RimWorld-ChineseSimplified/Keyed/Messages.xml
2016-04-12 08:40:32 +02:00

124 lines
7.8 KiB
XML

<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<MessageSiegersAssaulting>来自{1}包围殖民地的{0}开始突击殖民地。</MessageSiegersAssaulting>
<MessageRaidersBeginningAssault>来自{1}的{0}开始了他们的进攻。</MessageRaidersBeginningAssault>
<MessageRaidersDetectedEarlyAssault>来自{1}的{0}发现了你并提前开始了进攻。</MessageRaidersDetectedEarlyAssault>
<MessageRaidersKidnapping>来自{1}的{0}打算绑架他们能带走的人并离开。</MessageRaidersKidnapping>
<MessageRaidersLeaving>来自{1}的{0}离开了。</MessageRaidersLeaving>
<MessageRaidersGivenUpLeaving>来自{1}的{0}放弃并离开了。</MessageRaidersGivenUpLeaving>
<MessageRaidersSatisfiedLeaving>来自{1}的{0}对于他们造成的破坏满意了并离开了。</MessageRaidersSatisfiedLeaving>
<MessageFightersFleeing>来自{1}的{0}正在逃跑。</MessageFightersFleeing>
<MessageFriendlyFightersLeaving>来自{1}的友好{0}离开了。</MessageFriendlyFightersLeaving>
<MessageVisitorsTakingWounded>来自{1}的{0} 带着一名受伤的访客.</MessageVisitorsTakingWounded>
<MessageWornApparelDeterioratedAway>{0} 被 {1}穿上, 恶化消失.</MessageWornApparelDeterioratedAway>
<MessageSeasonBegun>{0}开始了。</MessageSeasonBegun>
<MessageShipHasLeftCommsRange>{0}离开了通讯范围。</MessageShipHasLeftCommsRange>
<MessageNeedBeaconToTradeWithShip>你需要一个轨道交易信标才能和飞船交易。</MessageNeedBeaconToTradeWithShip>
<MessageBillComplete>清单完成: {0}。</MessageBillComplete>
<MessageFullyHealed>{0}完全康复了。</MessageFullyHealed>
<MessagePrisonerIsEscaping>囚犯{0}正在逃跑。</MessagePrisonerIsEscaping>
<MessageOutOfNearbyShellsFor>{0} 附近没有发现给{1}的炮弹.</MessageOutOfNearbyShellsFor>
<MessageAnimalsGoPsychoHunted>警告: {0}受到伤害时通常会发动攻击.</MessageAnimalsGoPsychoHunted>
<MessageAnimalManhuntsOnTameFailed>警告: {0}尝试驯化失败后会攻击你 ({1}几率).</MessageAnimalManhuntsOnTameFailed>
<LetterLabelMessageRecruitSuccess>新的招募</LetterLabelMessageRecruitSuccess>
<MessageRecruitSuccess>{0}成功招募了{1}(成功率{2})。</MessageRecruitSuccess>
<MessageRecruitFail>{0}没能成功招募{1}(成功率{2})。</MessageRecruitFail>
<MessageRecruitFailBecauseMood>{0}没能成功招募{1}。(囚犯心情值低于最低要求)</MessageRecruitFailBecauseMood>
<MessageTameSuccess>{0} 成功驯服{1} ({2}几率).</MessageTameSuccess>
<MessageTameAndNameSuccess>{0}成功驯服 {1} ({2} 几率) 并命名为 {3}.</MessageTameAndNameSuccess>
<MessageColonyCannotAfford>殖民地无法支付这笔交易。</MessageColonyCannotAfford>
<MessageColonyNotEnoughSilver>可用于交易的银石不足。</MessageColonyNotEnoughSilver>
<MessageCriticalAlert>严重警报: {0}</MessageCriticalAlert>
<MessageMustDesignateHarvestable>必须指定长有作物并长成的植物。</MessageMustDesignateHarvestable>
<MessageMustDesignateHarvestableWood>必须指定可收获木头并长成的树木。</MessageMustDesignateHarvestableWood>
<MessageMustDesignatePlants>必须指定植物。</MessageMustDesignatePlants>
<MessageMustDesignateHaulable>必须指定可以搬运的物品。</MessageMustDesignateHaulable>
<MessageMustDesignateMineable>必须指定不可通过的岩石。</MessageMustDesignateMineable>
<MessageMustDesignateHuntable>必须指定可以猎杀的物品。</MessageMustDesignateHuntable>
<MessageMustDesignateTameable>Must designate tameable animals.</MessageMustDesignateTameable>
<MessageMustDesignateClaimable>必须指定被放弃的人工建筑。</MessageMustDesignateClaimable>
<MessageMustDesignateSmoothableFloor>必须指定粗糙的石面。</MessageMustDesignateSmoothableFloor>
<MessageNothingCanRemoveThickRoofs>不能移除太厚的屋顶。</MessageNothingCanRemoveThickRoofs>
