diff --git a/CREDITS.md b/CREDITS.md index 821a2d6a1d..7610533f1c 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -354,7 +354,7 @@ This page lists all the individual contributions to the project by their author. - Fix `Hospital=yes` building can't kick out infantry after loading a save - `Edit/Clear Hate-Value` Trigger Action - `Set Force Enemy` Trigger Action - - Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them + - Fix the issue where computer players did not search for new enemies after defeating them or forming alliances with them - **NetsuNegi**: - Forbidding parallel AI queues by type - Jumpjet crash speed fix when crashing onto building @@ -385,7 +385,7 @@ This page lists all the individual contributions to the project by their author. - Customize airstrike targets - Separate the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues - Fix the bug that buildings will always be tinted as airstrike owner - - Fix the bug that 'AllowAirstrike=no' cannot completely prevent air strikes from being launched against it + - Fix the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it - **Apollo** - Translucent SHP drawing patches - **ststl**: - Customizable `ShowTimer` priority of superweapons diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 216edc4c1f..8c14eee748 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -213,7 +213,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that units on the slope tilted at an excessive angle. - Fixed an issue that impassable invisible barrier generated by the behavior of infantry continuously entering vehicles. - Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash. -- Fixed an issue that MCV will self-destruct when using trigger 107 to teleport. - Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error. - Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by `IsLocomotor=yes` warhead. - Fixed the bug that a unit can overlap with `Teleport` units after it's been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads. @@ -221,9 +220,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that game crashes when spawnee has been removed and is not real dead. - Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues. - Fixed the bug that buildings will always be tinted as airstrike owner. -- Fixed the bug that 'AllowAirstrike=no' cannot completely prevent air strikes from being launched against it. +- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it. - Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them. -- Fixed an issue that spawned `Strafe` aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing. ## Fixes / interactions with other extensions @@ -703,6 +701,22 @@ BallisticScatter.Max= ; floating point value, distance in cells ## Technos +### Airstrike target eligibility + +- By default whether or not a building can be targeted by airstrikes depends on value of `CanC4`, which also affects other things. This can now be changed independently by setting `AllowAirstrike`. If not set, defaults to value of `CanC4`. +- For non building situations, the default value is true. +- Now it is possible to designate air strikes against non building targets. +- The airstrike aircraft will now aim at the target itself rather than the cell beneath its feet. + +In `rulesmd.ini`: +```ini +[SOMETECHNO] ; TechnoType +AllowAirstrike= ; boolean + +[SOMEWARHEAD] ; WarheadType +AirstrikeTargets=building ; List of Affected Target Enumeration (none|infantry|units|buildings|all) +``` + ### Alternate FLH customizations - `AlternateFLH.OnTurret` can be used to customize whether or not `AlternateFLHN` used for `OpenTopped` transport firing coordinates, multiple mind control link offsets etc. is calculated relative to the unit's turret if available or body. @@ -717,8 +731,8 @@ AlternateFLH.OnTurret=true ; boolean - It is now possible to set a global cap for the effects of `InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting `InfantryGainSelfHealCap` & `UnitsGainSelfHealCap` under `[General]`, respectively. - Whether or not `MultiplayPassive=true` houses benefit from these effects can be controlled via `GainSelfHealAllowMultiplayPassive`. -- It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` under `[AudioVisual]`, respectively. - - `Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings. +- It is also possible to change the pip frames displayed from `pips.shp` individually for infantry, units and buildings by setting the frames for infantry & unit self-healing on `Pips.SelfHeal.(Infantry/Units/Buildings)` under `[AudioVisual]`, respectively. + - `Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to customize the pixel offsets for the displayed pips, individually for infantry, units and buildings. - Whether or not a TechnoType benefits from effects of `InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can now be controlled by setting `SelfHealGainType`. - If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with `Organic` set to true gain self-healing from `InfantryGainSelfHeal`, other VehicleTypes from `UnitsGainSelfHeal` and AircraftTypes & BuildingTypes never gain self-healing. @@ -744,9 +758,9 @@ SelfHealGainType= ; Self-Heal Gain Type Enumeration (nohea ### Chrono sparkle animation customization & improvements - It is now possible to customize the frame delay between instances of `[General] -> ChronoSparkle1` animations created on objects being warped by setting `[General] -> ChronoSparkleDisplayDelay`. -- By default on buildings with `MaxOccupants` higher than 0, chrono sparkle animation would be shown at each of the `MuzzleFlashX` coordinates. This behaviour is now customizable, and supports `MuzzleFlashX` indices higher than 10. +- By default on buildings with `MaxNumberOccupants` higher than 0, chrono sparkle animation would be shown at each of the `MuzzleFlashX` coordinates. This behaviour is now customizable, and supports `MuzzleFlashX` indices higher than 10. - `[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show the sparkle animation on the building (`building`), muzzle flash coordinates of current occupants (`occupants`), muzzle flash coordinates of all occupant slots (`occupantslots`) or any combination of these. - - If `occupants` or `occupantslots` is listed without `building`, a single chrono sparkle animation is still displayed on building if it doesn't have any occupants or it has `MaxOccupants` value less than 1, respectively. + - If `occupants` or `occupantslots` is listed without `building`, a single chrono sparkle animation is still displayed on building if it doesn't have any occupants or it has `MaxNumberOccupants` value less than 1, respectively. - The chrono sparkle animation that is displayed on building itself is also now displayed at the center of it rather than at center of its topmost cell. In `rulesmd.ini`: @@ -840,22 +854,6 @@ In `artmd.ini`: Image= ; name of the file that will be used as image, without extension ``` -### Airstrike target eligibility - -- By default whether or not a building can be targeted by airstrikes depends on value of `CanC4`, which also affects other things. This can now be changed independently by setting `AllowAirstrike`. If not set, defaults to value of `CanC4`. -- For non building situations, the default value is true. -- Now it is possible to designate air strikes against non building targets. -- The airstrike aircraft will now aim at the target itself rather than the cell beneath its feet. - -In `rulesmd.ini`: -```ini -[SOMETECHNO] -AllowAirstrike= ; boolean - -[SOMEWARHEAD] -AirstrikeTargets=building ; List of Affected Target Enumeration (none|infantry|units|buildings|all) -``` - ### Customizable veterancy insignias - You can now customize veterancy insignia of TechnoTypes. diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 0705f528e1..e3585e2f21 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -61,7 +61,7 @@ This page describes all the engine features that are either new and introduced b - `AttachEffect.InitialDelays` can be used to set the delays before first creating the effects on TechnoType. Defaults to 0 (immediately). Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available. - `AttachEffect.RecreationDelays` is used to determine if the effect can be recreated if it is removed completely (e.g `AttachEffect.RemoveTypes`), and if yes, how long this takes. Defaults to -1, meaning no recreation. Delay matching the position in `AttachTypes` is used for that type, or the last listed delay if not available. - Note that neither `InitialDelays` or `RecreationDelays` count down if the effect cannot currently be active due to `DiscardOn` condition. - + - AttachEffectTypes can be attached to objects via Warheads using `AttachEffect.AttachTypes`. - `AttachEffect.DurationOverrides` can be used to override the default durations. Duration matching the position in `AttachTypes` is used for that type, or the last listed duration if not available. - `AttachEffect.CumulativeRefreshAll` if set to true makes it so that trying to attach `Cumulative=true` effect to a target that already has `Cumulative.MaxCount` amount of effects will refresh duration of all attached effects of the same type instead of only the one with shortest remaining duration. If `AttachEffect.CumulativeRefreshAll.OnAttach` is also set to true, this refresh applies even if the target does not have maximum allowed amount of effects of same type. @@ -1135,6 +1135,22 @@ Detonate.AtFirer=false ; boolean ## Technos +### Aggressive attack move mission + +- `AttackMove.Aggressive` allows your technos to attack the enemy's unarmed buildings more aggressively when in attack move mission (Ctrl+Shift). +- `AttackMove.UpdateTarget` allows your technos to automatically change and select a higher threat target when in attack move mission (Ctrl+Shift). + +In `rulesmd.ini`: +```ini +[General] +AttackMove.Aggressive=false ; boolean +AttackMove.UpdateTarget=false ; boolean + +[SOMETECHNO] ; TechnoType +AttackMove.Aggressive= ; boolean, default to [General] -> AttackMove.Aggressive +AttackMove.UpdateTarget= ; boolean, default to [General] -> AttackMove.UpdateTarget +``` + ### Aircraft spawner customizations ![image](_static/images/spawnrange-01.gif) @@ -1723,40 +1739,24 @@ WarpInWeapon.UseDistanceAsDamage=false ; boolean WarpOutWeapon= ; WeaponType ``` -### Fast access vehicle - -- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. - -In `rulesmd.ini`: -```ini -[General] -NoQueueUpToEnter=false ; boolean -NoQueueUpToUnload=false ; boolean - -[SOMEVEHICLE] ; VehicleType -NoQueueUpToEnter= ; boolean, default to [General] -> NoQueueUpToEnter -NoQueueUpToUnload= ; boolean, default to [General] -> NoQueueUpToUnload -``` +## Terrain -### Aggressive attack move mission +### Destroy animation & sound -- `AttackMove.Aggressive` allows your technos to attack the enemy's unarmed buildings more aggressively when in attack move mission (Ctrl+Shift). -- `AttackMove.UpdateTarget` allows your technos to automatically change and select a higher threat target when in attack move mission (Ctrl+Shift). +- You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed. In `rulesmd.ini`: ```ini -[General] -AttackMove.Aggressive=false ; boolean -AttackMove.UpdateTarget=false ; boolean - -[SOMETECHNO] -AttackMove.Aggressive= ; boolean, default to [General] -> AttackMove.Aggressive -AttackMove.UpdateTarget= ; boolean, default to [General] -> AttackMove.UpdateTarget +[SOMETERRAINTYPE] ; TerrainType +DestroyAnim= ; AnimationType +DestroySound= ; Sound entry ``` +## Vehicles + ### Amphibious access vehicle -- Now you can let amphibious infantry or vehicle passengers enter or leave amphibious transport vehicles on water surface. Defaults to `[General]->AmphibiousEnter` or `[General]->AmphibiousUnload`. +- Now you can let amphibious infantry or vehicle passengers enter or leave amphibious transport vehicles on water surface. In `rulesmd.ini`: ```ini @@ -1764,26 +1764,11 @@ In `rulesmd.ini`: AmphibiousEnter=false ; boolean AmphibiousUnload=false ; boolean -[SOMEVEHICLE] ; VehicleType -AmphibiousEnter= ; boolean -AmphibiousUnload= ; boolean -``` - -## Terrain - -### Destroy animation & sound - -- You can now specify a destroy animation and sound for a TerrainType that are played when it is destroyed. - -In `rulesmd.ini`: -```ini -[SOMETERRAINTYPE] ; TerrainType -DestroyAnim= ; AnimationType -DestroySound= ; Sound entry +[SOMEVEHICLE] ; VehicleType, transport +AmphibiousEnter= ; boolean, default to [General] -> AmphibiousEnter +AmphibiousUnload= ; boolean, default to [General] -> AmphibiousUnload ``` -## Vehicles - ### Damaged unit image changes - When a unit is damaged (health points percentage is lower than `[AudioVisual] -> ConditionYellow` percentage), it now may use different image set by `Image.ConditionYellow` VehicleType. @@ -1803,6 +1788,21 @@ WaterImage.ConditionRed= ; VehicleType entry Note that the VehicleTypes had to be defined under [VehicleTypes] and use same image type (SHP/VXL) for vanilla/damaged states. ``` +### Fast access vehicle + +- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. + +In `rulesmd.ini`: +```ini +[General] +NoQueueUpToEnter=false ; boolean +NoQueueUpToUnload=false ; boolean + +[SOMEVEHICLE] ; VehicleType, transport +NoQueueUpToEnter= ; boolean, default to [General] -> NoQueueUpToEnter +NoQueueUpToUnload= ; boolean, default to [General] -> NoQueueUpToUnload +``` + ### Jumpjet Tilts While Moving ![image](_static/images/jumpjet-tilt.gif) @@ -1976,7 +1976,7 @@ DamageEnemiesMultiplier= ; floating point value ### Detonate Warhead on all objects on map -- Setting `DetonateOnAllMapObjects` to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation `Warhead` and Ares' GenericWarhead superweapon but includes `Crit.Warhead` and animation `Weapon`) and consequently any `Airburst/ShrapnelWeapon` that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after `PreImpactAnim` *(Ares feature)* has been displayed. +- Setting `DetonateOnAllMapObjects` to true allows a Warhead that is detonated by a projectile (for an example, this excludes things like animation `Warhead` and Ares' GenericWarhead superweapon but includes `Crit.Warhead` and animation `Weapon`) and consequently any `AirburstWeapon/ShrapnelWeapon` that may follow to detonate on each object currently alive and existing on the map regardless of its actual target, with optional filters. Note that this is done immediately prior Warhead detonation so after `PreImpactAnim` *(Ares feature)* has been displayed. - `DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is detonated fully on the targets (as part of a dummy weapon) or simply deals area damage and applies Phobos' Warhead effects. - `DetonateOnAllMapObjects.AffectTargets` is used to filter which types of targets (TechnoTypes) are considered valid and must be set to a valid value other than `none` for this feature to work. Only `none`, `all`, `aircraft`, `buildings`, `infantry` and `units` are valid values. This is set to `none` by default as inclusion of all object types can be performance-heavy. - `DetonateOnAllMapObjects.AffectHouses` is used to filter which houses targets can belong to be considered valid and must be set to a valid value other than `none` for this feature to work. Only applicable if the house that fired the projectile is known. This is set to `none` by default as inclusion of all houses can be performance-heavy. diff --git a/docs/User-Interface.md b/docs/User-Interface.md index 9a51bc3728..de8e5f4742 100644 --- a/docs/User-Interface.md +++ b/docs/User-Interface.md @@ -99,46 +99,6 @@ DigitalDisplay.Enable=false ; boolean An example shape file for digits can be found on [Phobos supplementaries repo](https://github.com/Phobos-developers/PhobosSupplementaries). ``` -### Select Box - -- Now you can use and customize select box for infantry, vehicle and aircraft. No select box for buildings in default case, but you still can specific for some building if you want. - - `Frames` can be used to list frames of `Shape` file that'll be drawn as a select box when the TechnoType's health is at or below full health/the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively. - - If `Grounded` set to true, the select box will be drawn on the ground below the TechnoType. - - Select box's translucency setting can be adjusted via `Translucency`. - - `VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players. - - `DrawAboveTechno` specific whether the select box will be drawn before drawing the TechnoType. If set to false, the select box can be obscured by the TechnoType, and the draw location will ignore `PixelSelectionBracketDelta`. - -In `rulesmd.ini`: -```ini -[SelectBoxTypes] -0=SOMESELECTBOXTYPE - -[AudioVisual] -DefaultInfantrySelectBox= ; Select box for infantry -DefaultUnitSelectBox= ; Select box for vehicle and aircraft - -[SOMESELECTBOXTYPE] -Shape=select.shp ; filename with .shp extension -Palette=palette.pal ; filename with .pal extension -Frames= ; list of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft -Grounded=false ; boolean -Offset=0,0 ; integers - horizontal, vertical -Translucency=0 ; translucency level (0/25/50/75) -VisibleToHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) -VisibleToHouses.Observer=true ; boolean -DrawAboveTechno=true ; boolean - -[SOMETECHNO] -SelectBox= ; Select box -HideSelectBox=false ; boolean -``` - -In `RA2MD.INI` -```ini -[Phobos] -EnableSelectBox=false ; boolean -``` - ### Flashing Technos on selecting - Selecting technos, controlled by player, now may show a flash effect by setting `SelectionFlashDuration` parameter higher than 0. @@ -271,6 +231,46 @@ RealTimeTimers=false ; boolean RealTimeTimers.Adaptive=false ; boolean ``` +### Select Box + +- Now you can use and customize select box for infantry, vehicle and aircraft. No select box for buildings in default case, but you still can specific for some building if you want. + - `Frames` can be used to list frames of `Shape` file that'll be drawn as a select box when the TechnoType's health is at or below full health/the percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, respectively. + - If `Grounded` set to true, the select box will be drawn on the ground below the TechnoType. + - Select box's translucency setting can be adjusted via `Translucency`. + - `VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to specific players. + - `DrawAboveTechno` specific whether the select box will be drawn before drawing the TechnoType. If set to false, the select box can be obscured by the TechnoType, and the draw location will ignore `PixelSelectionBracketDelta`. + +In `rulesmd.ini`: +```ini +[SelectBoxTypes] +0=SOMESELECTBOXTYPE + +[AudioVisual] +DefaultInfantrySelectBox= ; Select box for infantry +DefaultUnitSelectBox= ; Select box for vehicle and aircraft + +[SOMESELECTBOXTYPE] ; Select box Type name +Shape=select.shp ; filename with .shp extension +Palette=palette.pal ; filename with .pal extension +Frames= ; list of integer, default 1,1,1 for infantry, 0,0,0 for vehicle and aircraft +Grounded=false ; boolean +Offset=0,0 ; integers - horizontal, vertical +Translucency=0 ; translucency level (0/25/50/75) +VisibleToHouses=all ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) +VisibleToHouses.Observer=true ; boolean +DrawAboveTechno=true ; boolean + +[SOMETECHNO] ; TechnoType +SelectBox= ; Select box +HideSelectBox=false ; boolean +``` + +In `RA2MD.INI`: +```ini +[Phobos] +EnableSelectBox=false ; boolean +``` + ### Show designator & inhibitor range - It is now possible to display range of designator and inhibitor units when in super weapon targeting mode. Each instance of player owned techno types listed in `[SuperWeapon] -> SW.Designators` will display a circle with radius set in `[TechnoType] -> DesignatorRange` or `Sight`. diff --git a/docs/Whats-New.md b/docs/Whats-New.md index b5bbb30aae..ed4a9aa7b9 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -366,17 +366,16 @@ New: - [RadarInvisible for non-enemy house](Fixed-or-Improved-Logics.md#radarinvisible-for-non-enemy-house) (By TaranDahl) - New `Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields (by FS-21) - [Customize harvester dump amount](Fixed-or-Improved-Logics.md#customize-harvester-dump-amount) (by NetsuNegi) -- Select box logic (by NetsuNegi) -- Customize airstrike targets (by NetsuNegi) -- Aggressive attack move mission (by CrimRecya) -- Amphibious access vehicle (by CrimRecya) -- Allow miners do area guard (by TaranDahl) -- Make harvesters do addtional scan after unload (by TaranDahl) +- [Select