RimWorld-ChineseSimplified/Keyed/Letters.xml

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<?xml version="1.0" encoding="utf-8"?>
<LanguageData>
<JumpToLocation>转至事件发生地点</JumpToLocation>
<PostponeLetter>推迟</PostponeLetter>
<RejectLetter>拒绝</RejectLetter>
<LetterLabelFirstSummerWarning>夏天</LetterLabelFirstSummerWarning>
<FirstSummerWarning>夏天到了!冬天还会远吗?\n\n寒冷的冬日无法种植作物赶紧趁现在从事生产储备过冬食物。\n\n你可以建一间有制冷机的房间作为冷库以防止食物腐烂。\n\n同时尝试买、偷、缴获或者制作几件风雪大衣以防冬季出门挨冻。</FirstSummerWarning>
<RelationsBrokenDown>与{0}的关系恶化了,他们现在成为了你的敌人。</RelationsBrokenDown>
<RelationsWarmed>与{0}的关系改善了,他们现在不再是你的敌人。</RelationsWarmed>
<RelationsBrokenCapture>由于你俘虏了{0}{1}现在成为了你的敌人。</RelationsBrokenCapture>
<ColonyGoodwill>对殖民地的友好度</ColonyGoodwill>
<Neutral>中立</Neutral>
<ShortCircuitRain>{0}在雨中短路了,引发了一场火灾。</ShortCircuitRain>
<LetterLabelAreaRevealed>发现区域</LetterLabelAreaRevealed>
<AreaRevealed>发现了一片新的区域。</AreaRevealed>
<AreaRevealedWithMechanoids>发现了一片新的区域,里面存在有敌意的远古机械体。</AreaRevealedWithMechanoids>
<RoofCollapsed>一处屋顶因距离支撑过远而坍塌了。</RoofCollapsed>
<TheseThingsCrushed>以下物品/人员被砸中了:</TheseThingsCrushed>
<NothingCrushed>没有物品被砸中。</NothingCrushed>
<LetterLabelRoofCollapsed>屋顶塌方</LetterLabelRoofCollapsed>
<RecruitSuccess>{0}成功招募了{1}(成功率{2})。</RecruitSuccess>
<RecruitFail>{0}未能招募{1}(成功率{2})。</RecruitFail>
<RelatedPawnInvolvedInQuest>[PAWN_nameDef]是{0}的{1}。如果[PAWN_nameDef]死亡,{0}将遭受长期的伤痛。当然,如果你设法救援[PAWN_nameDef]{0}会开心很长时间。</RelatedPawnInvolvedInQuest>
<LetterLabelBirthday>生日</LetterLabelBirthday>
<BirthdayChronological>今天是{0}的历法年龄生日!根据生物年龄,{1}只有{3}岁。\n\n根据历法年龄{1}已经{2}岁了。\n\n由于殖民者在低温休眠舱内休眠时不会变老所以生物年龄生日与历法年龄生日可能会有一定的区别。</BirthdayChronological>
<BirthdayBiologicalAgeInjuries>今天是{0}的{1}岁生物年龄生日。\n\n然而不幸的是{0}因为年老而患上了如下疾病:\n{2}</BirthdayBiologicalAgeInjuries>
<LetterLabelNewDisease>疾病</LetterLabelNewDisease>
<NewDisease>{0}患上了{1}。\n\n确保你有一位医生和医疗用床让{2}获得良好的医疗照顾并尽量卧床休息以尽快康复。</NewDisease>
<NewPartDisease>{0}的患上了{3},感染位于[PAWN_possessive]{1}。\n\n确保你有一位医生和医疗用床让{2}获得良好的医疗照顾并尽量卧床休息以尽快康复。</NewPartDisease>
<PawnWasFormerlyColonist>{0}曾经是你的派系的一员。</PawnWasFormerlyColonist>
<PawnHasTheseRelationshipsWithColonists>{0}与你的殖民者有这些关系:</PawnHasTheseRelationshipsWithColonists>
<PrisonerRescueTimeout>营地会在{0}天后消失。如果你错过这个机会,你再也不会听到{1}的消息。</PrisonerRescueTimeout>
<LetterLabelAncientShrineWarning>远古威胁</LetterLabelAncientShrineWarning>
<AncientShrineWarning>当{0}靠近这个古老建筑时,[PAWN_objective]浑身上下充满了强烈的不祥之感。[PAWN_pronoun]也不确定为什么,但[PAWN_pronoun]觉得在这座满是灰尘的建筑之中可能隐藏着极大的危险。</AncientShrineWarning>
<StruckMineable>我们采到了{0}</StruckMineable>
<LetterLabelAnimalManhunterRevenge>{0}被激怒</LetterLabelAnimalManhunterRevenge>
