
Co-Authored-By: leafzxg <leafzxg@users.noreply.github.com> Co-Authored-By: Vaniat <vaniatd@users.noreply.github.com> Co-Authored-By: dango998 <dango998@users.noreply.github.com> Co-Authored-By: madxingjin <madxingjin@users.noreply.github.com> Co-Authored-By: lingluo39 <lingluo39@users.noreply.github.com> Co-Authored-By: gretino <gretino@users.noreply.github.com> Co-Authored-By: Sean <fsg19@outlook.com> Co-Authored-By: Ricofox233 <ricofox233@users.noreply.github.com> Co-Authored-By: rs-czh <rs-czh@users.noreply.github.com> Co-Authored-By: Boxrsxx <boxrsxx@users.noreply.github.com>
261 lines
20 KiB
XML
261 lines
20 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN: Tool -->
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<Tool>工具</Tool>
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<!-- EN: damage -->
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<DamageLower>伤害</DamageLower>
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<!-- EN: seconds per attack -->
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<SecondsPerAttackLower>秒/每击</SecondsPerAttackLower>
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<!-- EN: Base value -->
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<StatsReport_BaseValue>基础值</StatsReport_BaseValue>
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<!-- EN: Relevant traits -->
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<StatsReport_RelevantTraits>相关特性</StatsReport_RelevantTraits>
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<!-- EN: Relevant gear -->
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<StatsReport_RelevantGear>相关装备</StatsReport_RelevantGear>
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<!-- EN: Relevant health conditions -->
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<StatsReport_RelevantHediffs>相关健康状况</StatsReport_RelevantHediffs>
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<!-- EN: Life stage -->
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<StatsReport_LifeStage>生命阶段</StatsReport_LifeStage>
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<!-- EN: Material -->
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<StatsReport_Material>材质</StatsReport_Material>
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<!-- EN: Character quality -->
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<StatsReport_CharacterQuality>角色质量</StatsReport_CharacterQuality>
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<!-- EN: Skills -->
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<StatsReport_Skills>技能</StatsReport_Skills>
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<!-- EN: Post-process - other stats -->
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<StatsReport_OtherStats>后期处理其它属性</StatsReport_OtherStats>
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<!-- EN: Health -->
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<StatsReport_Health>健康</StatsReport_Health>
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<!-- EN: {0} importance -->
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<HealthFactorPercentImpact>权重{0}</HealthFactorPercentImpact>
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<!-- EN: {0} impact -->
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<HealthOffsetScale>影响{0}</HealthOffsetScale>
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<!-- EN: {0} max -->
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<HealthFactorMaxImpact>最大值{0}</HealthFactorMaxImpact>
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<!-- EN: if below {0} -->
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<HealthFactorAllowedDefect>如果低于{0}</HealthFactorAllowedDefect>
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<!-- EN: Post-process curve -->
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<StatsReport_PostProcessed>后期处理曲线</StatsReport_PostProcessed>
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<!-- EN: Final value -->
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<StatsReport_FinalValue>最终值</StatsReport_FinalValue>
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<!-- EN: Materials and labor -->
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<StatsReport_MarketValueFromStuffsAndWork>市场价值是由原材料和工作量计算而来的。</StatsReport_MarketValueFromStuffsAndWork>
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<!-- EN: Quality multiplier -->
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<StatsReport_QualityMultiplier>质量乘数</StatsReport_QualityMultiplier>
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<!-- EN: Max gain -->
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<StatsReport_MaxGain>最大增益</StatsReport_MaxGain>
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<!-- EN: Multiplier for age {0} -->
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<StatsReport_AgeMultiplier>年龄({0})乘数</StatsReport_AgeMultiplier>
