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<?xml version="1.0" encoding="utf-8" ?> | ||
<Defs> | ||
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<DamageDef> | ||
<defName>Laser</defName> | ||
<workerClass>DamageWorker_AddInjury</workerClass> | ||
<label>burn</label> | ||
<hasForcefulImpact>true</hasForcefulImpact> | ||
<makesBlood>false</makesBlood> | ||
<!-- <incapChanceMultiplier>1.2</incapChanceMultiplier> --> | ||
<canInterruptJobs>false</canInterruptJobs> | ||
<externalViolence>true</externalViolence> | ||
<deathMessage>{0} has been shot to death.</deathMessage> | ||
<hediff>Burn</hediff> | ||
<armorCategory>Heat</armorCategory> | ||
<explosionHeatEnergyPerCell>15</explosionHeatEnergyPerCell> | ||
<explosionCellMote>Mote_BlastFlame</explosionCellMote> | ||
<explosionColorCenter>(1, 0.7, 0.7)</explosionColorCenter> | ||
<explosionColorEdge>(1, 1, 0.7)</explosionColorEdge> | ||
<soundExplosion>Explosion_Flame</soundExplosion> | ||
</DamageDef> | ||
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</Defs> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
<Defs> | ||
<JobDef> | ||
<defName>CompVehicle_LoadPassenger</defName> | ||
<driverClass>CompVehicle.JobDriver_LoadPassenger</driverClass> | ||
<reportString>entering TargetA.</reportString> | ||
</JobDef> | ||
<JobDef> | ||
<defName>CompVehicle_Assemble</defName> | ||
<driverClass>CompVehicle.JobDriver_AssembleVehicle</driverClass> | ||
<reportString>assembling TargetA.</reportString> | ||
</JobDef> | ||
</Defs> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
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<Defs> | ||
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<ThingDef Name="JT_BaseBullet" Abstract="True"> | ||
<category>Projectile</category> | ||
<tickerType>Normal</tickerType> | ||
<altitudeLayer>Projectile</altitudeLayer> | ||
<thingClass>Bullet</thingClass> | ||
<label>bullet</label> | ||
<useHitPoints>False</useHitPoints> | ||
<neverMultiSelect>True</neverMultiSelect> | ||
<graphicData> | ||
<shaderType>Transparent</shaderType> | ||
</graphicData> | ||
</ThingDef> | ||
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<ThingDef ParentName="JT_BaseBullet" Name="JT_FlyingObject"> | ||
<defName>JT_FlyingObject</defName> | ||
<thingClass>AbilityUser.FlyingObject</thingClass> | ||
<label>flying object</label> | ||
<graphicData> | ||
<texPath>NullTex</texPath> | ||
<graphicClass>Graphic_Single</graphicClass> | ||
</graphicData> | ||
<projectile> | ||
<flyOverhead>true</flyOverhead> | ||
<damageDef>Stun</damageDef> | ||
<damageAmountBase>0</damageAmountBase> | ||
<speed>10</speed> | ||
</projectile> | ||
</ThingDef> | ||
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</Defs> |
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<?xml version="1.0" encoding="utf-8" ?> | ||
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<!-- ThinkTree by Jecrell and Swenzi --> | ||
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<Defs> | ||
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<ThinkTreeDef> | ||
<defName>CompVehicle_Simple</defName> | ||
<thinkRoot Class="ThinkNode_Priority"> | ||
<subNodes> | ||
<li Class="ThinkNode_Subtree"> | ||
<treeDef>Downed</treeDef> | ||
</li> | ||
<li Class="ThinkNode_Subtree"> | ||
<treeDef>LordDuty</treeDef> | ||
</li> | ||
<li Class="ThinkNode_Tagger"> | ||
<tagToGive>Idle</tagToGive> | ||
</li> | ||
<li Class="ThinkNode_QueuedJob" /> | ||
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<!-- Vehicle can take direct orders when drafted --> | ||
<li Class="ThinkNode_ConditionalOfPlayerFaction"> | ||
<subNodes> | ||
<li Class="ThinkNode_Tagger"> | ||
<tagToGive>DraftedOrder</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_Orders" /> | ||
</subNodes> | ||
</li> | ||
</subNodes> | ||
</li> | ||
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<!-- Vehicle joins auto joinable caravan --> | ||
<li Class="ThinkNode_Subtree"> | ||
<treeDef>JoinAutoJoinableCaravan</treeDef> | ||
</li> | ||
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<!--Mod determined, some mods may not want their vehicle to haul--> | ||
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<li Class="ThinkNode_Tagger"> | ||
<tagToGive>Fieldwork</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_Haul" /> | ||
</subNodes> | ||
</li> | ||
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<!--Vehicle Unloads its own inventory, logical so long as someone is inside--> | ||