box logic](User-Interface.md#select-box) (by NetsuNegi) +- [Customize airstrike targets](Fixed-or-Improved-Logics.md#airstrike-target-eligibility) (by NetsuNegi) +- [Aggressive attack move mission](New-or-Enhanced-Logics.md#aggressive-attack-move-mission) (by CrimRecya) +- [Amphibious access vehicle](New-or-Enhanced-Logics.md#amphibious-access-vehicle) (by CrimRecya) +- [Allow miners do area guard](Fixed-or-Improved-Logics.md#allow-miners-do-area-guard) (by TaranDahl) +- [Make harvesters do addtional scan after unload](Fixed-or-Improved-Logics.md#make-harvesters-do-addtional-scan-after-unload) (by TaranDahl) Vanilla fixes: - Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya) - Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl) -- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface (by NetsuNegi) - Buildings with foundation bigger than 1x1 can now recycle spawned correctly (by TaranDahl) - Fixed an issue that `MovementZone=AmphibiousDestroyer` and `MovementZone=AmphibiousCrusher` technos being unable to enter on water structures (by CrimRecya) - Fixed an issue that laser, electric bolt and rad beam not support `Inviso=true` projectiles with `FlakScatter=true` to scatter (by CrimRecya) @@ -388,16 +387,12 @@ Vanilla fixes: - Fixed an issue that teleport units board transport vehicles on the bridge will create an impassable invisible barrier, which may cause the game to freeze or even crash (by NetsuNegi) - Fixed an issue that moving MCV with Teleport locomotion will cause reconnection error (by CrimRecya) - Fixed wrong shadow when a vehicle has hover locomotor and is being lifted by `IsLocomotor=yes` warhead (by NetsuNegi) -- Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead (by CrimRecya) -- Fixed an issue that game crashes when spawnee has been removed and is not real dead (by CrimRecya) - Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues (by NetsuNegi) - Fixed the bug that buildings will always be tinted as airstrike owner (by NetsuNegi) - Fixed the issue where computer players did not search for new enemies after defeating them or forming alliances with them (by FlyStar) Phobos fixes: -- Fixed an issue that MCV will self-destruct when using trigger 107 to teleport (by CrimRecya) -- Fixed the bug that 'AllowAirstrike=no' cannot completely prevent air strikes from being launched against it (by NetsuNegi) -- Fixed an issue that spawned `Strafe` aircraft on aircraft carriers may not be able to return normally if aircraft carriers moved a short distance when the aircraft is landing (by CrimRecya) +- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi) Fixes / interactions with other extensions: - Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus) @@ -680,6 +675,9 @@ Vanilla fixes: - Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge (by CrimRecya) - Fixed an issue where AI would select unreachable buildings and get stuck when looking for buildings like tank bunkers, bio reactors, etc. (by TaranDahl) - Fixed the bug that a unit can overlap with `Teleport` units after it's been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads (by NetsuNegi) +- Fixed an issue that harvesters with amphibious movement zone can not automatically return to refineries with `WaterBound` on water surface (by NetsuNegi) +- Fixed an issue that game crashes (EIP:7FB178) when infantry are about to enter an occupiable building that has been removed and is not real dead (by CrimRecya) +- Fixed an issue that game crashes when spawnee has been removed and is not real dead (by CrimRecya) Phobos fixes: - Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy) diff --git a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po index 2b3a5f2db4..abf5fffbe1 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po +++ b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-08 13:50+0800\n" +"POT-Creation-Date: 2025-04-24 21:08+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -429,7 +429,7 @@ msgstr "*重复*" msgid "*Target Priority*" msgstr "*目标优先级*" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid "*Description*" msgstr "*描述*" @@ -1656,9 +1656,11 @@ msgstr "例如:`盟军战役25: 僵僵の钱 - 钱全被偷光了!`。" #: ../../AI-Scripting-and-Mapping.md:530 ../../AI-Scripting-and-Mapping.md:542 #: ../../AI-Scripting-and-Mapping.md:555 ../../AI-Scripting-and-Mapping.md:581 #: ../../AI-Scripting-and-Mapping.md:594 ../../AI-Scripting-and-Mapping.md:606 -#: ../../AI-Scripting-and-Mapping.md:620 ../../AI-Scripting-and-Mapping.md:647 -#: ../../AI-Scripting-and-Mapping.md:674 ../../AI-Scripting-and-Mapping.md:699 -#: ../../AI-Scripting-and-Mapping.md:717 ../../AI-Scripting-and-Mapping.md:731 +#: ../../AI-Scripting-and-Mapping.md:619 ../../AI-Scripting-and-Mapping.md:647 +#: ../../AI-Scripting-and-Mapping.md:661 ../../AI-Scripting-and-Mapping.md:675 +#: ../../AI-Scripting-and-Mapping.md:702 ../../AI-Scripting-and-Mapping.md:729 +#: ../../AI-Scripting-and-Mapping.md:754 ../../AI-Scripting-and-Mapping.md:772 +#: ../../AI-Scripting-and-Mapping.md:786 msgid "In `mycampaign.map`:" msgstr "在 `mycampaign.map`:" @@ -1844,15 +1846,15 @@ msgstr "在指定位置发射 `[SuperWeaponTypes]` 列表中的超级武器。" msgid "`HouseIndex` can take various values:" msgstr "`HouseIndex` 可取以下值:" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid "*House Index*" msgstr "*所属方索引*" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid ">= 0" msgstr ">= 0" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid "The index of the current House in the map" msgstr "地图上当前所属方的索引" @@ -1864,7 +1866,7 @@ msgstr "4475-4482" msgid "Like in the index range 0-7" msgstr "类似范围 0-7 的索引" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid "-1" msgstr "-1" @@ -1872,7 +1874,7 @@ msgstr "-1" msgid "Pick a random House that isn't Neutral" msgstr "选择一个非中立的随机所属方" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:768 msgid "-2" msgstr "-2" @@ -1953,18 +1955,92 @@ msgstr "" "...\n" #: ../../AI-Scripting-and-Mapping.md:614 +msgid "`606` Edit Hate-Value" +msgstr "`606` 编辑仇恨值" + +#: ../../AI-Scripting-and-Mapping.md:616 +msgid "Edit the hate-value that trigger houses to other houses." +msgstr "编辑触发所属方对指定所属方的仇恨值。" + +#: ../../AI-Scripting-and-Mapping.md:617 ../../AI-Scripting-and-Mapping.md:645 +msgid "-1 works for all houses." +msgstr "-1为 所有国家。" + +#: ../../AI-Scripting-and-Mapping.md:620 +msgid "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],606,0,[HouseIndex],[Operation],[Number],0,0,A,[ActionX]" +"\n" +"...\n" +msgstr "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],606,0,[HouseIndex],[Operation],[Number],0,0,A,[ActionX]" +"\n" +"...\n" + +#: ../../AI-Scripting-and-Mapping.md:642 +msgid "`607` Clear Hate-Value" +msgstr "`607` 清除仇恨值" + +#: ../../AI-Scripting-and-Mapping.md:644 +msgid "Clear the hate-value that trigger houses to other houses." +msgstr "清空触发所属方对指定所属方的仇恨值。" + +#: ../../AI-Scripting-and-Mapping.md:648 +msgid "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],607,0,[HouseIndex],0,0,0,0,A,[ActionX]\n" +"...\n" +msgstr "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],607,0,[HouseIndex],0,0,0,0,A,[ActionX]\n" +"...\n" + +#: ../../AI-Scripting-and-Mapping.md:655 +msgid "`608` Set Force Enemy" +msgstr "`608` 强制宣战" + +#: ../../AI-Scripting-and-Mapping.md:657 +msgid "Force an enemy, it will not change with the change of hate-value." +msgstr "强制和指定所属方成为敌人且不会因任何因素发生改变。" + +#: ../../AI-Scripting-and-Mapping.md:658 +msgid "-1 will remove the forced enemy." +msgstr "-1 会解除强制宣战。" + +#: ../../AI-Scripting-and-Mapping.md:659 +msgid "-2 will never have any enemies." +msgstr "-2 则强制没有敌人。" + +#: ../../AI-Scripting-and-Mapping.md:662 +msgid "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],608,0,0,[HouseIndex],0,0,0,A,[ActionX]\n" +"...\n" +msgstr "" +"[Actions]\n" +"...\n" +"ID=ActionCount,[Action1],608,0,0,[HouseIndex],0,0,0,A,[ActionX]\n" +"...\n" + +#: ../../AI-Scripting-and-Mapping.md:669 msgid "Trigger events" msgstr "触发条件" -#: ../../AI-Scripting-and-Mapping.md:616 +#: ../../AI-Scripting-and-Mapping.md:671 msgid "`500-511` Variable comparation" msgstr "`500-511` 变量比较" -#: ../../AI-Scripting-and-Mapping.md:618 +#: ../../AI-Scripting-and-Mapping.md:673 msgid "Compares the variable's value with given number." msgstr "比较变量值与给定值。" -#: ../../AI-Scripting-and-Mapping.md:621 +#: ../../AI-Scripting-and-Mapping.md:676 msgid "" "[Events]\n" "...\n" @@ -2052,15 +2128,15 @@ msgstr "510" msgid "511" msgstr "511" -#: ../../AI-Scripting-and-Mapping.md:643 +#: ../../AI-Scripting-and-Mapping.md:698 msgid "`512-523` Variable comparation with local variable" msgstr "`512-523` 变量与局部变量比较" -#: ../../AI-Scripting-and-Mapping.md:645 +#: ../../AI-Scripting-and-Mapping.md:700 msgid "Compares the variable's value with given local variable value." msgstr "比较变量值与给定局部变量值。" -#: ../../AI-Scripting-and-Mapping.md:648 +#: ../../AI-Scripting-and-Mapping.md:703 msgid "" "[Events]\n" "...\n" @@ -2146,15 +2222,15 @@ msgstr "522" msgid "523" msgstr "523" -#: ../../AI-Scripting-and-Mapping.md:670 +#: ../../AI-Scripting-and-Mapping.md:725 msgid "`524-535` Variable comparation with global variable" msgstr "`524-535` 变量与全局变量比较" -#: ../../AI-Scripting-and-Mapping.md:672 +#: ../../AI-Scripting-and-Mapping.md:727 msgid "Compares the variable's value with given global variable value." msgstr "比较变量值与给定全局变量值。" -#: ../../AI-Scripting-and-Mapping.md:675 +#: ../../AI-Scripting-and-Mapping.md:730 msgid "" "[Events]\n" "...\n" @@ -2240,11 +2316,11 @@ msgstr "534" msgid "535" msgstr "535" -#: ../../AI-Scripting-and-Mapping.md:697 +#: ../../AI-Scripting-and-Mapping.md:752 msgid "`600` The shield of the attached object is broken" msgstr "`600` 对象护盾被摧毁" -#: ../../AI-Scripting-and-Mapping.md:700 +#: ../../AI-Scripting-and-Mapping.md:755 msgid "" "[Events]\n" "...\n" @@ -2256,27 +2332,27 @@ msgstr "" "ID=EventCount,...,600,2,0,0,...\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:707 +#: ../../AI-Scripting-and-Mapping.md:762 msgid "`601-602` House owns/doesn't own Techno Type" msgstr "`601-602` 检查所属方是否有/无科技类型" -#: ../../AI-Scripting-and-Mapping.md:709 +#: ../../AI-Scripting-and-Mapping.md:764 msgid "" "`601`: Springs when specified house owns at least 1 instance of set " "TechnoType." msgstr "`601`:当指定所属方至少拥有一个设定的科技类型时触发。" -#: ../../AI-Scripting-and-Mapping.md:710 +#: ../../AI-Scripting-and-Mapping.md:765 msgid "" "`602`: Springs when specified house doesn't own a single instance of set " "TechnoType." msgstr "`602`:当指定所属方没有任何一个设定的科技类型时触发。" -#: ../../AI-Scripting-and-Mapping.md:711 +#: ../../AI-Scripting-and-Mapping.md:766 msgid "Multiplayer houses (indices 4475 through 4482) are supported." msgstr "多人游戏所属方(索引 4475 至 4482)支持。" -#: ../../AI-Scripting-and-Mapping.md:714 +#: ../../AI-Scripting-and-Mapping.md:769 msgid "" "These events, as opposed to [events 81 & 82 from Ares](https://ares-" "developers.github.io/Ares-docs/new/triggerevents.html#house-owns-techno-" @@ -2287,7 +2363,7 @@ msgstr "" "docs/new/triggerevents.html#house-owns-techno-" "type-81-82)不同,这些使用条件中的所属方参数而不是触发的所有者。" -#: ../../AI-Scripting-and-Mapping.md:718 +#: ../../AI-Scripting-and-Mapping.md:773 msgid "" "[Events]\n" "...\n" @@ -2299,27 +2375,27 @@ msgstr "" "ID=EventCount,...,[EVENTID],2,[HouseIndex],[TechnoType],...\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:725 +#: ../../AI-Scripting-and-Mapping.md:780 msgid "`604-605` Checking if a specific Techno enters in a cell" msgstr "`604-605` 检查特定科技类型进入单元格" -#: ../../AI-Scripting-and-Mapping.md:727 +#: ../../AI-Scripting-and-Mapping.md:782 msgid "" "`604`: Checks if the techno that entered in the cell has the same ID " "specified in the event." msgstr "`604`:检查进入单元格的科技类型是否与条件中指定的 ID相同。" -#: ../../AI-Scripting-and-Mapping.md:728 +#: ../../AI-Scripting-and-Mapping.md:783 msgid "" "`605`: Checks if the techno that entered in the cell appears in the " "selected list in `AITargetTypes`." msgstr "`605`:检查进入单元格的科技类型是否出现在选定的 `AITargetTypes` 列表中。" -#: ../../AI-Scripting-and-Mapping.md:729 +#: ../../AI-Scripting-and-Mapping.md:784 msgid "`HouseIndex` can be customized to focus in a specified house." msgstr "`HouseIndex` 可以自定义为指定所属方。" -#: ../../AI-Scripting-and-Mapping.md:732 +#: ../../AI-Scripting-and-Mapping.md:787 msgid "" "[Events]\n" "...\n" @@ -2333,11 +2409,11 @@ msgstr "" "ID=EventCount,...,605,2,[HouseIndex],[AITargetTypes index#],...\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:768 msgid "This value is ignored (any house is valid)" msgstr "该值将被忽略(任何所属方均有效)" -#: ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:768 msgid "Pick the owner of the map trigger" msgstr "选择地图触发的所有者" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 86592fa963..97a7cc9507 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-04-21 18:15+0800\n" +"POT-Creation-Date: 2025-04-26 21:33+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -185,7 +185,7 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:402 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:410 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" @@ -1260,7 +1260,7 @@ msgstr "限制随机升级工具箱生成于陆地、优化箱子生成地点的 msgid "`ImmuneToCrit` for shields" msgstr "护盾的 `ImmuneToCrit`" -#: ../../../CREDITS.md:324 ../../../CREDITS.md:357 +#: ../../../CREDITS.md:324 ../../../CREDITS.md:360 msgid "Forbidding parallel AI queues by type" msgstr "按类禁止 AI 克隆生产" @@ -1395,56 +1395,70 @@ msgid "Fix `Hospital=yes` building can't kick out infantry after loading a save" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题" #: ../../../CREDITS.md:356 +msgid "`Edit/Clear Hate-Value` Trigger Action" +msgstr "`606 编辑仇恨值`、`607 清除仇恨值` 触发结果" + +#: ../../../CREDITS.md:357 +msgid "`Set Force Enemy` Trigger Action" +msgstr "`608` 强制宣战` 触发结果" + +#: ../../../CREDITS.md:358 +msgid "" +"Fix the issue where computer players did not search for new enemies after" +" defeating them or forming alliances with them" +msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题" + +#: ../../../CREDITS.md:359 msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" -#: ../../../CREDITS.md:358 +#: ../../../CREDITS.md:361 msgid "Jumpjet crash speed fix when crashing onto building" msgstr "Jumpjet 在建筑上坠毁时的坠毁速度修复" -#: ../../../CREDITS.md:359 +#: ../../../CREDITS.md:362 msgid "" "Disguised units not using the correct palette if target has custom " "palette bugfix" msgstr "伪装单位在目标拥有自定义色盘时无法正确使用色盘问题的修复" -#: ../../../CREDITS.md:360 +#: ../../../CREDITS.md:363 msgid "Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix" msgstr "Tunnel/Walk/Mech 运动模式在移动过快时卡住的 bug 修复" -#: ../../../CREDITS.md:361 +#: ../../../CREDITS.md:364 msgid "Assign Super Weapon cameo to any sidebar tab" msgstr "自定义超级武器所在栏" -#: ../../../CREDITS.md:362 +#: ../../../CREDITS.md:365 msgid "" "Fix impassable invisible barrier created by chronosphere on uncrushable " "unit" msgstr "修复了超时空传送超武将单位传送到一个不可碾压目标上并摧毁时在原位置创建空气墙的问题" -#: ../../../CREDITS.md:363 +#: ../../../CREDITS.md:366 msgid "`FreeUnit` uses its own `SpeedType` to determine where to spawn" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置" -#: ../../../CREDITS.md:364 +#: ../../../CREDITS.md:367 msgid "" "Fix the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug" -#: ../../../CREDITS.md:365 +#: ../../../CREDITS.md:368 msgid "" "Fix the bug where pathfinding issues occur when a building performs " "undeploy" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题" -#: ../../../CREDITS.md:366 +#: ../../../CREDITS.md:369 msgid "" "Fix amphibious harvesters can not automatically return to refineries with" " `WaterBound`" msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题" -#: ../../../CREDITS.md:367 +#: ../../../CREDITS.md:370 msgid "" "Fix [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" @@ -1453,27 +1467,27 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:368 ../../../CREDITS.md:459 +#: ../../../CREDITS.md:371 ../../../CREDITS.md:470 msgid "Fix `DefaultDisguise` showing wrong house colors for different players" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题" -#: ../../../CREDITS.md:369 +#: ../../../CREDITS.md:372 msgid "Taking over Ares' AlphaImage respawn logic to reduce lags from it" msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿" -#: ../../../CREDITS.md:370 +#: ../../../CREDITS.md:373 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" -#: ../../../CREDITS.md:371 +#: ../../../CREDITS.md:374 msgid "Customize damaged speed ratio of drive/ship loco" msgstr "自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速度比率" -#: ../../../CREDITS.md:372 +#: ../../../CREDITS.md:375 msgid "Customize overpower logic" msgstr "自定义过载逻辑" -#: ../../../CREDITS.md:373 +#: ../../../CREDITS.md:376 msgid "" "Fix the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used" @@ -1481,34 +1495,34 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug" -#: ../../../CREDITS.md:374 +#: ../../../CREDITS.md:377 msgid "" "Fix the bug that harvester dont stop unloading and cannot unload cargos " "anymore when lifting by `IsLocomotor=yes` warhead" -msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug" +msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug" -#: ../../../CREDITS.md:375 ../../../CREDITS.md:444 +#: ../../../CREDITS.md:378 ../../../CREDITS.md:452 msgid "Fix an issue that units on the slope tilted at an excessive angle" msgstr "修复了单位在斜坡上倾斜角度过大的问题" -#: ../../../CREDITS.md:376 +#: ../../../CREDITS.md:379 msgid "Enhanced reveal & gap warhead" msgstr "增强版揭示弹与黑幕弹" -#: ../../../CREDITS.md:377 +#: ../../../CREDITS.md:380 msgid "" "Fix an issue that teleport units board transport vehicles on the bridge " "will create an impassable invisible barrier, which may cause the game to " "freeze or even crash" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题" -#: ../../../CREDITS.md:378 +#: ../../../CREDITS.md:381 msgid "" "Fix wrong shadow when a vehicle has hover locomotor and is being lifted " "by `IsLocomotor=yes` warhead" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影" -#: ../../../CREDITS.md:379 +#: ../../../CREDITS.md:382 msgid "" "Fix the bug that a unit can overlap with `Teleport` units after it's been" " damaged by a fallen unit lifted by `IsLocomotor=yes` warheads" @@ -1516,588 +1530,633 @@ msgstr "" "修复了一个单位被另一个由 `IsLocomotor=yes` 弹头吊起的单位砸过后其所在单元格可以被一个 `Teleport` " "运动模式的单位作为超时空移动的目的地的问题" -#: ../../../CREDITS.md:380 +#: ../../../CREDITS.md:383 msgid "Customize parasite culling targets" msgstr "自定义寄生秒杀目标" -#: ../../../CREDITS.md:381 +#: ../../../CREDITS.md:384 msgid "Customize harvester dump amount" msgstr "自定单次倒矿量" -#: ../../../CREDITS.md:382 +#: ../../../CREDITS.md:385 +msgid "Select box logic" +msgstr "选择框逻辑" + +#: ../../../CREDITS.md:386 +msgid "Customize airstrike targets" +msgstr "自定义空袭目标" + +#: ../../../CREDITS.md:387 +msgid "" +"Separate the AirstrikeClass pointer between the attacker/aircraft and the" +" target to avoid erroneous overwriting issues" +msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题" + +#: ../../../CREDITS.md:388 +msgid "Fix the bug that buildings will always be tinted as airstrike owner" +msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug" + +#: ../../../CREDITS.md:389 +msgid "" +"Fix the bug that `AllowAirstrike=no` cannot completely prevent air " +"strikes from being launched against it" +msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug" + +#: ../../../CREDITS.md:390 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:383 +#: ../../../CREDITS.md:391 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:384 +#: ../../../CREDITS.md:392 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:385 +#: ../../../CREDITS.md:393 msgid "Iron Curtain effects customization on infantries and organic units" msgstr "自定义对步兵和有机体的铁幕效果" -#: ../../../CREDITS.md:386 +#: ../../../CREDITS.md:394 msgid "Use `CustomPalette` for animations with `Tiled=yes`" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘" -#: ../../../CREDITS.md:387 +#: ../../../CREDITS.md:395 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:388 +#: ../../../CREDITS.md:396 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:389 +#: ../../../CREDITS.md:397 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踹出乘客" -#: ../../../CREDITS.md:390 +#: ../../../CREDITS.md:398 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:391 +#: ../../../CREDITS.md:399 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:392 +#: ../../../CREDITS.md:400 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:393 +#: ../../../CREDITS.md:401 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:394 +#: ../../../CREDITS.md:402 msgid "Vehicle voxel turret shadows & body multi-section shadows" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子" -#: ../../../CREDITS.md:395 +#: ../../../CREDITS.md:403 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:396 ../../../CREDITS.md:454 +#: ../../../CREDITS.md:404 ../../../CREDITS.md:465 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:397 +#: ../../../CREDITS.md:405 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:398 +#: ../../../CREDITS.md:406 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:399 +#: ../../../CREDITS.md:407 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:400 +#: ../../../CREDITS.md:408 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:401 +#: ../../../CREDITS.md:409 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:411 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:404 +#: ../../../CREDITS.md:412 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:405 +#: ../../../CREDITS.md:413 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:414 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:407 +#: ../../../CREDITS.md:415 msgid "Damaged unit image changes" msgstr "单位伤残更换图像" -#: ../../../CREDITS.md:408 +#: ../../../CREDITS.md:416 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:409 +#: ../../../CREDITS.md:417 msgid "Re-enable the Veinhole Monster and Weeds from TS" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑" -#: ../../../CREDITS.md:410 +#: ../../../CREDITS.md:418 msgid "Recreate the weed-charging of SWs like the TS Chemical Missile" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果" -#: ../../../CREDITS.md:411 +#: ../../../CREDITS.md:419 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:420 msgid "Fix a jumpjet crash related to voxel shadow drawing" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题" -#: ../../../CREDITS.md:413 +#: ../../../CREDITS.md:421 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:422 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:423 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:424 msgid "Allow using waypoints, area guard and attack move with aircraft" msgstr "允许战机使用路径点、区域警戒和移动攻击" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:425 msgid "Fix `Stop` command not working so well in many cases" msgstr "修复 `停止` 命令很多情况下不工作的问题" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:426 msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" msgstr "修复战机自身设置的 `MovementZone` 和 `SpeedType` 与寻路所用的这两项不一致的问题" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:427 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination" msgstr "使用 2D 而不是 3D 距离来检查空中的小队成员是否抵达目的地" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:428 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:429 msgid "Enhanced Straight trajectory" msgstr "增强的直线轨迹" -#: ../../../CREDITS.md:422 +#: ../../../CREDITS.md:430 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:423 +#: ../../../CREDITS.md:431 msgid "Fix for sidebar not updating queued unit numbers when on hold" msgstr "修复侧边栏在生产暂停时未能更新预购单位订单数量的问题" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:432 msgid "New Parabola trajectory" msgstr "新的抛物线轨迹" -#: ../../../CREDITS.md:425 ../../../CREDITS.md:457 +#: ../../../CREDITS.md:433 ../../../CREDITS.md:468 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击轨迹" -#: ../../../CREDITS.md:426 ../../../CREDITS.md:476 +#: ../../../CREDITS.md:434 ../../../CREDITS.md:487 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:435 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:436 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:429 +#: ../../../CREDITS.md:437 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:438 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:431 +#: ../../../CREDITS.md:439 msgid "Technos recount current burst index when change the firing weapon" msgstr "科技类型在更换开火武器时重置当前连发索引" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:440 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:433 +#: ../../../CREDITS.md:441 msgid "Technos can maintain a suitable distance after firing" msgstr "科技类型可以在开火后保持适当的距离" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:442 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:435 +#: ../../../CREDITS.md:443 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:444 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:445 msgid "" "Fix an issue that some amphibious technos being unable to enter on water " "structures" msgstr "修复了一些两栖单位无法进入水上建筑的问题" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:446 msgid "" "Fix an issue that aircraft carriers can not find suitable locations for " "attacks when under elevated bridges on their own" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题" -#: ../../../CREDITS.md:439 ../../../CREDITS.md:486 +#: ../../../CREDITS.md:447 ../../../CREDITS.md:497 msgid "" "Fix an issue that in air aircraft carriers being unable to attack when it" " is near by elevated bridges" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题" -#: ../../../CREDITS.md:440 +#: ../../../CREDITS.md:448 msgid "" "Fix an issue that aircraft carriers cannot retract its spawned aircraft " "when on the bridge" msgstr "修复了航空母舰在桥上无法回收子机的问题" -#: ../../../CREDITS.md:441 +#: ../../../CREDITS.md:449 msgid "" "Fix an issue where the shadow of jumpjet remained on the ground when it " "was above the elevated bridge" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题" -#: ../../../CREDITS.md:442 +#: ../../../CREDITS.md:450 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:443 +#: ../../../CREDITS.md:451 msgid "" "Fix an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter" msgstr "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题" -#: ../../../CREDITS.md:445 +#: ../../../CREDITS.md:453 msgid "" "Fix an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题" -#: ../../../CREDITS.md:446 +#: ../../../CREDITS.md:454 msgid "" "Fix an issue that impassable invisible barrier generated by the behavior " "of infantry continuously entering vehicles" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题" -#: ../../../CREDITS.md:447 +#: ../../../CREDITS.md:455 msgid "" "Fix an issue that MCV will self-destruct when using trigger 107 to " "teleport" msgstr "修复了使用 107 号触发传送时 MCV 会自毁的问题" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:456 msgid "" "Fix an issue that moving MCV with Teleport locomotion will cause " "reconnection error" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题" -#: ../../../CREDITS.md:449 +#: ../../../CREDITS.md:457 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:450 +#: ../../../CREDITS.md:458 msgid "" "Fix an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead" -msgstr "" -"修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题" +msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题" -#: ../../../CREDITS.md:451 +#: ../../../CREDITS.md:459 msgid "" "Fix an issue that game crashes when spawnee has been removed and is not " "real dead" -msgstr "" -"修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题" +msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题" -#: ../../../CREDITS.md:452 +#: ../../../CREDITS.md:460 +msgid "Aggressive attack move mission" +msgstr "侵略性移动攻击命令" + +#: ../../../CREDITS.md:461 +msgid "Amphibious access vehicle" +msgstr "两栖载具装载拓展" + +#: ../../../CREDITS.md:462 +msgid "" +"Fix an issue that spawned `Strafe` aircraft on aircraft carriers may not " +"be able to return normally if aircraft carriers moved a short distance " +"when the aircraft is landing" +msgstr "修复了 `Strafe` 状态的子机返航时如果航母移动了一小段距离会导致无法正常返航而一直绕圈的问题" + +#: ../../../CREDITS.md:463 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:453 +#: ../../../CREDITS.md:464 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:455 +#: ../../../CREDITS.md:466 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`" -#: ../../../CREDITS.md:456 +#: ../../../CREDITS.md:467 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:469 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:460 +#: ../../../CREDITS.md:471 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:472 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:473 msgid "Forcing specific weapon by range" msgstr "根据射程选取武器" -#: ../../../CREDITS.md:463 +#: ../../../CREDITS.md:474 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:475 msgid "**handama** - AI script action to `16005 Jump Back To Previous Script`" msgstr "**handama** - AI 脚本动作 `16005 跳回上一个脚本`" -#: ../../../CREDITS.md:465 +#: ../../../CREDITS.md:476 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:466 +#: ../../../CREDITS.md:477 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode" msgstr "遭遇战 AI 卖家冲锋行为的去硬编码化" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:478 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode" msgstr "遭遇战 AI 基地部署时集结行为的去硬编码化" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:479 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:480 msgid "Skip anim delay for burst fire" msgstr "为有 `Burst` 的武器跳过建筑开火前摇动画" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:481 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:482 msgid "Raise alert when technos are taking damage" msgstr "当科技类型受到伤害时发出警报" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:483 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:473 +#: ../../../CREDITS.md:484 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:485 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:486 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:488 msgid "" "Units are now unable to kick out from a factory that is in construction " "process" msgstr "单位现在不会再从正在建造的工厂中驶出" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:489 msgid "" "Fix issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:490 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:491 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:492 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:493 msgid "" "Fix the bug that spawned can not return to buildings with foundation " "bigger than 1x1" msgstr "修复了占地面积超过 1x1 的建筑无法回收子机的 Bug" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:494 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:495 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:496 msgid "" "Fix an issue where `FireAngle` would not work properly under certain " "circumstances" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:498 msgid "" "Fix the bug that healing weapons could not automatically acquire aerial " "targets" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug" -#: ../../../CREDITS.md:488 +#: ../../../CREDITS.md:499 msgid "" "Fix an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc" msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题" -#: ../../../CREDITS.md:489 +#: ../../../CREDITS.md:500 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:490 +#: ../../../CREDITS.md:501 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:502 +msgid "Allow miners do area guard" +msgstr "允许矿车区域警戒" + +#: ../../../CREDITS.md:503 +msgid "Make harvesters do addtional scan after unload" +msgstr "使矿车卸载后重新扫描较近的矿区" + +#: ../../../CREDITS.md:504 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:505 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix" msgstr "Drive/Jumpjet/Ship/Teleport 运动模式退出 piggybacked 接口时无法激活的问题修复" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:506 msgid "Destroyed unit leaves sensors bugfix" msgstr "单位被摧毁后遗留反隐区域的 bug 修复" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:507 msgid "" "**Aephiex** - initial fix for Ares academy not working on the initial " "payloads of vehicles built from a war factory" msgstr "**Aephiex** - 对于 Ares 训练所逻辑在产自重工的载具其初始载员上不生效问题初始的修复方式" -#: ../../../CREDITS.md:495 +#: ../../../CREDITS.md:508 msgid "" "**Multfinite** - Allow to toggle main exception handler via command line " "argument `-ExceptionHandler=boolean`" msgstr "**Multfinite** - 允许通过命令行参数 `-ExceptionHandler=boolean` 开关主循环异常处理程序" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:509 msgid "" "**hejiajun107, Xkein** - Fix a jumpjet crash related to voxel shadow " "drawing" msgstr "**hejiajun107, Xkein** - 修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题" -#: ../../../CREDITS.md:497 +#: ../../../CREDITS.md:510 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:511 msgid "" "YRpp and Syringe which are used, save/load, project foundation and " "generally useful code from Ares" msgstr "Ares 所使用的 YRpp 和 Syringe、存读档、项目基础和一些通用代码" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:512 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:513 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:514 msgid "Superweapon launch site & availability code" msgstr "超级武器发射地点与超武可用性代码" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:515 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:503 +#: ../../../CREDITS.md:516 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:504 +#: ../../../CREDITS.md:517 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:505 +#: ../../../CREDITS.md:518 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:506 +#: ../../../CREDITS.md:519 msgid "**E1 Elite** - TileSet 255 and above bridge repair fix" msgstr "**E1 Elite** - TileSet 达到 255 以上后的桥梁维修修复" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:520 msgid "**AutoGavy** - interceptor logic, Warhead critical hit logic" msgstr "**AutoGavy** - 抛射体拦截逻辑、弹头暴击逻辑" -#: ../../../CREDITS.md:508 +#: ../../../CREDITS.md:521 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:509 +#: ../../../CREDITS.md:522 msgid "" "**Noble Fish** - some minor fixes, established Community Chinese docs, " "took over and completely rewrite the Official Chinese docs during " "Build#46" msgstr "**Noble Fish** - 一些小修复、文档维护者(官方英文文档维护、创建了社区中文文档、在 Build#46 接管并完全重写了官方中文文档)" -#: ../../../CREDITS.md:510 +#: ../../../CREDITS.md:523 msgid "" "**tomsons26** - all-around help, assistance and guidance in reverse-" "engineering, YR binary mappings" msgstr "**tomsons26** - 全方位协助,逆向工程方面的协助与指导、YR 二进制映射" -#: ../../../CREDITS.md:511 +#: ../../../CREDITS.md:524 msgid "" "**CCHyper** - all-around help, current project logo, assistance and " "guidance in reverse-engineering, YR binary mappings, custom locomotors " "example implementation" msgstr "**CCHyper** - 全方位协助,当前项目 Logo 设计、逆向工程方面的协助与指导、YR 二进制映射、自定义运动模式示例实现" -#: ../../../CREDITS.md:512 +#: ../../../CREDITS.md:525 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:513 +#: ../../../CREDITS.md:526 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:514 +#: ../../../CREDITS.md:527 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:515 +#: ../../../CREDITS.md:528 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:516 +#: ../../../CREDITS.md:529 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2105,33 +2164,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:517 +#: ../../../CREDITS.md:530 msgid "**ayylmao** - help with docs, extensive and thorough testing" msgstr "**ayylmao** - 文档协助,广泛且深入的测试" -#: ../../../CREDITS.md:518 +#: ../../../CREDITS.md:531 msgid "**SMxReaver** - help with docs, extensive and thorough testing" msgstr "**SMxReaver** - 文档协助,广泛且深入的测试" -#: ../../../CREDITS.md:519 +#: ../../../CREDITS.md:532 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:520 +#: ../../../CREDITS.md:533 msgid "" "**thomassneddon** - general assistance, knowledge about voxel lighting " "model" msgstr "**thomassneddon** - 一般性协助、Voxel 照明模型知识" -#: ../../../CREDITS.md:521 +#: ../../../CREDITS.md:534 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:522 +#: ../../../CREDITS.md:535 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 *三重* 奖章" -#: ../../../CREDITS.md:523 +#: ../../../CREDITS.md:536 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2139,7 +2198,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:524 +#: ../../../CREDITS.md:537 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2153,15 +2212,22 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:525 +#: ../../../CREDITS.md:538 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:526 +#: ../../../CREDITS.md:539 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:527 +#: ../../../CREDITS.md:540 msgid "**Rise of the East community** - extensive playtesting of in-dev features" msgstr "**东方崛起社区** - 对开发功能的广泛测试" +#~ msgid "" +#~ "Fixed the issue where computer players" +#~ " did not search for new enemies " +#~ "after defeating them or forming " +#~ "alliances with them" +#~ msgstr "" + diff --git a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po index 72300cf3c7..cfbb351374 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-22 22:11+0800\n" +"POT-Creation-Date: 2025-04-28 02:11+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -93,6 +93,7 @@ msgid "" msgstr "Phobos 修复,包括不同步(Reconnection Error)、崩溃(Fatal Error)和文档修复" #: ../../Contributing.md:23 ../../Contributing.md:25 ../../Contributing.md:27 +#: ../../Contributing.md:29 msgid "`T1` complexity by default" msgstr "默认复杂度:`T1`" @@ -107,68 +108,72 @@ msgid "" "without adding too much code to handle the customization" msgstr "去硬编码/自定义功能——仅通过 Modder 可用的 INI 或其他方式使得某些功能得以自定义而不增加过多代码。" +#: ../../Contributing.md:28 msgid "" -"Restored featues (from TS, RA2 etc.), assuming no extra changes or additions apart from the ones necessary to function in YR with extensions (the reviewer has to verify that)" +"Restored featues (from TS, RA2 etc.), assuming no extra changes or " +"additions apart from the ones necessary to function in YR with extensions" +" (the reviewer has to verify that)" msgstr "" -"复原功能(来自 TS、RA2 等),要求 **除** 在 YR 中与扩展共同工作所 **必须** 的更改外 **未** 进行其他添改(需审查人员验证该情况)" +"复原功能(来自 TS、RA2 等),要求 **除** 在 YR 中与扩展共同工作所 **必须** 的更改外 **未** " +"进行其他添改(需审查人员验证该情况)" -#: ../../Contributing.md:28 +#: ../../Contributing.md:30 msgid "New features" msgstr "新功能" -#: ../../Contributing.md:29 +#: ../../Contributing.md:31 msgid "" "Extensions of existing systems - add logic to existing systems, doesn't " "warrant it's own entity or type classes generally, but may introduce new " "hooks" msgstr "现有系统扩展——为现有系统添加逻辑,通常无需独立实体或类型类,但可能引入新钩子" -#: ../../Contributing.md:30 +#: ../../Contributing.md:32 msgid "" "Examples: feedback weapon logic, superweapon launch warhead logic, a new " "type of trajectory that uses existing custom trajectory framework, etc." msgstr "示例:反馈武器、弹头发射超级武器、使用现有的自定义轨迹框架的新轨迹类型等" -#: ../../Contributing.md:31 +#: ../../Contributing.md:33 msgid "" "`T1` or `T2` complexity by default, depending on judgement of the one who" " assigns the PR" msgstr "默认复杂度:`T1` 或 `T2`(由拉取请求分配者判断)" -#: ../../Contributing.md:32 +#: ../../Contributing.md:34 msgid "" "New systems - generally with their own classes that don't extend game " "classes/logics (or have such amount of code that should be separated into" " separate classes)" msgstr "新系统——通常拥有自己的类,这些类不扩展游戏类/逻辑(或者代码量过大,应分离到单独的类中)" -#: ../../Contributing.md:33 +#: ../../Contributing.md:35 msgid "" "Examples: custom trajectories framework, interceptor logic, shield logic," " etc." msgstr "示例:自定义轨迹框架、抛射体拦截、护盾逻辑等" -#: ../../Contributing.md:34 ../../Contributing.md:36 +#: ../../Contributing.md:36 ../../Contributing.md:38 msgid "`T2` complexity by default" msgstr "默认复杂度:`T2`" -#: ../../Contributing.md:35 +#: ../../Contributing.md:37 msgid "" "Contributions to project infrastructure - changes to the project's build " "system, CI, documentation, etc." msgstr "项目基础设施建设——对项目构建系统的更改、CI、文档更改等" -#: ../../Contributing.md:37 +#: ../../Contributing.md:39 msgid "" "Project policy changes - changes to the project's guidelines, " "contributing guidelines, etc." msgstr "项目政策更改——对项目指南、贡献指南等的更改" -#: ../../Contributing.md:38 +#: ../../Contributing.md:40 msgid "`T3` complexity by default (has to be reviewed by leads)" msgstr "默认复杂度:`T3`(必须由负责人审查)" -#: ../../Contributing.md:41 +#: ../../Contributing.md:43 msgid "" "Modders are highly encouraged to submit feedback on reusability of added " "features (preferably most important takeaways should be tracked in pull " @@ -178,56 +183,56 @@ msgstr "" "强烈建议 Modder 们提交新增功能可复用性的反馈(重要内容应通过仓库页面 Pull Requests、Discussions 或 Issue " "来跟踪),以避免项目充斥不可复用的一次性功能。" -#: ../../Contributing.md:44 +#: ../../Contributing.md:46 msgid "" "The list is not exhaustive, you are welcome to propose/submit changes to " "it (or to any project policies in order to improve how the project is " "maintained)." msgstr "列表并不详尽,欢迎提出修改(或调整任何改进维护方式的项目政策)建议。" -#: ../../Contributing.md:46 +#: ../../Contributing.md:48 msgid "In absence of a fitting category - a lead should review it." msgstr "如果没有对应的类别——它应当由负责人审查。" -#: ../../Contributing.md:48 +#: ../../Contributing.md:50 msgid "" "What can make any PR more controversial and requiring a higher level " "maintainer's assignment:" msgstr "可能导致拉取请求更受争议并需要更高级别维护者处理的情况:" -#: ../../Contributing.md:49 +#: ../../Contributing.md:51 msgid "Modifying/breaking previous (or vanilla) behavior" msgstr "修改/破坏了原有(或原版)行为" -#: ../../Contributing.md:50 +#: ../../Contributing.md:52 msgid "Requiring migration" msgstr "需要迁移操作" -#: ../../Contributing.md:51 +#: ../../Contributing.md:53 msgid "Mixing contribution types" msgstr "混合的贡献类型" -#: ../../Contributing.md:52 +#: ../../Contributing.md:54 msgid "" "Current level of maintainers not being sure about whether they can judge " "this PR" msgstr "当前维护者不确定能否准确评估该拉取请求" -#: ../../Contributing.md:54 +#: ../../Contributing.md:56 msgid "Project structure" msgstr "项目结构" -#: ../../Contributing.md:56 +#: ../../Contributing.md:58 msgid "" "Assuming you've successfully cloned and built the project before getting " "here, you should end up with the following project structure:" msgstr "假设你已经成功克隆并构建了项目,你应当看到以下结构:" -#: ../../Contributing.md:57 +#: ../../Contributing.md:59 msgid "`src/` - all the project's source code resides here." msgstr "`src/` - 项目所有的源代码。