Improve translations

This commit is contained in:
Kurax 2016-07-24 06:08:27 +08:00
parent d8c52f2213
commit ffdd763407
32 changed files with 359 additions and 463 deletions

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<SelectionMisc.description>会被游戏中物体以及物品所重复使用的通用控制按键。</SelectionMisc.description>
<SelectionSpecial.label>特殊</SelectionSpecial.label>
<SelectionSpecial.description>为特殊物的特殊功能预留的控制按键。</SelectionSpecial.description>
<SelectionSpecial.description>为特殊物的特殊功能预留的控制按键。</SelectionSpecial.description>
<Architect.label>建造</Architect.label>
<Architect.description>用于建造菜单下的通用控制按键。</Architect.description>

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<ClimateCycle.description>由于此行星有个椭圆形的绕日轨道,气候产生变化需要很多年。</ClimateCycle.description>
<Planetkiller.label>行星毁灭</Planetkiller.label>
<Planetkiller.description>一只星际行星毁灭武器正在接近本星球,在其击中后,所有的生物都将灭绝。</Planetkiller.description>
<Planetkiller.description>星际行星毁灭武器正在飞向本星球,在其击中后,所有的生物都将灭绝。</Planetkiller.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<WanderConfused.label>迷茫</WanderConfused.label>
<WanderConfused.beginLetterLabel>迷茫</WanderConfused.beginLetterLabel>
<WanderConfused.beginLetter>{0}因为怀疑人生正在漫无目的地游荡。</WanderConfused.beginLetter>
<WanderConfused.recoveryMessage>{0}不再怀疑人生。</WanderConfused.recoveryMessage>
<WanderConfused.inspectLine>精神症状:迷茫</WanderConfused.inspectLine>
<PanicFlee.label>惊慌失措</PanicFlee.label>
<PanicFlee.beginLetterLabel>逃窜</PanicFlee.beginLetterLabel>
<PanicFlee.beginLetter>{0}因为惊慌失措而到处逃窜。</PanicFlee.beginLetter>
<PanicFlee.recoveryMessage>{0}不再到处逃窜。</PanicFlee.recoveryMessage>
<PanicFlee.inspectLine>失控:惊慌失措</PanicFlee.inspectLine>
<Manhunter.label>杀人狂</Manhunter.label>
<Manhunter.beginLetterLabel>杀人狂</Manhunter.beginLetterLabel>
<Manhunter.beginLetter>{0}开始到处杀人!</Manhunter.beginLetter>
<Manhunter.recoveryMessage>{0}不再到处杀人了。</Manhunter.recoveryMessage>
<Manhunter.inspectLine>精神症状:杀人狂</Manhunter.inspectLine>
<SocialFighting.label>吵架</SocialFighting.label>
<SocialFighting.recoveryMessage>{0}和{1}不再吵架了。</SocialFighting.recoveryMessage>
<SocialFighting.inspectLine>精神症状:吵架</SocialFighting.inspectLine>
</LanguageData>

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<TimeHauling.label>搬运的时间</TimeHauling.label>
<TimeHauling.description>花费在搬运物品上的总时间。</TimeHauling.description>
<TimeHandlingAnimals.label>处理动物的时间</TimeHandlingAnimals.label>
<TimeHandlingAnimals.label>驯化动物的时间</TimeHandlingAnimals.label>
<TimeHandlingAnimals.description>花费在与动物打交道上的总时间。</TimeHandlingAnimals.description>
<TimeFirefighting.label>灭火的时间</TimeFirefighting.label>

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<Construction.skillLabel>建造</Construction.skillLabel>
<Construction.pawnLabel>建造者</Construction.pawnLabel>
<Growing.skillLabel>种植</Growing.skillLabel>
<Growing.pawnLabel>种植者</Growing.pawnLabel>
<Research.skillLabel>研究</Research.skillLabel>
<Research.pawnLabel>研究者</Research.pawnLabel>
<Mining.skillLabel>采矿</Mining.skillLabel>
<Mining.pawnLabel>矿工</Mining.pawnLabel>
<Shooting.skillLabel>射击</Shooting.skillLabel>
<Shooting.pawnLabel>枪手</Shooting.pawnLabel>
<Shooting.description>可以使用各种远程武器的能力。</Shooting.description>
<Melee.skillLabel>近身格</Melee.skillLabel>
<Melee.skillLabel>搏斗</Melee.skillLabel>
<Melee.pawnLabel>格斗家</Melee.pawnLabel>
<Melee.description>可以使用各种近战武器包括徒手搏斗的能力。</Melee.description>
<Social.skillLabel>社交</Social.skillLabel>
<Social.pawnLabel>社交名流</Social.pawnLabel>
<Social.description>讨价、说服、操纵、领导以及激励其他人的能力。</Social.description>
<Cooking.skillLabel>烹调</Cooking.skillLabel>
<Cooking.pawnLabel>厨师</Cooking.pawnLabel>
<Animals.skillLabel>动物交流</Animals.skillLabel>
<Animals.pawnLabel>驯兽师</Animals.pawnLabel>
<Animals.description>驯服、训练、管理、控制动物的能力。</Animals.description>
<Medicine.skillLabel>医疗</Medicine.skillLabel>
<Medicine.pawnLabel>医生</Medicine.pawnLabel>
<Medicine.description>处理伤口、治疗疾病以及实施手术的能力。</Medicine.description>
<Cooking.skillLabel>烹饪</Cooking.skillLabel>
<Cooking.pawnLabel>厨师</Cooking.pawnLabel>
<Cooking.description>使用生鲜材料制作食物的能力。</Cooking.description>
<Construction.skillLabel>建造</Construction.skillLabel>
<Construction.pawnLabel>建筑师</Construction.pawnLabel>
<Construction.description>越好的建筑师建造建筑和制作家具就越快,质量也更好。</Construction.description>
<Growing.skillLabel>种植</Growing.skillLabel>
<Growing.pawnLabel>种植者</Growing.pawnLabel>
<Growing.description>播种、照顾以及收割作物的能力。</Growing.description>
<Mining.skillLabel>开采</Mining.skillLabel>
<Mining.pawnLabel>矿工</Mining.pawnLabel>
<Mining.description>挖掘隧道,开采矿产或资源的能力。</Mining.description>
<Artistic.skillLabel>艺术</Artistic.skillLabel>
<Artistic.pawnLabel>艺术家</Artistic.pawnLabel>
<Artistic.description>制造工艺品的能力。</Artistic.description>
<Crafting.skillLabel>手工</Crafting.skillLabel>
<Crafting.skillLabel>制造</Crafting.skillLabel>
<Crafting.pawnLabel>工匠</Crafting.pawnLabel>
<Crafting.description>制作常用物品包括武器和工具的能力。</Crafting.description>
<Shooting.description>各种远程武器的使用。</Shooting.description>
<Melee.description>使用各种类型的混战武器以及徒手战斗。</Melee.description>
<Social.description>谈判、说服、操纵、领导和接受其他人的欢呼。</Social.description>
<Animals.description>驯服、训练、管理、控制动物。</Animals.description>
<Animals.skillLabel>驯兽</Animals.skillLabel>
<Animals.pawnLabel>驯兽师</Animals.pawnLabel>
<Medicine.description>治疗伤口和疾病做手术。</Medicine.description>
<Cooking.description>用原料烹饪食物。</Cooking.description>
<Construction.description>更好更快的建造结构和家具。</Construction.description>
<Growing.description>播种、照顾和收割庄稼。</Growing.description>
<Mining.description>挖掘隧道,开采矿产或埋藏资源。</Mining.description>
<Artistic.description>制作工艺品。</Artistic.description>
<Crafting.description>制作一般物品,包括武器和工具。</Crafting.description>
<Research.description>调查证据,做实验和研究。</Research.description>
<Research.skillLabel>研究</Research.skillLabel>
<Research.pawnLabel>研究者</Research.pawnLabel>
<Research.description>调查证据,做实验以及学习的能力。</Research.description>
</LanguageData>

