RimWorld-ChineseSimplified/Keyed/Gameplay.xml
AlyxMS 2c6c4970d0 .4.420 Github is fucked up
Please work this time
2014-04-23 18:05:48 +08:00

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<?xml version="1.0" encoding="utf-8" ?>
<LanguageData>
<!-- Various -->
<WorkLeft>剩余工作</WorkLeft>
<Contents>内容</Contents>
<ForPrisonerUse>仅限囚犯使用</ForPrisonerUse>
<ForColonistUse>仅限殖民者使用</ForColonistUse>
<Owner>主人</Owner>
<Nobody></Nobody>
<Unowned>没有主人</Unowned>
<GunInstalled>已安装</GunInstalled>
<DeadTime>死掉的{0}</DeadTime>
<WalkSpeed>行走速度{0}</WalkSpeed>
<DyingLower>接近死亡</DyingLower>
<PawnEffectiveness>效率</PawnEffectiveness>
<FilthOnFeet>脚上的污物:</FilthOnFeet>
<!-- Job reports -->
<ReportHaulingTo>把{1}搬到{0}。</ReportHaulingTo>
<ReportHauling>搬动{0}中。</ReportHauling>
<!-- Shooting report -->
<RangeSlashSkill>距离/技能</RangeSlashSkill>
<RangeSlashEquipment>距离/装备</RangeSlashEquipment>
<Darkness>黑暗</Darkness>
<TargetProne>目标动作</TargetProne>
<TargetSize>目标大小</TargetSize>
<Weather>天气</Weather>
<ShootingCover>掩体</ShootingCover>
<CoverThingBlocksPercentOfShots>{0}阻止了{1}</CoverThingBlocksPercentOfShots>
<NoCoverLower>没有掩体</NoCoverLower>
<!-- Status levels -->
<Loyalty>忠诚值</Loyalty>
<LoyaltyTip>忠诚值代表一个人在殖民地中的信仰。如果忠诚值太低,一个人可能会自暴自弃,做无理的事甚至直接发疯。\n\n忠诚值等于幸福值或者恐惧值——取决于哪个值更大。</LoyaltyTip>
<Happiness>幸福值</Happiness>
<HappinessTip>幸福值是通过满足心理和身体上的需求来保持的。</HappinessTip>
<Fear>恐惧值</Fear>
<FearTip>恐惧值表示人们对周围环境的恐惧程度。\n\n当见到威胁残酷的情景或是展示权力时恐惧值就会增加。</FearTip>
<Food>食物值</Food>
<FoodTip>食物值表示了人们对他们的食物的满意度。\n\n食物值会在吃饭时重置。一段时间后食物值会继续下降直到他们再度吃饭。食物值为零时人物会因为饥饿而受到持续伤害。</FoodTip>
<Rest>休息值</Rest>
<RestTip>休息值表示需要放松或睡觉的程度。\n\n睡觉时休息值会增加到最大。不在睡觉时休息值会随时间降低。</RestTip>
<Environment>环境值</Environment>
<EnvironmentTip>环境值反映出人物周围环境的优美程度。\n\n人们在宽阔并且充满装饰的房间内环境值会很高。在周围环境很丑陋的情况下环境值会很低。</EnvironmentTip>
<Openness>开放性</Openness>
<!-- Thoughts -->
<ThoughtExpiresIn>消逝时间:{0}</ThoughtExpiresIn>
<ThoughtStartsExpiringIn>消逝开始时间:{0}</ThoughtStartsExpiringIn>
<ThoughtFinishesExpiringIn>消逝结束时间:{0}</ThoughtFinishesExpiringIn>
<MentalBreakThreshold>精神崩溃临界值</MentalBreakThreshold>
<!--Effectiveness-->
<EffectivenessFull>完整的</EffectivenessFull>
<EffectivenessReduced>降低的</EffectivenessReduced>
<EffectivenessImpaired>受损的</EffectivenessImpaired>
<EffectivenessIncapacitated>残缺的</EffectivenessIncapacitated>
<!-- Time indicator-->
<ClockDay></ClockDay>
<ClockTime>时间</ClockTime>
<ClockTip>自从你到达后的天数和时间。</ClockTip>
<!-- Inspector -->
<Health>生命</Health>
<Faction>派系</Faction>
<Equipped>已装备</Equipped>
<EquippedNothing></EquippedNothing>
<Incapacitated>无法行动</Incapacitated>
<InRestraints>被关押(速度减慢)</InRestraints>
<SelectNextInSquareTip>选择同一个方块里的下一件东西。\n\n你也可以慢速重复点击同一个方块。</SelectNextInSquareTip>
<!-- ITab titles -->
<TabBills>清单</TabBills>
<TabGrowing>生长中</TabGrowing>
<TabCharacter>角色</TabCharacter>
