RimWorld-ChineseSimplified/Royalty/Keyed/Misc_Gameplay.xml
2021-07-16 07:36:35 +08:00

183 lines
14 KiB
XML
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- Royalty and throne -->
<!-- EN: Satisfies title -->
<ThroneMaxSatisfiedTitle>符合头衔</ThroneMaxSatisfiedTitle>
<!-- EN: ({0} impressiveness) -->
<ThroneRoomImpressivenessInfo>({0} 印象深刻)</ThroneRoomImpressivenessInfo>
<!-- EN: Throne must be placed indoors. -->
<ThroneMustBePlacedInside>宝座必须放在室内。</ThroneMustBePlacedInside>
<!-- EN: Minimum title ({FACTION_name}): {TITLE} -->
<MinimumRoyalTitleInspectString>最低头衔 ({FACTION_name}): {TITLE}</MinimumRoyalTitleInspectString>
<!-- EN: Trading here requires title: {0} -->
<RequiresTradePermission>在这里交易需要头衔: {0}</RequiresTradePermission>
<!-- EN: Personal bedroom (partner allowed) -->
<RequirementPersonalBedroom>私人卧室(允许伴侣)</RequirementPersonalBedroom>
<!-- Generated neurotrainers -->
<!-- EN: psytrainer ({0}) -->
<PsycastNeurotrainerLabel>心灵训练器({0})</PsycastNeurotrainerLabel>
<!-- EN: Use psytrainer to learn {0} psycast -->
<PsycastNeurotrainerUseLabel>使用心灵训练器来学习{0}心灵能力</PsycastNeurotrainerUseLabel>
<!-- EN: A one-use super-dose of mechanites which trains a specific psychic power.\n\nThe dose is administered through the orbit of the eye. Once released into the brain, the mechanites form knowledge of a specific ability, transmuting themselves into neural tissue as needed. -->
<PsycastNeurotrainerDescription>一次性使用的超剂量机械液可训练特定的心灵能力。\n\n该药剂是通过眼眶给药的。一旦进入到大脑中这些机械分子就形成了一种特定的心灵能力的知识并根据需要将其转化为神经组织。</PsycastNeurotrainerDescription>
<!-- EN: {USER_labelShort} used neurotrainer to learn the {1} power. -->
<AbilityNeurotrainerUsed>{USER_labelShort}使用神经训练器学会了{1}的心灵能力。</AbilityNeurotrainerUsed>
<!-- EN: Requires psylink -->
<PsycastNeurotrainerNoPsylink>需要启灵神经</PsycastNeurotrainerNoPsylink>
<!-- EN: {USER_labelShort} already knows {1}. -->
<PsycastNeurotrainerAbilityAlreadyLearned>{USER_labelShort}已经知晓{1}</PsycastNeurotrainerAbilityAlreadyLearned>
<!-- EN: whoever accepted the quest will receive {1} {0_royalFavorLabel} from {0_name} -->
<Reward_RoyalFavor>接受任务的人都会从{0_name}收到{1}{0_royalFavorLabel}</Reward_RoyalFavor>
<!-- EN: you may choose one of the participating {2} to receive {1} {0_royalFavorLabel} from {0_name} -->
<Reward_RoyalFavor_ChoosePawn>你可以选择一个参与的{2}之一从{0_name}接收{1}{0_royalFavorLabel}</Reward_RoyalFavor_ChoosePawn>
<!-- Ship landing beacons -->
<!-- EN: Not usable -->
<NotUsable>不可用</NotUsable>
<!-- EN: unpowered -->
<Unpowered>未通电</Unpowered>
<!-- EN: blocked by roof -->
<BlockedByRoof>被屋顶阻挡</BlockedByRoof>
<!-- EN: Too close to other beacon -->
<TooCloseToOtherBeacon>距离其他信标太近</TooCloseToOtherBeacon>
<!-- Meditation -->
<!-- EN: Psyfocus -->
<Psyfocus>精神力</Psyfocus>
<!-- EN: Psyfocus -->
<PsyfocusLabelGizmo>精神力</PsyfocusLabelGizmo>