<MessageAlreadyInStorage>已经在存储区的物品,将会被搬运到更高优先级的存储区。</MessageAlreadyInStorage>
<MessageMustDesignateStrippable>剥光衣物的目标必须是尸体或倒地的人物。</MessageMustDesignateStrippable>
<MessageMustDesignateSlaughterable>必须指定属于殖民地的驯养动物。</MessageMustDesignateSlaughterable>
<MessageMustDesignateOpenable>必须指定完整的坟墓或容器。</MessageMustDesignateOpenable>
<MessageRefusedArrest>{0}拒绝被逮捕</MessageRefusedArrest>
<MessageNoMedicalBeds>没有可用的医疗床。</MessageNoMedicalBeds>
<MessageNoAnimalBeds>没有可用的动物窝铺。</MessageNoAnimalBeds>
<PawnDiedBecauseOf>{0}因{1}而死。</PawnDiedBecauseOf>
<MessageNoLongerDowned>{0}可以再行走了。</MessageNoLongerDowned>
<MessageInvoluntarySleep>{0}由于极度疲惫而昏倒.</MessageInvoluntarySleep>
<MessageMedicalOperationFailureCatastrophic>{0}操作{1}时,发生了灾难性的大错。</MessageMedicalOperationFailureCatastrophic>
<MessageMedicalOperationFailureMinor>{0}操作{1}时,发生了小的失误。</MessageMedicalOperationFailureMinor>
<MessageMedicalOperationWillAngerFaction>这次手术将激怒{0}。</MessageMedicalOperationWillAngerFaction>
<MessagePawnExitMapRelationsGain>因为{0}健康的离开地图,与{1}的关系上升{2}点。</MessagePawnExitMapRelationsGain>
<MessageMiscarriedStarvation>{0} 由于饥饿已经流产了.</MessageMiscarriedStarvation>
<MessageMiscarriedPoorHealth>{0}由于健康不佳已经流产了。</MessageMiscarriedPoorHealth>
<MessageGaveBirth>{0}已经生产了.</MessageGaveBirth>
<MessageNuzzledPawnGaveNameTo>{0}被命名为{1} {2}被爱抚后。</MessageNuzzledPawnGaveNameTo>
<MessageNoHandlerSkilledEnough>没有驯服者来驯服{0} (需要{2}的等级为{1} ,最好的驯服者 {3}已经{4}级了).</MessageNoHandlerSkilledEnough>
<MessageEatenByPredator>{0}被{1}吃掉了。</MessageEatenByPredator>
<MessageAttackedByPredator>{0}正被{1}攻击!</MessageAttackedByPredator>
<MessageHiveReproduced>一个昆虫巢穴自我繁殖了。</MessageHiveReproduced>
<MessageTraderCaravanLeaving>来自{0}的贸易商队正在离开。</MessageTraderCaravanLeaving>
<MessageCantSelectDeadFamilyMember>{0}已死亡。</MessageCantSelectDeadFamilyMember>
<MessageCantSelectOffMapFamilyMember>{0}不在地图中。</MessageCantSelectOffMapFamilyMember>
<MessageSocialFight>{0}和{1}开始争吵。原因:{2}。</MessageSocialFight>
<MessageNewMarriageCeremony>殖民者正在聚集庆祝 {0} 和 {1} 的婚礼。</MessageNewMarriageCeremony>
<MessageMarriageCeremonyStarts>正在举行 {0} 和 {1} 的婚礼!</MessageMarriageCeremonyStarts>
<MessageMarriageCeremonyCalledOff>{0} 和 {1} 的婚礼被取消。</MessageMarriageCeremonyCalledOff>
<MessageNewlyMarried>{0}和{1}结婚了。殖民者正在庆祝。</MessageNewlyMarried>
<MessageMarriageCeremonyAfterPartyFinished>{0} 和 {1} 的婚礼结束了。</MessageMarriageCeremonyAfterPartyFinished>
<MessageNewBondRelation>{0} 和 {1} 结交。</MessageNewBondRelation>
<MessageNewBondRelationNewName>{0} 和 {1} 结交。 {0} 改名为 {1} {2}.</MessageNewBondRelationNewName>
<MessageBondedAnimalMentalBreak>因为{1}的死亡,{0}精神崩溃了。</MessageBondedAnimalMentalBreak>
<MessageNamedBondedAnimalMentalBreak>因为{2}的死亡,{0} named {1}精神崩溃了。</MessageNamedBondedAnimalMentalBreak>
<MessageBondedAnimalsMentalBreak>因为{1}的死亡,{0}动物精神崩溃了。</MessageBondedAnimalsMentalBreak>
<MessageSuccessfullyRemovedHediff>{0} 成功移除了 {1} 的{2}。</MessageSuccessfullyRemovedHediff>
<MessageShipChunkDrop>一块飞船碎片从太空掉落到附件。</MessageShipChunkDrop>
<MessagePartyCalledOff>聚会被取消了。</MessagePartyCalledOff>
<MessagePartyFinished>聚会结束了。</MessagePartyFinished>
</LanguageData>