<AnimalManhunterFromDamage>{0}因受到伤害而开始攻击你!</AnimalManhunterFromDamage>
<AnimalManhunterFromTaming>{0}因驯服失败而开始攻击你!</AnimalManhunterFromTaming>
<AnimalManhunterOthers>附近的其他{0}也被激怒了!</AnimalManhunterOthers>
<LetterFriendlyTrapSprungLabel>{0}触发陷阱</LetterFriendlyTrapSprungLabel>
<LetterFriendlyTrapSprung>{0}不小心触发了陷阱,并受到了伤害。</LetterFriendlyTrapSprung>
<LetterHealthComplications>{0}产生了新的症状: {1}\n\n这是由{2}所带来的并发症。</LetterHealthComplications>
<LetterHealthComplicationsLabel>{0}{1}</LetterHealthComplicationsLabel>
<LetterHediffFromRandomHediffGiver>{0}产生了新的症状: {1}。</LetterHediffFromRandomHediffGiver>
<LetterHediffFromRandomHediffGiverLabel>{0}{1}</LetterHediffFromRandomHediffGiverLabel>
<LetterLeadersDeathLabel>{1}死亡: {0}</LetterLeadersDeathLabel>
<LetterLeadersDeath>{1}的{3} {0} 已死亡。\n\n新任{3}是 {2} 。</LetterLeadersDeath>
<LetterLeaderChangedLabel>新任{1}: {0}</LetterLeaderChangedLabel>
<LetterLeaderChanged>{0} 不再是{1}的{3}了。\n\n新任{3}是 {2} 。</LetterLeaderChanged>
<MentalBreakLetterLabel>精神崩溃</MentalBreakLetterLabel>
<FinalStraw>压倒骆驼的最后一根稻草: {0}。</FinalStraw>
<!-- Related pawns -->
<LetterLabelNoticedRelatedPawns>家族成员</LetterLabelNoticedRelatedPawns>
<LetterRelatedPawnsRaidEnemy>到达的{0}团体中有人是你的殖民者或者囚犯的家族成员。\n\n记住虽然他们是家族成员但是他们仍然会攻击你的殖民者因为他们属于敌对派系。\n\n这些人是:</LetterRelatedPawnsRaidEnemy>
<LetterRelatedPawnsRaidFriendly>到达的友好{0}团体中有殖民者或囚犯的家族成员:</LetterRelatedPawnsRaidFriendly>
<LetterRelatedPawnsNeutralGroup>到达的团体中有殖民者或囚犯的家族成员:</LetterRelatedPawnsNeutralGroup>
<LetterRelatedPawnsTradeShip>轨道贸易商出售的奴隶中有殖民者或囚犯的家族成员:</LetterRelatedPawnsTradeShip>
<LetterRelatedPawnsTradingWithSettlement>定居点出售的奴隶中有殖民者或囚犯的家族成员:</LetterRelatedPawnsTradingWithSettlement>
<LetterRelatedPawnsTradingWithOtherCaravan>远行队出售的奴隶中有殖民者或囚犯的家族成员:</LetterRelatedPawnsTradingWithOtherCaravan>
<RelationshipAppendedLetterSuffix>(家族)</RelationshipAppendedLetterSuffix>
<RelationshipAppendedLetterTextColonist>[PAWN_nameDef]是殖民者的家族成员。[PAWN_pronoun]是{0}的{1}。</RelationshipAppendedLetterTextColonist>
<RelationshipAppendedLetterTextPrisoner>[PAWN_nameDef]是囚犯的家族成员。[PAWN_pronoun]是{0}的{1}。</RelationshipAppendedLetterTextPrisoner>
<!-- Attempt romance / propose interaction -->
<LetterLabelAffair>外遇</LetterLabelAffair>
<LetterAffair>{0}虽然已经和{1}结婚,却和{2}勾搭上了。</LetterAffair>
<LetterLabelNewLovers>恋情</LetterLabelNewLovers>
<LetterNewLovers>{0}和{1}走到了一起,现在是恋人关系了。</LetterNewLovers>
<LetterNoLongerLovers>{0}和{1}不再是恋人关系了。</LetterNoLongerLovers>
<LetterLabelBreakup>分手</LetterLabelBreakup>
<LetterLabelAcceptedProposal>接受求婚!</LetterLabelAcceptedProposal>
<LetterLabelRejectedProposal>拒绝求婚</LetterLabelRejectedProposal>