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<AllowCorpsesColonist.label>允许居民</AllowCorpsesColonist.label>
<AllowCorpsesColonist.label>允许居民尸体</AllowCorpsesColonist.label>
<AllowCorpsesColonist.description>允许死亡的居民的尸体。</AllowCorpsesColonist.description>
<AllowCorpsesStranger.label>允许陌生人</AllowCorpsesStranger.label>
<AllowCorpsesStranger.label>允许陌生人尸体</AllowCorpsesStranger.label>
<AllowCorpsesStranger.description>允许陌生人和敌人的尸体。</AllowCorpsesStranger.description>
<AllowRotten.label>允许腐烂的</AllowRotten.label>
<AllowRotten.description>允许已经开始腐烂的有机物。</AllowRotten.description>
<AllowRotten.label>允许变质</AllowRotten.label>
<AllowRotten.description>允许使用已经开始变质腐烂的有机物。</AllowRotten.description>
<AllowNonSmeltableWeapons.label>允许不可炼</AllowNonSmeltableWeapons.label>
<AllowNonSmeltableWeapons.description>允许不可炼的武器。</AllowNonSmeltableWeapons.description>
<AllowNonSmeltableWeapons.label>允许不可熔化武器</AllowNonSmeltableWeapons.label>
<AllowNonSmeltableWeapons.description>允许不可熔化的武器。</AllowNonSmeltableWeapons.description>
<AllowPlantFood.label>允许植物食物</AllowPlantFood.label>
<AllowPlantFood.description>允许质量与未收割作物相同的食物,比如干草。</AllowPlantFood.description>
<AllowPlantFood.description>允许是非收获植物的食品,像干草。</AllowPlantFood.description>
<!--<AllowBuried.label>允许已埋葬的</AllowBuried.label>-->
<!--<AllowBuried.description>允许已经被埋葬的尸体。</AllowBuried.description>-->
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!--================ General ================-->
<Basics.label>基础</Basics.label>
<BasicsPawn.label>基础</BasicsPawn.label>
<BasicsNonPawn.label>基础</BasicsNonPawn.label>
<Basics.label>基础属性</Basics.label>
<BasicsPawn.label>基础属性</BasicsPawn.label>
<BasicsNonPawn.label>基础属性</BasicsNonPawn.label>
<!--================ Non-pawn ================-->
<Weapon.label>武器</Weapon.label>
<Apparel.label>护甲</Apparel.label>
<Building.label>建造</Building.label>
<Weapon.label>武器</Weapon.label>
<Building.label>建筑</Building.label>
<!--=============== Virtual categories ==============-->
<EquippedStatOffsets.label>装备时对能力影响</EquippedStatOffsets.label>
<StuffStatOffsets.label>由这个材料制造时的影响</StuffStatOffsets.label>
<StuffOfEquipmentStatFactors.label>当装备由这个材料制造时的系数</StuffOfEquipmentStatFactors.label>
<StuffStatFactors.label>由这个材料制造时的系数</StuffStatFactors.label>
<StuffStatFactors.label>以该材料制造物品时的属性修正比率</StuffStatFactors.label>
<StuffStatOffsets.label>以该材料制造物品时的属性修正值</StuffStatOffsets.label>
<StuffOfEquipmentStatFactors.label>当装备以该材料制造的物品时的属性修正比率</StuffOfEquipmentStatFactors.label>
<!--================ Pawn ================-->
<PawnCombat.label>战斗</PawnCombat.label>
<PawnSocial.label>社交</PawnSocial.label>
<PawnMisc.label>其它</PawnMisc.label>
<PawnWork.label>工作</PawnWork.label>
</LanguageData>