`" -#: ../../Contributing.md:58 +#: ../../Contributing.md:60 msgid "" "`Commands/` - source code for new hotkey commands. Every command is a new" " class that inherits from `PhobosCommandClass` (defined in `Commands.h`) " @@ -237,11 +242,11 @@ msgstr "" "`Commands/` - 新快捷键命令源码。每个新的快捷键类均继承自 `PhobosCommandClass`(定义在 `Commands.h`" " 中)并在一个单独的文件中用几种方法定义然后注册到 `Commands.cpp`中。" -#: ../../Contributing.md:59 +#: ../../Contributing.md:61 msgid "`New/` - source code for new ingame classes." msgstr "`New/` - 新增游戏内类的源码。" -#: ../../Contributing.md:60 +#: ../../Contributing.md:62 msgid "" "`Type/` - new enumerated types (types that are declared with a list " "section in an INI, for example, radiation types) implemented in the " @@ -251,25 +256,25 @@ msgstr "" "`Type/` - 新增枚举类型(即需要在 INI 文件中通过注册表部分声明的类型,例如辐射类型)。每个枚举类型类都继承自 " "`Enumerable.h` 中定义的 `Enumerable` 类(这里的 `T` 是枚举类型名)。" -#: ../../Contributing.md:61 +#: ../../Contributing.md:63 msgid "`Entity/` - classes that represent ingame entities are located here." msgstr "`Entity/` - 表示游戏内实体的类均在此。" -#: ../../Contributing.md:62 +#: ../../Contributing.md:64 msgid "" "`Ext/` - source code for vanilla engine class extensions. Each class " "extension is kept in a separate folder named after vanilla engine class " "name and contains the following:" msgstr "`Ext/` - 原版引擎类的扩展类源码。每个扩展类都保存在一个以原版类命名的单独文件夹中,并包含以下内容:" -#: ../../Contributing.md:63 +#: ../../Contributing.md:65 msgid "" "`Body.h` and `Body.cpp` contain class and method definitions/declarations" " and common extension hooks. Each extension class must contain the " "following to work correctly:" msgstr "`Body.h` 与 `Body.cpp` 包含了类和方法的定义/声明以及标准扩展钩子。每个扩展类必须包含下列内容才能正确工作:" -#: ../../Contributing.md:64 +#: ../../Contributing.md:66 msgid "" "`ExtData` - extension data class definition which inherits `Extension`" " from `Container.h` (where `T` is the class that is being extended), " @@ -278,7 +283,7 @@ msgstr "" "`ExtData` - 继承自 `Container.h` 中 `Extension` 的扩展数据类(其中 `T` " "是被扩展的类),这也是包含了原版类中新数据的实际类型;" -#: ../../Contributing.md:65 +#: ../../Contributing.md:67 msgid "" "`ExtContainer` - a definition of a special map class to store and look up" " `ExtData` instances for base class instances which inherits " @@ -288,43 +293,43 @@ msgstr "" "`ExtContainer` - 一个特殊的映射类的定义,用于储存和查找继承自 `Container.h` 的 `Container` " "的基类实例的 `ExtData` 类;" -#: ../../Contributing.md:66 +#: ../../Contributing.md:68 msgid "`ExtMap` - a static instance of `ExtContainer` map;" msgstr "`ExtMap` - `ExtContainer` 的静态实例;" -#: ../../Contributing.md:67 +#: ../../Contributing.md:69 msgid "" "constructor, destructor, serialization, deserialization and (for " "appropriate classes) INI reading hooks." msgstr "构造函数,析构函数,序列化,反序列化以及(对于适当的类)读取 INI 的钩子。" -#: ../../Contributing.md:68 +#: ../../Contributing.md:70 msgid "" "`Hooks.cpp` and `Hooks.*.cpp` contain non-common hooks to correctly patch" " in new custom logics." msgstr "`Hooks.cpp` 和 `Hooks.*.cpp` 包含非标准的钩子,用于正确修补新定义逻辑。" -#: ../../Contributing.md:69 +#: ../../Contributing.md:71 msgid "" "`ExtraHeaders/` - extra header files to interact with / describe types " "included in game binary that are not included in YRpp yet." msgstr "`ExtraHeaders/` - 额外的头文件,用于交互/描述未包含在 YRpp 中的游戏内的类。" -#: ../../Contributing.md:70 +#: ../../Contributing.md:72 msgid "" "`Misc/` - uncategorized source code, including hooks that don't belong to" " an extension class." msgstr "`Misc/` - 未分类的源码,包括不属于任意扩展类的钩子。" -#: ../../Contributing.md:71 +#: ../../Contributing.md:73 msgid "`Utilities/` - common code that is used across the project." msgstr "`Utilities/` - 整个项目通用的辅助代码。" -#: ../../Contributing.md:72 +#: ../../Contributing.md:74 msgid "`Phobos.cpp`/`Phobos.h` - extension bootstrapping code." msgstr "`Phobos.cpp`/`Phobos.h` - 扩展引导代码。" -#: ../../Contributing.md:73 +#: ../../Contributing.md:75 msgid "" "`Phobos.Ext.cpp` - contains common processing code new or extended " "classes. If you define a new or extended class you have to add your new " @@ -333,18 +338,18 @@ msgstr "" "`Phobos.Ext.cpp` - 包含通用处理代码、新的或扩展的类。如果你定义了一个新的或扩展的类那么你必须将你的新类添加进全局变量 " "`MassActions` 中进行声明。" -#: ../../Contributing.md:74 +#: ../../Contributing.md:76 msgid "" "`YRpp/` - contains the header files to interact with / describe types " "included in game binary and also macros to write hooks using Syringe. " "Included as a submodule." msgstr "`YRpp/` - 包含与游戏二进制文件中所包含的类型进行交互/描述的头文件,以及用于 Syringe 编写钩子的宏。作为子模块包含在内。" -#: ../../Contributing.md:76 +#: ../../Contributing.md:78 msgid "Code styleguide" msgstr "代码样式指导" -#: ../../Contributing.md:78 +#: ../../Contributing.md:80 msgid "" "We have established a couple of code style rules to keep things " "consistent. Some of the rules are enforced in `.editorconfig`, where " @@ -355,11 +360,11 @@ msgstr "" "我们制定了代码样式规范以保持一致性。部分规则已在可用情况下通过 `.editorconfig` 文件强制执行,因此你可以在 Visual " "Studio 中通过按下 `Ctrl + K + D` 来自动格式化代码。尽管如此,我们仍建议在提交代码前手动检查代码样式。" -#: ../../Contributing.md:79 +#: ../../Contributing.md:81 msgid "We use tabs instead of spaces to indent code." msgstr "我们使用制表符而非空格来缩进代码。" -#: ../../Contributing.md:80 +#: ../../Contributing.md:82 msgid "" "Curly braces are always to be placed on a new line ([Allman indentation " "style](https://en.wikipedia.org/wiki/Indentation_style#Allman_style)). " @@ -369,7 +374,7 @@ msgstr "" "大括号始终应当放在新的一行上([Allman 缩进 " "风格](https://en.wikipedia.org/wiki/Indentation_style#Allman_style))。这样做的一个原因是需要对于多行代码的情况清楚地区分代码块的头部和尾部:" -#: ../../Contributing.md:81 +#: ../../Contributing.md:83 msgid "" "if (SomeReallyLongCondition()\n" " || ThatSplitsIntoMultipleLines())\n" @@ -385,14 +390,14 @@ msgstr "" " DoSomethingMore();\n" "}\n" -#: ../../Contributing.md:89 +#: ../../Contributing.md:91 msgid "" "Braceless code block bodies should be made only when both code block head" " and body are single line, statements split into multiple lines and " "nested braceless blocks are not allowed within braceless blocks:" msgstr "只有代码块头部和代码块主体均为单行时才应当使用无大括号的代码块,且无大括号的块中不允许存在跨多行的语句拆分以及嵌套的无大括号块:" -#: ../../Contributing.md:90 +#: ../../Contributing.md:92 msgid "" "// OK\n" "if (Something())\n" @@ -444,25 +449,25 @@ msgstr "" " || ThatSplitsIntoMultipleLines();\n" "}\n" -#: ../../Contributing.md:116 +#: ../../Contributing.md:118 msgid "" "Only empty curly brace blocks may be left on the same line for both " "opening and closing braces (if appropriate)." msgstr "只有当大括号块为空时才允许左右括号放置在同一行。" -#: ../../Contributing.md:117 +#: ../../Contributing.md:119 msgid "" "If you use if-else you should either have all of the code blocks braced " "or braceless to keep things consistent." msgstr "如果使用了 if-else 语句,那么所有代码块应当统一使用大括号或统一不使用大括号以保持一致性。" -#: ../../Contributing.md:118 +#: ../../Contributing.md:120 msgid "" "Big conditions which span multiple lines and are hard to read otherwise " "should be split into smaller logical parts to improve readability:" msgstr "难以阅读的跨多行的复杂条件语句应被拆分为更小的逻辑单元以提高可读性:" -#: ../../Contributing.md:119 +#: ../../Contributing.md:121 msgid "" "// Not OK\n" "if (This() && That() && AlsoThat()\n" @@ -492,37 +497,37 @@ msgstr "" "if (firstCondition || secondCondition)\n" " DoSomething();\n" -#: ../../Contributing.md:134 +#: ../../Contributing.md:136 msgid "" "Code should have empty lines to make it easier to read. Use an empty line" " to split code into logical parts. It's mandatory to have empty lines to " "separate:" msgstr "代码应使用一些空行分隔逻辑部分来提升可读性。以下情况必须使用空行分隔:" -#: ../../Contributing.md:135 +#: ../../Contributing.md:137 msgid "" "`return` statements (except when there is only one line of code except " "that statement);" msgstr "`return` 语句(除非该句外仅有一行代码);" -#: ../../Contributing.md:136 +#: ../../Contributing.md:138 msgid "" "local variable assignments that are used in the further code (you " "shouldn't put an empty line after one-line local variable assignments " "that are used only in the following code block though);" msgstr "后续代码中使用的局部变量声明(但若仅用于后续代码块的单行局部变量声明则其后无需空行);" -#: ../../Contributing.md:137 +#: ../../Contributing.md:139 msgid "" "code blocks (braceless or not) or anything using code blocks (function or" " hook definitions, classes, namespaces etc.);" msgstr "代码块(无论是否有花括号)以及用代码块规则的其他东西(函数,钩子定义,类,名空间等);代码块(无论是否有大括号)或任何使用代码块的结构(函数/钩子定义、类、命名空间等);" -#: ../../Contributing.md:138 +#: ../../Contributing.md:140 msgid "hook register input/output." msgstr "钩子注册的输入/输出。" -#: ../../Contributing.md:139 +#: ../../Contributing.md:141 msgid "" "// OK\n" "auto localVar = Something();\n" @@ -604,17 +609,17 @@ msgstr "" "}\n" "\n" -#: ../../Contributing.md:180 +#: ../../Contributing.md:182 msgid "" "`auto` may be used to hide an unnecessary type declaration if it doesn't " "make the code harder to read. `auto` may not be used on primitive types." msgstr "在不影响代码可读性的前提下可以使用 `auto` 来隐式声明不必要的显式类型。基础类型禁止使用 `auto`。" -#: ../../Contributing.md:181 +#: ../../Contributing.md:183 msgid "A space must be put between braces of empty curly brace blocks." msgstr "空的大括号块的括号之间必须保留空格。" -#: ../../Contributing.md:182 +#: ../../Contributing.md:184 msgid "" "To have less Git merge conflicts member initializer lists and other list-" "like syntax structures used in frequently modified places should be split" @@ -624,7 +629,7 @@ msgstr "" "为了减少 Git 合并冲突,在频繁修改区域的成员初始化列表及其他类似列表的语法结构中应当采用按项分行且项目分隔符(例如逗号)置于 **换行符** " "之后的书写方式:" -#: ../../Contributing.md:183 +#: ../../Contributing.md:185 msgid "" "ExtData(TerrainTypeClass* OwnerObject) : " "Extension(OwnerObject)\n" @@ -642,7 +647,7 @@ msgstr "" " , SpawnsTiberium_CellsPerAnim({ 1, 0 })\n" "{ }\n" -#: ../../Contributing.md:191 +#: ../../Contributing.md:193 msgid "" "Local variables and function/method args are named in the `camelCase` " "(using a `p` prefix to denote pointer type for every pointer nesting " @@ -652,32 +657,32 @@ msgstr "" "局部变量和函数/方法参数采用驼峰命名法(使用前缀 `p` 表示指针类型,每个指针嵌套级别都需添加前缀),并配以描述性名称,例如局部变量 " "`TechnoTypeClass*` 应命名为 `pTechnoType`。" -#: ../../Contributing.md:192 +#: ../../Contributing.md:194 msgid "" "Classes, namespaces, class fields and members are always written in " "`PascalCase`." msgstr "类、命名空间、类字段和成员始终采用帕斯卡命名法。" -#: ../../Contributing.md:193 +#: ../../Contributing.md:195 msgid "" "Class fields that can be set via INI tags should be named exactly like " "ini tags with dots replaced with underscores." msgstr "可以通过 INI 标签设置的类字段必须与 INI 标签保持完全一致的命名,仅将点号替换为下划线。" -#: ../../Contributing.md:194 +#: ../../Contributing.md:196 msgid "" "Pointer type declarations always have pointer sign `*` attached to the " "type declaration." msgstr "指针类型声明时,`*` 必须紧贴类型声明。" -#: ../../Contributing.md:195 +#: ../../Contributing.md:197 msgid "" "Non-static class extension methods faked by declaring a static method " "with `pThis` as a first argument are only to be placed in the extension " "class for the class instance of which `pThis` is." msgstr "通过声明一个以 `pThis` 作为首个参数的静态方法来伪造的非静态类扩展方法只能放置在 `pThis` 所在的类实例的扩展类中。" -#: ../../Contributing.md:196 +#: ../../Contributing.md:198 msgid "" "If it's crucial to fake `__thiscall` you may use `__fastcall` and use " "`void*` or `void* _` as a second argument to discard value passed through" @@ -686,7 +691,7 @@ msgstr "" "如果需要伪造 `__thiscall`,可以使用 `__fastcall` 并将 `void*` 或 `void* _` 作为第二个参数来丢弃通过" " `EDX` 寄存器传递的值。此方法仅用于调用替换。" -#: ../../Contributing.md:197 +#: ../../Contributing.md:199 msgid "" "Hooks have to be named using a following scheme: " "`HookedFunction_HookPurpose`, or `ClassName_HookedMethod_HookPurpose`. " @@ -696,14 +701,14 @@ msgstr "" "工作函数必须按以下规则命名:`钩上的函数_钩子的功能` 或 " "`类名_钩上的方法_钩子的功能`。由于无法为同一钩子定义不同的名称,再次定义(DEFINE_HOOK_AGAIN)的钩子不受此方案的约束。" -#: ../../Contributing.md:198 +#: ../../Contributing.md:200 msgid "" "Return addresses should use anonymous enums to make it clear what address" " means what, if applicable. The enum has to be placed right at the " "function start and include all addresses that are used in this hook:" msgstr "返回地址应在可行的情况下使用匿名枚举进行语义化标注。该枚举必须置于函数起始位置,并包含本钩子中使用的所有地址:" -#: ../../Contributing.md:199 +#: ../../Contributing.md:201 msgid "" "DEFINE_HOOK(0x48381D, CellClass_SpreadTiberium_CellSpread, 0x6)\n" "{\n" @@ -719,7 +724,7 @@ msgstr "" " ...\n" "}\n" -#: ../../Contributing.md:207 +#: ../../Contributing.md:209 msgid "" "Even if the hook doesn't use `return 0x0` to execute the overriden " "instructions, you still have to write correct hook size (last parameter " @@ -729,7 +734,7 @@ msgstr "" "即使钩子不使用 `return 0x0` 来执行被覆盖的指令,你仍必须编写正确的钩子大小(`DEFINE_HOOK` " "宏的最后一个参数),以减少当其他人编辑此钩子时若决定使用 `return 0x0` 可能引发的潜在问题。" -#: ../../Contributing.md:208 +#: ../../Contributing.md:210 msgid "" "New ingame \"entity\" classes are to be named with `Class` postfix (like " "`RadTypeClass`). Extension classes are to be named with `Ext` postfix " @@ -738,25 +743,25 @@ msgstr "" "新的游戏内「实体」类应当以 `Class` 后缀命名(例如 `RadTypeClass`)。扩展类应当改用 `Ext` 后缀命名(例如 " "`RadTypeExt`)。" -#: ../../Contributing.md:209 +#: ../../Contributing.md:211 msgid "Do not pollute the namespace." msgstr "不要污染命名空间。" -#: ../../Contributing.md:210 +#: ../../Contributing.md:212 msgid "" "Avoid introducing unnecessary macros if they can be replaced by " "equivalent `constexpr` or `__forceinline` functions." msgstr "若能使用等效的 `constexpr` 或 `__forceinline` 函数替代就不要引入不必要的宏。" -#: ../../Contributing.md:213 +#: ../../Contributing.md:215 msgid "The styleguide is not exhaustive and may be adjusted in the future." msgstr "样式指南并不详尽,未来可能会进行调整。" -#: ../../Contributing.md:216 +#: ../../Contributing.md:218 msgid "Git branching model" msgstr "Git 分支模型" -#: ../../Contributing.md:218 +#: ../../Contributing.md:220 msgid "" "Couple of notes regarding the Git practices. We use [git-" "flow](https://nvie.com/posts/a-successful-git-branching-model/)-like " @@ -765,7 +770,7 @@ msgstr "" "我们使用 [git-flow](https://nvie.com/posts/a-successful-git-branching-model/)" " 之类的工作流:" -#: ../../Contributing.md:219 +#: ../../Contributing.md:221 msgid "" "`master` is for stable releases, can have hotfixes pushed to it or " "branched off like a feature branch with the requirement of version " @@ -774,11 +779,11 @@ msgstr "" "`master` 用于稳定版本发布,允许直接推送热修复补丁或像功能分支一样分离分支,但需遵循版本号递增要求,并在之后将 `master` " "分支合并回 `develop` 分支;" -#: ../../Contributing.md:220 +#: ../../Contributing.md:222 msgid "`develop` is the main development branch;" msgstr "`develop` 是主要开发分支;" -#: ../../Contributing.md:221 +#: ../../Contributing.md:223 msgid "" "`feature/`-prefixed branches (sometimes the prefix may be different if " "appropriate, like for big fixes or changes) are so called \"feature " @@ -791,7 +796,7 @@ msgstr "" "`develop` 分离出来用于引入新的功能,完成后合并回 " "`develop`。对于小型分支,我们使用压缩合并;若分支规模较大,则可能使用合并提交来维持提交记录的完整性;" -#: ../../Contributing.md:222 +#: ../../Contributing.md:224 msgid "" "`hotfix/`-prefixed branches may be used in a same manner as `feature/`, " "but with `master` branch, with a requirement of `master` being merged " @@ -800,7 +805,7 @@ msgstr "" "带有 `hotfix/` 前缀的分支使用方式类似于 `feature/`,但基于 `master` 分支创建,要求将 `hotfix/` " "分支压缩合并到 `master` 后必须将 `master` 合并回 `develop`;" -#: ../../Contributing.md:223 +#: ../../Contributing.md:225 msgid "" "`release/`-prefixed branches are branched off `develop` when a new stable" " release is slated to allow working on features for a next release and " @@ -812,7 +817,7 @@ msgstr "" "分离,允许同时开发下个版本的功能和改进当前版本的稳定性。这些分支通过合并提交合并到 `master` 和 " "`develop`,并递增稳定版本的版本号,随后发布稳定版本。" -#: ../../Contributing.md:224 +#: ../../Contributing.md:226 msgid "" "When you're working with your local & remote branches use **fast-" "forward** pulls to get the changes from remote branch to local, **don't " @@ -822,21 +827,21 @@ msgstr "" "当你在处理本地与远程分支时应当使用 **拉取(快进)** " "将远程分支的变更同步到本地,**不要将远程分支合并到本地分支**,反之亦然,否则会产生垃圾提交并使代码无法压缩整理。" -#: ../../Contributing.md:226 +#: ../../Contributing.md:228 msgid "These commands will do the following for all repositories on your PC:" msgstr "这些命令对你电脑上的所有代码仓库执行以下操作:" -#: ../../Contributing.md:227 +#: ../../Contributing.md:229 msgid "remove the automatic merge upon pull and replace it with a rebase;" msgstr "移除拉取时的自动合并行为,改用变基操作;" -#: ../../Contributing.md:228 +#: ../../Contributing.md:230 msgid "" "highlight changes consisting of moving existing lines to another location" " with a different color." msgstr "用特定颜色高亮显示「移动现有代码行到新位置」这类变更。" -#: ../../Contributing.md:230 +#: ../../Contributing.md:232 msgid "" "git config --global pull.rebase true\n" "git config --global branch.autoSetupRebase always\n" @@ -846,11 +851,11 @@ msgstr "" "git config --global branch.autoSetupRebase always\n" "git config --global diff.colorMoved zebra\n" -#: ../../Contributing.md:236 +#: ../../Contributing.md:238 msgid "Working with YRpp via submodules" msgstr "通过子模块使用 YRpp" -#: ../../Contributing.md:238 +#: ../../Contributing.md:240 msgid "" "Often when working on Phobos and/or researching the YR engine you'll need" " to implement corrections for YRpp. Generally the corrections need to be " @@ -866,7 +871,7 @@ msgstr "" "中的实际功能分开处理。但许多情况下这些改动需要作为 Phobos 贡献流程的一部分进行提交。要向 YRpp 提交改动你需要在 YRpp " "中创建分支,推送后向 YRpp 仓库提交拉取请求。" -#: ../../Contributing.md:240 +#: ../../Contributing.md:242 msgid "" "When you clone Phobos recursively - you also clone YRpp as a submodule. " "Basically submodules are just nested repositories. You can open it like " @@ -876,11 +881,11 @@ msgstr "" "当你递归克隆 Phobos 时,YRpp 会作为子模块一同克隆。子模块本质上就是嵌套的仓库。你可以像操作普通仓库一样打开它,因此变更可以同步到 " "Phobos,无需手动重命名文件。" -#: ../../Contributing.md:242 +#: ../../Contributing.md:244 msgid "The suggested workflow is as follows:" msgstr "推荐的工作流程如下:" -#: ../../Contributing.md:243 +#: ../../Contributing.md:245 msgid "" "In your IDE of choice rename fields and functions using symbol renaming " "feature (`Rename...` feature in Visual Studio (regular or Code), `[F2]` " @@ -890,33 +895,33 @@ msgstr "" "在你选择的 IDE 中使用符号重命名功能修改字段和函数名称(Visual Studio 常规版本或 Code 中默认快捷键为 " "`[F2]`),此时你将在 Git 客户端中看到以下两个「层级」的变更:" -#: ../../Contributing.md:244 +#: ../../Contributing.md:246 msgid "" "for Phobos repository - changes in the Phobos code (as regular changes) " "and changes to YRpp (as one submodule change)." msgstr "Phobos 仓库:Phobos 代码的常规变更 + YRpp 子模块的变更(显示为一个子模块变更)。" -#: ../../Contributing.md:245 +#: ../../Contributing.md:247 msgid "" "for YRpp repository - changes to the field names and function names in " "YRpp as regular changes." msgstr "YRpp 仓库:YRpp 中字段和函数名称的常规变更。" -#: ../../Contributing.md:246 +#: ../../Contributing.md:248 msgid "" "Create a branch in YRpp repository (create a fork of it if you didn't " "yet), commit and push the changes and submit it as a pull request. After " "pushing it you have two options in Phobos repository:" msgstr "在 YRpp 仓库中创建分支(若未创建则先 fork),提交并推送更改,然后发起拉取请求。推送后你在 Phobos 仓库有两个选择:" -#: ../../Contributing.md:247 +#: ../../Contributing.md:249 msgid "" "wait until it's accepted, then checkout YRpp at the newest commit, then " "commit and push - this will save you having to commit and push multiple " "times, but you won't be able to get a nightly build for people to test;" msgstr "等待合并通过后,将 YRpp 子模块切换至最新提交,然后提交推送——这可以减少提交次数,但无法获取供测试的每夜构建;" -#: ../../Contributing.md:248 +#: ../../Contributing.md:250 msgid "" "don't wait for YRpp changes to be merged, commit and push right after you" " pushed the YRpp changes to your YRpp branch - you will have an up-to-" @@ -928,7 +933,7 @@ msgstr "" "不等待 YRpp 合并,在推送 YRpp 分支变更后立即推送 Phobos——这种方式可以确保 Phobos 拉取请求使用最新构建。