\n\n作为酬谢, 商人允诺通过空投舱向你发送一些物资。</li>
|
||||
<li>questDescription(askerIsNull==true)->一名商人向你发来求救信号。 [threat]正在追杀他! 他希望你能发送信号将袭击他的人引向[map_definite], 以便他能逃走。 \n\n如果你发送信号, [askerEnemies]将会在你附近建立哨站以袭扰你。 [site/allSitePartsDescriptions] 这个哨站会一直存在, 直到你摧毁它。</li>
|
||||
<li>questDescription(asker_factionLeader==True)->来自 [asker_faction_name] 的 [asker_faction_leaderTitle] [asker_nameFull] 向你发送请求。 [askerEnemies]一直在袭扰[asker_possessive]定居点。 [asker_pronoun]希望你能发送信号将袭击他的人引向[map_definite]使其远离[asker_possessive]人。\n\n如果你发送信号, [askerEnemies]将会在你附近建立哨站以袭扰你。 [site/allSitePartsDescriptions] 这个哨站会一直存在, 直到你摧毁它。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 正在[map_definite]附近旅行。 [asker_nameFull] 发现[asker_pronoun]正被[threat]跟踪。 [asker_pronoun]希望你能发送信号将跟踪他的人引向[map_definite]。\n\n如果你发送信号, [askerEnemies]将会在你附近建立哨站以袭扰你。 [site/allSitePartsDescriptions]这个哨站会一直存在,直到你摧毁它。\n\n[asker_nameDef]将会酬谢你。</li>
|
||||
<li>questDescription(asker_royalInCurrentFaction==True)->来自 [asker_faction_name] 的 [asker_royalTitleInCurrentFaction] [asker_nameFull] 正在[map_definite]附近旅行。 [asker_nameFull] 发现[asker_pronoun]正被[threat]跟踪。 [asker_pronoun]希望你能发送信号将跟踪他的人引向[map_definite]。\n\n如果你发送信号, [askerEnemies]将会在你附近建立哨站以袭扰你。 [site/allSitePartsDescriptions]这个哨站会一直存在,直到你摧毁它。</li>
|
||||
<li>threat(priority=1,site/Outpost_exists==True)->[site/enemyFaction_name]的[site/enemyFaction_pawnsPlural]</li>
|
||||
<li>threat(priority=1,site/MechCluster_exists==True)->机械体</li>
|
||||
<li>threat(priority=1,site/SleepingMechanoids_exists==True)->机械体</li>
|
||||
|
@ -6,19 +6,19 @@
|
||||
<li>hidingFrom(gameCondition==ToxicFallout)->a pack of starving wolves</li>
|
||||
<li>condDesc(gameCondition==ToxicFallout)->However, [joiner_nameDef] can only kill the wolves by setting fire to a massive toxic chemical dump nearby. [gameConditionDuration_duration] of toxic fallout will follow.</li>
|
||||
<li>hidingFrom(gameCondition==VolcanicWinter)->a gang of cannibals</li>
|
||||
<li>condDesc(gameCondition==VolcanicWinter)->However, [joiner_nameDef] can only kill the gang by setting fire to a massive abandoned garbage pile nearby. If [joiner_pronoun] comes to you, smoky fallout will block the sun for [gameConditionDuration_duration].</li>
|
||||
<li>condDesc(gameCondition==VolcanicWinter)->However, [joiner_nameDef] can only kill the gang by setting fire to a massive abandoned garbage pile nearby. If [joiner_pronoun] joins you, smoky fallout will block the sun for [gameConditionDuration_duration].</li>
|
||||
<li>hidingFrom(gameCondition==EMIField)->a group of mechanoids</li>
|
||||
<li>condDesc(gameCondition==EMIField)->However, [joiner_nameDef] can only destroy the mechanoids by activating an ancient EMI dynamo. If [joiner_pronoun] comes to you, an EMI field will be generated, shutting down electrical devices for [gameConditionDuration_duration].</li>
|
||||
<li>condDesc(gameCondition==EMIField)->However, [joiner_nameDef] can only destroy the mechanoids by activating an ancient EMI dynamo. If [joiner_pronoun] joins you, an EMI field will be generated, shutting down electrical devices for [gameConditionDuration_duration].</li>
|
||||
<li>hidingFrom(gameCondition==HeatWave)->a malfunctioning climate control satellite</li>
|
||||
<li>condDesc(gameCondition==HeatWave)->If [joiner_pronoun] comes to you, an intense heat wave will last for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>condDesc(gameCondition==HeatWave)->If [joiner_pronoun] joins you, an intense heat wave will last for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>hidingFrom(gameCondition==ColdSnap)->a malfunctioning climate control satellite</li>