<li Class="CompVehicle.ThinkNode_ConditionalCanManipulate"> | ||
<subNodes> | ||
<li Class="ThinkNode_Tagger"> | ||
<tagToGive>UnloadingOwnInventory</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_UnloadYourInventory" /> | ||
</subNodes> | ||
</li> | ||
</subNodes> | ||
</li> | ||
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<!-- Lets you set vehicle "parking spots," places for vehicles to stay. --> | ||
<li Class="ThinkNode_ConditionalForcedGoto"> | ||
<subNodes> | ||
<li Class="ThinkNode_Tagger"> | ||
<tagToGive>Misc</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_ForcedGoto" /> | ||
</subNodes> | ||
</li> | ||
</subNodes> | ||
</li> | ||
<li Class="JobGiver_SeekAllowedArea" /> | ||
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<!-- Neutral Vehicles shouldn't be in the player map, get them out'--> | ||
<li Class="ThinkNode_ConditionalNonPlayerNonHostileFaction"> | ||
<subNodes> | ||
<li Class="ThinkNode_Tagger"> | ||
<tagToGive>Misc</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_ExitMapBest"> | ||
<defaultLocomotion>Walk</defaultLocomotion> | ||
</li> | ||
</subNodes> | ||
</li> | ||
</subNodes> | ||
</li> | ||
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<li Class="ThinkNode_Subtree"> | ||
<treeDef>LordDuty</treeDef> | ||
</li> | ||
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<li Class="ThinkNode_Tagger"> | ||
<tagToGive>Idle</tagToGive> | ||
<subNodes> | ||
<li Class="JobGiver_Idle" /> | ||
</subNodes> | ||
</li> | ||
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<li Class="JobGiver_IdleError"/> | ||
</subNodes> | ||
</thinkRoot> | ||
</ThinkTreeDef> | ||
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<ThinkTreeDef> | ||
<defName>CompVehicle_SimpleConstant</defName> | ||
<thinkRoot Class="ThinkNode_Priority"> | ||
<subNodes> | ||
<li Class="ThinkNode_ConditionalCanDoConstantThinkTreeJobNow"> | ||
<subNodes> | ||
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<!-- Hostility response --> | ||
<li Class="JobGiver_ConfigurableHostilityResponse" /> | ||
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<!-- Lord directives --> | ||
<li Class="ThinkNode_Subtree"> | ||
<treeDef>LordDutyConstant</treeDef> | ||
</li> | ||
</subNodes> | ||
</li> | ||
</subNodes> | ||
</thinkRoot> | ||
</ThinkTreeDef> | ||
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</Defs> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/DamageDef/AbilityUser_Damages.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<Laser.label>灼伤(光剑)</Laser.label> | ||
<Laser.deathMessage>{0}被击毙了。</Laser.deathMessage> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/JobDef/AbilityUser_Jobs.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<CastAbilityVerb.reportString>使用原力技</CastAbilityVerb.reportString> | ||
<CastAbilitySelf.reportString>使用原力技</CastAbilitySelf.reportString> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/JobDef/CompDeflector_Jobs.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<CastDeflectVerb.reportString>偏转了</CastDeflectVerb.reportString> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/JobDef/CompInstalledPart_Jobs.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<CompInstalledPart_InstallPart.reportString>安装TargetA。</CompInstalledPart_InstallPart.reportString> | ||
<CompInstalledPart_UninstallPart.reportString>卸载TargetA。</CompInstalledPart_UninstallPart.reportString> | ||
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</LanguageData> |
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7
1.1+1.2/Languages/ChineseSimplified/DefInjected/JobDef/CompSlotLoadable_Jobs.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<GatherSlotItem.reportString>装备TargetA。</GatherSlotItem.reportString> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/JobDef/CompVehicle_Jobs.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<CompVehicle_LoadPassenger.reportString>搭载TargetA。</CompVehicle_LoadPassenger.reportString> | ||
<CompVehicle_Assemble.reportString>装配TargetA。</CompVehicle_Assemble.reportString> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/RecipeDef/Recipes_Add_Make.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<!-- SPECIAL: These Recipes from makeable ThingDefs (which include <recipeMaker>), generated by RimTrans --> | ||
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<!-- Recipe Users: ElectricSmithy, FueledSmithy --> | ||
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<Make_MeleeWeapon_TestKnife.label>打造[SW]开槽刀</Make_MeleeWeapon_TestKnife.label> | ||