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<ArmorRating_Blunt.label>防护 - 钝器</ArmorRating_Blunt.label>
<ArmorRating_Blunt.description>对棍击、落石和爆炸这样的钝伤的防护几率</ArmorRating_Blunt.description>
<ArmorRating_Blunt.label>钝器防御</ArmorRating_Blunt.label>
<ArmorRating_Blunt.description>对棍击、落石和爆炸这样的钝化伤害的防御值</ArmorRating_Blunt.description>
<ArmorRating_Sharp.label>防护 - 穿刺</ArmorRating_Sharp.label>
<ArmorRating_Sharp.description>对子弹、刀伤和动物撕咬这样的穿刺攻击的防护几率</ArmorRating_Sharp.description>
<ArmorRating_Sharp.label>利器防御</ArmorRating_Sharp.label>
<ArmorRating_Sharp.description>对子弹、刀伤和动物撕咬这样的锋利伤害的防御值</ArmorRating_Sharp.description>
<ArmorRating_Heat.label>防护 - 热量</ArmorRating_Heat.label>
<ArmorRating_Heat.description>对烧伤这样的伤害的防护几率</ArmorRating_Heat.description>
<ArmorRating_Heat.label>高温防御</ArmorRating_Heat.label>
<ArmorRating_Heat.description>对烧伤这样的伤害的防御值</ArmorRating_Heat.description>
<ArmorRating_Electric.label>防护 - </ArmorRating_Electric.label>
<ArmorRating_Electric.description>对电磁脉冲这样的电能伤害的防护几率</ArmorRating_Electric.description>
<ArmorRating_Electric.label>能防御</ArmorRating_Electric.label>
<ArmorRating_Electric.description>对电磁脉冲这样的电能伤害的防御值</ArmorRating_Electric.description>
<Insulation_Cold.label>防护 - 寒冷</Insulation_Cold.label>
<Insulation_Cold.label>御寒能力</Insulation_Cold.label>
<Insulation_Cold.description>这件衣物可以修正多少穿着者最低舒适温度的值。</Insulation_Cold.description>
<Insulation_Cold.description>衣物穿着时能修正舒适温度的最小值。</Insulation_Cold.description>
<Insulation_Heat.label>防护 - 炎热</Insulation_Heat.label>
<Insulation_Heat.description>衣物穿着时能修正舒适温度的最大值。</Insulation_Heat.description>
<Insulation_Heat.label>隔热能力</Insulation_Heat.label>
<Insulation_Heat.description>这件衣物可以修正多少穿着者最高舒适温度的值。</Insulation_Heat.description>
<PersonalShieldEnergyMax.label>护盾最大能量</PersonalShieldEnergyMax.label>
<PersonalShieldEnergyMax.description>个人护盾一次能够拥有的最大能量。更多的能量可以吸收更多的伤害。</PersonalShieldEnergyMax.description>
<PersonalShieldEnergyMax.description>个人护盾一时间内能够拥有的最大能量。更多的能量可以吸收更多的伤害。</PersonalShieldEnergyMax.description>
<PersonalShieldRechargeRate.label>护盾充能速度</PersonalShieldRechargeRate.label>
<PersonalShieldRechargeRate.description>护盾不破的状况下,不断获得能量的速度</PersonalShieldRechargeRate.description>
<PersonalShieldRechargeRate.description>在护盾不破的状况下重新充能的速度。</PersonalShieldRechargeRate.description>
<PersonalShieldRechargeRate.formatString>{0}/秒</PersonalShieldRechargeRate.formatString>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<MaxHitPoints.label>最大耐久度</MaxHitPoints.label>
<MaxHitPoints.description>一个物体的最大耐久度。意味着在摧毁之前可以承受多少伤害。</MaxHitPoints.description>
<MarketValue.label>市场价值</MarketValue.label>
<MarketValue.description>一个物件的市场价值。实际价格会受到派系关系和谈判技能的影响。</MarketValue.description>
<MarketValue.description>一个物品的市场价值。实际价格会受到派系关系和谈判技能的影响。</MarketValue.description>
<MarketValue.formatString>¥{0}</MarketValue.formatString>
<SellPriceFactor.label>出售价格系数</SellPriceFactor.label>
<SellPriceFactor.description>你可以出售的物品的价格系数</SellPriceFactor.description>
<SellPriceFactor.description>你可以出售的物品的价格系数</SellPriceFactor.description>
<Flammability.label>易燃性</Flammability.label>
<Flammability.description>一个物件被点燃的几率和燃烧的规模。</Flammability.description>
<Flammability.description>一个物体起火的几率和燃烧的规模。</Flammability.description>
<WorkToMake.label>工作量</WorkToMake.label>
<WorkToMake.description>所有材料和工具齐全后建造这个物件需要的工作量。</WorkToMake.description>
<WorkToMake.description>所有材料和工具齐备后,建造这个物品需要的工作量。</WorkToMake.description>
<DeteriorationRate.label>老化率</DeteriorationRate.label>
<DeteriorationRate.description>放在室外物品的老化率,尤其是下雨天.</DeteriorationRate.description>
<DeteriorationRate.label>老化速度</DeteriorationRate.label>
<DeteriorationRate.description>当该物品被放在室外时的老化速度,尤其是在下雨天时。</DeteriorationRate.description>
<DeteriorationRate.formatString>{0}/天</DeteriorationRate.formatString>
<Beauty.label>美观度</Beauty.label>
<Beauty.description>一个物件带给人的心情影响</Beauty.description>
<Beauty.label>美观</Beauty.label>
<Beauty.description>欣赏这个物品时带来的愉快程度</Beauty.description>
<MaxHitPoints.label>最大生命</MaxHitPoints.label>
<Cleanliness.label>干净程度</Cleanliness.label>
<Cleanliness.description>一个物品的干净程度。</Cleanliness.description>
<MaxHitPoints.description>一个物件的最大生命值。意味着在摧毁之前可以承受多少伤害。</MaxHitPoints.description>
<Comfort.label>舒适度</Comfort.label>
<Comfort.description>一个物品或坐或躺有多大的舒适度。</Comfort.description>
<!--<MaxHealth.label>最大生命</MaxHealth.label>-->
<!--<MaxHealth.description>一个物件的最大生命值。</MaxHealth.description>-->
<Cleanliness.label>清洁度</Cleanliness.label>
<Cleanliness.description>一个物品的清洁度。</Cleanliness.description>
<Comfort.label>舒适程度</Comfort.label>
<Comfort.description>躺在或坐在这个物体里时带来的舒适程度。</Comfort.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<MedicalPotency.label>医疗效力</MedicalPotency.label>
<MedicalPotency.description>这个物件用于治疗伤口和疾病时的效力。</MedicalPotency.description>
<MedicalPotency.label>医用效能</MedicalPotency.label>
<MedicalPotency.description>当这个物品用于处理伤口、治疗疾病以及实施手术时的效果。值越高,医生成功的可能性就越高,失败的可能性就越低。</MedicalPotency.description>
</LanguageData>