|
||||
<li>condDesc(gameCondition==ColdSnap)->If [joiner_pronoun] comes to you, an intense cold snap will last for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>condDesc(gameCondition==ColdSnap)->If [joiner_pronoun] joins you, an intense cold snap will last for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>hidingFrom(gameCondition==WeatherController)->a malfunctioning weather control satellite</li>
|
||||
<li>condDesc(gameCondition==WeatherController)->If [joiner_pronoun] comes to you, the weather will be [forcedWeather_label] for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>condDesc(gameCondition==WeatherController)->If [joiner_pronoun] joins you, the weather will be [forcedWeather_label] for [gameConditionDuration_duration] until the satellite resets.</li>
|
||||
<li>hidingFrom(gameCondition==PsychicDrone)->a vengeful machine persona who [joiner_pronoun] recently offended</li>
|
||||
<li>condDesc(gameCondition==PsychicDrone)->If [joiner_pronoun] comes to you, the machine mind will blast [map_definite] with a [psychicDroneLevel]-level psychic drone for [gameConditionDuration_duration], reducing mood of all [psychicDroneGender]s.</li>
|
||||
<li>hidingFrom(gameCondition==PsychicSuppression)->a stirring machine persona who [joiner_pronoun] recently awoke</li>
|
||||
<li>condDesc(gameCondition==PsychicSuppression)->If [joiner_pronoun] comes to you, the persona will hit [map_definite] with psychic suppression waves for [gameConditionDuration_duration], reducing consciousness of all [psychicSuppressorGender]s.</li>
|
||||
<li>condDesc(gameCondition==PsychicDrone)->If [joiner_pronoun] joins you, the machine mind will blast [map_definite] with a [psychicDroneLevel]-level psychic drone for [gameConditionDuration_duration], reducing mood of all [psychicDroneGender]s.</li>
|
||||
<li>hidingFrom(gameCondition==PsychicSuppression)->a hostile machine persona whom [joiner_pronoun] recently awoke</li>
|
||||
<li>condDesc(gameCondition==PsychicSuppression)->If [joiner_pronoun] joins you, the persona will hit [map_definite] with psychic suppression waves for [gameConditionDuration_duration], reducing consciousness of all [psychicSuppressorGender]s.</li>
|
||||
-->
|
||||
<ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription->一位名叫 [joiner_nameFull] 的 [joiner_age] 岁 [joiner_title] 请求我们帮助! [joiner_pronoun] 一直在躲避 [hidingFrom]。 [joiner_pronoun]想要到[map_definite]与你会合。 [joiner_relationInfo]\n\n[condDesc]\n\n由于联系我们会有极大风险, [joiner_nameDef] 表示无法告知我们更多关于[joiner_objective]自己的情报。</li>
|
||||
@ -36,7 +36,7 @@
|
||||
<li>condDesc(gameCondition==WeatherController)->如果[joiner_pronoun]投奔你而来, 天气将会强制变为[forcedWeather_label]并持续[gameConditionDuration_duration], 卫星系统自动重置后将会恢复正常。</li>
|
||||
<li>hidingFrom(gameCondition==PsychicDrone)->一台被[joiner_pronoun]冒犯的复仇机器</li>
|
||||
<li>condDesc(gameCondition==PsychicDrone)->如果[joiner_pronoun]投奔你而来, 机器意志将会把一台心灵干扰器调整为[psychicDroneLevel]级强度, 并在[gameConditionDuration_duration]内持续向[map_definite]发射心灵干扰, 这将会使所有的[psychicDroneGender]殖民者情绪低落。</li>
|
||||
<li>hidingFrom(gameCondition==PsychicSuppression)->一台被[joiner_pronoun]唤醒的混乱机器</li>
|
||||
<li>hidingFrom(gameCondition==PsychicSuppression)->一台被[joiner_pronoun]唤醒的敌对机械</li>
|
||||
<li>condDesc(gameCondition==PsychicSuppression)->如果[joiner_pronoun]投奔你而来, 机器意志将会[gameConditionDuration_duration]内持续向[map_definite]发射心灵抑制波,这将会使所有[psychicSuppressorGender]殖民者的意识混乱。</li>
|
||||
</ThreatReward_GameCondition_Joiner.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
@ -51,10 +51,10 @@