注意你必须在 " "YRpp 分支完成提交推送,否则构建系统无法识别仅在本地存在的变更" -#: ../../Contributing.md:249 +#: ../../Contributing.md:251 msgid "" "After the YRpp pull request gets accepted you will need to switch to the " "latest commit that was merged (you do that in the submodule), verify that" @@ -936,22 +941,22 @@ msgid "" "branch that you made for your pull request." msgstr "当 YRpp 拉取请求接受后,你需要再子模块中切换到已合并的最新提交,验证正常编译后,将其提交并推送到 Phobos 拉取请求创建的分支。" -#: ../../Contributing.md:251 +#: ../../Contributing.md:253 msgid "Ways to help" msgstr "协助方式" -#: ../../Contributing.md:253 +#: ../../Contributing.md:255 msgid "" "Engine modding is a complicated process which is pretty hard to pull off," " but there are also easier parts which don't require mastering the art of" " reverse-engineering or becoming a dank magician in C++." msgstr "引擎修改是一个复杂的过程,但其中也包括无需精通逆向工程或成为 C++ 大魔导师即可完成的部分。" -#: ../../Contributing.md:255 +#: ../../Contributing.md:257 msgid "Research and reverse-engineering" msgstr "研究与逆向工程" -#: ../../Contributing.md:257 +#: ../../Contributing.md:259 msgid "" "You can observe how the stuff works by using the engine and note which " "other stuff influences the behavior, but sooner or later you would want " @@ -967,14 +972,14 @@ msgstr "" "sre.org/))来解析二进制文件(例如 `gamemd.exe`)中的代码,以及调试器([Cheat " "Engine](https://www.cheatengine.org) 的调试器对此非常适用)来追踪二进制文件的执行流程。" -#: ../../Contributing.md:260 +#: ../../Contributing.md:262 msgid "" "Reverse-engineering is a complex task, but don't be discouraged, if you " "want to try your hands at it ask us in the Discord channel, we will " "gladly help 😄" msgstr "逆向工程虽复杂但无需畏惧。如果你对此跃跃欲试,那么欢迎你在 Discord 频道向我们提问,我们将乐于为你提供帮助😄" -#: ../../Contributing.md:264 +#: ../../Contributing.md:266 msgid "" "[Assembly " "language](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html) and " @@ -984,11 +989,11 @@ msgstr "" "[汇编语言](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html) 和 C++ " "知识、对计算机体系结构、内存结构、OOP 及编译器原理的理解对此大有裨益。" -#: ../../Contributing.md:267 +#: ../../Contributing.md:269 msgid "Development" msgstr "开发" -#: ../../Contributing.md:269 +#: ../../Contributing.md:271 msgid "" "When you found out how the engine works and where you need to extend the " "logic you'd need to develop the code to achieve what you want. This is " @@ -1004,11 +1009,11 @@ msgstr "" "/Phobos-developers/YRpp)(提供与 YR 代码交互及通过 Syringe 注入代码的功能),通常需要使用 [Visual " "Studio 2017/2019](https://visualstudio.microsoft.com) 或更新的版本。" -#: ../../Contributing.md:272 +#: ../../Contributing.md:274 msgid "Contributing changes to the project" msgstr "向项目提交更改" -#: ../../Contributing.md:274 +#: ../../Contributing.md:276 msgid "" "To contribute a feature or some sort of a change you you would need a Git" " client (I recommend [GitKraken](https://www.gitkraken.com/) personally)." @@ -1019,32 +1024,32 @@ msgstr "" "贡献功能或进行更改需要使用 Git 客户端(我推荐 [GitKraken](https://www.gitkraken.com/))Fork " "并克隆仓库,建议创建一个新分支,随后编辑/添加代码或进行其他修改。然后提交 -> 推送 -> 发起拉取请求 -> 等待审核或合并。" -#: ../../Contributing.md:276 +#: ../../Contributing.md:278 msgid "If you contribute something, please make sure:" msgstr "如果你贡献了什么,请确保:" -#: ../../Contributing.md:277 +#: ../../Contributing.md:279 msgid "you write documentation for the change;" msgstr "你编编写了相关更改的文档说明;" -#: ../../Contributing.md:278 +#: ../../Contributing.md:280 msgid "" "you mention the change in the changelog and migration sections in the " "[what's new page](Whats-New.md);" msgstr "你在 [版本更新说明](Whats-New.md) 页的更新日志和迁移指南中提及了这些改动;" -#: ../../Contributing.md:279 +#: ../../Contributing.md:281 msgid "you mention your contribution in the [credits page](CREDITS.md)." msgstr "你在 [鸣谢](CREDITS.md) 页面列出了你的贡献。" -#: ../../Contributing.md:281 +#: ../../Contributing.md:283 msgid "" "If your change does not fit in standard criteria or too small that it " "doesn't need the above - add `[Minor]` to your pull request's title, so " "the CI won't yell at you for no reason." msgstr "若变更不符合标准流程或规模过小无需上述步骤,请在拉取请求标题添加 `[Minor]`,以避免 CI 无故报错。" -#: ../../Contributing.md:284 +#: ../../Contributing.md:286 msgid "" "Every pull request push trigger a nightly build for the latest pushed " "commit, so you can check the build status at the bottom of PR page, press" @@ -1055,7 +1060,7 @@ msgstr "" "每次推送至拉取请求会触发每夜构建,你可以在拉取请求页面底部查看构建状态。点击 `Show all checks` 进入构建详情页,可下载包含 " "DLL 和 PDB 的压缩包(供你的测试人员使用),或从自动发布的评论中获取构建文件(需要拥有 GitHub 账号)。" -#: ../../Contributing.md:288 +#: ../../Contributing.md:290 msgid "" "You'd benefit from C++ experience, knowledge of programming patterns, " "common techniques etc. [Basic assembly " @@ -1067,11 +1072,11 @@ msgstr "" "经验、编程模式及常用技术知识将有助于提升效率。[基础汇编知识](https://www.cs.virginia.edu/~evans/cs216/guides/x86.html)" " 有助于正确编写内存交互钩子。同时需掌握 Git 与 GitHub 的基本使用。" -#: ../../Contributing.md:291 +#: ../../Contributing.md:293 msgid "Testing" msgstr "测试" -#: ../../Contributing.md:293 +#: ../../Contributing.md:295 msgid "" "This is a job that any modder (and even sometimes player) can do. Look at" " a new feature or a change, try to think of all possible cases when it " @@ -1084,7 +1089,7 @@ msgstr "" "modder(甚至纯玩家)均可参与的工作。查看新的功能或改动,尽可能设想所有可能的应用场景、逻辑漏洞、边界情况及意外交互等,并加以验证。发现任何 " "Bug 请提交至本仓库的 Issue 版块。" -#: ../../Contributing.md:296 +#: ../../Contributing.md:298 msgid "" "**General stability** can only be achieved by extensive play-testing of " "new changes, both offline and online. Most modders have beta testing " @@ -1095,18 +1100,18 @@ msgstr "" "**总体稳定性**仅可通过大量离线/在线游戏测试进行验证。大多 modder " "没有测试团队,若期望功能稳定,请组织测试人员参与新功能测试!下方检查清单有助于问题定位。" -#: ../../Contributing.md:299 +#: ../../Contributing.md:301 msgid "Testing check-list" msgstr "测试检查清单" -#: ../../Contributing.md:301 +#: ../../Contributing.md:303 msgid "" "**All possible valid use cases covered**. Try to check all of the valid " "feature use cases you can think of and verify that they work as intended " "with the feature." msgstr "**涵盖所有有效用例**:尽可能验证你所能想到的正常使用场景是否按预期工作。" -#: ../../Contributing.md:302 +#: ../../Contributing.md:304 msgid "" "**Correct saving and loading**. Most of the additions like new INI tags " "require storing them in saved object info. Sometimes this is not done " @@ -1118,7 +1123,7 @@ msgstr "" "标签需存入存档中的对象信息。有时这会出现问题,尤其在复杂一些的东西上(例如辐射类型)。请确保所有改进在保存和加载前后(当然是在同一版本的 " "Phobos 环境下)都能正常工作。" -#: ../../Contributing.md:303 +#: ../../Contributing.md:305 msgid "" "**Interaction with other features**. Try to use the feature chained or " "interacting with other features from vanilla or other libs (for example, " @@ -1126,7 +1131,7 @@ msgid "" " mind control from a permanently mind-controlled unit)." msgstr "**与其他功能的交互**:测试该功能与原版或其他库功能的联动(例如:最初的解除心控弹头作用于永久心控目标时会导致崩溃)。" -#: ../../Contributing.md:304 +#: ../../Contributing.md:306 msgid "" "**Overlapping features not working correctly** (including those from " "third-party libs like Ares, HAres, CnCNet spawner DLL). Think of what " @@ -1141,7 +1146,7 @@ msgstr "" "等第三方库的功能)考虑哪些功能的代码可能与你当前所测试功能的代码重叠(从技术上讲;这意味着它们修改了相同代码)。由于项目的性质部分功能可能会出现冲突(例如:最初实现的低优先级框选曾导致" " Ares 的 `GroupAs` 被破坏,导致使用它的单位无法被正确按类群选)。" -#: ../../Contributing.md:305 +#: ../../Contributing.md:307 msgid "" "**Edge cases**. Those are the cases of some specific cases usually " "induced by some extreme parameter values (for example, vanilla game " @@ -1150,24 +1155,24 @@ msgstr "" "**边界情况**:某些极端情况下的工作状况,通常是一些极端参数值引发的(例如:原版游戏在 `[PreviewPack]` 尺寸为 0 " "的情况不会跳过渲染而是导致崩溃)。" -#: ../../Contributing.md:306 +#: ../../Contributing.md:308 msgid "" "**Corner cases**. Those are similar to edge cases but are hard to " "reproduce and are usually induced by a combination of extreme parameter " "values." msgstr "**角落案例**:类似边界情况,并且难以复现,通常需要多重极端参数加以组合才能引发。" -#: ../../Contributing.md:309 +#: ../../Contributing.md:311 msgid "" "Knowledge on how to mod YR and having an inquisitive mind, being " "attentive to details would help." msgstr "熟悉 YR Mod 制作、具备探索精神以及对细节的敏感将有助于测试效率。" -#: ../../Contributing.md:312 +#: ../../Contributing.md:314 msgid "Writing docs" msgstr "编写文档" -#: ../../Contributing.md:314 +#: ../../Contributing.md:316 msgid "" "No explanation needed. If you fully understand how some stuff in Phobos " "works you can help by writing a detailed description in these docs, or " @@ -1175,7 +1180,7 @@ msgid "" "enough." msgstr "无需多言。如果你对 Phobos 中某部分机制理解的相当透彻,那么你可以通过撰写详细说明来做出贡献,或者你也可以改进现有文档中不够详尽的段落。" -#: ../../Contributing.md:316 +#: ../../Contributing.md:318 msgid "" "The docs are written in Markdown (which is dead simple, [learn MD in 60 " "seconds](https://commonmark.org/help/); if you need help on extended " @@ -1188,7 +1193,7 @@ msgstr "" "://myst-parser.readthedocs.io/))。我们使用 [Sphinx](https://sphinx-doc.org/) " "构建文档,[Read the Docs](https://readthedocs.io/) 进行托管。" -#: ../../Contributing.md:319 +#: ../../Contributing.md:321 msgid "" "You don't need to install Python, Sphinx and modules to see changes - " "every pull request you make is being built and served by Read the Docs " @@ -1199,11 +1204,11 @@ msgstr "" "你无需安装 Python 和 Sphinx 模块即可查看更改——你创建的每个拉取请求均会触发 Read The Docs " "自动构建,类似每夜构建,滚动至页面底部点击 `Show all checks` 即可在构建详情中查看渲染后的文档。" -#: ../../Contributing.md:322 +#: ../../Contributing.md:324 msgid "There are two ways to edit the docs." msgstr "有两种方式可以编辑文档:" -#: ../../Contributing.md:323 +#: ../../Contributing.md:325 msgid "" "**Edit from your PC**. Pretty much the same like what's described in " "[contributing changes section](contributing-changes-to-the-project); the " @@ -1212,7 +1217,7 @@ msgstr "" "**本地编辑**:如 [向项目提交更改](#contributing-changes-to-the-project) 中所述,文档位于 " "`docs` 文件夹。" -#: ../../Contributing.md:324 +#: ../../Contributing.md:326 msgid "" "**Edit via online editor**. Navigate to the doc piece that you want to " "edit, press the button on the top right - and it will take you to the " @@ -1225,17 +1230,17 @@ msgstr "" "**在线编辑**:找到要编辑的文档,点击右上角按钮——跳转至 GitHub 文件编辑页(在右上角寻找铅笔图标)。编辑后将自动创建 fork " "仓库,你可以提交更改(建议新建分支)并向主仓库发起拉取请求。" -#: ../../Contributing.md:327 +#: ../../Contributing.md:329 msgid "" "OK English grammar and understanding of docs structure would be enough. " "You would also need a GitHub account." msgstr "拥有足够好的英语语法与对文档结构的理解即可参与。当然你还需要拥有一个 GitHub 账号。" -#: ../../Contributing.md:330 +#: ../../Contributing.md:332 msgid "Providing media to showcase features" msgstr "提供展示功能用的素材" -#: ../../Contributing.md:332 +#: ../../Contributing.md:334 msgid "" "Those would be used in docs and with a link to the respective mod as a " "bonus for the mod author. To record GIFs you can use such apps as, for " @@ -1244,17 +1249,17 @@ msgstr "" "这些将在文档中被使用,并附有对应 mod 的链接作为对 mod 作者的鼓励。录制 GIF 推荐使用 " "[GifCam](http://blog.bahraniapps.com/gifcam/) 等工具" -#: ../../Contributing.md:335 +#: ../../Contributing.md:337 msgid "" "Please, provide screenshots, GIFs and videos in their natural size and " "without excess stuff or length." msgstr "请提供适当尺寸的截图/GIF/视频,避免冗余内容与过长的时长。" -#: ../../Contributing.md:338 +#: ../../Contributing.md:340 msgid "Promoting the work" msgstr "促进工作" -#: ../../Contributing.md:340 +#: ../../Contributing.md:342 msgid "" "You can always help us by spreading the word about the project among " "people, whether you're an influential youtuber, a C&C related community " diff --git a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po index 6ad3a74082..94579b9f46 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-04-21 18:15+0800\n" +"POT-Creation-Date: 2025-04-28 02:10+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -176,13 +176,13 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:30 ../../Fixed-or-Improved-Logics.md:40 #: ../../Fixed-or-Improved-Logics.md:50 ../../Fixed-or-Improved-Logics.md:79 -#: ../../Fixed-or-Improved-Logics.md:480 ../../Fixed-or-Improved-Logics.md:785 -#: ../../Fixed-or-Improved-Logics.md:810 ../../Fixed-or-Improved-Logics.md:1187 -#: ../../Fixed-or-Improved-Logics.md:1252 -#: ../../Fixed-or-Improved-Logics.md:1424 -#: ../../Fixed-or-Improved-Logics.md:1779 -#: ../../Fixed-or-Improved-Logics.md:1824 -#: ../../Fixed-or-Improved-Logics.md:1849 +#: ../../Fixed-or-Improved-Logics.md:473 ../../Fixed-or-Improved-Logics.md:794 +#: ../../Fixed-or-Improved-Logics.md:819 ../../Fixed-or-Improved-Logics.md:1196 +#: ../../Fixed-or-Improved-Logics.md:1261 +#: ../../Fixed-or-Improved-Logics.md:1457 +#: ../../Fixed-or-Improved-Logics.md:1812 +#: ../../Fixed-or-Improved-Logics.md:1857 +#: ../../Fixed-or-Improved-Logics.md:1882 msgid "image" msgstr "图像" @@ -1062,7 +1062,7 @@ msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked #: ../../Fixed-or-Improved-Logics.md:172 msgid "Stop command (`[S]` by default) behavior is now more correct:" -msgstr "停止命令(默认 `[S]`)的行为现在更加正确:" +msgstr "停止命令(默认为 `[S]`)的行为现在更加正确:" #: ../../Fixed-or-Improved-Logics.md:173 msgid "Jumpjets no longer fall into a state of standing by idly." @@ -1331,23 +1331,17 @@ msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并 #: ../../Fixed-or-Improved-Logics.md:216 msgid "" -"Fixed an issue that MCV will self-destruct when using trigger 107 to " -"teleport." -msgstr "修复了使用 107 号触发传送时 MCV 会自毁的问题。" - -#: ../../Fixed-or-Improved-Logics.md:217 -msgid "" "Fixed an issue that moving MCV with Teleport locomotion will cause " "reconnection error." msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题。" -#: ../../Fixed-or-Improved-Logics.md:218 +#: ../../Fixed-or-Improved-Logics.md:217 msgid "" "Fixed wrong shadow when a vehicle has hover locomotor and is being lifted" " by `IsLocomotor=yes` warhead." msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影。" -#: ../../Fixed-or-Improved-Logics.md:219 +#: ../../Fixed-or-Improved-Logics.md:218 msgid "" "Fixed the bug that a unit can overlap with `Teleport` units after it's " "been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads." @@ -1355,31 +1349,51 @@ msgstr "" "修复了一个单位被另一个由 `IsLocomotor=yes` 弹头吊起的单位砸过后其所在单元格可以被一个 `Teleport` " "运动模式的单位作为超时空移动的目的地的问题。" -#: ../../Fixed-or-Improved-Logics.md:220 +#: ../../Fixed-or-Improved-Logics.md:219 msgid "" "Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead." -msgstr "" -"修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)。" +msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)。" -#: ../../Fixed-or-Improved-Logics.md:221 +#: ../../Fixed-or-Improved-Logics.md:220 msgid "" "Fixed an issue that game crashes when spawnee has been removed and is not" " real dead." -msgstr "" -"修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题。" +msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题。" + +#: ../../Fixed-or-Improved-Logics.md:221 +msgid "" +"Separated the AirstrikeClass pointer between the attacker/aircraft and " +"the target to avoid erroneous overwriting issues." +msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题。" + +#: ../../Fixed-or-Improved-Logics.md:222 +msgid "Fixed the bug that buildings will always be tinted as airstrike owner." +msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug。" #: ../../Fixed-or-Improved-Logics.md:223 +msgid "" +"Fixed the bug that `AllowAirstrike=no` cannot completely prevent air " +"strikes from being launched against it." +msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug。" + +#: ../../Fixed-or-Improved-Logics.md:224 +msgid "" +"Fixed the issue where computer players did not search for new enemies " +"after defeating them or forming alliances with them." +msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题。" + +#: ../../Fixed-or-Improved-Logics.md:226 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:225 +#: ../../Fixed-or-Improved-Logics.md:228 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置。" -#: ../../Fixed-or-Improved-Logics.md:226 +#: ../../Fixed-or-Improved-Logics.md:229 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1387,51 +1401,51 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射。" -#: ../../Fixed-or-Improved-Logics.md:227 +#: ../../Fixed-or-Improved-Logics.md:230 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定" -#: ../../Fixed-or-Improved-Logics.md:228 +#: ../../Fixed-or-Improved-Logics.md:231 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely." msgstr "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` 的单位在部署后不再会卡住或无限播放移动音效。" -#: ../../Fixed-or-Improved-Logics.md:229 +#: ../../Fixed-or-Improved-Logics.md:232 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " "delay was active." msgstr "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟。" -#: ../../Fixed-or-Improved-Logics.md:230 +#: ../../Fixed-or-Improved-Logics.md:233 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed." msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`。" -#: ../../Fixed-or-Improved-Logics.md:231 +#: ../../Fixed-or-Improved-Logics.md:234 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted." msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态。" -#: ../../Fixed-or-Improved-Logics.md:232 +#: ../../Fixed-or-Improved-Logics.md:235 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " "was sold, erased or destroyed." msgstr "修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时它的 `ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:233 +#: ../../Fixed-or-Improved-Logics.md:236 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles." msgstr "修复了 Ares 的超时空监狱武器在绑架移动载具时会留下永久放置统计(空气墙)的问题。" -#: ../../Fixed-or-Improved-Logics.md:234 +#: ../../Fixed-or-Improved-Logics.md:237 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1440,121 +1454,123 @@ msgstr "" "在解析 `Tags` 和 `TaskForces` 时抑制 Ares 的 swizzle 警告(通常以 `[Developer " "fatal]Pointer 00000000 declared change to both` 开头)。" -#: ../../Fixed-or-Improved-Logics.md:235 +#: ../../Fixed-or-Improved-Logics.md:238 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory." msgstr "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题。" -#: ../../Fixed-or-Improved-Logics.md:236 +#: ../../Fixed-or-Improved-Logics.md:239 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions." msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题。" -#: ../../Fixed-or-Improved-Logics.md:237 +#: ../../Fixed-or-Improved-Logics.md:240 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." msgstr "允许了 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物。" -#: ../../Fixed-or-Improved-Logics.md:238 +#: ../../Fixed-or-Improved-Logics.md:241 msgid "" "Taking over Ares' AlphaImage respawn logic to make it not recreate in " "every frame for buildings, static techno and techno without turret, in " "order to reduce lags from it." msgstr "接管了 Ares 的 AlphaImage 重绘逻辑,使其用于建筑、静止单位和无炮塔单位时不会每帧重绘,以减少其造成的卡顿。" -#: ../../Fixed-or-Improved-Logics.md:240 +#: ../../Fixed-or-Improved-Logics.md:243 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:242 +#: ../../Fixed-or-Improved-Logics.md:245 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:244 +#: ../../Fixed-or-Improved-Logics.md:247 msgid "" "It is now possible to override `VoiceMove` for `Carryall=true` aircraft " "for when commanding it to pick up vehicles by setting `VoicePickup`." msgstr "现在可以通过设置 `VoicePickup` 来覆盖 `Carryall=true` 战机在命令其拾取载具时的 `VoiceMove` 音效。" -#: ../../Fixed-or-Improved-Logics.md:246 ../../Fixed-or-Improved-Logics.md:261 -#: ../../Fixed-or-Improved-Logics.md:272 ../../Fixed-or-Improved-Logics.md:284 -#: ../../Fixed-or-Improved-Logics.md:403 ../../Fixed-or-Improved-Logics.md:413 -#: ../../Fixed-or-Improved-Logics.md:424 ../../Fixed-or-Improved-Logics.md:446 -#: ../../Fixed-or-Improved-Logics.md:462 ../../Fixed-or-Improved-Logics.md:472 -#: ../../Fixed-or-Improved-Logics.md:494 ../../Fixed-or-Improved-Logics.md:511 -#: ../../Fixed-or-Improved-Logics.md:529 ../../Fixed-or-Improved-Logics.md:559 -#: ../../Fixed-or-Improved-Logics.md:572 ../../Fixed-or-Improved-Logics.md:584 -#: ../../Fixed-or-Improved-Logics.md:600 ../../Fixed-or-Improved-Logics.md:612 -#: ../../Fixed-or-Improved-Logics.md:641 ../../Fixed-or-Improved-Logics.md:670 -#: ../../Fixed-or-Improved-Logics.md:680 ../../Fixed-or-Improved-Logics.md:692 -#: ../../Fixed-or-Improved-Logics.md:702 ../../Fixed-or-Improved-Logics.md:730 -#: ../../Fixed-or-Improved-Logics.md:757 ../../Fixed-or-Improved-Logics.md:768 -#: ../../Fixed-or-Improved-Logics.md:790 ../../Fixed-or-Improved-Logics.md:802 -#: ../../Fixed-or-Improved-Logics.md:816 ../../Fixed-or-Improved-Logics.md:836 -#: ../../Fixed-or-Improved-Logics.md:860 ../../Fixed-or-Improved-Logics.md:903 -#: ../../Fixed-or-Improved-Logics.md:916 ../../Fixed-or-Improved-Logics.md:927 -#: ../../Fixed-or-Improved-Logics.md:939 ../../Fixed-or-Improved-Logics.md:953 -#: ../../Fixed-or-Improved-Logics.md:968 ../../Fixed-or-Improved-Logics.md:991 -#: ../../Fixed-or-Improved-Logics.md:1010 -#: ../../Fixed-or-Improved-Logics.md:1021 -#: ../../Fixed-or-Improved-Logics.md:1036 -#: ../../Fixed-or-Improved-Logics.md:1063 -#: ../../Fixed-or-Improved-Logics.md:1093 -#: ../../Fixed-or-Improved-Logics.md:1106 -#: ../../Fixed-or-Improved-Logics.md:1117 -#: ../../Fixed-or-Improved-Logics.md:1137 -#: ../../Fixed-or-Improved-Logics.md:1151 -#: ../../Fixed-or-Improved-Logics.md:1194 -#: ../../Fixed-or-Improved-Logics.md:1212 -#: ../../Fixed-or-Improved-Logics.md:1233 -#: ../../Fixed-or-Improved-Logics.md:1259 -#: ../../Fixed-or-Improved-Logics.md:1278 -#: ../../Fixed-or-Improved-Logics.md:1293 -#: ../../Fixed-or-Improved-Logics.md:1305 -#: ../../Fixed-or-Improved-Logics.md:1318 -#: ../../Fixed-or-Improved-Logics.md:1332 -#: ../../Fixed-or-Improved-Logics.md:1350 -#: ../../Fixed-or-Improved-Logics.md:1364 -#: ../../Fixed-or-Improved-Logics.md:1375 -#: ../../Fixed-or-Improved-Logics.md:1393 -#: ../../Fixed-or-Improved-Logics.md:1413 -#: ../../Fixed-or-Improved-Logics.md:1431 -#: ../../Fixed-or-Improved-Logics.md:1450 +#: ../../Fixed-or-Improved-Logics.md:249 ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:275 ../../Fixed-or-Improved-Logics.md:287 +#: ../../Fixed-or-Improved-Logics.md:406 ../../Fixed-or-Improved-Logics.md:417 +#: ../../Fixed-or-Improved-Logics.md:439 ../../Fixed-or-Improved-Logics.md:455 +#: ../../Fixed-or-Improved-Logics.md:465 ../../Fixed-or-Improved-Logics.md:487 +#: ../../Fixed-or-Improved-Logics.md:504 ../../Fixed-or-Improved-Logics.md:522 +#: ../../Fixed-or-Improved-Logics.md:552 ../../Fixed-or-Improved-Logics.md:565 +#: ../../Fixed-or-Improved-Logics.md:577 ../../Fixed-or-Improved-Logics.md:593 +#: ../../Fixed-or-Improved-Logics.md:605 ../../Fixed-or-Improved-Logics.md:634 +#: ../../Fixed-or-Improved-Logics.md:663 ../../Fixed-or-Improved-Logics.md:673 +#: ../../Fixed-or-Improved-Logics.md:685 ../../Fixed-or-Improved-Logics.md:695 +#: ../../Fixed-or-Improved-Logics.md:711 ../../Fixed-or-Improved-Logics.md:739 +#: ../../Fixed-or-Improved-Logics.md:766 ../../Fixed-or-Improved-Logics.md:777 +#: ../../Fixed-or-Improved-Logics.md:799 ../../Fixed-or-Improved-Logics.md:811 +#: ../../Fixed-or-Improved-Logics.md:825 ../../Fixed-or-Improved-Logics.md:845 +#: ../../Fixed-or-Improved-Logics.md:869 ../../Fixed-or-Improved-Logics.md:912 +#: ../../Fixed-or-Improved-Logics.md:925 ../../Fixed-or-Improved-Logics.md:936 +#: ../../Fixed-or-Improved-Logics.md:948 ../../Fixed-or-Improved-Logics.md:962 +#: ../../Fixed-or-Improved-Logics.md:977 ../../Fixed-or-Improved-Logics.md:1000 +#: ../../Fixed-or-Improved-Logics.md:1019 +#: ../../Fixed-or-Improved-Logics.md:1030 +#: ../../Fixed-or-Improved-Logics.md:1045 +#: ../../Fixed-or-Improved-Logics.md:1072 +#: ../../Fixed-or-Improved-Logics.md:1102 +#: ../../Fixed-or-Improved-Logics.md:1115 +#: ../../Fixed-or-Improved-Logics.md:1126 +#: ../../Fixed-or-Improved-Logics.md:1146 +#: ../../Fixed-or-Improved-Logics.md:1160 +#: ../../Fixed-or-Improved-Logics.md:1203 +#: ../../Fixed-or-Improved-Logics.md:1221 +#: ../../Fixed-or-Improved-Logics.md:1242 +#: ../../Fixed-or-Improved-Logics.md:1268 +#: ../../Fixed-or-Improved-Logics.md:1287 +#: ../../Fixed-or-Improved-Logics.md:1302 +#: ../../Fixed-or-Improved-Logics.md:1314 +#: ../../Fixed-or-Improved-Logics.md:1327 +#: ../../Fixed-or-Improved-Logics.md:1340 +#: ../../Fixed-or-Improved-Logics.md:1352 +#: ../../Fixed-or-Improved-Logics.md:1369 +#: ../../Fixed-or-Improved-Logics.md:1383 +#: ../../Fixed-or-Improved-Logics.md:1394 +#: ../../Fixed-or-Improved-Logics.md:1412 +#: ../../Fixed-or-Improved-Logics.md:1432 +#: ../../Fixed-or-Improved-Logics.md:1446 #: ../../Fixed-or-Improved-Logics.md:1464 -#: ../../Fixed-or-Improved-Logics.md:1480 -#: ../../Fixed-or-Improved-Logics.md:1493 -#: ../../Fixed-or-Improved-Logics.md:1510 -#: ../../Fixed-or-Improved-Logics.md:1538 -#: ../../Fixed-or-Improved-Logics.md:1569 -#: ../../Fixed-or-Improved-Logics.md:1593 -#: ../../Fixed-or-Improved-Logics.md:1615 -#: ../../Fixed-or-Improved-Logics.md:1627 -#: ../../Fixed-or-Improved-Logics.md:1643 -#: ../../Fixed-or-Improved-Logics.md:1655 -#: ../../Fixed-or-Improved-Logics.md:1673 -#: ../../Fixed-or-Improved-Logics.md:1695 -#: ../../Fixed-or-Improved-Logics.md:1705 -#: ../../Fixed-or-Improved-Logics.md:1716 -#: ../../Fixed-or-Improved-Logics.md:1733 -#: ../../Fixed-or-Improved-Logics.md:1747 -#: ../../Fixed-or-Improved-Logics.md:1759 -#: ../../Fixed-or-Improved-Logics.md:1771 -#: ../../Fixed-or-Improved-Logics.md:1782 -#: ../../Fixed-or-Improved-Logics.md:1793 -#: ../../Fixed-or-Improved-Logics.md:1806 -#: ../../Fixed-or-Improved-Logics.md:1816 -#: ../../Fixed-or-Improved-Logics.md:1832 -#: ../../Fixed-or-Improved-Logics.md:1854 +#: ../../Fixed-or-Improved-Logics.md:1483 +#: ../../Fixed-or-Improved-Logics.md:1497 +#: ../../Fixed-or-Improved-Logics.md:1513 +#: ../../Fixed-or-Improved-Logics.md:1526 +#: ../../Fixed-or-Improved-Logics.md:1543 +#: ../../Fixed-or-Improved-Logics.md:1571 +#: ../../Fixed-or-Improved-Logics.md:1602 +#: ../../Fixed-or-Improved-Logics.md:1626 +#: ../../Fixed-or-Improved-Logics.md:1648 +#: ../../Fixed-or-Improved-Logics.md:1660 +#: ../../Fixed-or-Improved-Logics.md:1676 +#: ../../Fixed-or-Improved-Logics.md:1688 +#: ../../Fixed-or-Improved-Logics.md:1706 +#: ../../Fixed-or-Improved-Logics.md:1728 +#: ../../Fixed-or-Improved-Logics.md:1738 +#: ../../Fixed-or-Improved-Logics.md:1749 +#: ../../Fixed-or-Improved-Logics.md:1766 +#: ../../Fixed-or-Improved-Logics.md:1780 +#: ../../Fixed-or-Improved-Logics.md:1792 +#: ../../Fixed-or-Improved-Logics.md:1804 +#: ../../Fixed-or-Improved-Logics.md:1815 +#: ../../Fixed-or-Improved-Logics.md:1826 +#: ../../Fixed-or-Improved-Logics.md:1839 +#: ../../Fixed-or-Improved-Logics.md:1849 #: ../../Fixed-or-Improved-Logics.md:1865 -#: ../../Fixed-or-Improved-Logics.md:1881 -#: ../../Fixed-or-Improved-Logics.md:1903 +#: ../../Fixed-or-Improved-Logics.md:1887 +#: ../../Fixed-or-Improved-Logics.md:1898 +#: ../../Fixed-or-Improved-Logics.md:1914 +#: ../../Fixed-or-Improved-Logics.md:1936 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:247 +#: ../../Fixed-or-Improved-Logics.md:250 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1562,15 +1578,15 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:252 +#: ../../Fixed-or-Improved-Logics.md:255 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:254 +#: ../../Fixed-or-Improved-Logics.md:257 msgid "Aircraft will now be able to use waypoints." msgstr "战机现在将能够使用路径点。" -#: ../../Fixed-or-Improved-Logics.md:255 +#: ../../Fixed-or-Improved-Logics.md:258 msgid "" "Aircraft can fly at a certain speed as much as possible, when the " "distance to the destination is less than half of `SlowdownDistance` or 8 " @@ -1581,20 +1597,20 @@ msgstr "" "战机将尽可能以一定速度飞行,当距离目标点不足 `SlowdownDistance` 的一半或 8 格长除以 `ROT` " "的距离时,它将会返回机场。此外现在已允许战机提前开始下降而无需飞抵机场正上方。" -#: ../../Fixed-or-Improved-Logics.md:256 +#: ../../Fixed-or-Improved-Logics.md:259 msgid "" "When a `guard` command (`[G]` by default) is issued, the aircraft will " "search for targets around the current location and return immediately " "when target is not found, target is destroyed or ammos are depleted." -msgstr "当发出 `guard` 命令(默认 `[G]`)时战机将在当前位置周围搜素目标并在未找到目标、目标被摧毁或弹药耗尽时立即返回。" +msgstr "当发出 `guard` 命令(默认为 `[G]`)时战机将在当前位置周围搜素目标并在未找到目标、目标被摧毁或弹药耗尽时立即返回。" -#: ../../Fixed-or-Improved-Logics.md:257 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "" "If the target is destroyed but ammos are not depleted yet, it will also " "return because the aircraft's command is one-time." msgstr "如果目标被摧毁但弹药尚未耗尽,它同样会直接返回,因为战机的命令是一次性的。" -#: ../../Fixed-or-Improved-Logics.md:258 +#: ../../Fixed-or-Improved-Logics.md:261 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -1604,14 +1620,14 @@ msgstr "" "当发出 `attack move` " "命令(`[Ctrl]+[Shift]`)时战机将向目的地移动并在路线上搜索附近的目标进行攻击。一旦弹药耗尽或抵达目的地,它将返回。" -#: ../../Fixed-or-Improved-Logics.md:259 +#: ../../Fixed-or-Improved-Logics.md:262 msgid "" "If the automatically selected target is destroyed but ammo is not " "depleted yet during the process, the aircraft will continue flying to the" " destination." msgstr "如果在过程中自动选择的目标被摧毁但弹药尚未耗尽,战机将继续飞往目的地。" -#: ../../Fixed-or-Improved-Logics.md:262 +#: ../../Fixed-or-Improved-Logics.md:265 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -1619,11 +1635,11 @@ msgstr "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:267 +#: ../../Fixed-or-Improved-Logics.md:270 msgid "Fixed spawn distance & spawn height for airstrike / SpyPlane aircraft" msgstr "空袭战机和侦察机的生成距离和生成高度" -#: ../../Fixed-or-Improved-Logics.md:269 +#: ../../Fixed-or-Improved-Logics.md:272 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1633,7 +1649,7 @@ msgstr "" "现在可以通过设置 `SpawnDistanceFromTarget` 来让由 `(Elite)AirstrikeTeamType` 或 " "`Type=SpyPlane` 超级武器生成的战机在与目标/目的地固定距离处生成而不再是地图边界。" -#: ../../Fixed-or-Improved-Logics.md:270 +#: ../../Fixed-or-Improved-Logics.md:273 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1642,18 +1658,18 @@ msgstr "" "也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> " "FlightLevel`。" -#: ../../Fixed-or-Improved-Logics.md:273 +#: ../../Fixed-or-Improved-Logics.md:276 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:279 +#: ../../Fixed-or-Improved-Logics.md:282 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:281 +#: ../../Fixed-or-Improved-Logics.md:284 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1665,13 +1681,13 @@ msgstr "" " 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-" "docking-direction),则该设置优先于此设置。" -#: ../../Fixed-or-Improved-Logics.md:282 +#: ../../Fixed-or-Improved-Logics.md:285 msgid "" "Negative values are allowed as a special case for `AirportBound=false` " "aircraft which makes them land facing their current direction." msgstr "对于 `AirportBound=false` 的战机允许使用负值以使其降落时面向当前方向。" -#: ../../Fixed-or-Improved-Logics.md:285 +#: ../../Fixed-or-Improved-Logics.md:288 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -1681,15 +1697,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:290 +#: ../../Fixed-or-Improved-Logics.md:293 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:292 +#: ../../Fixed-or-Improved-Logics.md:295 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:294 +#: ../../Fixed-or-Improved-Logics.md:297 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1698,7 +1714,7 @@ msgstr "" "现在 `Weapon` 可以设置为完整的 WeaponType,以创建一个抛射体并立即引爆,而不是简单地通过 `Warhead` 造成 " "`Damage`。这允许武器效果正常使用。" -#: ../../Fixed-or-Improved-Logics.md:295 +#: ../../Fixed-or-Improved-Logics.md:298 msgid "" "`Damage.Delay` determines delay between two applications of `Damage`. " "Requires `Damage` to be set to 1.0 or above. Value of 0 disables the " @@ -1709,7 +1725,7 @@ msgstr "" "`Damage.Delay` 确定两次应用 `Damage` 之间的间隔。需要将 `Damage` 设置为 1.0 或更高。值为 0 " "将禁用间隔。请注意这是以动画帧为单位而不是游戏帧。动画会根据 `Rate` 可能在每个游戏帧上推进动画帧也可能不进行推进。" -#: ../../Fixed-or-Improved-Logics.md:296 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be " "considered as coming from the animation's invoker (f.ex, firer of the " @@ -1725,7 +1741,7 @@ msgstr "" "动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos " "引入的弹头效果。不影响由 `Warhead` 造成 `Damage` 的所属方。" -#: ../../Fixed-or-Improved-Logics.md:297 +#: ../../Fixed-or-Improved-Logics.md:300 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1737,18 +1753,18 @@ msgstr "" "`Damage`(在单次循环的动画中只会造成一次)而不是在每帧或由 `Damage.Delay` 定义的间隔造成。造成伤害的帧由 " "`Damage.Delay` 决定,默认为在第一个动画帧之后。" -#: ../../Fixed-or-Improved-Logics.md:299 ../../Fixed-or-Improved-Logics.md:316 -#: ../../Fixed-or-Improved-Logics.md:331 ../../Fixed-or-Improved-Logics.md:357 -#: ../../Fixed-or-Improved-Logics.md:381 ../../Fixed-or-Improved-Logics.md:391 -#: ../../Fixed-or-Improved-Logics.md:435 ../../Fixed-or-Improved-Logics.md:540 -#: ../../Fixed-or-Improved-Logics.md:715 ../../Fixed-or-Improved-Logics.md:842 -#: ../../Fixed-or-Improved-Logics.md:1171 -#: ../../Fixed-or-Improved-Logics.md:1244 -#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:302 ../../Fixed-or-Improved-Logics.md:319 +#: ../../Fixed-or-Improved-Logics.md:334 ../../Fixed-or-Improved-Logics.md:360 +#: ../../Fixed-or-Improved-Logics.md:384 ../../Fixed-or-Improved-Logics.md:394 +#: ../../Fixed-or-Improved-Logics.md:428 ../../Fixed-or-Improved-Logics.md:533 +#: ../../Fixed-or-Improved-Logics.md:724 ../../Fixed-or-Improved-Logics.md:851 +#: ../../Fixed-or-Improved-Logics.md:1180 +#: ../../Fixed-or-Improved-Logics.md:1253 +#: ../../Fixed-or-Improved-Logics.md:1532 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:300 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -1762,7 +1778,7 @@ msgstr "" "Damage.DealtByInvoker=false ; boolean\n" "Damage.ApplyOncePerLoop=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:309 +#: ../../Fixed-or-Improved-Logics.md:312 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1771,18 +1787,18 @@ msgstr "" "`Weapon` 和 `Damage.Delay`,除了其他新增功能外应与 Ares 引入的等效功能类似,并且在 Phobos 与 Ares " "一起使用时优先于它们。" -#: ../../Fixed-or-Improved-Logics.md:312 +#: ../../Fixed-or-Improved-Logics.md:315 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:314 +#: ../../Fixed-or-Improved-Logics.md:317 msgid "" "You can now customize whether or not animations attached to objects are " "centered at the object's actual center rather than the bottom of their " "top-leftmost cell (cell #0)." msgstr "现在你可以自定义附着于对象的动画是否以对象的实际中心为基准而非以其最左上角的单元格(单元格 #0)的底部为基准、" -#: ../../Fixed-or-Improved-Logics.md:317 +#: ../../Fixed-or-Improved-Logics.md:320 msgid "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" @@ -1790,11 +1806,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:322 ../../Fixed-or-Improved-Logics.md:1604 +#: ../../Fixed-or-Improved-Logics.md:325 ../../Fixed-or-Improved-Logics.md:1637 msgid "Customizable debris & meteor impact and warhead detonation behaviour" msgstr "自定义碎片 & 流星撞击和弹头引爆行为" -#: ../../Fixed-or-Improved-Logics.md:324 +#: ../../Fixed-or-Improved-Logics.md:327 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1803,7 +1819,7 @@ msgstr "" "`Warhead.Detonate` 设置为 true 可以使动画在与水面接触时爆炸。`ExpireAnim` 将被触发,`Warhead` " "将被引爆或用于造成伤害/产生闪光。" -#: ../../Fixed-or-Improved-Logics.md:325 +#: ../../Fixed-or-Improved-Logics.md:328 msgid "" "`Warhead.Detonate`, if set to true, makes the `Warhead` fully detonate " "instead of simply being used to deal damage and generate light flash if " @@ -1812,7 +1828,7 @@ msgstr "" "如果将 `Warhead.Detonate` 设置为 true,则 `Warhead` 将完全引爆,而不仅仅是用于造成伤害和产生闪光(如果它拥有 " "`Bright=true`)。" -#: ../../Fixed-or-Improved-Logics.md:326 +#: ../../Fixed-or-Improved-Logics.md:329 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1821,7 +1837,7 @@ msgstr "" "`WakeAnim` 包含一个在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水波动画。如果 `IsMeteor` 未设置为" " true 则默认为 `[General] -> Wake`,否则无动画。" -#: ../../Fixed-or-Improved-Logics.md:327 +#: ../../Fixed-or-Improved-Logics.md:330 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1830,7 +1846,7 @@ msgstr "" "`SplashAnims` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水花动画。默认为 " "`[CombatDamage] -> SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:328 +#: ../../Fixed-or-Improved-Logics.md:331 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1839,13 +1855,13 @@ msgstr "" "如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 " "`SplashAnims` 中列出的最后一个动画。" -#: ../../Fixed-or-Improved-Logics.md:329 +#: ../../Fixed-or-Improved-Logics.md:332 msgid "" "`ExtraShadow` can be set to false to disable the display of shadows on " "the ground." msgstr "`ExtraShadow` 可以设为 false 以禁用地面上的影子显示。" -#: ../../Fixed-or-Improved-Logics.md:332 +#: ../../Fixed-or-Improved-Logics.md:335 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -1863,11 +1879,11 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:345 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:344 +#: ../../Fixed-or-Improved-Logics.md:347 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1876,14 +1892,14 @@ msgstr "" "《泰伯利亚之日》中允许 `Scorch=true` 和 `Flamer=true` 的动画生成 `[AudioVisual] -> " "SmallFire` 和 `LargeFire` 指定的火焰动画。此行为已重新实现,并且完全可自定义。" -#: ../../Fixed-or-Improved-Logics.md:345 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "" "`ConstrainFireAnimsToCellSpots` controls whether or not spawned " "animations are locked to cell spots (e.g the subcell positions infantry " "are also constrained to)." msgstr "`ConstrainFireAnimsToCellSpots` 控制生成的动画是否锁定到单元格位置(例如步兵也受子单元格位置限制)。" -#: ../../Fixed-or-Improved-Logics.md:346 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1892,7 +1908,7 @@ msgstr "" "`FireAnimDisallowedLandTypes` 控制不允许生成火焰动画的地形类型。对于 `Scorch=true` 默认为 " "`water,rock,beach,ice` 否则为 `none`。" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1901,7 +1917,7 @@ msgstr "" "`AttachFireAnimsToParent` 控制生成的动画是否附着于父动画所附着的对象(如果父动画也是附着动画)。对于 " "`Scorch=true` 默认为 true,否则为 false。" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:351 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1910,13 +1926,13 @@ msgstr "" "`SmallFireCount` 决定由 `Scorch=true` 和 `Flamer=true` 动画生成小火焰动画的数量。对于 " "`Flamer=true` 默认为 2,否则为 1。" -#: ../../Fixed-or-Improved-Logics.md:349 +#: ../../Fixed-or-Improved-Logics.md:352 msgid "" "`SmallFireAnims` can be used to set the animation types, defaults to " "`[AudioVisual] -> SmallFire` (single animation)." msgstr "`SmallFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> SmallFire`(单个动画)。" -#: ../../Fixed-or-Improved-Logics.md:350 +#: ../../Fixed-or-Improved-Logics.md:353 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1927,7 +1943,7 @@ msgstr "" "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `1.0,0.5`,否则为 " "`1.0`。" -#: ../../Fixed-or-Improved-Logics.md:351 +#: ../../Fixed-or-Improved-Logics.md:354 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1939,19 +1955,19 @@ msgstr "" "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `0.25,0.625`,否则为 " "`0.0`。" -#: ../../Fixed-or-Improved-Logics.md:352 +#: ../../Fixed-or-Improved-Logics.md:355 msgid "" "`LargeFireCount` determines number of large fire animations to spawn by " "`Flamer=true` animations only." msgstr "`LargeFireCount` 决定仅由 `Flamer=true` 动画生成的大火焰动画的数量。" -#: ../../Fixed-or-Improved-Logics.md:353 +#: ../../Fixed-or-Improved-Logics.md:356 msgid "" "`LargeFireAnims` can be used to set the animation types, defaults to " "`[AudioVisual] -> LargeFire` (single animation)." msgstr "`LargeFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> LargeFire`(单个动画)。" -#: ../../Fixed-or-Improved-Logics.md:354 +#: ../../Fixed-or-Improved-Logics.md:357 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1960,7 +1976,7 @@ msgstr "" "`LargeFireChances` 是一个用于动画生成的概率列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:355 +#: ../../Fixed-or-Improved-Logics.md:358 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1970,7 +1986,7 @@ msgstr "" "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:358 +#: ../../Fixed-or-Improved-Logics.md:361 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -2010,25 +2026,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:374 +#: ../../Fixed-or-Improved-Logics.md:377 msgid "" "Save for the change that `Flamer` does not spawn animations if the parent" " animation is in air, the default settings should provide identical " "results to similar feature from Ares." msgstr "除了 `Flamer` 在父动画位于空中时不生成这一更改外,默认设置应该与 Ares 中类似功能拥有相同的效果。" -#: ../../Fixed-or-Improved-Logics.md:377 +#: ../../Fixed-or-Improved-Logics.md:380 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:379 +#: ../../Fixed-or-Improved-Logics.md:382 msgid "" "You can now customize whether or not animations attached to objects " "follow the object's layer or respect their own `Layer` setting. If this " "is unset, attached animations use `ground` layer." msgstr "现在你可以自定义让附加于对象的动画跟随对象的图层还是遵循它们自身的 `Layer` 设置。如果不设置,附加的动画会使用 `ground` 图层。" -#: ../../Fixed-or-Improved-Logics.md:382 +#: ../../Fixed-or-Improved-Logics.md:385 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -2036,11 +2052,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:387 +#: ../../Fixed-or-Improved-Logics.md:390 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:389 +#: ../../Fixed-or-Improved-Logics.md:392 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2049,7 +2065,7 @@ msgstr "" "现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` " "的动画。