109 lines
11 KiB
XML
109 lines
11 KiB
XML
<?xml version="1.0" encoding="UTF-8"?>
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<LanguageData>
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<!-- EN:
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<li>allLodgerInfo->[healthInfo][minMoodInfo][workInfo]</li>
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<li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
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<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>
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<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] and [lodgers0_possessive] [allyAllies]</li>
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<li>healthInfo-></li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed.</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed.</li>
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<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is sick with blood rot.</li>
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<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are sick with blood rot.</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] is in a coma and must be kept in bed. [asker_possessive] is also sick with blood rot.</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] are comatose and need to be kept in bed. They are also sick with blood rot.</li>
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<li>minMoodInfo-></li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\nyou must keep [lodgersWithMoodThreshold0_nameDef]'s mood above [lodgersMoodThreshold_percent].</li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies]'s mood above [lodgersMoodThreshold_percent].</li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\nyou must keep [lodgersLabelSingleOrWithAllies] moods above [lodgersMoodThreshold_percent].</li>
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<li>workInfo-></li>
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<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] will not do any work.</li>
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<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
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<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be a raid of roughly this size:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->there will be a raid of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->there will be [threatCount] raids of roughly this size:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->there will be [threatCount] raids of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->a mech cluster will deploy nearby.</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->two mech clusters will deploy nearby.</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->a mech cluster of [threatSize]x size will deploy nearby.</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->two mech clusters of [threatSize]x size will deploy nearby.</li>
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<li>shuttleWillComeParagraph(lodgersCount==1)->After [shuttleDelayTicks_duration], a shuttle will arrive to collect [lodgers0_nameDef].</li>
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<li>shuttleWillComeParagraph(lodgersCount>=2)->After [shuttleDelayTicks_duration], a shuttle will arrive to collect the [lodgersLabelPlural].</li>
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<li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by an orbiting mechanoid swarm.</li>
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<li>threatsInfoMechClustersMultiPrisoners->The prisoners recently [mechViolation], and have been targeted by an orbiting mechanoid swarm.</li>
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<li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by a mechanoid hive.</li>
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<li>threatsInfoMechRaidsMultiHuman->They recently [mechViolation], and have been targeted by a mechanoid hive.</li>
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<li>mechViolation->angered a machine persona somehow</li>
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<li>mechViolation->violated an ancient supercomputer terminal</li>
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<li>mechViolation->murdered a human child favored by an archotech</li>
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<li>mechViolation->attempted to hack a mechanoid control node</li>
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<li>mechViolation->attempted to steal from an ancient storage site</li>
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<li>letterSubject->{SUBJECT_definite}</li>
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<li>lodgersHasHave(lodgersCount==1)->has</li>
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<li>lodgersHasHave(lodgersCount>=2)->have</li>
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<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
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<li>lodgersObjective(lodgersCount>=2)->them</li>
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<li>remainingWillNowLeave(lodgersCount==1)-></li>
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<li>remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will now leave. </li>
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<li>failLetterEndingCommon(askerIsNull==true,priority=1)->You have failed the quest '[resolvedQuestName]'.</li>
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<li>failLetterEndingCommon->You have failed the quest '[resolvedQuestName]'.\n\nYour relations with [asker_faction_name] have decreased by [goodwillPenalty].</li>
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-->
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<QuestHospitalityCommon.rulePack.rulesStrings>
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<li>allLodgerInfo->[healthInfo] [minMoodInfo] [workInfo]</li>
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<li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
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<li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->[lodgersLabelPlural]</li>
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<li>lodgersLabelSingleOrWithAllies(lodgersCount==1)->[lodgers0_nameDef]</li>
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<li>lodgersLabelSingleOrWithAllies(lodgersCount>=2)->[lodgers0_nameDef] 与 [lodgers0_possessive] [allyAllies]</li>
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<li>healthInfo-></li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。</li>
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<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
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<li>healthInfo(lodgersHaveBloodRot==true,lodgersAreComatose==false,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因坏血病而虚弱不堪。</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount==1,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 [asker_possessive]同时也因为坏血病而虚弱不堪。</li>
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<li>healthInfo(lodgersAreComatose==true,lodgersHaveBloodRot==true,lodgersCount>=2,priority=1)->[lodgersLabelSingleOrWithAllies] 因为昏迷必须卧床。 他们同时也因为坏血病而虚弱不堪。</li>
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<li>minMoodInfo-></li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold==1,priority=1)->\n\n你必须保持 [lodgersWithMoodThreshold0_nameDef] 的心情在 [lodgersMoodThreshold_percent] 以上。</li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold==2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
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<li>minMoodInfo(lodgersCountWithMoodThreshold>2,priority=1)->\n\n你必须保持 [lodgersLabelSingleOrWithAllies] 心情在 [lodgersMoodThreshold_percent]以上。</li>
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<li>workInfo-></li>
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<li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingleOrWithAllies] 不会做任何工作。</li>
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<li>commonDescEnding->[helpersParagraph][shuttleWillComeParagraph]</li>
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<li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->将会有一波大致与以下规模相当的袭击:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->将会有一波强度为[threatSize]x的袭击,与以下规模相当:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->将会有[threatCount]波与以下规模相当的袭击:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->将会有[threatCount]波强度为[threatSize]x的袭击,与以下规模相当:\n\n[threatExample]</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->一个机械集群将部署到附近。</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->两个机械集群将部署到附近。</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->一个[threatSize]x规模的机械集群将部署到附近。</li>
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<li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->两个[threatSize]x规模的机械集群将部署到附近。</li>
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<li>shuttleWillComeParagraph(lodgersCount==1)->在[shuttleDelayTicks_duration]后, 一艘负责运送[lodgers0_nameDef]的穿梭机将会到达。</li>
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<li>shuttleWillComeParagraph(lodgersCount>=2)->在[shuttleDelayTicks_duration]后, 一艘负责运送[lodgersLabelPlural]的穿梭机将会到达。</li>
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<li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被在轨的大批机械族锁定。</li>
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<li>threatsInfoMechClustersMultiPrisoners->囚犯们近期[mechViolation],已经被在轨的大批机械族锁定。</li>
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<li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef]近期[mechViolation],已经被大批机械族锁定。</li>
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<li>threatsInfoMechRaidsMultiHuman->他们近期[mechViolation],已经被大批机械族锁定。</li>
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<li>mechViolation->激怒了一个人工智能</li>
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<li>mechViolation->妨碍了一个古老的超级终端</li>
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<li>mechViolation->谋杀了一个受古代科技青睐的人类儿童</li>
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<li>mechViolation->企图黑入机械族控制节点</li>
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<li>mechViolation->试图从一个古代储存点盗窃</li>
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<li>letterSubject->{SUBJECT_definite}</li>
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<li>lodgersHasHave(lodgersCount==1)->有</li>
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<li>lodgersHasHave(lodgersCount>=2)->有</li>
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<li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
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<li>lodgersObjective(lodgersCount>=2)->他们</li>
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<li>remainingWillNowLeave(lodgersCount==1)-></li>
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<li>remainingWillNowLeave(lodgersCount>=2)->现在所有剩余的[lodgersLabelPlural]都将离开。</li>
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<li>failLetterEndingCommon(askerIsNull==true,priority=1)->你未能完成任务'[resolvedQuestName]'。</li>
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<li>failLetterEndingCommon->你未能完成任务'[resolvedQuestName]'。\n\n你与[asker_faction_name]的关系下降[goodwillPenalty]。</li>
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</QuestHospitalityCommon.rulePack.rulesStrings>
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</LanguageData> |