|
||||
</ThreatReward_GameCondition_Joiner.questNameRules.rulesStrings>
|
||||
|
||||
<!-- EN:
|
||||
<li>questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is calling from nearby. [joiner_pronoun] says [joiner_pronoun] poisoned an underground insect colony, but now [joiner_pronoun] is soaked in insect pheromones and the bugs are hunting him!\n\n[joiner_pronoun] begs for safety and offers to join you at [map_definite].[joiner_relationInfo]\n\nIf you accept [joiner_nameDef], a [hivesCount]-hive infestation will begin in [infestationDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer more information.</li>
|
||||
<li>questDescription->A [joiner_age]-year-old [joiner_title] named [joiner_nameDef] is calling from nearby. [joiner_pronoun] says [joiner_pronoun] poisoned an underground insect colony, but now [joiner_pronoun] is soaked in insect pheromones and the bugs are hunting [joiner_objective]!\n\n[joiner_pronoun] begs for safety and offers to join you at [map_definite].[joiner_relationInfo]\n\nIf you accept, an infestation of [hivesCount] hives will begin in [infestationDelayTicks_duration].\n\n[joiner_nameDef] is too frantic to offer more information.</li>
|
||||
-->
|
||||
<ThreatReward_Infestation_Joiner.questDescriptionRules.rulesStrings>
|
||||
<li>questDescription->一个名叫 [joiner_nameDef] 的 [joiner_age] 岁 [joiner_title] 发来通信连接。 [joiner_pronoun]说一群巨虫正在追猎[joiner_objective], 因为[joiner_objective]在毒杀一片巨虫巢穴的时候沾染了信息素! \n\n[joiner_pronoun]祈求我们的保护并且答应事后加入我们位于 [map_definite] 的殖民地。 [joiner_relationInfo]\n\n如果你接受 [joiner_nameDef] 的祈求, 一群拥有 [hivesCount]个虫巢的巨虫将会在 [infestationDelayTicks_duration] 内出现。\n\n[joiner_nameDef] 过于害怕以至于已经开始语无伦次, 你也无法获得更多情报。</li>
|
||||
<li>questDescription->一个名叫 [joiner_nameDef] 的 [joiner_age] 岁 [joiner_title] 发来通信连接。 [joiner_pronoun]说一群巨虫正在追猎[joiner_objective], 因为[joiner_objective]在毒杀一片巨虫巢穴的时候沾染了信息素! \n\n[joiner_pronoun]祈求我们的保护并且答应事后加入我们位于 [map_definite] 的殖民地。 [joiner_relationInfo]\n\n如果你接受请求, 一群拥有 [hivesCount]个虫巢的巨虫将会在 [infestationDelayTicks_duration] 内出现。\n\n[joiner_nameDef] 过于害怕以至于已经开始语无伦次, 你也无法获得更多情报。</li>
|
||||
</ThreatReward_Infestation_Joiner.questDescriptionRules.rulesStrings>
|
||||
<!-- EN:
|
||||
<li>questName->[joiner_nameDef]'s infestation</li>
|
||||
|
@ -3,8 +3,8 @@
|
||||
|
||||
<!-- EN:
|
||||
<li>helpersParagraph(helpersCount==0)-></li>
|
||||
<li>helpersParagraph(helpersCount==1)->[asker_nameDef] will send a [helperKind_label] to assist you under your control. You will have to feed and house [helpers0_objective], but [helpers0_pronoun] may die in battle without consequence.\n\n</li>
|
||||
<li>helpersParagraph(helpersCount>=2)->[asker_nameDef] will send [helpersCount] [helperKind_labelPlural] to assist you under your control. You will have to feed and house them, but they may die in battle without consequence.\n\n</li>
|
||||
<li>helpersParagraph(helpersCount==1)->A [helperKind_label] will be placed under your control. You will have to feed and house [helpers0_objective], but [helpers0_pronoun] may die in battle without consequence.\n\n</li>
|
||||
<li>helpersParagraph(helpersCount>=2)->[helpersCount] [helperKind_labelPlural] will be placed under your control. You will have to feed and house them, but they may die in battle without consequence.\n\n</li>
|
||||
<li>helpersArrivalLetterEnd(helpersCount==0)-></li>
|
||||
<li>helpersArrivalLetterEnd(helpersCount>=1)->\n\n[helpersCount] [helpersLabelSingOrPlural] [helpersHasHave] been sent to assist you.</li>
|
||||
<li>helpersLabelSingOrPlural(helpersCount==1)->[helperKind_label]</li>
|
||||