<!-- EN: Psyfocus is a special type of mental structuring which is necessary to use psychic powers. Psyfocus dissipates over time, and must be built by regular meditation. Losing all psyfocus makes someone unable to use psychics, but has no other consequences.\n\nHigher levels of psyfocus permit higher-level powers, but also increase the rate of psyfocus dissipation -->
<PsyfocusDesc>精神力是释放心灵能力所必须的一种精神结构。精神力会随着时间的推移而消散,可以通过定期冥想来恢复精神力。失去所有的精神力便无法使用心灵能力。\n\n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</PsyfocusDesc>
<!-- EN: {0}-{1}% -->
<PsyfocusLevelInfoRange>{0}-{1}%</PsyfocusLevelInfoRange>
<!-- EN: Up to level {0} powers. -->
<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>
<!-- EN: Meditation focus strength for {LASTUSER_labelShort} -->
<UserMeditationFocusStrength>冥想专注力({LASTUSER_labelShort}</UserMeditationFocusStrength>
<!-- EN: Focus effect impacted by -->
<MeditationFocusImpacted>专注力效果受影响</MeditationFocusImpacted>
<!-- EN: {1} per nearby animus stone (max {0}) -->
<MeditationFocusPerAnimusStoneAbstract>{1} 附近每有一块法石(最高{0}</MeditationFocusPerAnimusStoneAbstract>
<!-- EN: {2} per nearby animus stone ({0} / {1}) -->
<MeditationFocusPerAnimusStone>{2} 附近每有一块法石({0}/{1}</MeditationFocusPerAnimusStone>
<!-- EN: Per nearby animus stone {2}, nature shrine {1} (max {0}) -->
<MeditationFocusPerAnimusStoneAndShrineAbstract>附近每有一块法石 {2} 自然圣地 {1} (最高{0}</MeditationFocusPerAnimusStoneAndShrineAbstract>
<!-- EN: Per nearby animus stone {3}, nature shrine {2} ({0} / {1}) -->
<MeditationFocusPerAnimusStoneAndShrine>附近每有一块法石 {3} 自然圣地 {2} {0} / {1}</MeditationFocusPerAnimusStoneAndShrine>
<!-- EN: Max {1} per nearby sculpture depending on quality (max {0}) -->
<MeditationFocusPerSculptureAbstract>最多{1} 附近每有一个雕塑,包含品质因素(最高{0}</MeditationFocusPerSculptureAbstract>
<!-- EN: Max {2} per nearby sculpture depending on quality ({0} / {1}) -->
<MeditationFocusPerSculpture>最多{2} 附近每有一个雕塑,包含品质因素({0}/{1}</MeditationFocusPerSculpture>
<!-- EN: Per nearby grave {1} if empty, {2} for human corpse (up to {0}) -->
<MeditationFocusPerGraveAbstract>附近每有一个坟墓,{1}空的,{2}包含人类尸体(最高{0}</MeditationFocusPerGraveAbstract>
<!-- EN: Per nearby grave {2} if empty, {3} for human corpse ({0} / {1}) -->
<MeditationFocusPerGrave>附近每有一个坟墓,{2}空的,{3}包含人类尸体({0}/{1}</MeditationFocusPerGrave>
<!-- EN: {1} per nearby lit flame source (up to {0}) -->
<MeditationFocusPerFlameAbstract>{1} 附近每个点燃的火源(最高{0}</MeditationFocusPerFlameAbstract>
<!-- EN: {2} per nearby lit flame source ({0} / {1}) -->
<MeditationFocusPerFlame>{2}附近每个点燃的火源({0}/{1}</MeditationFocusPerFlame>
<!-- EN: Psyfocus gain rate: {0}/d -->
<PsyfocusPerDayOfMeditation>精神力提升速率:{0}/天</PsyfocusPerDayOfMeditation>
<!-- EN: Desired psyfocus -->
<DesiredPsyfocus>精神力阈值</DesiredPsyfocus>
<!-- EN: Click to set desired psyfocus. -->
<DesiredPsyfocusDesc>点击来设置精神力渴求阈值。</DesiredPsyfocusDesc>
<!-- Abilities -->