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<!-- EN: Multiplier for health {0} -->
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<StatsReport_HealthMultiplier>耐久({0})乘数</StatsReport_HealthMultiplier>
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<!-- EN: Multiplier for mood {0} -->
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<StatsReport_MoodMultiplier>心情({0})乘数</StatsReport_MoodMultiplier>
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<!-- EN: Multiplier for light {0} -->
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<StatsReport_LightMultiplier>光照({0})乘数</StatsReport_LightMultiplier>
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<!-- EN: Multiplier for difficulty {0} -->
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<StatsReport_DifficultyMultiplier>难度({0})乘数</StatsReport_DifficultyMultiplier>
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<!-- EN: In bed -->
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<StatsReport_InBed>卧床</StatsReport_InBed>
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<!-- EN: Facilities -->
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<StatsReport_Facilities>设施</StatsReport_Facilities>
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<!-- EN: Multiplier for body size {0} -->
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<StatsReport_BodySize>体型({0})乘数</StatsReport_BodySize>
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<!-- EN: DPS = Melee damage * Melee hit chance / Cooldown in seconds -->
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<StatsReport_MeleeDPSExplanation>DPS = 近战伤害 * 近战命中几率 / 冷却时间(秒)</StatsReport_MeleeDPSExplanation>
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<!-- EN: Melee damage -->
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<StatsReport_MeleeDamage>近战伤害</StatsReport_MeleeDamage>
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<!-- EN: Cooldown -->
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<StatsReport_Cooldown>冷却时间</StatsReport_Cooldown>
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<!-- EN: Melee hit chance -->
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<StatsReport_MeleeHitChance>近战命中率</StatsReport_MeleeHitChance>
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<!-- EN: {0} s -->
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<StatsReport_CooldownFormat>{0}秒</StatsReport_CooldownFormat>
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<!-- EN: Life expectancy -->
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<StatsReport_LifeExpectancy>预期寿命</StatsReport_LifeExpectancy>
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<!-- EN: Multiplier for missing body parts -->
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<StatsReport_MissingBodyParts>身体部位缺失乘数</StatsReport_MissingBodyParts>
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<!-- EN: Gear and inventory -->
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<StatsReport_GearAndInventoryMass>装备与货物</StatsReport_GearAndInventoryMass>
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<!-- EN: Multiplier for worn by corpse -->
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<StatsReport_WornByCorpse>死者衣物乘数</StatsReport_WornByCorpse>
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<!-- EN: average of all attacks -->
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<AverageOfAllAttacks>各攻击平均</AverageOfAllAttacks>
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<!-- EN: Scenario -->
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<StatsReport_ScenarioFactor>剧本</StatsReport_ScenarioFactor>
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<!-- EN: Ingredients -->
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<StatsReport_IngredientsMass>材料</StatsReport_IngredientsMass>
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<!-- EN: Permanently disabled. -->
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<StatsReport_PermanentlyDisabled>永久关闭。</StatsReport_PermanentlyDisabled>
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<!-- EN: {0} -->
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<StatsReport_Inspiration>{0}</StatsReport_Inspiration>
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<!-- EN: Added body parts -->
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<StatsReport_AddedBodyPartsMass>添加的身体部件</StatsReport_AddedBodyPartsMass>
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<!-- EN: Material effect multiplier -->
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<StatsReport_StuffEffectMultiplier>材料效果乘数</StatsReport_StuffEffectMultiplier>
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<!-- EN: Resting -->
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<StatsReport_Resting>休息</StatsReport_Resting>
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<!-- EN: recreation type -->
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<StatsReport_JoyKind>娱乐类型</StatsReport_JoyKind>