<LetterAcceptedProposal>{1}接受了{0}的求婚。\n\n在未来数天或数季度后他们将举行婚礼并邀请所有的殖民者。如果你想指定婚礼地点请考虑放置一个婚礼举办点。「建筑规划」-「杂项」中你能找到婚礼举办点。)</LetterAcceptedProposal>
<LetterRejectedProposal>{1}拒绝了{0}的求婚。{0}伤心欲绝。</LetterRejectedProposal>
<!-- Generalized letter labels -->
<LetterLabelRelationsChangeGood>关系改善</LetterLabelRelationsChangeGood>
<LetterLabelRelationsChangeBad>关系恶化</LetterLabelRelationsChangeBad>
<LetterLabelShortCircuit>电缆短路</LetterLabelShortCircuit>
<LetterLabelMentalBreakdown>精神崩溃</LetterLabelMentalBreakdown>
<!-- Bonded animals -->
<LetterLabelBondedAnimalDied>牵绊动物死亡</LetterLabelBondedAnimalDied>
<LetterBondedAnimalDied>{1}的{0}牵绊动物死亡,{1}伤心欲绝。</LetterBondedAnimalDied>
<LetterNamedBondedAnimalDied>{2}的{0}牵绊动物{1}死亡,{2}伤心欲绝。</LetterNamedBondedAnimalDied>
<LetterBondedAnimalDiedMulti>{0}死亡,以下殖民者伤心欲绝:\n\n{1}</LetterBondedAnimalDiedMulti>
<LetterNamedBondedAnimalDiedMulti>名为{1}的{0}死亡,以下殖民者伤心欲绝:\n\n{2}</LetterNamedBondedAnimalDiedMulti>
<!-- Prison break -->
<LetterLabelPrisonBreak>越狱</LetterLabelPrisonBreak>
<LetterPrisonBreak>囚犯们不知如何撬开了门锁,正在越狱!他们可能找寻武器、战斗或者直接逃跑。越狱囚犯:\n\n{0}\n\n当囚犯人数众多或身体健康时更容易试图越狱。</LetterPrisonBreak>
<!-- Party -->
<LetterLabelNewParty>聚会</LetterLabelNewParty>
<LetterNewParty>{0}正在举办一个聚会!每位参与的殖民者都能获得快乐和社交能量,以及心情提升的持续效果。</LetterNewParty>
<!-- Newly addicted -->
<LetterLabelNewlyAddicted>{0}成瘾</LetterLabelNewlyAddicted>
<LetterNewlyAddicted>{0}已经对{1}成瘾了。\n\n[PAWN_pronoun]现在对{1}有着很强的依赖和需求,你可以在[PAWN_possessive]需求面板上查看。[PAWN_pronoun]会自动使用对应成瘾品来满足自己的需求,在[PAWN_pronoun]无法获得任何{1}时就会产生戒断反应。</LetterNewlyAddicted>
<!-- Drug binge -->
<LetterLabelDrugBinge>{0}滥用者</LetterLabelDrugBinge>
<LetterDrugBinge>{0}无法控制自己的欲望,正在超剂量使用{1}。</LetterDrugBinge>
<!-- Formed caravan -->
<LetterLabelFormedCaravan>远行队就绪</LetterLabelFormedCaravan>
<LetterFormedCaravan>你的远行队已经组建完成,正在世界地图等待命令。</LetterFormedCaravan>
<!-- Caravan destroyed -->
<LetterLabelAllCaravanColonistsDied>远行队已毁灭</LetterLabelAllCaravanColonistsDied>
<LetterAllCaravanColonistsDied>远行队的所有成员均已死亡。</LetterAllCaravanColonistsDied>
<!-- Caravan entered ambush map -->
<LetterLabelCaravanEnteredAmbushMap>远行队抵达偷袭点</LetterLabelCaravanEnteredAmbushMap>
<LetterCaravanEnteredAmbushMap>{0}以抵达偷袭地点。</LetterCaravanEnteredAmbushMap>
<!-- Caravan entered enemy base -->
<LetterLabelCaravanEnteredEnemyBase>开始进攻</LetterLabelCaravanEnteredEnemyBase>
<LetterCaravanEnteredEnemyBase>{0}已经抵达{1}并已准备好开始进攻。</LetterCaravanEnteredEnemyBase>
<LetterCaravanEnteredEnemyBaseBecameHostile>{0}已经抵达{1}并已准备好开始进攻。\n\n由于你的入侵现在{2}与你是敌对关系。</LetterCaravanEnteredEnemyBaseBecameHostile>
<!-- Faction base defeated -->
<LetterLabelFactionBaseDefeated>基地已摧毁</LetterLabelFactionBaseDefeated>