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<BedRestEffectiveness.label>休息效率</BedRestEffectiveness.label>
<BedRestEffectiveness.description>在这上面休息的人恢复精力的速度。</BedRestEffectiveness.description>
<TrapMeleeDamage.label>陷阱的近战伤害</TrapMeleeDamage.label>
<TrapMeleeDamage.label>陷阱伤害</TrapMeleeDamage.label>
<TrapMeleeDamage.description>陷阱会造成的伤害。实际伤害可能有些不同。</TrapMeleeDamage.description>
<TrapSpringChance.label>陷阱的触发几率</TrapSpringChance.label>
<TrapSpringChance.description>当生物通过这个陷阱时触发的可能性。</TrapSpringChance.description>
<TrapSpringChance.description>当生物通过这个陷阱时触发生效的的可能性。</TrapSpringChance.description>
<ResearchSpeedFactor.label>研究速度</ResearchSpeedFactor.label>
<ResearchSpeedFactor.description>在进行研究时获得的速度倍率。</ResearchSpeedFactor.description>
<ResearchSpeedFactor.parts.1.customLabel>房间清洁度</ResearchSpeedFactor.parts.1.customLabel>
<ResearchSpeedFactor.label>研究速度系数</ResearchSpeedFactor.label>
<ResearchSpeedFactor.description>从事研究时的速度系数。</ResearchSpeedFactor.description>
<MedicalTreatmentQualityFactor.label>医疗处置效果</MedicalTreatmentQualityFactor.label>
<MedicalTreatmentQualityFactor.description>在进行医疗处置时获得的效果倍率。</MedicalTreatmentQualityFactor.description>
<MedicalTreatmentQualityFactor.label>医疗处理效果系数</MedicalTreatmentQualityFactor.label>
<MedicalTreatmentQualityFactor.description>从事医疗处理时的效果系数。</MedicalTreatmentQualityFactor.description>
<ImmunityGainSpeedFactor.label>免疫力获得速度</ImmunityGainSpeedFactor.label>
<ImmunityGainSpeedFactor.description>获得免疫力的速度倍率。</ImmunityGainSpeedFactor.description>
<ImmunityGainSpeedFactor.label>免疫力增加速度系数</ImmunityGainSpeedFactor.label>
<ImmunityGainSpeedFactor.description>免疫力增加的速度系数。</ImmunityGainSpeedFactor.description>
<WorkTableWorkSpeedFactor.label>工作速度</WorkTableWorkSpeedFactor.label>
<WorkTableWorkSpeedFactor.description>在进行工作时获得的速度倍率。</WorkTableWorkSpeedFactor.description>
<WorkTableWorkSpeedFactor.label>工作速度系数</WorkTableWorkSpeedFactor.label>
<WorkTableWorkSpeedFactor.description>从事工作的速度系数。</WorkTableWorkSpeedFactor.description>
<EntertainmentStrengthFactor.label>娱乐效果系数</EntertainmentStrengthFactor.label>
<EntertainmentStrengthFactor.description>娱乐人们并让他们快乐的效果。</EntertainmentStrengthFactor.description>
<EntertainmentStrengthFactor.label>娱乐效果</EntertainmentStrengthFactor.label>
<EntertainmentStrengthFactor.description>这个物品给人们带来快乐程度的倍率。</EntertainmentStrengthFactor.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<MeleeHitChance.label>近身攻击命中率</MeleeHitChance.label>
<MeleeHitChance.description>在近身攻击中命中目标的基本概率。</MeleeHitChance.description>
<!--
<MeleeHitChanceFactor.label>近身攻击命中系数</MeleeHitChanceFactor.label>
<MeleeHitChanceFactor.description>负值会降低命中率,正值会降低打空的几率。</MeleeHitChanceFactor.description>
-->
<ShootingAccuracy.label>射击精确度</ShootingAccuracy.label>
<ShootingAccuracy.description>每隔一个方块不打偏的几率。</ShootingAccuracy.description>
<AimingDelayFactor.label>瞄准延时系数</AimingDelayFactor.label>
<AimingDelayFactor.description>在瞄准和开火之间需要的时间。</AimingDelayFactor.description>
<MeleeDPS.label>近战DPS</MeleeDPS.label>
<MeleeDPS.description>在近身战斗中每秒平均造成的伤害值。</MeleeDPS.description>
<MeleeDPS.description>近战中每秒平均造成的伤害。</MeleeDPS.description>
<ShootingAccuracy.label>射击准度</ShootingAccuracy.label>
<ShootingAccuracy.description>在每经过地图一格时,未射偏的基础几率。</ShootingAccuracy.description>
<AimingDelayFactor.label>瞄准时间</AimingDelayFactor.label>
<AimingDelayFactor.description>在瞄准和开火之间所需要的时间。</AimingDelayFactor.description>
<MeleeHitChance.label>近身命中率</MeleeHitChance.label>
<MeleeHitChance.description>在近身战斗中命中目标的基础概率。</MeleeHitChance.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<MoveSpeed.label>移动速度</MoveSpeed.label>
<MoveSpeed.description>每秒可通过的方块数量。</MoveSpeed.description>
<MoveSpeed.description>移动时每秒可经过的地图格子数量。</MoveSpeed.description>
<MoveSpeed.formatString>{0}格/秒</MoveSpeed.formatString>
<MentalBreakThreshold.label>崩溃临界值</MentalBreakThreshold.label>
<MentalBreakThreshold.description>当人的心情低于这个值时,就会有精神崩溃的风险。</MentalBreakThreshold.description>
<MentalBreakThreshold.description>当人的心情低于这个值时,就会有心灵崩溃的风险。</MentalBreakThreshold.description>
<PsychicSensitivity.label>灵能敏感度</PsychicSensitivity.label>
<PsychicSensitivity.description>灵能效果对这个人产生影响效果的倍率。</PsychicSensitivity.description>
<PsychicSensitivity.label>心灵敏感度</PsychicSensitivity.label>
<ToxicSensitivity.label>毒性敏感度</ToxicSensitivity.label>
<ToxicSensitivity.description>毒性蔓延效果对这个人产生影响效果的倍率。</ToxicSensitivity.description>
<PsychicSensitivity.description>心灵现象对这个人的心情影响的加成。</PsychicSensitivity.description>
<GlobalLearningFactor.label>总体学习能力</GlobalLearningFactor.label>
<GlobalLearningFactor.description>所有技能学习效率的倍率。</GlobalLearningFactor.description>
<GlobalLearningFactor.label>全局学习系数</GlobalLearningFactor.label>
<GlobalLearningFactor.description>影响所有技能学习效率的全局学习系数。</GlobalLearningFactor.description>
<EatingSpeed.label>觅食速度</EatingSpeed.label>
<EatingSpeed.description>觅食速度的乘数。</EatingSpeed.description>
<EatingSpeed.label>进食速度</EatingSpeed.label>
<EatingSpeed.description>吃东西速度的倍率。</EatingSpeed.description>
<ComfyTemperatureMin.label>最低舒适温度</ComfyTemperatureMin.label>
<ComfyTemperatureMin.description>低于这个温度,角色会很不开心。大幅低于这个温度时角色可能会产生低温症甚至死亡。</ComfyTemperatureMin.description>
<ComfyTemperatureMin.description>低于这个温度,角色会很不开心。大幅低于这个温度时角色可能会产生冻伤或低温症甚至死亡。</ComfyTemperatureMin.description>
<ComfyTemperatureMax.label>最高舒适温度</ComfyTemperatureMax.label>
<ComfyTemperatureMax.description>高于这个温度,角色会很不开心。大幅高于这个温度时角色可能会中暑甚至死亡。</ComfyTemperatureMax.description>
<ImmunityGainSpeed.description>这个角色获得疾病免疫力的速度。如果速度太慢,角色会死于疾病。</ImmunityGainSpeed.description>
<ImmunityGainSpeed.label>免疫能力获得速度</ImmunityGainSpeed.label>
<ImmunityGainSpeed.label>免疫力获得速度</ImmunityGainSpeed.label>
<ImmunityGainSpeed.description>这个角色获得疾病免疫力的速度。如果值太低,角色可能在产生免疫力之前就死于该疾病。</ImmunityGainSpeed.description>
<CarryingCapacity.label>携带能力</CarryingCapacity.label>
<CarryingCapacity.description>这种生物用手、嘴或其他机械装置携带物品的数量。</CarryingCapacity.description>
<CarryingCapacity.description>这种生物用手、嘴或其他装置所能够携带物品的数量。</CarryingCapacity.description>
<MeatAmount.label>可获肉量</MeatAmount.label>
<MeatAmount.description>屠宰这种生物可获得肉的数量。</MeatAmount.description>
<MeatAmount.label>可获生肉</MeatAmount.label>
<MeatAmount.description>屠宰这种生物可获得肉的数量。</MeatAmount.description>
<LeatherAmount.label>可获皮革</LeatherAmount.label>
<LeatherAmount.label>可获皮革</LeatherAmount.label>
<LeatherAmount.description>屠宰这种生物可获得皮革的数量。</LeatherAmount.description>
<MinimumHandlingSkill.label>最小驯服技能</MinimumHandlingSkill.label>
<MinimumHandlingSkill.description>如果驯服技能小于这种动物所需的驯服技能,将不能驯服、训练或命令这种动物。</MinimumHandlingSkill.description>
<MinimumHandlingSkill.label>最低驯化技能</MinimumHandlingSkill.label>
<MinimumHandlingSkill.description>驯化技能小于动物该技能的人将无法驯服、训练或者命令该动物。</MinimumHandlingSkill.description>
</LanguageData>

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<LanguageData>
<RecruitPrisonerChance.label>招降囚犯成功率</RecruitPrisonerChance.label>
<RecruitPrisonerChance.description>这个角色招降囚犯时的成功几率。</RecruitPrisonerChance.description>
<RecruitPrisonerChance.description>这个角色成功招降囚犯的基础几率。</RecruitPrisonerChance.description>
<SocialImpact.label>社交效果</SocialImpact.label>
<SocialImpact.description>当这个角色社交时,社交对象被影响的程度。</SocialImpact.description>
<TameAnimalChance.label>动物驯服成功率</TameAnimalChance.label>
<TameAnimalChance.description>这个角色成功驯服动物的基础几率。</TameAnimalChance.description>
<GiftImpact.label>外交礼物效果</GiftImpact.label>
<GiftImpact.description>当这个角色把礼物给其他派系时对派系关系的影响。</GiftImpact.description>
<TrainAnimalChance.label>动物训练成功率</TrainAnimalChance.label>
<TrainAnimalChance.description>这个角色成功训练动物的基础几率,依据不同动物,值可能有变化。</TrainAnimalChance.description>
<TradePriceImprovement.label>改善交易价格</TradePriceImprovement.label>
<TradePriceImprovement.description>当这个角色来交易时,买入和卖出的价格都会以这个百分比变好。</TradePriceImprovement.description>
<SocialImpact.label>社交影响力</SocialImpact.label>
<SocialImpact.description>这个角色进行社交活动时,目标对象受影响的程度。</SocialImpact.description>
<TameAnimalChance.label>驯服动物几率</TameAnimalChance.label>
<TameAnimalChance.description>成功驯服动物的基准几率。</TameAnimalChance.description>
<GiftImpact.label>赠礼影响力</GiftImpact.label>
<GiftImpact.description>这个角色赠予其他派系礼物时,对派系关系产生影响的倍率。</GiftImpact.description>
<TrainAnimalChance.label>训练动物几率</TrainAnimalChance.label>
<TrainAnimalChance.description>成功训练动物的基准几率。每个动物的基准几率有可能不同。</TrainAnimalChance.description>
<TradePriceImprovement.label>还价能力</TradePriceImprovement.label>
<TradePriceImprovement.description>这个角色在讨价还价时,对买卖价格产生影响的倍率。</TradePriceImprovement.description>
</LanguageData>