生长阶段低于指定值的单元格将不允许动画显示。" -#: ../../Fixed-or-Improved-Logics.md:392 +#: ../../Fixed-or-Improved-Logics.md:395 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -2057,15 +2073,15 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:397 +#: ../../Fixed-or-Improved-Logics.md:400 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:399 +#: ../../Fixed-or-Improved-Logics.md:402 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:401 +#: ../../Fixed-or-Improved-Logics.md:404 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2080,7 +2096,7 @@ msgstr "" "是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的[降落方向](#landing-" "direction)设置并默认为 `[AudioVisual] -> PoseDir`。" -#: ../../Fixed-or-Improved-Logics.md:404 +#: ../../Fixed-or-Improved-Logics.md:407 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -2088,33 +2104,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:409 -msgid "Airstrike target eligibility" -msgstr "空袭目标资格" - -#: ../../Fixed-or-Improved-Logics.md:411 -msgid "" -"By default whether or not a building can be targeted by airstrikes " -"depends on value of `CanC4`, which also affects other things. This can " -"now be changed independently by setting `AllowAirstrike`. If not set, " -"defaults to value of `CanC4`." -msgstr "" -"默认情况下建筑能否作为空袭目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 `AllowAirstrike` " -"来独立更改这一点,如果未设置,默认为 `CanC4` 的值。" - -#: ../../Fixed-or-Improved-Logics.md:414 -msgid "" -"[SOMEBUILDING] ; BuildingType\n" -"AllowAirstrike= ; boolean\n" -msgstr "" -"[SOMEBUILDING] ; BuildingType\n" -"AllowAirstrike= ; boolean\n" - -#: ../../Fixed-or-Improved-Logics.md:419 +#: ../../Fixed-or-Improved-Logics.md:412 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:414 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2123,13 +2117,13 @@ msgstr "" "现在可以通过在 `FactoryPlant.AllowTypes` 和/或 `FactoryPlant.DisallowTypes` " "中列出有哪些科技类型受到 `FactoryPlant=true` 建筑的加成。" -#: ../../Fixed-or-Improved-Logics.md:422 +#: ../../Fixed-or-Improved-Logics.md:415 msgid "" "`FactoryPlant.Multiplier` *(Ares feature)* is still applied on the " "bonuses if they are in effect." msgstr "`FactoryPlant.Multiplier`(*Ares 功能*)仍然会应用于加成。" -#: ../../Fixed-or-Improved-Logics.md:425 +#: ../../Fixed-or-Improved-Logics.md:418 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -2139,11 +2133,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:431 +#: ../../Fixed-or-Improved-Logics.md:424 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:433 +#: ../../Fixed-or-Improved-Logics.md:426 msgid "" "By default buildings do not apply `ZShapePointMove` (which offsets the 'z" " shape' applied on buildings which is used to adjust them in depth buffer" @@ -2155,7 +2149,7 @@ msgstr "" "以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` " "来开关此行为。" -#: ../../Fixed-or-Improved-Logics.md:436 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -2163,11 +2157,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:441 +#: ../../Fixed-or-Improved-Logics.md:434 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:436 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2179,13 +2173,13 @@ msgstr "" "总的来说默认情况下游戏将同时设置了 `UndeploysInto` 且 `Foundation=1x1` 的建筑视为载具。现在可以通过设置 " "`ConsideredVehicle` 来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" -#: ../../Fixed-or-Improved-Logics.md:444 +#: ../../Fixed-or-Improved-Logics.md:437 msgid "" "When capturing such \"buildings\", the player won't be notified by EVA " "capture event." msgstr "当占领此类 “建筑” 时,玩家不会收到 EVA 占领事件的播报。" -#: ../../Fixed-or-Improved-Logics.md:447 +#: ../../Fixed-or-Improved-Logics.md:440 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2193,11 +2187,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:452 +#: ../../Fixed-or-Improved-Logics.md:445 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:454 +#: ../../Fixed-or-Improved-Logics.md:447 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2209,39 +2203,39 @@ msgstr "" "`Factory=InfantryType` 的建筑将会根据硬编码设置为创建的步兵设置出口单元格。现在可以通过 " "`BarracksExitCell` 为这类建筑定义任意单元格为出口。以下是硬编码值的单元格偏移量参考值。" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:463 +#: ../../Fixed-or-Improved-Logics.md:456 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2249,13 +2243,13 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:468 +#: ../../Fixed-or-Improved-Logics.md:461 msgid "" "Customizable selling buildup sequence length for buildings that can " "undeploy" msgstr "自定义可反部署建筑出售序列动画长度" -#: ../../Fixed-or-Improved-Logics.md:470 +#: ../../Fixed-or-Improved-Logics.md:463 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2265,7 +2259,7 @@ msgstr "" "默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 " "`SellBuildupLength` 自定义。" -#: ../../Fixed-or-Improved-Logics.md:473 +#: ../../Fixed-or-Improved-Logics.md:466 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2273,11 +2267,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:478 +#: ../../Fixed-or-Improved-Logics.md:471 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:480 +#: ../../Fixed-or-Improved-Logics.md:473 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2286,46 +2280,46 @@ msgstr "" "![image](_static/images/grinding.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中使用友军的部队回收站、仅限载具以及显示资金*" -#: ../../Fixed-or-Improved-Logics.md:483 +#: ../../Fixed-or-Improved-Logics.md:476 msgid "" "You can now customize which types of objects a building with `Grinding` " "set can grind as well as the grinding sound." msgstr "现在你可以自定义具有 `Grinding` 设置的建筑可回收的对象类别以及回收使用的音效。" -#: ../../Fixed-or-Improved-Logics.md:484 +#: ../../Fixed-or-Improved-Logics.md:477 msgid "" "`Grinding.AllowAllies` changes whether or not to allow units to enter " "allies' buildings." msgstr "`Grinding.AllowAllies` 决定是否允许单位进入友军的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:485 +#: ../../Fixed-or-Improved-Logics.md:478 msgid "" "`Grinding.AllowOwner` changes whether or not to allow units to enter your" " own buildings." msgstr "`Grinding.AllowOwner` 决定是否允许单位进入己方的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:486 +#: ../../Fixed-or-Improved-Logics.md:479 msgid "" "`Grinding.AllowTypes` can be used to define InfantryTypes and " "VehicleTypes that can be grinded by the building. Listing any will " "disable grinding for all types except those listed." msgstr "`Grinding.AllowTypes` 可以用于定义可以被这座建筑回收的步兵和载具。只要设置列表就会导致其他不在表中的任何类型无法被回收。" -#: ../../Fixed-or-Improved-Logics.md:487 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "" "`Grinding.DisallowTypes` can be used to exclude InfantryTypes or " "VehicleTypes from being able to enter the grinder building." msgstr "`Grinding.DisallowTypes` 可以定义不可被这座建筑回收的步兵和载具。" -#: ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:481 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." msgstr "" -"`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认 " +"`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认为 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:489 +#: ../../Fixed-or-Improved-Logics.md:482 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -2333,7 +2327,7 @@ msgstr "" "`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。如果不设置,默认为 `[AudioVisual] -> " "EnterGrinderSound`。" -#: ../../Fixed-or-Improved-Logics.md:490 +#: ../../Fixed-or-Improved-Logics.md:483 msgid "" "`Grinding.Weapon` is a weapon fired at the building & by the building " "when it grinds an object. Will only be fired if at least weapon's `ROF` " @@ -2342,14 +2336,14 @@ msgstr "" "`Grinding.Weapon` 用于定义当建筑回收物体时由建筑向该建筑发射的武器。只有在其上次开火以来至少经过了武器 `ROF` " "设置的帧数后才能被发射。" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:484 msgid "" "`Grinding.Weapon.RequiredCredits` can be set to have the weapon require " "accumulated credits from grinding to fire. Accumulated credits for this " "purpose are reset every time when the weapon fires." msgstr "`Grinding.Weapon.RequiredCredits` 可以设置武器开火所需的资金。为此目的积累的资金会在每次武器开火时重置。" -#: ../../Fixed-or-Improved-Logics.md:492 +#: ../../Fixed-or-Improved-Logics.md:485 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2358,7 +2352,7 @@ msgstr "" "关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-" "of-income-from-grinders-and-refineries)。" -#: ../../Fixed-or-Improved-Logics.md:495 +#: ../../Fixed-or-Improved-Logics.md:488 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2384,15 +2378,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:507 +#: ../../Fixed-or-Improved-Logics.md:500 msgid "Customize overpower logic" msgstr "自定义过载逻辑" -#: ../../Fixed-or-Improved-Logics.md:509 +#: ../../Fixed-or-Improved-Logics.md:502 msgid "Now you can specific how building can be overpowerd." msgstr "现在你可以设定建筑什么情形下才会过载。" -#: ../../Fixed-or-Improved-Logics.md:512 +#: ../../Fixed-or-Improved-Logics.md:505 msgid "" "[SOMEWARHEAD]\n" "ElectricAssaultLevel=1 ; integer\n" @@ -2412,7 +2406,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:522 +#: ../../Fixed-or-Improved-Logics.md:515 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -2420,17 +2414,17 @@ msgstr "" "Ares 的 [电池超武](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) 不受此影响。" -#: ../../Fixed-or-Improved-Logics.md:525 +#: ../../Fixed-or-Improved-Logics.md:518 msgid "Exclude Factory from providing multiple factory bonus" msgstr "排除特定工厂的多工厂加成" -#: ../../Fixed-or-Improved-Logics.md:527 +#: ../../Fixed-or-Improved-Logics.md:520 msgid "" "It is now possible to exclude a building with `Factory` from counting " "towards `MultipleFactory` bonus." msgstr "现在可以将某个具有 `Factory` 的建筑排除在 `MultipleFactory` 之外" -#: ../../Fixed-or-Improved-Logics.md:530 +#: ../../Fixed-or-Improved-Logics.md:523 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -2438,22 +2432,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:535 +#: ../../Fixed-or-Improved-Logics.md:528 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:537 +#: ../../Fixed-or-Improved-Logics.md:530 msgid "" "In Red Alert 1, the tesla coil will attack multiple times after charging " "animation. This is not possible in Red Alert 2, where the building must " "play the charge animation every time it fires." msgstr "《红色警戒 1》中的磁暴线圈会在充能后多次攻击。这在《红色警戒 2》中是不可能的,因为建筑必须每次发射时都播放充能动画。" -#: ../../Fixed-or-Improved-Logics.md:538 +#: ../../Fixed-or-Improved-Logics.md:531 msgid "Now you can implement the above logic using the following flag." msgstr "现在你可以使用下面的标签实现上述逻辑。" -#: ../../Fixed-or-Improved-Logics.md:541 +#: ../../Fixed-or-Improved-Logics.md:534 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -2461,17 +2455,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:547 +#: ../../Fixed-or-Improved-Logics.md:540 msgid "" "The prism towers' fire is hardcoded to be delayed. Their fire will ignore" " this flag, just as they ignore `IsAnimDelayedFire`." msgstr "光棱塔开火硬编码延迟。就像无视 `IsAnimDelayedFire` 那样,它们同样无视该语句。" -#: ../../Fixed-or-Improved-Logics.md:550 +#: ../../Fixed-or-Improved-Logics.md:543 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:552 +#: ../../Fixed-or-Improved-Logics.md:545 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2479,7 +2473,7 @@ msgstr "" "现在可以通过 `UnitRepair=true`、`UnitReload=true` 和 `Hospital=true` " "的建筑来自定义单位的维修参数。" -#: ../../Fixed-or-Improved-Logics.md:553 +#: ../../Fixed-or-Improved-Logics.md:546 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2487,39 +2481,39 @@ msgid "" "for each docked aircraft. Setting this overrides that behaviour. For " "`UnitRepair=true` buildings this defaults to `[General] -> URepairRate`." msgstr "" -"`Units.RepairRate` 自定义单位的维修速度。如果 `UnitReload=true` 则默认为 `[General] -> " -"ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑此默认值为 " +"`Units.RepairRate` 自定义单位的维修速度。如果 `UnitReload=true` 那么默认为 `[General] -> " +"ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑啧默认为 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:554 +#: ../../Fixed-or-Improved-Logics.md:547 msgid "" "On `UnitReload=true` building setting this to negative value will fully " "disable the repair functionality." -msgstr "在 `UnitReload=true` 的建筑上将此值设置为附属将完全禁用维修功能。" +msgstr "在 `UnitReload=true` 的建筑上将此值设置为负数将完全禁用维修功能。" -#: ../../Fixed-or-Improved-Logics.md:555 +#: ../../Fixed-or-Improved-Logics.md:548 msgid "" "`Units.RepairStep` how much `Strength` is restored per repair tick. " "Defaults to `[General] -> RepairStep`." -msgstr "`Units.RepairStep` 设置每次维修时恢复多少 `Strength`。默认 `[General] -> RepairStep`。" +msgstr "`Units.RepairStep` 设置每次维修时恢复多少点 `Strength`。默认为 `[General] -> RepairStep`。" -#: ../../Fixed-or-Improved-Logics.md:556 +#: ../../Fixed-or-Improved-Logics.md:549 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " "RepairPercent`. Note that the final cost is set to 1 if it is less than " "that." msgstr "" -"`Units.RepairPercent` 是维修成本的倍率(Cost/(最大生命值/RepairStep))。默认值为 `[General] " -"-> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" +"`Units.RepairPercent` 是维修成本的倍率[`Cost`/(`Strength`/`RepairStep`)]。默认为 " +"`[General] -> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:557 +#: ../../Fixed-or-Improved-Logics.md:550 msgid "" "`Units.UseRepairCost` can be used to customize if repair cost is applied " "at all. Defaults to false for infantry, true for everything else." -msgstr "`Units.UseRepairCost` 可以用于自定义是否使用维修成本。步兵默认 false,其他默认 true。" +msgstr "`Units.UseRepairCost` 可以用于自定义是否使用维修成本。步兵默认为 false,其他默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:560 +#: ../../Fixed-or-Improved-Logics.md:553 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -2533,17 +2527,17 @@ msgstr "" "Units.RepairPercent= ; floating point value, percents or absolute\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:568 +#: ../../Fixed-or-Improved-Logics.md:561 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:570 +#: ../../Fixed-or-Improved-Logics.md:563 msgid "" "In vanilla, buildings are forbidden to use waypoints. Now you can allow " "that using the following flag." msgstr "在原版中,建筑被禁止使用路径点。现在你可以使用以下标签来允许使用。" -#: ../../Fixed-or-Improved-Logics.md:573 +#: ../../Fixed-or-Improved-Logics.md:566 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -2551,19 +2545,19 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:578 +#: ../../Fixed-or-Improved-Logics.md:571 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:580 +#: ../../Fixed-or-Improved-Logics.md:573 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:582 +#: ../../Fixed-or-Improved-Logics.md:575 msgid "In vanilla, infantry has hardcoded prone speed. Now you can customize it." msgstr "原版中步兵匍匐前进的速度是硬编码的。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:585 +#: ../../Fixed-or-Improved-Logics.md:578 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -2581,15 +2575,15 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:594 +#: ../../Fixed-or-Improved-Logics.md:587 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:596 +#: ../../Fixed-or-Improved-Logics.md:589 msgid "Fire particle target coordinate adjustment when firer rotates" msgstr "开火者旋转时火焰粒子目标坐标调整" -#: ../../Fixed-or-Improved-Logics.md:598 +#: ../../Fixed-or-Improved-Logics.md:591 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -2599,7 +2593,7 @@ msgstr "" "默认情况下拥有 `BehavesLike=Fire` " "的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" -#: ../../Fixed-or-Improved-Logics.md:601 +#: ../../Fixed-or-Improved-Logics.md:594 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -2607,19 +2601,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:606 +#: ../../Fixed-or-Improved-Logics.md:599 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:608 +#: ../../Fixed-or-Improved-Logics.md:601 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:610 +#: ../../Fixed-or-Improved-Logics.md:603 msgid "Gas particles can now drift at a custom speed." msgstr "Gas 类的粒子现在可以自定义漂浮速度。" -#: ../../Fixed-or-Improved-Logics.md:613 +#: ../../Fixed-or-Improved-Logics.md:606 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -2627,53 +2621,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:611 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:620 +#: ../../Fixed-or-Improved-Logics.md:613 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:622 +#: ../../Fixed-or-Improved-Logics.md:615 msgid "" "`AirburstWeapon` logic has been reimplemented and thus there are several " "additions & changes to it." msgstr "`AirburstWeapon` 逻辑已被重新实现从而对其进行了一些添加和更改。" -#: ../../Fixed-or-Improved-Logics.md:623 +#: ../../Fixed-or-Improved-Logics.md:616 msgid "" "`Splits` can be set to true to use projectile splitting logic from " "Firestorm, with the number of split projectiles defined by `Cluster`." msgstr "`Splits` 可以设置为 true 以使用 《火风暴》 中的抛射体分裂逻辑,分裂抛射体的数量由 `Cluster` 决定。" -#: ../../Fixed-or-Improved-Logics.md:624 +#: ../../Fixed-or-Improved-Logics.md:617 msgid "" "`RetargetAccuracy` defines the probability that the splitted projectiles " "head to the same target as the original projectile." msgstr "`RetargetAccuracy` 决定了分裂抛射体与原抛射体瞄准同一目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:625 +#: ../../Fixed-or-Improved-Logics.md:618 msgid "" "`RetargetSelf` determines if it is possible for the splitted projectiles " "to aim at the firer of the original projectile." msgstr "`RetargetSelf` 决定了分裂抛射体是否可以将原抛射体的发射至视为目标。" -#: ../../Fixed-or-Improved-Logics.md:626 +#: ../../Fixed-or-Improved-Logics.md:619 msgid "" "`RetargetSelf.Probability` is the probability that if the original firer " "is chosen as a target, it is kept as the target instead of rerolled to " "another." msgstr "`RetargetSelf.Probability` 是选择了原本的开火者为目标时它将保留其为目标而不是去重新随机另一个目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:627 +#: ../../Fixed-or-Improved-Logics.md:620 msgid "" "`Splits.TargetingDistance` is the distance in cells that any potential " "target has to be within from the original target coordinates to be " "eligible for targeting by the splitted projectiles." msgstr "`Splits.TargetingDistance` 是以单元格为单位的距离,任何潜在目标都必须在原始目标坐标的这个范围内才能够被分裂的抛射体瞄准。" -#: ../../Fixed-or-Improved-Logics.md:628 +#: ../../Fixed-or-Improved-Logics.md:621 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -2682,7 +2676,7 @@ msgstr "" "`Splits.TargetCellRange` " "是以完整单元格数为单位的距离,用于附近没有发现足够的科技类型目标时分裂的抛射体从该范围选取新的目标单元格。" -#: ../../Fixed-or-Improved-Logics.md:629 +#: ../../Fixed-or-Improved-Logics.md:622 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -2696,7 +2690,7 @@ msgstr "" "[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 " "[AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:630 +#: ../../Fixed-or-Improved-Logics.md:623 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2706,31 +2700,31 @@ msgstr "" "注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 " "`AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" -#: ../../Fixed-or-Improved-Logics.md:631 +#: ../../Fixed-or-Improved-Logics.md:624 msgid "Behaviour for if `Airburst` is set to true can also be customized." msgstr "如果将 `Airburst` 设为 true 其行为也同样可以自定义。" -#: ../../Fixed-or-Improved-Logics.md:632 +#: ../../Fixed-or-Improved-Logics.md:625 msgid "" "`AirburstSpread` is the distance in cells that the effect covers, with " "each cell in range being targeted by `AirburstWeapon` by default." msgstr "`AirburstSpread` 是以单元格为单位的效果所覆盖范围,默认情况下范围内的每个单元格都会被 `AirburstWeapon` 瞄准。" -#: ../../Fixed-or-Improved-Logics.md:633 +#: ../../Fixed-or-Improved-Logics.md:626 msgid "" "`Airburst.UseCluster`, if set to true, makes it so that only number of " "cells in the affected area dictated by `Cluster` will be affected, " "instead of all of them." msgstr "`Airburst.UseCluster` 如果设为 true,则只有 `Cluster` 所指定数量的单元格会被影响,而不是所有单元格。" -#: ../../Fixed-or-Improved-Logics.md:634 +#: ../../Fixed-or-Improved-Logics.md:627 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " "center to edges of affected area)." msgstr "`Airburst.RandomClusters` 如果设为 true,则受影响的单元格将随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" -#: ../../Fixed-or-Improved-Logics.md:635 +#: ../../Fixed-or-Improved-Logics.md:628 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -2739,13 +2733,13 @@ msgstr "" "`Airburst.TargetAsSource` 可用于令空爆中心坐标跟随目标坐标而非使用抛射体当前位置。例如原先会在爆点生成根据 " "`[Projectile] -> AroundTarget` 决定飞向原点或目标位置,现在会直接以目标为中心爆开。" -#: ../../Fixed-or-Improved-Logics.md:636 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "" "If `Airburst.TargetAsSource.SkipHeight` is also set, then projectile's " "current height will be used instead of target's height still." msgstr "如果还设置了 `Airburst.TargetAsSource.SkipHeight` 则仍然使用抛射体当前高度而非目标高度。" -#: ../../Fixed-or-Improved-Logics.md:637 +#: ../../Fixed-or-Improved-Logics.md:630 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2755,7 +2749,7 @@ msgstr "" "`AroundTarget` 控制由 `Airburst` 或 `Splits` " "创建的抛射体的目标是否在原抛射体目标周围的区域检查获取,否则从原抛射体爆炸的位置。