RimWorld-ChineseSimplified/Royalty/DefInjected/RulePackDef/Script_Hospitality_TextCommon.xml
2020-07-21 21:06:42 +08:00

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<?xml version="1.0" encoding="UTF-8"?>
<LanguageData>
<!-- EN:
<li>allLodgerInfo->[healthInfo][minMoodInfo][workInfo]</li>
<li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersHaveBloodRotAndParalysis==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] suffering from paralytic abasia and must be kept in bed.</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment. The disease can be slowed with high-quality care and medicine, but generally cannot be cured outright. If the disease becomes severe [lodgersLabelSingOrPluralDef] will die, so ensure you have the necessary medical supplies.</li>
<li>minMoodInfo-></li>
<li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\nyou must keep the mood of [lodgersLabelSingOrPluralDef] above [lodgersMoodThreshold_percent].</li>
<li>workInfo-></li>
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] will not do any work.</li>
<li>commonDescEnding->[helpersParagraph]</li>
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be (*Threat)a raid(/Threat) of roughly this size:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->there will be (*Threat)a raid(/Threat) of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->there will be (*Threat)[threatCount] raids(/Threat) of roughly this size:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->there will be (*Threat)[threatCount] raids(/Threat) of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->(*Threat)a mech cluster(/Threat) will deploy nearby.</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->(*Threat)two mech clusters(/Threat) will deploy nearby.</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->(*Threat)a mech cluster(/Threat) of [threatSize]x size will deploy nearby.</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->(*Threat)two mech clusters(/Threat) of [threatSize]x size will deploy nearby.</li>
<li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by an orbiting mechanoid swarm.</li>
<li>threatsInfoMechClustersMultiPrisoners->The prisoners recently [mechViolation], and have been targeted by an orbiting mechanoid swarm.</li>
<li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by a mechanoid hive.</li>
<li>threatsInfoMechRaidsMultiHuman->They recently [mechViolation], and have been targeted by a mechanoid hive.</li>
<li>mechViolation->angered a machine persona somehow</li>
<li>mechViolation->violated an ancient supercomputer terminal</li>
<li>mechViolation->murdered a human child favored by an archotech</li>
<li>mechViolation->attempted to hack a mechanoid control node</li>
<li>mechViolation->attempted to steal from an ancient storage site</li>
<li>letterSubject->{SUBJECT_definite}</li>
<li>lodgersHasHave(lodgersCount==1)->has</li>
<li>lodgersHasHave(lodgersCount>=2)->have</li>
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
<li>lodgersObjective(lodgersCount>=2)->them</li>
<li>areIs(lodgersCount==1)->is</li>
<li>areIs(lodgersCount>=2)->are</li>
<li>remainingWillNowLeave(lodgersCount==1)-></li>
<li>remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will now leave. </li>
<li>failLetterEndingQuest->You have failed the quest '[resolvedQuestName]'.</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->[failLetterEndingQuest]</li>
<li>failLetterEndingCommon->[failLetterEndingQuest]\n\nYour relations with [asker_faction_name] have decreased by [goodwillPenalty].</li>
-->
<QuestHospitalityCommon.rulePack.rulesStrings>
<li>allLodgerInfo->[healthInfo] [minMoodInfo] [workInfo]</li>
<li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
<li>healthInfo-></li>
<li>healthInfo(lodgersHaveBloodRotAndParalysis==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
<li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
<li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
<li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有麻痹症而必须卧床休息。</li>
<li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] 因患有坏血病而必须每天接受治疗。 这种疾病的进展可以通过高质量的护理和药物来延缓, 但通常不会被治愈。 如果疾病变得足够严重, 将会导致[lodgersLabelSingOrPluralDef]死亡, 所以要确保你有足够的医疗药品。</li>
<li>minMoodInfo-></li>
<li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\n你必须保持 [lodgersLabelSingOrPluralDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
<li>workInfo-></li>
<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] 不会做任何工作。</li>
<li>commonDescEnding->[helpersParagraph]</li>
<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->将会有一波大致与以下规模相当的(*Threat)袭击(/Threat)\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->将会有一波(*Threat)强度为[threatSize]x的袭击(/Threat),与以下规模相当:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->将会有(*Threat)[threatCount]波与以下规模相当的袭击(/Threat)\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->将会有(*Threat)[threatCount]波强度为[threatSize]x的袭击(/Threat),与以下规模相当:\n\n[threatExample]</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->(*Threat)一个机械集群(/Threat)将部署到附近。</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->(*Threat)两个机械集群(/Threat)将部署到附近。</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->(*Threat)一个[threatSize]x规模的机械集群(/Threat)将部署到附近。</li>
<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->(*Threat)两个[threatSize]x规模的机械集群(/Threat)将部署到附近。</li>
<li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被在轨的大批机械族锁定。</li>
<li>threatsInfoMechClustersMultiPrisoners->囚犯们近期[mechViolation],已经被在轨的大批机械族锁定。</li>
<li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被大批机械族锁定。</li>
<li>threatsInfoMechRaidsMultiHuman->他们近期[mechViolation],已经被大批机械族锁定。</li>
<li>mechViolation->激怒了一个人工智能</li>
<li>mechViolation->妨碍了一个古老的超级终端</li>
<li>mechViolation->谋杀了一个受古代科技青睐的人类儿童</li>
<li>mechViolation->企图黑入机械族控制节点</li>
<li>mechViolation->试图从一个古代储存点盗窃</li>
<li>letterSubject->{SUBJECT_definite}</li>
<li>lodgersHasHave(lodgersCount==1)->有</li>
<li>lodgersHasHave(lodgersCount>=2)->有</li>
<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
<li>lodgersObjective(lodgersCount>=2)->他们</li>
<li>areIs(lodgersCount==1)->是</li>
<li>areIs(lodgersCount>=2)->是</li>
<li>remainingWillNowLeave(lodgersCount==1)-></li>
<li>remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。</li>
<li>failLetterEndingQuest->你未能完成任务'[resolvedQuestName]'.</li>
<li>failLetterEndingCommon(askerIsNull==true,priority=1)->[failLetterEndingQuest]</li>
<li>failLetterEndingCommon->[failLetterEndingQuest]\n\n你与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
</QuestHospitalityCommon.rulePack.rulesStrings>
</LanguageData>