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<WorkSpeedGlobal.label>全局工作速度</WorkSpeedGlobal.label>
<WorkSpeedGlobal.description>这个人做任何工作的速度的加成值</WorkSpeedGlobal.description>
<WorkSpeedGlobal.label>总体工作速度</WorkSpeedGlobal.label>
<WorkSpeedGlobal.description>这个人在做任何工作时的速度倍率</WorkSpeedGlobal.description>
<MiningSpeed.label>采矿速度</MiningSpeed.label>
<MiningSpeed.description>这个人的开采矿石的速度</MiningSpeed.description>
<MiningSpeed.label>开采速度</MiningSpeed.label>
<MiningSpeed.description>这个人在开采矿石时的速度倍率</MiningSpeed.description>
<SmoothingSpeed.label>磨平速度</SmoothingSpeed.label>
<SmoothingSpeed.description>这个人磨平粗糙石面的速度</SmoothingSpeed.description>
<SmoothingSpeed.label>打磨速度</SmoothingSpeed.label>
<SmoothingSpeed.description>这个人在打磨地板时的速度倍率</SmoothingSpeed.description>
<ResearchSpeed.label>研究速度</ResearchSpeed.label>
<ResearchSpeed.description>这个人的研究速度</ResearchSpeed.description>
<ResearchSpeed.description>这个人在进行研究时的速度倍率</ResearchSpeed.description>
<ConstructionSpeed.label>建造速度</ConstructionSpeed.label>
<ConstructionSpeed.description>这个人的建造与修理建筑物的速度</ConstructionSpeed.description>
<ConstructionSpeed.description>这个人在建造与修理时的速度倍率</ConstructionSpeed.description>
<PlantWorkSpeed.label>种植速度</PlantWorkSpeed.label>
<PlantWorkSpeed.description>这个人的种植与收获植物的速度。</PlantWorkSpeed.description>
<!--
<SculptingSpeed.label>雕塑速度</SculptingSpeed.label>
<SculptingSpeed.description>这个人雕刻雕塑的速度 - 和艺术技能无关,艺术技能高的角色会做出更好的雕塑而不是做得更快。 </SculptingSpeed.description>
<PlantWorkSpeed.description>这个人在播种与收割时的速度倍率。</PlantWorkSpeed.description>
-->
<HarvestFailChance.label>收获失败几率</HarvestFailChance.label>
<HarvestFailChance.description>这个人在收获过程中会意外破坏收获物的几率。</HarvestFailChance.description>
<HarvestFailChance.label>收割失败率</HarvestFailChance.label>
<HarvestFailChance.description>这个人在收割时意外摧毁作物的几率。</HarvestFailChance.description>
<FixBrokenDownBuildingFailChance.label>修复的失败几率</FixBrokenDownBuildingFailChance.label>
<ConstructFailChance.label>建造失败率</ConstructFailChance.label>
<ConstructFailChance.description>这个人在建造时的失误几率。失误会浪费时间和原材料。</ConstructFailChance.description>
<FixBrokenDownBuildingFailChance.description>The chance that this person will fail to repair a broken down building.</FixBrokenDownBuildingFailChance.description>
<FixBrokenDownBuildingFailChance.label>修理失败率</FixBrokenDownBuildingFailChance.label>
<FixBrokenDownBuildingFailChance.description>这个人在修理破损建筑时的失误几率。</FixBrokenDownBuildingFailChance.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<MedicalOperationSpeed.label>手术速度</MedicalOperationSpeed.label>
<MedicalOperationSpeed.description>这个人在实施手术时的速度倍率。</MedicalOperationSpeed.description>
<MedicalOperationSpeed.description>角色进行医疗手术的速度。</MedicalOperationSpeed.description>
<SurgerySuccessChance.label>手术成功率</SurgerySuccessChance.label>
<SurgerySuccessChance.description>这个人在实施手术时的成功几率。失误会浪费时间和药物,严重失误可能会给病人带来灾难性后果。</SurgerySuccessChance.description>
<BaseHealingQuality.label>基础治疗质量</BaseHealingQuality.label>
<BaseHealingQuality.description>角色作为医生时为病人治疗的基础质量。</BaseHealingQuality.description>
<HealingSpeed.label>治疗速度</HealingSpeed.label>
<HealingSpeed.description>角色作为医生时治疗的速度。。</HealingSpeed.description>
<SurgerySuccessChance.description>尝试执行手术时的成功可能性。手术出错轻微的可能浪费时间和药物,严重的会给病人带来伤害。 </SurgerySuccessChance.description>
<SurgerySuccessChance.label>手术成功几率</SurgerySuccessChance.label>
<BaseHealingQuality.label>医疗能力</BaseHealingQuality.label>
<BaseHealingQuality.description>这个人作为医生时的基础医疗水平。</BaseHealingQuality.description>
<HealingSpeed.label>医疗速度</HealingSpeed.label>
<HealingSpeed.description>这个人作为医生在处理伤口时的速度倍率。</HealingSpeed.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<CookSpeed.label>烹调速度</CookSpeed.label>
<SculptingSpeed.label>雕刻速度</SculptingSpeed.label>
<SculptingSpeed.description>这个人在雕刻时的速度倍率。</SculptingSpeed.description>
<CookSpeed.description>这个人烹调食物的速度。</CookSpeed.description>
<ButcheryFleshSpeed.label>屠宰速度</ButcheryFleshSpeed.label>
<ButcheryFleshSpeed.description>这个人屠宰生物的速度。</ButcheryFleshSpeed.description>
<ButcheryFleshEfficiency.label>屠宰效率</ButcheryFleshEfficiency.label>
<ButcheryFleshEfficiency.description>这个人屠宰生物时产生的肉的数量加成。</ButcheryFleshEfficiency.description>
<ButcheryMechanoidSpeed.label>机器人拆解速度</ButcheryMechanoidSpeed.label>
<ButcheryMechanoidSpeed.description>这个人拆解机器人的速度。</ButcheryMechanoidSpeed.description>
<ButcheryMechanoidEfficiency.label>机器人拆解效率</ButcheryMechanoidEfficiency.label>
<ButcheryMechanoidEfficiency.description>这个人拆解机器人尸体时收获材料的数量加成。</ButcheryMechanoidEfficiency.description>
<StonecuttingSpeed.label>切石速度</StonecuttingSpeed.label>
<StonecuttingSpeed.description>这个人切割岩石的速度。</StonecuttingSpeed.description>
<!--
<StonecuttingEfficiency.label>切石效率</StonecuttingEfficiency.label>
<StonecuttingEfficiency.description>这个人切割岩石时产生的石块的数量加成。</StonecuttingEfficiency.description>
-->
<TailoringSpeed.label>裁制速度</TailoringSpeed.label>
<TailoringSpeed.description>这个人裁制衣服的速度。</TailoringSpeed.description>
<TailoringSpeed.label>缝制速度</TailoringSpeed.label>
<TailoringSpeed.description>这个人在缝制衣物时的速度倍率。</TailoringSpeed.description>
<SmithingSpeed.label>锻造速度</SmithingSpeed.label>
<SmithingSpeed.description>这个人在锻造武器、机器、弹药以及工具时的速度倍率。</SmithingSpeed.description>
<SmithingSpeed.description>这个人锻造武器和工具的速度。</SmithingSpeed.description>
<CookSpeed.label>烹饪速度</CookSpeed.label>
<CookSpeed.description>这个人在烹饪食物时的速度倍率。</CookSpeed.description>
<SmeltingSpeed.label>提炼速度</SmeltingSpeed.label>
<FoodPoisonChance.label>烹饪生毒几率</FoodPoisonChance.label>
<FoodPoisonChance.description>这个人在烹饪食物时不小心让食物产生毒性的几率。</FoodPoisonChance.description>
<SmeltingSpeed.description>这个人提炼物件的速度。</SmeltingSpeed.description>
<BrewingSpeed.label>酿造速度</BrewingSpeed.label>
<BrewingSpeed.description>这个人在酿制啤酒时的速度倍率。</BrewingSpeed.description>
<!--
<SmeltingEfficiency.label>提炼效率</SmeltingEfficiency.label>
<ButcheryFleshSpeed.label>屠宰速度</ButcheryFleshSpeed.label>
<ButcheryFleshSpeed.description>这个人在屠宰尸体时的速度倍率。</ButcheryFleshSpeed.description>
<SmeltingEfficiency.description>这个人提炼物件时产生的可用材料的数量加成。</SmeltingEfficiency.description>
-->
<ButcheryFleshEfficiency.label>屠宰效率</ButcheryFleshEfficiency.label>
<ButcheryFleshEfficiency.description>这个人在屠宰尸体时所产出生肉的数量倍率。</ButcheryFleshEfficiency.description>
<BrewingSpeed.description>这个人酿造啤酒时的速度。</BrewingSpeed.description>
<ButcheryMechanoidSpeed.label>拆解速度</ButcheryMechanoidSpeed.label>
<ButcheryMechanoidSpeed.description>这个人在拆解机械体时的速度倍率。</ButcheryMechanoidSpeed.description>
<BrewingSpeed.label>酿酒速度</BrewingSpeed.label>
<ButcheryMechanoidEfficiency.label>拆解效率</ButcheryMechanoidEfficiency.label>
<ButcheryMechanoidEfficiency.description>这个人在拆解机械体时所产出材料的数量倍率。</ButcheryMechanoidEfficiency.description>
<FoodPoisonChance.label>食物中毒几率</FoodPoisonChance.label>
<StonecuttingSpeed.label>切石速度</StonecuttingSpeed.label>
<StonecuttingSpeed.description>这个人在切割石头时的速度倍率。</StonecuttingSpeed.description>
<FoodPoisonChance.description>这个人烹饪时不经意间让饭菜有毒的几率.</FoodPoisonChance.description>
<SculptingSpeed.description>这个人雕刻时的速度.</SculptingSpeed.description>
<SculptingSpeed.label>雕刻速度</SculptingSpeed.label>
<SmeltingSpeed.label>熔炼速度</SmeltingSpeed.label>
<SmeltingSpeed.description>这个人在熔炼金属时的速度倍率。</SmeltingSpeed.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!--
<MeleeWeapon_Agility.label>近身攻击敏捷度</MeleeWeapon_Agility.label>
<MeleeWeapon_Agility.description>近身攻击速度的乘数。</MeleeWeapon_Agility.description>
-->
<MeleeWeapon_DamageAmount.label>近战伤害</MeleeWeapon_DamageAmount.label>
<MeleeWeapon_DamageAmount.description>在近身战斗中每次攻击所造成的伤害值。</MeleeWeapon_DamageAmount.description>
<MeleeWeapon_Cooldown.label>近战冷却</MeleeWeapon_Cooldown.label>
<MeleeWeapon_Cooldown.description>作为近战武器在每次攻击之后所需要的恢复时间。</MeleeWeapon_Cooldown.description>
<MeleeWeapon_Cooldown.formatString>{0}秒</MeleeWeapon_Cooldown.formatString>
<MeleeWeapon_Cooldown.description>近战武器攻击后需要多长恢复时间。</MeleeWeapon_Cooldown.description>
<MeleeWeapon_DamageAmount.description>近战造成的伤害</MeleeWeapon_DamageAmount.description>
<SharpDamageMultiplier.label>近身穿刺伤害乘数</SharpDamageMultiplier.label>
<SharpDamageMultiplier.description>对切和砍这样的穿刺近身攻击的伤害乘数。</SharpDamageMultiplier.description>
<BluntDamageMultiplier.label>近身钝器伤害乘数</BluntDamageMultiplier.label>
<BluntDamageMultiplier.description>对钝器近身攻击的伤害乘数。</BluntDamageMultiplier.description>
<SharpDamageMultiplier.label>利器伤害</SharpDamageMultiplier.label>
<SharpDamageMultiplier.description>使用该材料制作的武器在挥砍以及刺击攻击时的伤害倍率。</SharpDamageMultiplier.description>
<BluntDamageMultiplier.label>钝器伤害</BluntDamageMultiplier.label>
<BluntDamageMultiplier.description>使用该材料制作的武器在钝化攻击时的伤害倍率。</BluntDamageMultiplier.description>
</LanguageData>