<Make_MeleeWeapon_TestKnife.description>打造一把开槽刀。</Make_MeleeWeapon_TestKnife.description> | ||
<Make_MeleeWeapon_TestKnife.jobString>正在打造开槽刀中。</Make_MeleeWeapon_TestKnife.jobString> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/StatDef/CompDeflection_StatWorkers.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<MeleeWeapon_DeflectionChance.label>偏转几率</MeleeWeapon_DeflectionChance.label> | ||
<MeleeWeapon_DeflectionChance.description>以近战武器偏转远程抛射物的几率。</MeleeWeapon_DeflectionChance.description> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/ThingDef/CompSlotLoadable_Slots.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<SlotTest.label>测试</SlotTest.label> | ||
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</LanguageData> |
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...1.2/Languages/ChineseSimplified/DefInjected/ThingDef/CompSlotLoadable_ThingDefExample.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<MeleeWeapon_TestKnife.label>[SW]开槽刀</MeleeWeapon_TestKnife.label> | ||
<MeleeWeapon_TestKnife.description>一件人类早期使用的原始工具,既可以当日常工具也可以当武器使用。</MeleeWeapon_TestKnife.description> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/DefInjected/WorldObjectDef/WorldObjects.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<WorldObject_ProgressBar.label>progress bar</WorldObject_ProgressBar.label> | ||
<WorldObject_ProgressBar.description>This should not be visible to players.</WorldObject_ProgressBar.description> | ||
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</LanguageData> |
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<AU_DISABLED>禁用</AU_DISABLED> | ||
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<AU_Type>类型:</AU_Type> | ||
<AU_TargetAoE>有效范围</AU_TargetAoE> | ||
<AU_TargetSelf>以自己为目标</AU_TargetSelf> | ||
<AU_TargetThing>以其他为目标</AU_TargetThing> | ||
<AU_TargetLocation>目标位置</AU_TargetLocation> | ||
<AU_Cooldown>冷却:</AU_Cooldown> | ||
<AU_Extra>附加</AU_Extra> | ||
<AU_MentalStateChance>精神影响几率</AU_MentalStateChance> | ||
<AU_EffectChance>影响几率</AU_EffectChance> | ||
<AU_PawnAbilityRecharging>{0}需要时间恢复能量</AU_PawnAbilityRecharging> | ||
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<AU_AoEProperties>有效范围属性</AU_AoEProperties> | ||
<AU_TargetClass>目标:</AU_TargetClass> | ||
<AU_AoECharacters>角色</AU_AoECharacters> | ||
<AU_AoEFriendlyFire>误伤:</AU_AoEFriendlyFire> | ||
<AU_AoEMaxTargets>最大目标数:</AU_AoEMaxTargets> | ||
<AU_AoEStartsFromCaster>从施法者开始:</AU_AoEStartsFromCaster> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/Keyed/CompActivatableEffect.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<DeactivatedWarning>警告:{0}当前装备武器是无效的!</DeactivatedWarning> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/Keyed/CompDeflector.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<NoDeflectorEquipped>没有配备导流板</NoDeflectorEquipped> | ||
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<DeflectChance>偏转几率</DeflectChance> | ||
<DeflectChanceEx>决定该武器反射袭击者的抛射物或子弹的偏转几率。</DeflectChanceEx> | ||
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<MaxDeflectChance>最大偏转几率</MaxDeflectChance> | ||
<MaxDeflectChanceEx>每点{0}技能能提供角色{1}的反射目标抛射物的偏转几率。理论上最大的偏转几率为{2}。</MaxDeflectChanceEx> | ||
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<DeflectChancePerLevel>每点{0}技能增加的偏转百分比</DeflectChancePerLevel> | ||
<DeflectChancePerLevelEx>每点{0}技能提供角的偏转抛射物的几率。</DeflectChancePerLevelEx> | ||
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<StatsReport_DeflectionExplanation>偏转几率=(基础偏转几率+(原力等级*每级加成))×操作能力</StatsReport_DeflectionExplanation> | ||
<StatsReport_BaseDeflectChance>基础偏转几率</StatsReport_BaseDeflectChance> | ||
<StatsReport_DeflectPerSkillLevel>每点技能增加的偏转百分比</StatsReport_DeflectPerSkillLevel> | ||
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</LanguageData> |
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1.1+1.2/Languages/ChineseSimplified/Keyed/CompInstalledPart.xml
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<?xml version="1.0" encoding="utf-8"?> | ||
<LanguageData> | ||
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<CompInstalledPart_Install>安装在{2}上</CompInstalledPart_Install> | ||
<CompInstalledPart_Uninstall>卸下{0}</CompInstalledPart_Uninstall> | ||
<CompInstalledPart_Installed>{0}将{1}安装在{2}上</CompInstalledPart_Installed> | ||
<CompInstalledPart_Uninstalled>{0}将{1}从{2}上卸下</CompInstalledPart_Uninstalled> | ||
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</LanguageData> |
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