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<!-- EN: work to uninstall -->
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<StatsReport_WorkToUninstall>正在卸载</StatsReport_WorkToUninstall>
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<!-- EN: Multiplier for growth {0} -->
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<StatsReport_PlantGrowth>成长度{0}乘数</StatsReport_PlantGrowth>
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<!-- EN: scaled because wild -->
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<StatsReport_PlantGrowth_Wild>野生乘数</StatsReport_PlantGrowth_Wild>
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<!-- EN: Not flesh -->
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<StatsReport_NotFlesh>不是肉身</StatsReport_NotFlesh>
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<!-- EN: Not fresh -->
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<StatsReport_NotFresh>不新鲜</StatsReport_NotFresh>
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<!-- EN: Wild man -->
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<StatsReport_WildMan>野人</StatsReport_WildMan>
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<!-- EN: Attack -->
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<StatsReport_NonToolAttack>攻击</StatsReport_NonToolAttack>
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<!-- EN: Mined item -->
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<Stat_MineableThing_Name>开采物品</Stat_MineableThing_Name>
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<!-- EN: The item that will be yielded when mining this. -->
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<Stat_MineableThing_Desc>开采时所产生的物品。</Stat_MineableThing_Desc>
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<!-- EN: Source species -->
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<Stat_SourceSpecies_Name>源物种</Stat_SourceSpecies_Name>
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<!-- EN: The species of creature from which this was taken. -->
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<Stat_SourceSpecies_Desc>表示从哪些生物来源上获得的。</Stat_SourceSpecies_Desc>
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<!-- EN: Stuff -->
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<Stat_Stuff_Name>材料</Stat_Stuff_Name>
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<!-- EN: The stuff this thing is made of. This affects many other stats, including weapon damage, apparel armor and insulation, item and building hit points, beauty, market value, and much more. -->
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<Stat_Stuff_Desc>这东西是由什么做的。这会影响许多其他属性,包括武器伤害、服装护甲和隔热、物品和建造生命值、外观、市场价值等等。</Stat_Stuff_Desc>
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<!-- EN: Weapon -->
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<Stat_Weapon_Name>武器</Stat_Weapon_Name>
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<!-- EN: The weapon used by this turret. -->
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<Stat_Weapon_Desc>用作于炮塔的武器</Stat_Weapon_Desc>
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<!-- EN: How much damage an object can take before being destroyed. -->
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<Stat_HitPoints_Desc>物体被破坏之前能承受多少伤害。</Stat_HitPoints_Desc>
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<!-- EN: The amount of work it takes to uninstall this. -->
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<Stat_Thing_WorkToUninstall_Desc>卸载它所需的工作量。</Stat_Thing_WorkToUninstall_Desc>
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<!-- EN: Which facilities can be used to produce this. -->
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<Stat_Thing_CreatedAt_Desc>可以使用哪些设施来生产此产品。</Stat_Thing_CreatedAt_Desc>
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<!-- EN: The amount of damage this weapon deals.\n\nThis may be deflected or mitigated by the target's armor. -->
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<Stat_Thing_Damage_Desc>该武器造成的伤害值。\n\n这可能会被目标的护甲抵消或减轻。</Stat_Thing_Damage_Desc>
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<!-- EN: A multiplier on the amount of experience doctors gain when using this to tend a patient. -->
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<Stat_Thing_Drug_MedicineXpGainFactor_Desc>医生在照顾病人时获得经验的乘数。</Stat_Thing_Drug_MedicineXpGainFactor_Desc>
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<!-- EN: The attributes of this plant. -->
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<Stat_Thing_Plant_Attributes_Desc>这种植物的属性。</Stat_Thing_Plant_Attributes_Desc>
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<!-- EN: Which body parts this covers.\n\nArmor does not protect body parts that it does not cover. -->
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<Stat_Thing_Apparel_Covers_Desc>覆盖了身体的哪些部位。\n\n盔甲不能保护它所没有覆盖到的部位。</Stat_Thing_Apparel_Covers_Desc>