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<AccuracyShort.label>精度 (近距离)</AccuracyShort.label>
<AccuracyTouch.label>精准度 (近身)</AccuracyTouch.label>
<AccuracyTouch.description>在近身范围内的精准度倍率。</AccuracyTouch.description>
<AccuracyShort.description>在近距离范围内的精度系数。</AccuracyShort.description>
<AccuracyShort.label>精准度 (近距离)</AccuracyShort.label>
<AccuracyShort.description>在近距离范围内的精准度倍率。</AccuracyShort.description>
<AccuracyMedium.description>在中等距离范围内的精度系数.</AccuracyMedium.description>
<AccuracyMedium.label>精准度 (中距离)</AccuracyMedium.label>
<AccuracyMedium.description>在中距离范围内的精准度倍率.</AccuracyMedium.description>
<AccuracyMedium.label>精度 (中等距离)</AccuracyMedium.label>
<AccuracyLong.label>精准度 (远距离)</AccuracyLong.label>
<AccuracyLong.description>在远距离范围内的精准度倍率.</AccuracyLong.description>
<AccuracyLong.description>在远距离范围内的精度系数.</AccuracyLong.description>
<RangedWeapon_Cooldown.description>射击后武器恢复需要多长时间。</RangedWeapon_Cooldown.description>
<AccuracyTouch.label>精度(贴近)</AccuracyTouch.label>
<AccuracyLong.label>精度(远距离)</AccuracyLong.label>
<RangedWeapon_Cooldown.label>远程冷却时间</RangedWeapon_Cooldown.label>
<AccuracyTouch.description>在贴近范围内的精度系数.</AccuracyTouch.description>
<RangedWeapon_Cooldown.label>远程冷却</RangedWeapon_Cooldown.label>
<RangedWeapon_Cooldown.description>在每次射击之后所需要的恢复时间。</RangedWeapon_Cooldown.description>
</LanguageData>