<TabNeeds>需求</TabNeeds>
<TabPrisoner>囚犯</TabPrisoner>
<TabThoughts>想法</TabThoughts>
<TabStorage>贮存</TabStorage>
<!-- ITabs -->
<AddBill>增加清单</AddBill>
<RecipeRequiresSkills>配方{0}需要以下技能。你没有任何殖民者拥有这些技能,所以没人会完成这份清单。</RecipeRequiresSkills>
<BillConfig>设置</BillConfig>
<SuspendedCaps>已暂停</SuspendedCaps>
<PlantVerb>种植</PlantVerb>
<RecruitmentDifficulty>招募难度</RecruitmentDifficulty>
<PrisonerGetsFood>得到食物</PrisonerGetsFood>
<ShouldTryToRecruit>尝试招募</ShouldTryToRecruit>
<PrisonerNoInteraction>不互动</PrisonerNoInteraction>
<PrisonerFriendlyChat>友好交谈</PrisonerFriendlyChat>
<PrisonerMildBeating>轻微殴打</PrisonerMildBeating>
<PrisonerViciousBeating>残忍殴打</PrisonerViciousBeating>
<PrisonerExecution>处决</PrisonerExecution>
<!-- like 'Blood of John' -->
<OfLower>来自</OfLower>
<!-- Power readout -->
<PowerNotConnected>未连接电网。</PowerNotConnected>
<PowerConnectedRate>电网功率: {0}W</PowerConnectedRate>
<PowerConnectedStored>电网蓄电: {0}Wd</PowerConnectedStored>
<PowerNeeded>需要电力</PowerNeeded>
<PowerOutput>电力输出</PowerOutput>
<PowerBatteryStored>蓄电</PowerBatteryStored>
<PowerBatteryEfficiency>效率</PowerBatteryEfficiency>
<!--Rotting-->
<RotStateFresh>新鲜</RotStateFresh>
<RotStateRotting>腐烂中</RotStateRotting>
<RotStateDessicated>干燥</RotStateDessicated>
<!-- Tooltip -->
<Carrying>携带</Carrying>
<ShotBy>被{0}击中</ShotBy>
<CannotHit>无法击中目标。</CannotHit>
<!-- Storage priority labels -->
<StoragePriorityUnstored>未贮存</StoragePriorityUnstored>
<StoragePriorityLow></StoragePriorityLow>
<StoragePriorityNormal>普通</StoragePriorityNormal>
<StoragePriorityPreferred>偏好</StoragePriorityPreferred>
<StoragePriorityImportant>重要</StoragePriorityImportant>
<StoragePriorityCritical>关键</StoragePriorityCritical>
<!-- Meal -->
<TimeToSpoil>{0}后腐坏</TimeToSpoil>
<Ingredients>配料</Ingredients>
<!-- Plants -->
<PercentGrowth>已生长{0}%</PercentGrowth>
<Growing></Growing>
<NotGrowingNow>不在生长(需要在{0}的条件下)</NotGrowingNow>
<HarvestableIn>{0}后可以收获</HarvestableIn>
<FullyGrownIn>{0}后长成</FullyGrownIn>
<ReadyToHarvest>待收获</ReadyToHarvest>
<Mature>成熟</Mature>
<!-- Zones -->
<Zone>区域</Zone>
<GrowingZone>种植区</GrowingZone>
<Stockpile>贮存区</Stockpile>
<DumpingStockpile>垃圾贮存区</DumpingStockpile>
<SellingStockpile>交易贮存区</SellingStockpile>
<Priority>优先度</Priority>
<!-- General time stuff -->
<DaysLower></DaysLower>
<SecondsLower></SecondsLower>
<!-- Mouseover indicator -->
<Undiscovered>未发现</Undiscovered>
<!-- Buttons -->
<ZoneVisibilityToggleButton>切换区域的可见性。</ZoneVisibilityToggleButton>
<!-- Fire -->
<Fire>火焰</Fire>
<FireOn>{0}上的火焰</FireOn>
<Burning>燃烧中</Burning>
<FireSizeLower>火焰大小:{0}</FireSizeLower>
<!-- Map conditions (eclipse, solar flare, etc )-->
<MapConditionsTip>区域正在被特殊情况干扰。</MapConditionsTip>
<SolarFlare>太阳耀斑</SolarFlare>
<Eclipse>日蚀</Eclipse>
</LanguageData>