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<!-- EN: Which apparel layers this fills.\n\nFor a given body part, only one piece of apparel can be worn in each layer. -->
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<Stat_Thing_Apparel_Layer_Desc>表示覆盖了哪些服装层。\n\n对于给定的身体部位,每层只能穿一件衣服。</Stat_Thing_Apparel_Layer_Desc>
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<!-- EN: The minimum soil fertility that this plant requires to grow. -->
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<Stat_Thing_Plant_FertilityRequirement_Desc>这种植物生长所需的最低的土壤肥力。</Stat_Thing_Plant_FertilityRequirement_Desc>
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<!-- EN: How sensitive this plant is to soil fertility.\n\nLow sensitivity means the plant will grow about the same speed in rich or poor soil. High sensitivity means the plant grows slow in poor soil, but faster in rich soil. -->
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<Stat_Thing_Plant_FertilitySensitivity_Desc>这种植物对土壤肥力的敏感程度。低敏感度意味着植物在肥沃或贫瘠的土壤里都能以同样的速度生长。高敏感度意味着植物在贫瘠的土壤中生长缓慢,而在肥沃的土壤中生长较快。</Stat_Thing_Plant_FertilitySensitivity_Desc>
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<!-- EN: The amount of light this plant requires to grow. -->
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<Stat_Thing_Plant_LightRequirement_Desc>这种植物生长所需要的光照量。</Stat_Thing_Plant_LightRequirement_Desc>
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<!-- EN: The lifespan of the plant.\n\nPlants naturally die after they reach a certain age, even if not harvested. -->
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<Stat_Thing_Plant_LifeSpan_Desc>植物的寿命。即使没有收获,植物也会在一定年龄后自然死亡。</Stat_Thing_Plant_LifeSpan_Desc>
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<!-- EN: The amount of product this plant will yield when harvested. -->
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<Stat_Thing_Plant_HarvestYield_Desc>这种植物收获后的产量。</Stat_Thing_Plant_HarvestYield_Desc>
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<!-- EN: The minimum temperature this plant can survive.\n\nTemperatures below this will cause damage over time. -->
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<Stat_Thing_Plant_MinGrowthTemperature_Desc>这种植物能生存的最低温度。温度低于这个数值将会随着时间的推移造成损害。</Stat_Thing_Plant_MinGrowthTemperature_Desc>
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<!-- EN: The maximum temperature this plant can survive.\n\nTemperatures above this will cause damage over time. -->
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<Stat_Thing_Plant_MaxGrowthTemperature_Desc>这种植物能承受的最高温度。温度超过这个数值将会随着时间的推移造成损害。</Stat_Thing_Plant_MaxGrowthTemperature_Desc>
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<!-- EN: The minimum skill needed for a farmer to to sow this plant. -->
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<Stat_Thing_Plant_MinGrowingSkillToSow_Desc>播种这种植物所需要的最低的技能等级。</Stat_Thing_Plant_MinGrowingSkillToSow_Desc>
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<!-- EN: The kinds of food this creature is capable of eating.\n\nCan eat: {0} -->
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<Stat_Race_Diet_Desc>这种生物能吃的食物种类。\n\n可食用: {0}</Stat_Race_Diet_Desc>
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<!-- EN: The type of leather this creature will yield when butchered. -->
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<Stat_Race_LeatherType_Desc>这种生物被屠宰时获得的皮革类型。</Stat_Race_LeatherType_Desc>
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<!-- EN: The chance that this creature will attack when a tamer tries to tame it and fails. -->
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<Stat_Race_Animal_TameFailedRevengeChance_Desc>当驯兽者在驯服失败时,该生物会攻击的概率。</Stat_Race_Animal_TameFailedRevengeChance_Desc>
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<!-- EN: This creature's general mental aptitude for training. This is a combination of intelligence and attentiveness. It determines which kinds of tasks this creature can be trained to perform. -->
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<Stat_Race_Trainability_Desc>这种生物可以驯化的智力程度。这是智力与专注的结合。它决定了该生物可以学会哪些工作能力。</Stat_Race_Trainability_Desc>
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<!-- EN: The average life expectancy of this creature. -->
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<Stat_Race_LifeExpectancy_Desc>这种生物的平均寿命。</Stat_Race_LifeExpectancy_Desc>
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<!-- EN: The recreational value of ingesting this. Higher numbers will fulfill the recreation need more. -->
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<Stat_Thing_Ingestible_Joy_Desc>摄入该物品所获得的娱乐值。更高的数值将满足更多的娱乐需求。</Stat_Thing_Ingestible_Joy_Desc>
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<!-- EN: The size of this creature's body, compared to an average adult human. -->
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<Stat_Race_BodySize_Desc>与普通的成年种相比,这种生物的体形大小。</Stat_Race_BodySize_Desc>