@ -16,8 +16,8 @@
|
||||
-->
|
||||
<Util_MaybeGenerateHelpers.questDescriptionRules.rulesStrings>
|
||||
<li>helpersParagraph(helpersCount==0)-></li>
|
||||
<li>helpersParagraph(helpersCount==1)->[asker_nameDef] 派出的 [helperKind_label] 将会听命于你。 你需要为[helpers0_objective]提供各种基本生活条件, 而且[helpers0_pronoun]在战斗中英勇牺牲的话, 其派系也不会迁怒于你。\n\n</li>
|
||||
<li>helpersParagraph(helpersCount>=2)->[asker_nameDef] 派出的 [helpersCount]个[helperKind_labelPlural] 将会听命于你。 你需要为这些人提供各种基本生活条件, 而且他们在战斗中英勇牺牲的话, 其派系也不会迁怒于你。\n\n</li>
|
||||
<li>helpersParagraph(helpersCount==1)->[helperKind_label] 将会听命于你。 你需要为[helpers0_objective]提供各种基本生活条件, 如果[helpers0_pronoun]在战斗中不幸牺牲的话也不会有任何后果。\n\n</li>
|
||||
<li>helpersParagraph(helpersCount>=2)->[helpersCount]名[helperKind_labelPlural] 将会听命于你。 你需要为这些人提供各种基本生活条件, 如果他们在战斗中不幸牺牲的话也不会有任何后果。\n\n</li>
|
||||
<li>helpersArrivalLetterEnd(helpersCount==0)-></li>
|
||||
<li>helpersArrivalLetterEnd(helpersCount>=1)->\n\n[helpersCount]个[helpersLabelSingOrPlural][helpersHasHave]前来协助你。</li>
|
||||
<li>helpersLabelSingOrPlural(helpersCount==1)->[helperKind_label]</li>
|
||||
|
@ -2,7 +2,7 @@
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN:
|
||||
<li>allLodgerInfo->[healthInfo] [minMoodInfo] [workInfo]</li>
|
||||
<li>allLodgerInfo->[healthInfo][minMoodInfo][workInfo]</li>
|
||||
<li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
|
||||
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
|
||||
@ -10,17 +10,18 @@
|
||||
<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)->[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>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed.</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed.</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is sick with blood rot.</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are sick with blood rot.</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.</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.</li>
|
||||
<li>minMoodInfo-></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>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\nyou must keep [lodgersWithMoodThreshold0_nameDef]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies]'s mood above [lodgersMoodThreshold_percent].</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies] moods above [lodgersMoodThreshold_percent].</li>
|
||||
<li>workInfo-></li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->[lodgersLabelSingleOrWithAllies] will not do any work. text_todo</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] will not do any work.</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>
|
||||
@ -61,17 +62,18 @@
|
||||
<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)->[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==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
|
||||
<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,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 [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>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\n你必须保持 [lodgersWithMoodThreshold0_nameDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
|
||||
<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
|
||||
<li>workInfo-></li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->[lodgersLabelSingleOrWithAllies] 不会做任何工作。</li>
|
||||
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[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>
|
||||
|
@ -3,8 +3,8 @@
|
||||
|
||||
<!-- EN: animus stone -->
|
||||
<AnimusStone.label>法石</AnimusStone.label>
