• allLodgerInfo->[healthInfo] [minMoodInfo] [workInfo]
  • lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]
  • lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]
  • lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]
  • lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]
  • lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]
  • lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] 与 [lodgers0_possessive] [allyAllies]
  • healthInfo->
  • healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。
  • healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。
  • healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。
  • healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。
  • 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。
  • 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。
  • minMoodInfo->
  • minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\n你必须保持 [lodgersWithMoodThreshold0_nameDef] 的心情在 [lodgersMoodThreshold_percent] 以上。
  • minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。
  • minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。
  • workInfo->
  • workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] 不会做任何工作。
  • commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]
  • enemyGroupsParagraph->[threatDescriptionParagraph]
  • 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]
  • threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->将会有一波强度为[threatSize]x的袭击,与以下规模相当:\n\n[threatExample]
  • threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->将会有[threatCount]波与以下规模相当的袭击:\n\n[threatExample]
  • threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->将会有[threatCount]波强度为[threatSize]x的袭击,与以下规模相当:\n\n[threatExample]
  • threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->一个机械集群将部署到附近。
  • threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->两个机械集群将部署到附近。
  • threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->一个[threatSize]x规模的机械集群将部署到附近。
  • threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->两个[threatSize]x规模的机械集群将部署到附近。
  • shuttleWillComeParagraph(lodgersCount==1)->在[shuttleDelayTicks_duration]后, 一艘负责运送[lodgers0_nameDef]的穿梭机将会到达。
  • shuttleWillComeParagraph(lodgersCount>=2)->在[shuttleDelayTicks_duration]后, 一艘负责运送[lodgersLabelPlural]的穿梭机将会到达。
  • threatsInfoMechClustersSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被在轨的大批机械族锁定。
  • threatsInfoMechClustersMultiPrisoners->囚犯们近期[mechViolation],已经被在轨的大批机械族锁定。
  • threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被大批机械族锁定。
  • threatsInfoMechRaidsMultiHuman->他们近期[mechViolation],已经被大批机械族锁定。
  • mechViolation->激怒了一个人工智能
  • mechViolation->妨碍了一个古老的超级终端
  • mechViolation->谋杀了一个受古代科技青睐的人类儿童
  • mechViolation->企图黑入机械族控制节点
  • mechViolation->试图从一个古代储存点盗窃
  • letterSubject->{SUBJECT_definite}
  • lodgersHasHave(lodgersCount==1)->有
  • lodgersHasHave(lodgersCount>=2)->有
  • lodgersObjective(lodgersCount==1)->[lodgers0_objective]
  • lodgersObjective(lodgersCount>=2)->他们
  • remainingWillNowLeave(lodgersCount==1)->
  • remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。
  • failLetterEndingCommon(askerIsNull==true,priority=1)->你未能完成任务'[resolvedQuestName]'。
  • failLetterEndingCommon->你未能完成任务'[resolvedQuestName]'。\n\n你与[asker_faction_name]的关系下降[goodwillPenalty]。