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@ -1,16 +1,16 @@
<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<Cassandra.label>经典卡桑德拉</Cassandra.label>
<Cassandra.description>卡桑德拉创造的故事都以一个慢慢变陡的曲线变得越来越紧张有挑战性。</Cassandra.description>
<Cassandra.quotation>讲好故事的精髓在于完美并不断加剧的奋斗情节</Cassandra.quotation>
<Cassandra.label>卡桑德拉·克拉斯科</Cassandra.label>
<Cassandra.description>卡桑德拉创造的故事会变得越来越紧张,越来越有挑战性。</Cassandra.description>
<Cassandra.quotation>一个好故事的精髓在情节紧凑,高潮迭起</Cassandra.quotation>
<Phoebe.label>基地建造者菲比</Phoebe.label>
<Phoebe.description>菲比在各种灾难之间会给你很长时间来轻松建造基地。注意:如果你选则了较高的难度,她会和其他人一样残酷无情!</Phoebe.description>
<Phoebe.quotation>我们放松一下开始建造吧!</Phoebe.quotation>
<Phoebe.label>菲比·吉莱克斯</Phoebe.label>
<Phoebe.description>菲比在创造事件之前会给你相当宽裕的时间让你放松地经营殖民地。注意:如果你选则了较高的难度,她会和其他人一样残酷无情!</Phoebe.description>
<Phoebe.quotation>让我们安心地建设吧!</Phoebe.quotation>
<Randy.label>随机兰迪</Randy.label>
<Randy.description>兰迪不遵守任何规矩。他会随机想出各种事件。他不管这个故事是从头到尾全是大胜利还是毫无希望的残酷世界,对他来说都是好戏剧</Randy.description>
<Randy.quotation>老兄,这个世界是很随机的。故事也应该一样啊!嘿,借个火点根烟!</Randy.quotation>
<Randy.label>兰迪·多姆</Randy.label>
<Randy.description>兰迪不遵守任何规矩。他会随机创造各种事件,而不管故事的结局是大获成功还是灾难一场,一切都是命</Randy.description>
<Randy.quotation>哥们,世界本来就无规律可循,故事也应如此你说是吧。那啥,有火儿吗?</Randy.quotation>
</LanguageData>

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@ -2,9 +2,9 @@
<LanguageData>
<Metallic.label>金属</Metallic.label>
<Woody.label>木材</Woody.label>
<Stony.label>岩石</Stony.label>
<Woody.label>木制</Woody.label>
<Stony.label>石制</Stony.label>
<Fabric.label>纤维</Fabric.label>
<Leathery.label>皮革</Leathery.label>
<Leathery.label>皮制</Leathery.label>
</LanguageData>

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@ -14,7 +14,7 @@
<Medicine.label>药物</Medicine.label>
<ResourcesRaw.label>原材料</ResourcesRaw.label>
<StoneBlocks.label>石块</StoneBlocks.label>
<Items.label></Items.label>
<Items.label></Items.label>
<Art.label>艺术</Art.label>
<Unfinished.label>未完成</Unfinished.label>
<Weapons.label>武器</Weapons.label>

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@ -5,10 +5,10 @@
<CrashedPsychicEmanatorShipPart.label>坠毁的飞船零件</CrashedPsychicEmanatorShipPart.label>
<CrashedPsychicEmanatorShipPart.description>一块从坠毁的飞船上掉下来的神秘物。它可能包含稀有材料、电脑、甚至AI角色。这种科技可能会带来很大的危险。</CrashedPsychicEmanatorShipPart.description>
<CrashedPsychicEmanatorShipPart.description>一块从坠毁的飞船上掉下来的神秘物。它可能包含稀有材料、电脑、甚至AI角色。这种科技可能会带来很大的危险。</CrashedPsychicEmanatorShipPart.description>
<CrashedPoisonShipPart.label>坠毁的有毒飞船零件</CrashedPoisonShipPart.label>
<CrashedPoisonShipPart.description>一块从坠毁的飞船上掉下来的神秘物。它可能包含稀有材料、电脑、甚至AI角色。地面周围似乎有毒。 </CrashedPoisonShipPart.description>
<CrashedPoisonShipPart.description>一块从坠毁的飞船上掉下来的神秘物。它可能包含稀有材料、电脑、甚至AI角色。地面周围似乎有毒。 </CrashedPoisonShipPart.description>
<ShipChunk.label>飞船残骸</ShipChunk.label>
<ShipChunk.description>飞船的一部分。可以解构出有用的钢材和零部件。</ShipChunk.description>

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@ -2,11 +2,8 @@
<LanguageData>
<Anything.label>任何事</Anything.label>
<Work.label>工作</Work.label>
<Joy.label>娱乐</Joy.label>
<Sleep.label>休息</Sleep.label>
</LanguageData>

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@ -2,15 +2,10 @@
<LanguageData>
<None.label></None.label>
<Name.label>名称</Name.label>
<MarketValue.label>市场价值</MarketValue.label>
<Category.label>类型</Category.label>
<Quality.label>品质</Quality.label>
<HitPointsPercentage.label>命中率</HitPointsPercentage.label>
<HitPointsPercentage.label>耐久度</HitPointsPercentage.label>
</LanguageData>

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@ -170,13 +170,13 @@
<Handling.description>驯服、照顾,获得资源和屠宰动物。</Handling.description>
<Handling.labelShort></Handling.labelShort>
<Handling.labelShort></Handling.labelShort>
<Handling.pawnLabel>驯兽师</Handling.pawnLabel>
<Handling.gerundLabel></Handling.gerundLabel>
<Handling.gerundLabel></Handling.gerundLabel>
<Handling.verb></Handling.verb>
<Handling.verb></Handling.verb>
<PatientEmergency.description>如果患上危及生命的疾病,可以去医疗床上进行治疗。</PatientEmergency.description>

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@ -108,7 +108,7 @@
<TerrainBeingSmoothed>已标记打磨该处地表。</TerrainBeingSmoothed>
<IdenticalThingExists>此处已有同样的东西。</IdenticalThingExists>
<IdenticalBlueprintExists>此处已有一样的蓝图。</IdenticalBlueprintExists>
<TerrainCannotSupport>此处地形无法支撑此物</TerrainCannotSupport>
<TerrainCannotSupport>此处地形无法支撑此物</TerrainCannotSupport>
<SpaceAlreadyOccupied>空间已被占用。</SpaceAlreadyOccupied>
<TerrainMustBeRemovable>目标必须是可移除的地板。</TerrainMustBeRemovable>