|
||||
<!-- EN: An ancient jade stone marked with sacred tribal carvings. Tribal psycasters can focus on these stones during meditation to increase their psyfocus gain more than a typical nature shrine.\n\nDifferent tribal cultures tell different stories about these stones, but most agree that they were crafted by an ancient world spirit during a time of great power. -->
|
||||
<AnimusStone.description>一块有着部落雕刻的古老玉石。部落的心灵能力者能够在这些石头上集中注意来冥想,从而提升自己的精神力,这块石头的冥想效果比自然圣地更好。\n\n不同的部落文化对这些石头的解释各不相同,但相通之处是,他们都认为这种石头是在一个远古的伟大时代所建造的。</AnimusStone.description>
|
||||
<!-- EN: An ancient jade stone marked with sacred tribal carvings. Tribal psycasters can focus on these stones during meditation to increase their psyfocus gain more than a typical nature shrine.\n\nDifferent tribal cultures tell different stories about these stones, but most agree that they were crafted by an ancient world spirit during a time of great power. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them. -->
|
||||
<AnimusStone.description>一块有着部落雕刻的古老玉石。部落的心灵能力者能够在这些石头上集中注意来冥想,从而提升自己的精神力,这块石头的冥想效果比自然圣地更好。\n\n不同的部落文化对这些石头的解释各不相同,但相通之处是,他们都认为这种石头是在一个远古的伟大时代所建造的。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它们。</AnimusStone.description>
|
||||
|
||||
<!-- EN: meditation spot -->
|
||||
<MeditationSpot.label>冥想点</MeditationSpot.label>
|
||||
@ -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. 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: 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. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them. -->
|
||||
<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它们。</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. 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: 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. Since they look like natural objects to unobservant outsiders, raiders will generally ignore them. -->
|
||||
<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它们。</NatureShrine_Small.description>
|
||||
|
||||
<!-- EN: ship landing beacon -->
|
||||
<ShipLandingBeacon.label>飞船着陆信标</ShipLandingBeacon.label>
|
||||
|
@ -1,11 +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>
|
||||
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: psylink neuroformer -->
|
||||
<PsychicAmplifier.label>启灵神经构造装置</PsychicAmplifier.label>
|
||||
<!-- EN: A consumable archotech-created device that forms or upgrades a psylink in the user's mind.\n\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. -->
|
||||
<PsychicAmplifier.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。</PsychicAmplifier.description>
|
||||
<!-- EN: Use neuroformer to form psylink -->
|
||||
<PsychicAmplifier.comps.CompUsableImplant.useLabel>构造启灵神经</PsychicAmplifier.comps.CompUsableImplant.useLabel>
|
||||
|
||||
</LanguageData>
|
@ -1,14 +1,19 @@
|
||||
<?xml version="1.0" encoding="UTF-8"?>
|
||||
<LanguageData>
|
||||
|
||||
<!-- EN: anima tree -->
|
||||
<Plant_TreeAnimus.label>仙树</Plant_TreeAnimus.label>
|
||||
<!-- 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: anima grass -->
|
||||
<Plant_GrassAnima.label>灵草</Plant_GrassAnima.label>
|
||||
<!-- EN: An iridescent grass. Tribal peoples find the grass in patches around anima trees, growing wider as they build a psychic connection.\n\nOffworld scientists have tried to study the phenomenon, but the grass degenerates into normal plant matter when observed too closely. -->
|
||||
<Plant_GrassAnima.description>一株色彩斑斓的草。部落居民在仙树附近发现了这些灵草,当他们与仙树建立心灵连接时,这些仙草会更茂盛。\n\n外域的科学家们曾试图研究这一现象,但如果太过靠近观察,灵草就会退化成普通的植物。</Plant_GrassAnima.description>