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<!-- EN: How much time passes between when a melee attack with this weapon begins and when it hits. -->
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<Stat_Thing_Weapon_MeleeWarmupTime_Desc>使用该武器的近战攻击开始到击中目标之间的时间间隔。</Stat_Thing_Weapon_MeleeWarmupTime_Desc>
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<!-- EN: The amount of shots this weapon fires in each burst. -->
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<Stat_Thing_Weapon_BurstShotCount_Desc>该武器在每次攻击中发射的子弹数量。</Stat_Thing_Weapon_BurstShotCount_Desc>
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<!-- EN: The fire rate of this weapon during each burst. -->
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<Stat_Thing_Weapon_BurstShotFireRate_Desc>该武器射击时的子弹射速。</Stat_Thing_Weapon_BurstShotFireRate_Desc>
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<!-- EN: The maximum range of this weapon. -->
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<Stat_Thing_Weapon_Range_Desc>该武器的最大射程。</Stat_Thing_Weapon_Range_Desc>
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<!-- EN: The radius of random spread on shots fired by this weapon.\n\nHigh values make projectiles disperse randomly around the target. -->
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<Stat_Thing_Weapon_MissRadius_Desc>该武器射击时的随机散布半径。越高的数值会使得炮弹在目标周围分布更散。</Stat_Thing_Weapon_MissRadius_Desc>
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<!-- EN: The chance that a shot will directly hit its target if not intercepted, dodged or stopped. -->
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<Stat_Thing_Weapon_DirectHitChance_Desc>如果没有被阻挡,闪避或停止,射击将直接命中目标的概率。</Stat_Thing_Weapon_DirectHitChance_Desc>
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<!-- EN: This body part's effect on the mood of the owner. -->
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<Stat_Thing_MoodChange_Desc>该身体部件对精神影响的程度。※</Stat_Thing_MoodChange_Desc>
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<!-- EN: The main skill used while performing this recipe.\n\nIt determines the quality of the result, and is learned while performing this recipe. -->
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<Stat_Recipe_Skill_Desc>执行此清单时使用的主要技能。\n\n它决定了制作产品的品质,并在进行制作时获得相应的技能经验。</Stat_Recipe_Skill_Desc>
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<!-- EN: The ingredients required to perform this recipe. -->
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<Stat_Recipe_Ingredients_Desc>执行此清单所需的材料</Stat_Recipe_Ingredients_Desc>
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<!-- EN: The skills required to perform this recipe. -->
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<Stat_Recipe_SkillRequirements_Desc>执行此清单所需的技能</Stat_Recipe_SkillRequirements_Desc>
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<!-- EN: The products produced by this recipe. -->
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<Stat_Recipe_Products_Desc>此清单产出的物品</Stat_Recipe_Products_Desc>
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<!-- EN: Which character stat governs the workspeed of this recipe.\n\nThe higher the stat of the worker is, the faster work will be done. -->
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<Stat_Recipe_WorkSpeedStat_Desc>角色的哪些属性决定了该制作的工作速度。\n\n工作者的状态越高,工作效率就越快。</Stat_Recipe_WorkSpeedStat_Desc>
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<!-- EN: Which stat governs the quality or amount of output.\n\nThe higher the stat of the worker is, the higher the quality or yield will be. -->
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<Stat_Recipe_EfficiencyStat_Desc>哪种状态决定产出的质量或数量。\n\n工作者的状态越高,品质或产量就越高。</Stat_Recipe_EfficiencyStat_Desc>
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<!-- EN: A multiplier on the chance this operation will be a success. More difficult operations have lower multipliers.\n\nThe actual chance of success of a surgery is also affected by the doctor, facilities, and medicine used. -->
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<Stat_Thing_Surgery_SuccessChanceFactor_Desc>该操作的成功率。较困难的手术乘数较低。\n\n手术成功的实际概率还受到医生,相关设备和所用药物的影响。</Stat_Thing_Surgery_SuccessChanceFactor_Desc>
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<!-- EN: Can't fail -->
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<Stat_Thing_Surgery_SuccessChanceFactor_CantFail>不会失败</Stat_Thing_Surgery_SuccessChanceFactor_CantFail>
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<!-- EN: Performing this operation is safe for the patient. -->
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<Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>执行此操作对患者是安全的。</Stat_Thing_Surgery_SuccessChanceFactor_CantFail_Desc>
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<!-- EN: The chance the patient will die upon failure of this surgery. -->