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@ -11,17 +11,17 @@
<StatsReport_OtherStats>其它状态系数</StatsReport_OtherStats>
<StatsReport_HealthFactors>健康系数</StatsReport_HealthFactors>
<HealthFactorPercentImpact>权重比{0}</HealthFactorPercentImpact>
<StatsReport_PostProcessed>后期曲线</StatsReport_PostProcessed>
<StatsReport_PostProcessed>后期修正</StatsReport_PostProcessed>
<StatsReport_FinalValue>最终值</StatsReport_FinalValue>
<StatsReport_MarketValueFromStuffsAndWork>由建造材料和工作数量计算而来的市场价值。</StatsReport_MarketValueFromStuffsAndWork>
<StatsReport_QualityMultiplier>质量的影响</StatsReport_QualityMultiplier>
<StatsReport_AgeMultiplier>年龄{0}的影响</StatsReport_AgeMultiplier>
<StatsReport_HealthMultiplier>健康{0}的影响</StatsReport_HealthMultiplier>
<StatsReport_MoodMultiplier>心情{0}的影响</StatsReport_MoodMultiplier>
<StatsReport_DifficultyMultiplier>难度{0}的影响</StatsReport_DifficultyMultiplier>
<StatsReport_AgeMultiplier>年龄的影响 ({0})</StatsReport_AgeMultiplier>
<StatsReport_HealthMultiplier>耐久度的影响 ({0})</StatsReport_HealthMultiplier>
<StatsReport_MoodMultiplier>心情的影响 ({0})</StatsReport_MoodMultiplier>
<StatsReport_DifficultyMultiplier>难度的影响 ({0})</StatsReport_DifficultyMultiplier>
<StatsReport_InBed>有床睡</StatsReport_InBed>
<StatsReport_Facilities>设施</StatsReport_Facilities>
<StatsReport_BodySize>体型{0}的影响</StatsReport_BodySize>
<StatsReport_BodySize>体型的影响 ({0})</StatsReport_BodySize>
<StatsReport_MeleeDPSExplanation>以如下格式显示状态:\nDPS ( 近战伤害 / 冷却时间(秒) / 近战命中几率 )\n\nDPS = 近战伤害 * 近战命中几率 / 冷却秒时间</StatsReport_MeleeDPSExplanation>
<StatsReport_MeleeDamage>近战伤害</StatsReport_MeleeDamage>
<StatsReport_Cooldown>冷却时间</StatsReport_Cooldown>

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<CommandForbiddenDesc>已禁用 - 居民不能和这个物件互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁用 - 居民可以和这个物件互动。</CommandNotForbiddenDesc>
<CommandForbiddenDesc>已禁用\n居民不能和这个物体互动。</CommandForbiddenDesc>
<CommandNotForbiddenDesc>未禁用\n居民可以和这个物体互动。</CommandNotForbiddenDesc>
<!-- Power -->
<CommandTogglePowerLabel>开关电源</CommandTogglePowerLabel>
@ -15,8 +15,8 @@
<CommandTryReconnectDesc>尝试连接到范围允许的另一个电网内,在当前连接的电网没有电但附近有另一个电网时很有用。</CommandTryReconnectDesc>
<CommandGatherSpotToggleLabel>集合点</CommandGatherSpotToggleLabel>
<CommandGatherSpotToggleDescActive>开启 - 居民们空闲时会在这个物件附近集合。</CommandGatherSpotToggleDescActive>
<CommandGatherSpotToggleDescInactive>关闭 - 居民们空闲时不会在这个物件附近集合。</CommandGatherSpotToggleDescInactive>
<CommandGatherSpotToggleDescActive>开启\n居民们空闲时会在这个物体附近集合。</CommandGatherSpotToggleDescActive>
<CommandGatherSpotToggleDescInactive>关闭\n居民们空闲时不会在这个物体附近集合。</CommandGatherSpotToggleDescInactive>
<!-- Drafting -->

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@ -77,15 +77,15 @@
<!-- Medical - Body and activities condition -->
<None></None>
<VeryPoor>非常</VeryPoor>
<Poor></Poor>
<Weakened>虚弱</Weakened>
<VeryPoor>特别</VeryPoor>
<Poor></Poor>
<Weakened>稍差</Weakened>
<GoodCondition>健康</GoodCondition>
<Enhanced>增强</Enhanced>
<SeriouslyImpaired>严重受损</SeriouslyImpaired>
<Impaired>受损</Impaired>
<SlightlyImpaired>轻微受损</SlightlyImpaired>
<NoPain></NoPain>
<NoPain>没有</NoPain>
<LittlePain>轻微</LittlePain>
<MediumPain>中等</MediumPain>
<SeverePain>严重</SeverePain>

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<ChangeLanguageFromMainMenu>你只能在主菜单的设定界面内改变语言。</ChangeLanguageFromMainMenu>
<AndLower></AndLower>
<DisabledLower>禁用</DisabledLower>
<DisabledLower>禁用</DisabledLower>
<CloseButton>关闭</CloseButton>
@ -25,7 +25,7 @@
<min>最小</min>
<max>最大</max>
<chance>几率</chance>
<context>上下文</context>
<context>相关选项</context>
<multiplier>倍率</multiplier>
<damage>伤害</damage>
<radius>半径</radius>

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<!-- Inspector general stuff -->
<SelectNextInSquareTip>选择同一位置里的下一件东西。\n\n快捷键{0}\n\n你也可以慢速反复点击同一位置来选择。</SelectNextInSquareTip>
<DefInfoTip>查看关于这个物的信息。</DefInfoTip>
<DefInfoTip>查看关于这个物的信息。</DefInfoTip>
<!-- Hostility response -->
<HostilityReponseTip>设置在居民未被征召时遭遇敌人的反应。</HostilityReponseTip>
@ -265,7 +265,7 @@
<!-- Map conditions -->
<MapConditionsTip>此刻正影响此区域的特殊事件。</MapConditionsTip>
<TimeLeft>剩余时间</TimeLeft>
<ImpactDate>影响日期</ImpactDate>
<ImpactDate>撞击日期</ImpactDate>
<!-- Building placement -->
<NoStuffsToBuildWith>你没有可以用来建造这个建筑的材料。</NoStuffsToBuildWith>
@ -325,7 +325,7 @@
<!-- Game over -->
<GameOverEveryoneDead>所有人不是死亡就是离开了,这个故事结束了。\n\n这片遗迹也许在某天会帮上其他人的忙。</GameOverEveryoneDead>
<GameOverShipLaunched>你发射了逃生船!以下居民得以逃离:\n\n{0}\n以下居民被留下了\n\n{1}\n你的人工智能会试图为飞船寻找一个安全之地。它可能会为你在本星系内找到一个繁荣昌盛的星球也可能花费一个世纪前往另一个星系。它甚至可能决定在某个小行星的冰层之下藏匿数千年以等待有人来建立一个新世界。\n\n等你醒来时就会知道了。</GameOverShipLaunched>
<GameOverPlanetkillerImpact>行星毁灭武器以接近光速的速度砸在了地面上,释放了一万亿颗氢弹爆炸当量的能量。就像一颗装满水的气球被子弹击中一样,这个世界立刻被液化了,其核心物质喷散于整个宇宙之中。\n\n{0}的部分形成了一条小行星带,剩余部分则变成了一个熔岩遍布的辐射地狱,被数千米高的地震波所缠绕。\n\n而你并未能存活下来。</GameOverPlanetkillerImpact>
<GameOverPlanetkillerImpact>行星毁灭武器以接近光速的速度砸在了地面上,释放了一万亿颗氢弹爆炸当量的能量。就像一颗装满水的气球被子弹击中一样,这个世界立刻被液化了,其核心物质喷散于整个宇宙之中。\n\n部分{0}形成了一条小行星带,剩余部分则变成了一个熔岩遍布的辐射地狱,被数千米高的地震波所缠绕。\n\n而你并未能存活下来。</GameOverPlanetkillerImpact>
<GameOverKeepPlaying>继续游戏</GameOverKeepPlaying>
<GameOverMainMenu>主菜单</GameOverMainMenu>