RimWorld-ChineseSimplified/Ideology/Keyed/Messages.xml
2021-07-21 10:29:48 +08:00

135 lines
7.6 KiB
XML

<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN: Create or select an ideoligion for your faction. -->
<MessageMustChooseIdeo>TODO</MessageMustChooseIdeo>
<!-- EN: The ideoligion name can't be empty. -->
<MessageIdeoNameCantBeEmpty>TODO</MessageIdeoNameCantBeEmpty>
<!-- EN: {PRECEPT1} and {PRECEPT2} are incompatible. -->
<MessageIdeoIncompatiblePrecepts>TODO</MessageIdeoIncompatiblePrecepts>
<!-- EN: {PRECEPT} needs one of these buildings -->
<MessageRitualMissingTarget>TODO</MessageRitualMissingTarget>
<!-- EN: {PRECEPT} needs an associated ritual. -->
<MessageBuildingMissingRitual>TODO</MessageBuildingMissingRitual>
<!-- EN: {0_labelShort} refuses to do this because of {0_possessive} ideoligion. -->
<MessagePawnUnwillingToDoDueToIdeo>TODO</MessagePawnUnwillingToDoDueToIdeo>
<!-- EN: {INITIATOR_nameDef} tried to convert {RECIPIENT_nameDef} to {INITIATOR_possessive} ideoligion. {RECIPIENT_nameDef}'s certainty has fallen from {CERTAINTYBEFORE} to {CERTAINTYAFTER}. {RECIPIENT_pronoun} resents the conversion attempt. -->
<MessageFailedConvertIdeoAttempt>TODO</MessageFailedConvertIdeoAttempt>
<!-- EN: {PAWN1_nameDef} tried to convert {PAWN2_nameDef} to {PAWN1_possessive} ideoligion. This led to a social fight! -->
<MessageFailedConvertIdeoAttemptSocialFight>TODO</MessageFailedConvertIdeoAttemptSocialFight>
<!-- EN: You must choose at least {0} memes. -->
<MessageNotEnoughMemes>TODO</MessageNotEnoughMemes>
<!-- EN: You can't choose more than {0} memes. -->
<MessageTooManyMemes>TODO</MessageTooManyMemes>
<!-- EN: You must choose a structure meme. -->
<MessageNotEnoughStructureMemes>TODO</MessageNotEnoughStructureMemes>
<!-- EN: {0_label} and {1_label} are incompatible with each other. -->
<MessageIncompatibleMemes>TODO</MessageIncompatibleMemes>
<!-- EN: You need {0} to start the {1}. -->
<MessageNoRequiredRolePawnToBeginRitual>TODO</MessageNoRequiredRolePawnToBeginRitual>
<!-- EN: Before starting the {1}, you must assign someone to the role of {0}. -->
<MessageNeedAssignedRoleToBeginRitual>TODO</MessageNeedAssignedRoleToBeginRitual>
<!-- EN: {0_labelShort} now holds the role of {1}. -->
<MessageRoleAssigned>TODO</MessageRoleAssigned>
<!-- EN: Since {0_labelShort} became a prisoner, {0_pronoun} no longer can hold the role of {1}. -->
<MessageRoleUnassignedPrisoner>TODO</MessageRoleUnassignedPrisoner>
<!-- EN: Warning: {0} will be upset if a tree is cut. -->
<MessageWarningPlayerDesignatedTreeChopped>TODO</MessageWarningPlayerDesignatedTreeChopped>
<!-- EN: Warning: {0} will be upset if mining occurs. -->
<MessageWarningPlayerDesignatedMining>TODO</MessageWarningPlayerDesignatedMining>
<!-- EN: The {TREE_label} has had its connection with {PAWN_nameDef} torn. It must recover for {DURATION} before it can reconnect again. -->
<MessageConnectedPawnDied>TODO</MessageConnectedPawnDied>
<!-- Slave interactions -->
<!-- EN: {0_nameDef} has been emancipated by {1_nameDef}. -->
<MessageSlaveEmancipated>TODO</MessageSlaveEmancipated>
<!-- EN: {0_nameDef} has been enslaved by {1_nameDef}. -->
<MessagePrisonerEnslaved>TODO</MessagePrisonerEnslaved>
<!-- EN: Prisoner {1_nameDef}'s will has been broken by {0_nameDef}. -->
<MessagePrisonerWillBroken>TODO</MessagePrisonerWillBroken>
<!-- EN: Enslavement will follow. -->
<MessagePrisonerWillBroken_RecruitAttempsWillBegin>TODO</MessagePrisonerWillBroken_RecruitAttempsWillBegin>
<!-- Prisoner interactions -->
<!-- EN: No warden is capable of this enslavement. -->
<MessageNoWardenCapableOfEnslavement>TODO</MessageNoWardenCapableOfEnslavement>
<!-- EN: You have no {MEMBERNAME} wardens to convert {PRISONER_nameDef}. {PRISONER_possessive} interaction mode has reverted to "No interaction". -->