<LetterFactionBaseDefeated>敌人的基地{0}已经被摧毁。\n\n殖民者重组远行队之前你有{1}来收集物品。</LetterFactionBaseDefeated>
<LetterFactionBaseDefeated_FactionDestroyed>这是{0}的最后一个基地,这意味着这个派系已不复存在。</LetterFactionBaseDefeated_FactionDestroyed>
<!-- Pawns lost due to map countdown -->
<LetterLabelPawnsLostDueToMapCountdown>被抛弃</LetterLabelPawnsLostDueToMapCountdown>
<LetterPawnsLostDueToMapCountdown>一些动物和囚犯被抛弃于荒野中:\n\n{0}</LetterPawnsLostDueToMapCountdown>
<!-- Quest completed -->
<LetterLabelDefeatAllEnemiesQuestCompleted>完成请求</LetterLabelDefeatAllEnemiesQuestCompleted>
<LetterDefeatAllEnemiesQuestCompleted>你摧毁了敌人的哨所!\n\n来自{0}的付款已经到达,并且派系关系提升了{1}。</LetterDefeatAllEnemiesQuestCompleted>
<!-- Found lump of precious resources -->
<LetterLabelFoundPreciousLump>发现稀有矿物</LetterLabelFoundPreciousLump>
<LetterFoundPreciousLump>你的远距离矿物扫描仪发现了一个附近的稀有矿物块。\n\n无法得知是否有人或者别的什么东西在看守着。</LetterFoundPreciousLump>
<!-- Sleeping mechanoids -->
<LetterLabelSleepingMechanoids>沉睡的机械体</LetterLabelSleepingMechanoids>
<LetterSleepingMechanoids>此区域内有几个沉睡中的机械体。\n\n当你接近他们时不确定他们会不会醒来小心。</LetterSleepingMechanoids>
<!-- Ambush -->
<LetterLabelAmbushInExistingMap>伏击</LetterLabelAmbushInExistingMap>
<LetterAmbushInExistingMap>你的{0}被伏击了!</LetterAmbushInExistingMap>
<!-- Peace talks -->
<LetterLabelPeaceTalks_Disaster>灾难性的和平谈判</LetterLabelPeaceTalks_Disaster>
<LetterPeaceTalks_Disaster>这场谈判是场灾难。代表们几乎还没经过最初的问候这场讨论就破裂成了互相侮辱和指责。\n\n你的远行队提前离开后来自{1}的{0}便追了上来并发动了攻击!\n\n与{1}间的关系: {2}。</LetterPeaceTalks_Disaster>
<LetterLabelPeaceTalks_Backfire>事与愿违的和平谈判</LetterLabelPeaceTalks_Backfire>
<LetterPeaceTalks_Backfire>这场谈判的最终结果事与愿违。尽管进行了一些寒暄,但代表们在实质性问题上毫无进展,而且许多言论被认为是侮辱。\n\n与{0}间的关系: {1}。</LetterPeaceTalks_Backfire>
<LetterLabelPeaceTalks_TalksFlounder>苦难重重的和平谈判</LetterLabelPeaceTalks_TalksFlounder>
<LetterPeaceTalks_TalksFlounder>谈判过程中困难重重。代表们设法传达清晰的意图和基本的尊重,但未能在真正问题上取得进展。\n\n与{0}间的关系保持不变。</LetterPeaceTalks_TalksFlounder>
<LetterLabelPeaceTalks_Success>成功的和平谈判</LetterLabelPeaceTalks_Success>
<LetterPeaceTalks_Success>谈判成功。代表们在一系列重大问题上达成理解。\n\n与{0}间的关系提升了{1}。</LetterPeaceTalks_Success>
<LetterLabelPeaceTalks_Triumph>巨大成功的和平谈判</LetterLabelPeaceTalks_Triumph>
<LetterPeaceTalks_Triumph>谈判取得了伟大的胜利!代表们在个人层面上迅速取得联系,并在当天就在最困难问题上真正看出了彼此的观点。\n\n与{0}间的关系提升了{1}。\n\n在你的远行队离开时{0}赠予了你一个礼物: {2}。</LetterPeaceTalks_Triumph>
<PeaceTalksSocialXPGain>你的谈判者,{0},获得了{1}社交经验值。</PeaceTalksSocialXPGain>
<!-- Run wild mental break -->
<LetterRunWildMentalBreak>{0}决定离开你的派系、与野兽为伍。</LetterRunWildMentalBreak>
<!-- Catatonic mental break -->
<LetterCatatonicMentalBreak>{0}会持续数天处于精神崩溃中。</LetterCatatonicMentalBreak>
</LanguageData>