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<Stat_Thing_Surgery_DeathOnFailChance_Desc>患者因手术失败而死亡的概率。</Stat_Thing_Surgery_DeathOnFailChance_Desc>
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<!-- EN: The addictiveness of this drug. -->
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<Stat_Thing_Drug_Addictiveness_Desc>该药物的成瘾性。</Stat_Thing_Drug_Addictiveness_Desc>
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<!-- EN: Total bleed factor -->
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<Stat_Hediff_TotalBleedFactor_Name>失血量乘数</Stat_Hediff_TotalBleedFactor_Name>
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<!-- EN: A multiplier applied to the overall rate of blood loss. -->
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<Stat_Hediff_TotalBleedFactor_Desc>一个适用于失血量的乘数。</Stat_Hediff_TotalBleedFactor_Desc>
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<!-- EN: Natural healing factor -->
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<Stat_Hediff_NaturalHealingFactor_Name>自然治愈乘数</Stat_Hediff_NaturalHealingFactor_Name>
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<!-- EN: A multiplier applied to the overall rate of natural wound healing. -->
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<Stat_Hediff_NaturalHealingFactor_Desc>适用于伤口自然愈合的总体速度的乘数。</Stat_Hediff_NaturalHealingFactor_Desc>
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<!-- EN: Food poisoning chance factor -->
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<Stat_Hediff_FoodPoisoningChanceFactor_Name>食物中毒的乘数</Stat_Hediff_FoodPoisoningChanceFactor_Name>
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<!-- EN: A multiplier applied to the chance of accidentally cooking a meal with food poisoning. -->
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<Stat_Hediff_FoodPoisoningChanceFactor_Desc>适用于制作食物时偶然产生的食物中毒的概率乘数。</Stat_Hediff_FoodPoisoningChanceFactor_Desc>
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<!-- EN: The rate at which this condition is drains blood. -->
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<Stat_Hediff_BleedingRate_Desc>该情况下血液流失的速度。</Stat_Hediff_BleedingRate_Desc>
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<!-- EN: The amount of pain caused by this condition. -->
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<Stat_Hediff_Pain_Desc>该情况下引起的疼痛程度。</Stat_Hediff_Pain_Desc>
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<!-- EN: The offset in efficiency applied to body parts affected by this. -->
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<Stat_Hediff_PartEfficiency_Desc>适用于受此影响的身体部位的效率偏移。</Stat_Hediff_PartEfficiency_Desc>
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<!-- EN: The mental abilities this affects. -->
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<Stat_Hediff_Affects_Desc>健康因素对精神状况的影响。※</Stat_Hediff_Affects_Desc>
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<!-- EN: Hunger rate offset -->
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<Stat_Hediff_HungerRateOffset_Name>饥饿率偏移</Stat_Hediff_HungerRateOffset_Name>
|
||
<!-- EN: A multiplier on the rate at which the food need depletes. -->
|
||
<Stat_Hediff_HungerRateFactor_Desc>食物消耗速度的乘数。</Stat_Hediff_HungerRateFactor_Desc>
|
||
<!-- EN: An offset on the rate at which the food need depletes. -->
|
||
<Stat_Hediff_HungerRateOffset_Desc>食物需求消耗量的偏移</Stat_Hediff_HungerRateOffset_Desc>
|
||
<!-- EN: Rest fall rate -->
|
||
<Stat_Hediff_TirednessOffset_Name>休息值消耗率</Stat_Hediff_TirednessOffset_Name>
|
||
<!-- EN: An offset applied to the rate at which the creatures rest need falls. -->
|
||
<Stat_Hediff_TirednessOffset_Desc>适用于生物休息所需速率的偏移量。</Stat_Hediff_TirednessOffset_Desc>
|
||
<!-- EN: A multiplier applied to the rate at which the creatures rest need falls. -->
|
||
<Stat_Hediff_TirednessFactor_Desc>适用于生物休息需求下降速率的乘数。</Stat_Hediff_TirednessFactor_Desc>
|
||
<!-- EN: Whether or not this will prevent infections. -->
|
||
<Stat_Hediff_PreventsInfection_Desc>是否可以防止感染。</Stat_Hediff_PreventsInfection_Desc>
|
||
<!-- EN: The things this terrain supports. -->
|
||
<Stat_Thing_Terrain_Supports_Desc>这个地形支持的东西。</Stat_Thing_Terrain_Supports_Desc>
|
||
<!-- EN: This can only be placed on terrain of these types. -->
|
||
<Stat_Thing_TerrainRequirement_Desc>只能将其放置在这些类型的地形上。</Stat_Thing_TerrainRequirement_Desc>
|
||
<!-- EN: The amount of power this building will draw from the power grid. -->
|
||
<Stat_Thing_PowerConsumption_Desc>该建筑物将从电网中获取的电量。</Stat_Thing_PowerConsumption_Desc>
|
||
<!-- EN: The overall efficiency of this body part. -->
|
||
<Stat_Thing_BodyPartEfficiency_Desc>这个身体部位的整体效率。</Stat_Thing_BodyPartEfficiency_Desc>
|
||
<!-- EN: Biocoding -->
|
||
<Stat_Thing_Weapon_Biocoded_Name>生体识别</Stat_Thing_Weapon_Biocoded_Name>
|
||
<!-- EN: This item has been coded to only accept a particular individual's bio-signature. -->
|
||
<Stat_Thing_Weapon_Biocoded_Desc>该物品经过生体编译只能给识别给特定的人使用。</Stat_Thing_Weapon_Biocoded_Desc>
|
||
|
||
</LanguageData> |