<MessageNoWardenOfIdeo>TODO</MessageNoWardenOfIdeo>
<!-- Camps -->
<!-- EN: You've detected a {CAMP_label} nearby controlled by {FACTION_name}. -->
<MessageCampDetected>TODO</MessageCampDetected>
<!-- Charity -->
<!-- EN: Charity refused -->
<MessageCharityEventRefused>TODO</MessageCharityEventRefused>
<!-- EN: Charity fulfilled -->
<MessageCharityEventFulfilled>TODO</MessageCharityEventFulfilled>
<!-- EN: {0} leaving empty-handed. -->
<MessageBeggarsLeavingWithNoItems>TODO</MessageBeggarsLeavingWithNoItems>
<!-- EN: {0} leaving with requested items. -->
<MessageBeggarsLeavingWithItems>TODO</MessageBeggarsLeavingWithItems>
<!-- EN: {0_nameDef} died without any treatment. -->
<MessageWandererLeftToDie>TODO</MessageWandererLeftToDie>
<!-- EN: {0_nameDef} was recruited. -->
<MessageWandererRecruited>TODO</MessageWandererRecruited>
<!-- EN: {0_nameDef} left healthy. -->
<MessageWandererLeftHealthy>TODO</MessageWandererLeftHealthy>
<!-- EN: {0} failed. -->
<MessageCharityQuestEndedFailed>TODO</MessageCharityQuestEndedFailed>
<!-- EN: {0} succesfully completed. -->
<MessageCharityQuestEndedSuccess>TODO</MessageCharityQuestEndedSuccess>
<!-- Ideo UI -->
<!-- EN: Cannot remove -->
<CannotRemove>TODO</CannotRemove>
<!-- EN: Cannot remove {MEME} -->
<CannotRemoveMemeRequired>TODO</CannotRemoveMemeRequired>
<!-- EN: Cannot remove {MEME}: Required by player faction. -->
<CannotRemoveMemeRequiredPlayer>TODO</CannotRemoveMemeRequiredPlayer>
<!-- EN: Required by {FACTION_name}. -->
<RequiredByFaction>TODO</RequiredByFaction>
<!-- EN: {0_label} will self-destruct in {1}. -->
<SelfDestructCountdown>TODO</SelfDestructCountdown>
<!-- Ancient complex -->
<!-- EN: You've discovered an ancient terminal with info about the {0}! -->
<MessageAncientTerminalDiscovered>TODO</MessageAncientTerminalDiscovered>
<!-- EN: You've discovered secret information about {0}! Get back on the shuttle to launch it. -->
<MessageAncientComplexBackToShuttle>TODO</MessageAncientComplexBackToShuttle>
<!-- EN: An ancient supply satellite has been activated. Supplies will drop nearby. -->
<MessageAncientSignalActivated>TODO</MessageAncientSignalActivated>
<!-- EN: {0} from the {1} have detected the supply signal and are attacking. -->
<MessageAncientSignalHostileDetected>TODO</MessageAncientSignalHostileDetected>
<!-- Ancient altar -->
<!-- EN: All security systems are waking up! -->
<MessageAncientAltarThreatsWokenUp>TODO</MessageAncientAltarThreatsWokenUp>
<!-- EN: All security systems are alerted to your presence. -->
<MessageAncientAltarThreatsAlerted>TODO</MessageAncientAltarThreatsAlerted>
<!-- Animals -->
<!-- EN: Warning: {PAWNKINDLABELPLURAL} are venerated by all {PAWNS}, and will not be harmed. -->
<MessageAnimalIsVeneratedForAllColonists>TODO</MessageAnimalIsVeneratedForAllColonists>
<!-- Archonexus -->
<!-- EN: Select at most {0} {1} to bring to the new colony. -->
<MessageNewColonyMax>TODO</MessageNewColonyMax>
<!-- EN: You must select at least 1 colonist. -->
<MessageNewColoyRequiresOneColonist>TODO</MessageNewColoyRequiresOneColonist>
<!-- Fuel node -->
<!-- EN: A {0} has been ignited and is going to explode! -->
<MessageFuelNodeTriggered>TODO</MessageFuelNodeTriggered>
<!-- Ancient complex -->
<!-- EN: {0_pawnsPlural} will wake up in {1}. -->
<MessageSleepingThreatDelayActivated>TODO</MessageSleepingThreatDelayActivated>
<!-- EN: Infestation arriving. -->
<MessageInfestationDelayActivated>TODO</MessageInfestationDelayActivated>
<!-- EN: {0} was disturbed and might explode soon! -->
<MessageFuelNodeDelayActivated>TODO</MessageFuelNodeDelayActivated><!-- this message fires when a fuel node has been disturbed and there is a random delay before it starts to explode. -->
</LanguageData>