|
||||
|
||||
<!-- EN: anima tree -->
|
||||
<Plant_TreeAnimusSmall.label>仙树</Plant_TreeAnimusSmall.label>
|
||||
<Plant_TreeAnima.label>仙树</Plant_TreeAnima.label>
|
||||
<!-- 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>
|
||||
<Plant_TreeAnima.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_TreeAnima.description>
|
||||
|
||||
<!-- EN: anima tree -->
|
||||
<Plant_TreeAnimaSmall.label>仙树</Plant_TreeAnimaSmall.label>
|
||||
<!-- 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_TreeAnimaSmall.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_TreeAnimaSmall.description>
|
||||
|
||||
</LanguageData>
|
@ -15,7 +15,7 @@
|
||||
<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」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 -->
|
||||
<!-- EN: Gaining a new level of psylink grants knowledge of one psycast. -->
|
||||
<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>「心灵能力」会在战斗中为你带来巨大的优势。</RoyaltyTips.PsycastAdvantage>
|
||||
|
@ -29,10 +29,12 @@
|
||||
<!-- Abilities -->
|
||||
<!-- EN: Psychic entropy would overflow. -->
|
||||
<CommandPsycastWouldExceedEntropy>心灵熵将超限。</CommandPsycastWouldExceedEntropy>
|
||||
<!-- EN: level {0} psylink is required. text_todo -->
|
||||
<!-- EN: level {0} psylink is required. -->
|
||||
<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>
|
||||
<!-- EN: Need at least {0} psyfocus to cast this. -->
|
||||
<CommandPsycastLowPsyfocus>至少需要{0}的精神力。</CommandPsycastLowPsyfocus>
|
||||
|
||||
<!-- Select monument marker -->
|
||||
<!-- EN: Select monument -->
|
||||
@ -40,11 +42,8 @@
|
||||
<!-- EN: Select the monument marker this belongs to. -->
|
||||
<CommandSelectMonumentMarkerDesc>选择所属的纪念碑标记。</CommandSelectMonumentMarkerDesc>
|
||||
|
||||
<!-- Meditation -->
|
||||
<!-- EN: Only colonists with a need for psyfocus can have meditation time assigned. -->
|
||||
<TimeAssignmentPawnHasNoPsyfocus>只有具备精神力的殖民者可以被指定冥想时间。</TimeAssignmentPawnHasNoPsyfocus>
|
||||
|
||||
<!-- UNUSED -->
|
||||
<TimeAssignmentPawnHasNoPsyfocus>只有具备精神力的殖民者可以被指定冥想时间。</TimeAssignmentPawnHasNoPsyfocus>
|
||||
<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>
|
||||
|
@ -53,6 +53,12 @@
|
||||
<!-- Meditation -->
|
||||
<!-- EN: meditating at -->
|
||||
<MeditatingAt>冥想</MeditatingAt>
|
||||
<!-- EN: {0}-{1}% -->
|
||||
<PsyfocusLevelInfoRange>{0}-{1}%</PsyfocusLevelInfoRange>
|
||||
<!-- EN: Up to level {0} psycasts. -->
|
||||
<PsyfocusLevelInfoPsycasts>达到{0}级心灵能力水平。</PsyfocusLevelInfoPsycasts>
|
||||
<!-- EN: Psyfocus falls at {0} per day. -->
|
||||
<PsyfocusLevelInfoFallRate>精神力每天降低{0}。</PsyfocusLevelInfoFallRate>
|
||||
|
||||
<!-- Abilities -->
|
||||
<!-- EN: must be drafted. -->
|
||||
@ -84,6 +90,15 @@
|
||||
<AbilitySpeechPossibleOutcomes>可能的结果</AbilitySpeechPossibleOutcomes>
|
||||
<!-- EN: {ORGANIZER_labelShort}'s {1} stat -->
|
||||
<AbilitySpeechStatInfo>{ORGANIZER_labelShort}的{1}状态</AbilitySpeechStatInfo>
|
||||
|
||||
<!-- EN: Progress to next {0}: {1} -->
|
||||
<ProgressToNextSubplant>下一进度{0}:{1}</ProgressToNextSubplant>
|
||||
<!-- EN: Begin linking ritual -->
|
||||
<BeginLinkingRitualFloatMenu>开始共鸣仪式</BeginLinkingRitualFloatMenu>
|
||||
<!-- EN: Need {0} {1} here (have {2}) -->
|
||||
<BeginLinkingRitualNeedSubplants>附近需要{0} {1}(有{2})</BeginLinkingRitualNeedSubplants>
|
||||
<!-- EN: Need psylink -->
|
||||
<BeginLinkingRitualNeedPsylink>需要起灵神经</BeginLinkingRitualNeedPsylink>
|
||||
<!-- 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>
|
||||
|
Loading…
Reference in New Issue
Block a user