<!-- EN: must be drafted. -->
<AbilityDisabledUndrafted>必须先行征召</AbilityDisabledUndrafted>
<!-- EN: ability on cooldown. It will be available in {0}. -->
<AbilityOnCooldown>能力正在冷却中。它会在{0}后可用。</AbilityOnCooldown>
<!-- EN: ability already queued. -->
<AbilityAlreadyQueued>能力已经加入序列</AbilityAlreadyQueued>
<!-- EN: no heat to dump. -->
<AbilityNoEntropyToDump>没有心灵熵</AbilityNoEntropyToDump>
<!-- EN: Ability ready: {0} -->
<AbilityReadyLabel>能力就绪:{0}</AbilityReadyLabel>
<!-- EN: {0_nameDef} is ready to use {1}. -->
<AbilityReadyText>{0_nameDef}已经可以使用{1}。</AbilityReadyText>
<!-- EN: no throne assigned. -->
<AbilitySpeechDisabledNoThroneAssigned>未指定宝座。</AbilitySpeechDisabledNoThroneAssigned>
<!-- EN: throne is not accessible. -->
<AbilitySpeechDisabledNoThroneIsNotAccessible>宝座不可达。</AbilitySpeechDisabledNoThroneIsNotAccessible>
<!-- EN: throne not usable because it is undignified. -->
<AbilitySpeechDisabledNoThroneUndignified>宝座不可使用,它不够体面。</AbilitySpeechDisabledNoThroneUndignified>
<!-- EN: already giving a speech. -->
<AbilitySpeechDisabledAlreadyGivingSpeech>正在进行一场演说。</AbilitySpeechDisabledAlreadyGivingSpeech>
<!-- EN: another gathering is in progress. -->
<AbilitySpeechDisabledAnotherGatheringInProgress>另一个聚会正在进行中。</AbilitySpeechDisabledAnotherGatheringInProgress>
<!-- EN: Next speech ready in -->
<AbilitySpeechCooldown>下一次演说</AbilitySpeechCooldown>
<!-- EN: Outcome chances -->
<AbilitySpeechPossibleOutcomes>可能的结果</AbilitySpeechPossibleOutcomes>
<!-- EN: {ORGANIZER_labelShort}'s {1} stat -->
<AbilitySpeechStatInfo>{ORGANIZER_labelShort}的{1}状态</AbilitySpeechStatInfo>
<!-- EN: Initiated at -->
<AbilitySpeechTargetsLabel>发起于</AbilitySpeechTargetsLabel>
<!-- EN: Dignified throne -->
<AbilitySpeechTargetDescThrone>庄严的宝座</AbilitySpeechTargetDescThrone>
<!-- EN: no accessible altar. -->
<RitualDisabledNoAltar>没有可进入的祭坛。</RitualDisabledNoAltar>
<!-- EN: Bestowing Ceremony -->
<RitualBestowingCeremony>授勋仪式</RitualBestowingCeremony>
<!-- EN: Total meditation today: {0} (progress multiplier {1}) -->
<TotalMeditationToday>今日冥想:{0}(进度乘数{1}</TotalMeditationToday>
<!-- EN: progress {0} -->
<ProgressToNextSubplant>进度 {0}</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 {0} psylink focus type -->
<BeginLinkingRitualNeedFocus>需要{0}类型</BeginLinkingRitualNeedFocus>
<!-- EN: Max psylink level -->
<BeginLinkingRitualMaxPsylinkLevel>最大启灵等级</BeginLinkingRitualMaxPsylinkLevel>
<!-- EN: Need a free, reachable spot within 3 cells for linking -->
<BeginLinkingRitualNeedLinkSpot>需要在3格之内有一个可用的地点来进行共鸣</BeginLinkingRitualNeedLinkSpot>
<!-- EN: Linking ritual completed -->
<LetterLabelLinkingRitualCompleted>共鸣仪式完成</LetterLabelLinkingRitualCompleted>
<!-- EN: {PAWN_labelShort} has completed the linking ritual with {LINKABLE_labelShort}.\n\n{PAWN_pronoun} now has an upgraded psylink, permitting the use of new psychic powers. -->
<LetterTextLinkingRitualCompleted>{PAWN_labelShort}完成了与{LINKABLE_labelShort}的共鸣仪式。\n\n{PAWN_pronoun}现在获得了一次启灵升级,能够使用新的心灵能力。</LetterTextLinkingRitualCompleted>
<!-- EN: Additionally, {0} anima grass has been restored. -->
<LetterTextLinkingRitualCompletedAnimaGrass>此外,{0}x仙草已被恢复。</LetterTextLinkingRitualCompletedAnimaGrass>
<!-- EN: Land shuttle here -->
<LandHere>穿梭机在此着陆</LandHere>
<!-- EN: Destination is out of range. -->
<MessageShuttleDestinationIsTooFar>目标超出范围。</MessageShuttleDestinationIsTooFar>
<!-- EN: Start bestowing ceremony for {0_labelShort} -->
<BeginCeremony>为{0_labelShort}开始授勋仪式</BeginCeremony>
<!-- EN: {PAWN_definite}'s throneroom does not satisfy the requirements of the title of {TITLE}. -->
<BestowingCeremonyThroneroomRequirementsNotSatisfiedShort>{PAWN_definite}的谒见厅不符合{TITLE}头衔的要求。</BestowingCeremonyThroneroomRequirementsNotSatisfiedShort>
<!-- EN: The bestower is offended that {PAWN_definite}'s throneroom does not satisfy the requirements of the title of {TITLE}. The bestowing ceremony has been cancelled. -->
<BestowingCeremonyThroneroomRequirementsNotSatisfied>布施者因{PAWN_definite}的谒见厅不符合{TITLE}头衔的要求而气愤,授勋仪式被取消了。</BestowingCeremonyThroneroomRequirementsNotSatisfied>
<!-- EN: bestowing ceremony -->
<BestowingCeremonyLabel>授勋仪式</BestowingCeremonyLabel>
<!-- EN: Bestowing ceremony total quality was {0}, determined by these factors -->
<BestowingOutcomeQualitySpecific>这些因素决定了授勋仪式的总体品质为{0}</BestowingOutcomeQualitySpecific>
<!-- EN: No colonists that can link with anima tree right now. -->
<RitualTargetAnimaTreeNoPawnsToLink>当前没有能与仙树共鸣的殖民者。</RitualTargetAnimaTreeNoPawnsToLink>
<!-- EN: No colonists with the natural meditation focus type. -->
<RitualTargetAnimaTreeNoPawnsWithNatureFocus>当前没有自然冥想者。</RitualTargetAnimaTreeNoPawnsWithNatureFocus>
<!-- EN: Need at least {0} anima grass. -->
<RitualTargetAnimaTreeNotEnoughAnimaGrass>需要至少{0}x灵草。</RitualTargetAnimaTreeNotEnoughAnimaGrass>
<!-- EN: An anima tree. -->
<RitualTargetAnimaTreeInfo>一棵仙树。</RitualTargetAnimaTreeInfo>
<!-- EN: Must be a colonist with the natural meditation focus type who is below maximum psylink level. -->
<RitualTargetAnimaTreeMustBeCapableOfNature>必须是一名启灵等级低于最大值,并且具有自然冥想属性的殖民者。</RitualTargetAnimaTreeMustBeCapableOfNature>
<!-- EN: The anima linking ceremony is more powerful with more participants. The more people participate, the less time the ceremony takes, and the more anima grass will grow.\n\nWith {0} additional participants, {1} anima grass will be restored at the end of the ceremony. -->
<AnimaLinkingExplanationBase>参与者越多, 仙树共鸣仪式就越有力量。 参加的人越多, 仪式所需的时间就越短, 生长的灵草就越多。\n\n有了{0}个额外的参与者, {1}株灵草将在仪式结束时恢复。</AnimaLinkingExplanationBase>
<!-- EN: Not all required cargo is loaded yet! -->
<ShuttleRequiredItemsNotSatisfied>所需物资还没有全部装载!</ShuttleRequiredItemsNotSatisfied>
</LanguageData>