默认为 `Splits` 值。" -#: ../../Fixed-or-Improved-Logics.md:638 +#: ../../Fixed-or-Improved-Logics.md:631 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2764,7 +2758,7 @@ msgstr "" "`AirburstWeapon.ApplyFirepowerMult` 决定是否将原抛射体发射者的火力加成应用于由 " "`AirburstWeapon` 创建的抛射体。" -#: ../../Fixed-or-Improved-Logics.md:639 +#: ../../Fixed-or-Improved-Logics.md:632 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -2773,7 +2767,7 @@ msgstr "" "`AirburstWeapon.SourceScatterMin` 和 `AirburstWeapon.SourceScatterMax` " "可用于令空爆中心坐标产生散布。" -#: ../../Fixed-or-Improved-Logics.md:642 +#: ../../Fixed-or-Improved-Logics.md:635 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -2823,7 +2817,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:663 +#: ../../Fixed-or-Improved-Logics.md:656 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2834,15 +2828,15 @@ msgstr "" "`AroundTarget`,除了其他新增功能外,应该与 Ares 所引入的类似功能拥有相同效果并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:666 +#: ../../Fixed-or-Improved-Logics.md:659 msgid "Bomb parachute anim deglobalization" msgstr "自定义抛射体降落伞动画" -#: ../../Fixed-or-Improved-Logics.md:668 +#: ../../Fixed-or-Improved-Logics.md:661 msgid "Now you can define `BombParachute` per projectile." msgstr "现在你可以为每一个抛射体使用 `BombParachute` 单独定义。" -#: ../../Fixed-or-Improved-Logics.md:671 +#: ../../Fixed-or-Improved-Logics.md:664 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BombParachute= ; AnimationType, default to [General] -> " @@ -2852,11 +2846,11 @@ msgstr "" "BombParachute= ; AnimationType, default to [General] -> " "BombParachute\n" -#: ../../Fixed-or-Improved-Logics.md:676 +#: ../../Fixed-or-Improved-Logics.md:669 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:678 +#: ../../Fixed-or-Improved-Logics.md:671 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2866,7 +2860,7 @@ msgstr "" "`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` " "设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" -#: ../../Fixed-or-Improved-Logics.md:681 +#: ../../Fixed-or-Improved-Logics.md:674 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -2876,15 +2870,15 @@ msgstr "" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" "ClusterScatter.Max=2.0 ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:687 +#: ../../Fixed-or-Improved-Logics.md:680 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:689 +#: ../../Fixed-or-Improved-Logics.md:682 msgid "You can now specify individual projectile gravity." msgstr "现在你可以为特定抛射体指定其重力。" -#: ../../Fixed-or-Improved-Logics.md:690 +#: ../../Fixed-or-Improved-Logics.md:683 msgid "" "Setting `Gravity=0` is not recommended as it will cause the projectile to" " fly backwards and be unable to hit the target which is not at the same " @@ -2894,7 +2888,7 @@ msgstr "" "由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在相同高度的目标因此不推荐设置 `Gravity=0` 。我们建议使用 " "`Straight` 轨迹替代。见[这里](New-or-Enhanced-Logics.md#projectile-trajectories)。" -#: ../../Fixed-or-Improved-Logics.md:693 +#: ../../Fixed-or-Improved-Logics.md:686 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -2902,11 +2896,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:698 +#: ../../Fixed-or-Improved-Logics.md:691 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:700 +#: ../../Fixed-or-Improved-Logics.md:693 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by " "random distance (in cells) from 0 to `[CombatDamage] -> " @@ -2918,7 +2912,7 @@ msgstr "" "BallisticScatter` 的随机距离(以单元格为单位)进行散布。现在可以通过在抛射体上设置 `BallisticScatter.Min`" " 与 `BallisticScatter.Max` 来自定义这个距离的范围。如果没有设置则使用默认值。" -#: ../../Fixed-or-Improved-Logics.md:703 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -2928,15 +2922,59 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:709 +#: ../../Fixed-or-Improved-Logics.md:702 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:711 +#: ../../Fixed-or-Improved-Logics.md:704 +msgid "Airstrike target eligibility" +msgstr "空袭目标筛选" + +#: ../../Fixed-or-Improved-Logics.md:706 +msgid "" +"By default whether or not a building can be targeted by airstrikes " +"depends on value of `CanC4`, which also affects other things. This can " +"now be changed independently by setting `AllowAirstrike`. If not set, " +"defaults to value of `CanC4`." +msgstr "" +"默认情况下建筑能否作为空袭目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 `AllowAirstrike` " +"来独立更改这一点,如果未设置,默认为 `CanC4` 的值。" + +#: ../../Fixed-or-Improved-Logics.md:707 +msgid "For non building situations, the default value is true." +msgstr "对非建筑单位默认为 true。" + +#: ../../Fixed-or-Improved-Logics.md:708 +msgid "Now it is possible to designate air strikes against non building targets." +msgstr "现在可以对非建筑类目标进行空袭引导。" + +#: ../../Fixed-or-Improved-Logics.md:709 +msgid "" +"The airstrike aircraft will now aim at the target itself rather than the " +"cell beneath its feet." +msgstr "空袭的战机会将目标设为单位而不再是单位脚下的单元格。" + +#: ../../Fixed-or-Improved-Logics.md:712 +msgid "" +"[SOMETECHNO] ; TechnoType\n" +"AllowAirstrike= ; boolean\n" +"\n" +"[SOMEWARHEAD] ; WarheadType\n" +"AirstrikeTargets=building ; List of Affected Target Enumeration " +"(none|infantry|units|buildings|all)\n" +msgstr "" +"[SOMETECHNO] ; TechnoType\n" +"AllowAirstrike= ; boolean\n" +"\n" +"[SOMEWARHEAD] ; WarheadType\n" +"AirstrikeTargets=building ; List of Affected Target Enumeration " +"(none|infantry|units|buildings|all)\n" + +#: ../../Fixed-or-Improved-Logics.md:720 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:713 +#: ../../Fixed-or-Improved-Logics.md:722 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLHN` used for `OpenTopped` transport firing coordinates, " @@ -2946,7 +2984,7 @@ msgstr "" "`AlternateFLH.OnTurret` 可用于自定义 `AlternateFLHN` 用于 `OpenTopped` " "运输工具的开火坐标、多重心控链接偏移等时其位置是否相对于炮塔而非车体。" -#: ../../Fixed-or-Improved-Logics.md:716 +#: ../../Fixed-or-Improved-Logics.md:725 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -2954,11 +2992,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:721 +#: ../../Fixed-or-Improved-Logics.md:730 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:723 +#: ../../Fixed-or-Improved-Logics.md:732 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2969,7 +3007,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:724 +#: ../../Fixed-or-Improved-Logics.md:733 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2977,26 +3015,27 @@ msgstr "" "`MultiplayPassive=true` 的所属方是否受益于这些效果可以通过 " "`GainSelfHealAllowMultiplayPassive` 加以控制。" -#: ../../Fixed-or-Improved-Logics.md:725 +#: ../../Fixed-or-Improved-Logics.md:734 msgid "" "It is also possible to change the pip frames displayed from `pips.shp` " "individually for infantry, units and buildings by setting the frames for " -"infantry & unit self-healing on `Pips.SelfHeal.Infantry/Units/Buildings` " -"under `[AudioVisual]`, respectively." +"infantry & unit self-healing on " +"`Pips.SelfHeal.(Infantry/Units/Buildings)` under `[AudioVisual]`, " +"respectively." msgstr "" "还可以分别为步兵、载具和建筑在 `[AudioVisual]` 中使用 " -"`Pips.SelfHeal.Infantry/Units/Buildings` 设置各自 `pips.shp` 中用于显示的 pip 帧。" +"`Pips.SelfHeal.(Infantry/Units/Buildings)` 设置各自 `pips.shp` 中用于显示的 pip 帧。" -#: ../../Fixed-or-Improved-Logics.md:726 +#: ../../Fixed-or-Improved-Logics.md:735 msgid "" -"`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize " -"the pixel offsets for the displayed pips, individually for infantry, " -"units and buildings." +"`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " +"customize the pixel offsets for the displayed pips, individually for " +"infantry, units and buildings." msgstr "" -"`Pips.SelfHeal.Infantry/Units/Buildings.Offset` 可以被用于分别自定义步兵、载具和建筑显示 pip " -"使用的像素偏移量。" +"`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` 可以被用于分别自定义步兵、载具和建筑显示 " +"pip 使用的像素偏移量。" -#: ../../Fixed-or-Improved-Logics.md:727 +#: ../../Fixed-or-Improved-Logics.md:736 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -3005,7 +3044,7 @@ msgstr "" "通过设置 `SelfHealGainType` 可以控制科技类型是否受到 `InfantryGainSelfHeal` 或 " "`UnitsGainSelfHeal` 建筑的增益效果或者对两者都不享有。" -#: ../../Fixed-or-Improved-Logics.md:728 +#: ../../Fixed-or-Improved-Logics.md:737 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -3016,7 +3055,7 @@ msgstr "" "`InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` " "获得以及战机类型和建筑类型永远不会获得自愈。" -#: ../../Fixed-or-Improved-Logics.md:731 +#: ../../Fixed-or-Improved-Logics.md:740 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -3068,11 +3107,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:758 msgid "Chrono sparkle animation customization & improvements" msgstr "超时空闪光动画的自定义与改进" -#: ../../Fixed-or-Improved-Logics.md:751 +#: ../../Fixed-or-Improved-Logics.md:760 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -3081,17 +3120,17 @@ msgstr "" "现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被结的对象上创建 `[General]" " -> ChronoSparkle1` 动画之间的帧间隔。" -#: ../../Fixed-or-Improved-Logics.md:752 +#: ../../Fixed-or-Improved-Logics.md:761 msgid "" -"By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" -" animation would be shown at each of the `MuzzleFlashX` coordinates. This" -" behaviour is now customizable, and supports `MuzzleFlashX` indices " -"higher than 10." +"By default on buildings with `MaxNumberOccupants` higher than 0, chrono " +"sparkle animation would be shown at each of the `MuzzleFlashX` " +"coordinates. This behaviour is now customizable, and supports " +"`MuzzleFlashX` indices higher than 10." msgstr "" -"默认情况下对于 `MaxOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " +"默认情况下对于 `MaxNumberOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " "坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" -#: ../../Fixed-or-Improved-Logics.md:753 +#: ../../Fixed-or-Improved-Logics.md:762 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -3102,24 +3141,24 @@ msgstr "" "(`building`)、在当前驻军的枪口坐标闪烁 (`occupants`)、所有驻军的枪口闪烁坐标 (`occupantslots`) " "或这些中任意组合的情况下显示。" -#: ../../Fixed-or-Improved-Logics.md:754 +#: ../../Fixed-or-Improved-Logics.md:763 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " -"have any occupants or it has `MaxOccupants` value less than 1, " +"have any occupants or it has `MaxNumberOccupants` value less than 1, " "respectively." msgstr "" "如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 " -"`MaxOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" +"`MaxNumberOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" -#: ../../Fixed-or-Improved-Logics.md:755 +#: ../../Fixed-or-Improved-Logics.md:764 msgid "" "The chrono sparkle animation that is displayed on building itself is also" " now displayed at the center of it rather than at center of its topmost " "cell." msgstr "现在显示在建筑自身的超时空闪烁动画位于其正中心而不再是其最顶端单元格的中心。" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:767 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -3133,18 +3172,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:764 +#: ../../Fixed-or-Improved-Logics.md:773 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:766 +#: ../../Fixed-or-Improved-Logics.md:775 msgid "" "It is now possible to customize (globally and per TechnoType) the warp-in" " delay for units teleporting through `Type=ChronoSphere/Warp` " "Superweapon, both before and after the jump." msgstr "现在可以自定义(全局和所有科技类型)单位通过 `Type=ChronoSphere/Warp` 超级武器传送前后的延迟。" -#: ../../Fixed-or-Improved-Logics.md:769 +#: ../../Fixed-or-Improved-Logics.md:778 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -3162,7 +3201,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:780 +#: ../../Fixed-or-Improved-Logics.md:789 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -3171,11 +3210,11 @@ msgstr "" "由于技术限制,这些设置不适用于 Ares 的自定义 ChronoSphere 超级武器传送的建筑。它们仅有一个共用的 `[General] -> " "ChronoDelay`。" -#: ../../Fixed-or-Improved-Logics.md:783 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:785 +#: ../../Fixed-or-Improved-Logics.md:794 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -3183,13 +3222,13 @@ msgstr "" "![image](_static/images/oregath.gif) *在 [幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中的自定义矿石采集动画*" -#: ../../Fixed-or-Improved-Logics.md:788 +#: ../../Fixed-or-Improved-Logics.md:797 msgid "" "You can now specify which anim should be drawn when a harvester of " "specified type is gathering specified type of ore." msgstr "现在你可以在设定特定矿车在采集特定类型的矿石时哪些动画应当被绘制。" -#: ../../Fixed-or-Improved-Logics.md:791 +#: ../../Fixed-or-Improved-Logics.md:800 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -3201,11 +3240,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:798 +#: ../../Fixed-or-Improved-Logics.md:807 msgid "Customizable target evaluation map zone check behaviour" msgstr "自定义目标评估地图区域检查行为" -#: ../../Fixed-or-Improved-Logics.md:800 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -3221,7 +3260,7 @@ msgstr "" "(`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 " "(`TargetZoneScanType=inrange`)。" -#: ../../Fixed-or-Improved-Logics.md:803 +#: ../../Fixed-or-Improved-Logics.md:812 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -3231,11 +3270,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:808 +#: ../../Fixed-or-Improved-Logics.md:817 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:810 +#: ../../Fixed-or-Improved-Logics.md:819 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -3245,18 +3284,18 @@ msgstr "" "War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco " "使用不同的超时空设置*" -#: ../../Fixed-or-Improved-Logics.md:813 +#: ../../Fixed-or-Improved-Logics.md:822 msgid "" "You can now specify Teleport/Chrono Locomotor settings per TechnoType to " "override default rules values. Unfilled values default to values in " "`[General]`." msgstr "现在你可以为每个科技类型指定其超时空运动方式设置以覆盖默认规则的值。未填充值则默认使用 `[General]` 中的值。" -#: ../../Fixed-or-Improved-Logics.md:814 +#: ../../Fixed-or-Improved-Logics.md:823 msgid "Only applicable to Techno that have Teleport/Chrono Locomotor attached." msgstr "仅对使用超时空运动方式的科技类型有效。" -#: ../../Fixed-or-Improved-Logics.md:817 +#: ../../Fixed-or-Improved-Logics.md:826 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; Anim (played when Techno warping out), default " @@ -3292,18 +3331,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:829 +#: ../../Fixed-or-Improved-Logics.md:838 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:831 +#: ../../Fixed-or-Improved-Logics.md:840 msgid "" "`Image` tag in art INI is no longer limited to AnimationTypes and " "BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, " "VehicleTypes, AircraftTypes, BuildingTypes)." msgstr "art INI 中的 `Image` 标签不再局限于动画类型和建筑类型,而是作用于所有科技类型(步兵类型、载具类型、战机类型、建筑类型)。" -#: ../../Fixed-or-Improved-Logics.md:832 +#: ../../Fixed-or-Improved-Logics.md:841 msgid "" "The tag specifies **only** the file name (without extension) of the asset" " that replaces TechnoType's graphics. If the name in `Image` is also an " @@ -3312,19 +3351,19 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(无扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:833 +#: ../../Fixed-or-Improved-Logics.md:842 msgid "" "**By default this feature is disabled** to remain compatible with YR. To " "use this feature, enable it in rules with `ArtImageSwap=true`." msgstr "**此功能默认关闭**以保持对 YR 原行为的兼容。为使用该功能,需要在 rules 中使用 `ArtImageSwap=true` 来开启。" -#: ../../Fixed-or-Improved-Logics.md:834 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "" "This feature supports SHP images for InfantryTypes, SHP and VXL images " "for VehicleTypes and VXL images for AircraftTypes." msgstr "此功能仅支持 Shape 图像用于步兵类型,Shape 与 Voxel 图像用于载具类型以及 Voxel 图像用于战机类型。" -#: ../../Fixed-or-Improved-Logics.md:837 +#: ../../Fixed-or-Improved-Logics.md:846 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -3332,7 +3371,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:843 +#: ../../Fixed-or-Improved-Logics.md:852 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -3342,15 +3381,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:848 +#: ../../Fixed-or-Improved-Logics.md:857 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:850 +#: ../../Fixed-or-Improved-Logics.md:859 msgid "You can now customize veterancy insignia of TechnoTypes." msgstr "现在可以自定义科技类型的等级军衔。" -#: ../../Fixed-or-Improved-Logics.md:851 +#: ../../Fixed-or-Improved-Logics.md:860 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -3359,7 +3398,7 @@ msgstr "" "`Insignia.(Rookie|Veteran|Elite)` 可用于为每个等级设置一个自定义军衔文件。与原本/默认的文件 " "`pips.shp` 一样,它们使用 `palette.pal` 作为色盘进行绘制。" -#: ../../Fixed-or-Improved-Logics.md:852 +#: ../../Fixed-or-Improved-Logics.md:861 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -3369,7 +3408,7 @@ msgstr "" "`InsigniaFrame.(Rookie|Veteran|Elite)` 可用于为每个等级阶段设置军衔的(从 0 开始的)帧索引。使用 -1 " "表示使用默认设置。默认设置对新兵为 -1(无),对老兵为 14,对精英为 15。" -#: ../../Fixed-or-Improved-Logics.md:853 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -3378,7 +3417,7 @@ msgstr "" "也可以使用简写 `InsigniaFrames` " "按顺序列出新兵、老兵和精英的帧索引。`InsigniaFrame.(Rookie|Veteran|Elite)` 的优先级高于此。" -#: ../../Fixed-or-Improved-Logics.md:854 +#: ../../Fixed-or-Improved-Logics.md:863 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -3388,7 +3427,7 @@ msgstr "" "可以通过设置 `Insignia.(Frame/Frames).WeaponN` 来为 `Gunner=true` " "的单位使用不同武器时换成不同的军衔,其中 `N` 表示基于 1 的武器模式索引。如果不设置,默认使用非特定模式的军衔设置。" -#: ../../Fixed-or-Improved-Logics.md:855 +#: ../../Fixed-or-Improved-Logics.md:864 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -3397,13 +3436,13 @@ msgstr "" "`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。默认为 `[General] -> " "EnemyInsignia`,而后者默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:856 +#: ../../Fixed-or-Improved-Logics.md:865 msgid "" "You can make insignias appear only on selected units using " "`DrawInsignia.OnlyOnSelected`." msgstr "你可以使用 `DrawInsignia.OnlyOnSelected` 来使军衔仅出现在被选中的单位上。" -#: ../../Fixed-or-Improved-Logics.md:857 +#: ../../Fixed-or-Improved-Logics.md:866 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -3414,7 +3453,7 @@ msgstr "" "`DrawInsignia.AdjustPos.Buildings`、为其他单位设置 `DrawInsignia.AdjustPos.Units`" " 来调整军衔的位置。" -#: ../../Fixed-or-Improved-Logics.md:858 +#: ../../Fixed-or-Improved-Logics.md:867 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -3424,7 +3463,7 @@ msgstr "" "`DrawInsignia.AdjustPos.BuildingsAnchor` " "可以设置一个锚点,用于相对建筑选择框锚定军衔位置。默认情况下军衔位置未锚定到选择框。" -#: ../../Fixed-or-Improved-Logics.md:861 +#: ../../Fixed-or-Improved-Logics.md:870 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -3532,7 +3571,7 @@ msgstr "" "(zero-based) or -1 for default\n" "Insignia.ShowEnemy= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:895 +#: ../../Fixed-or-Improved-Logics.md:904 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -3541,23 +3580,23 @@ msgstr "" "除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:898 +#: ../../Fixed-or-Improved-Logics.md:907 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:900 +#: ../../Fixed-or-Improved-Logics.md:909 msgid "" "You can now specify the `Wake` anim per TechnoType to override default " "rules value." msgstr "现在你可以为每个科技类型指定 `Wake` 动画以覆盖默认规则值。" -#: ../../Fixed-or-Improved-Logics.md:901 +#: ../../Fixed-or-Improved-Logics.md:910 msgid "" "`Wake.Grapple` and `Wake.Sinking` can be used to further customize wake " "anim when the techno is being parasited or sunken." msgstr "`Wake.Grapple` 和 `Wake.Sinking` 可用于在科技类型被寄生或沉没时进一步自定义水波动画。" -#: ../../Fixed-or-Improved-Logics.md:904 +#: ../../Fixed-or-Improved-Logics.md:913 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -3575,11 +3614,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:920 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:913 +#: ../../Fixed-or-Improved-Logics.md:922 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -3588,11 +3627,11 @@ msgstr "" "现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 " "`Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" -#: ../../Fixed-or-Improved-Logics.md:914 +#: ../../Fixed-or-Improved-Logics.md:923 msgid "This tag can not be used without Ares." msgstr "此标签无法在没有 Ares 的情况下使用。" -#: ../../Fixed-or-Improved-Logics.md:917 +#: ../../Fixed-or-Improved-Logics.md:926 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -3600,18 +3639,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:922 +#: ../../Fixed-or-Improved-Logics.md:931 msgid "Customizing effect of level lighting on air units" msgstr "自定义光照等级对空中单位的影响" -#: ../../Fixed-or-Improved-Logics.md:924 +#: ../../Fixed-or-Improved-Logics.md:933 msgid "" "It is now possible to customize how air units are affected by level " "lighting, separately for AircraftTypes and infantry/vehicles with Jumpjet" " `Locomotor`." msgstr "现在可以分别针战机类型和使用 `Locomotor=Jumpjet` 的步兵/载具自定义空中单位所受光照等级影响的方式。" -#: ../../Fixed-or-Improved-Logics.md:925 +#: ../../Fixed-or-Improved-Logics.md:934 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -3620,7 +3659,7 @@ msgstr "" "`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` " "是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" -#: ../../Fixed-or-Improved-Logics.md:928 +#: ../../Fixed-or-Improved-Logics.md:937 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -3634,11 +3673,11 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:934 +#: ../../Fixed-or-Improved-Logics.md:943 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:936 +#: ../../Fixed-or-Improved-Logics.md:945 msgid "" "In vanilla, units using drive/ship loco will has hardcoded speed " "multiplier when damaged. Now you can customize it." @@ -3646,13 +3685,13 @@ msgstr "" "原版中步兵匍匐前进的速度是硬编码的。现在你可以自由定义了。原版中 `Locomotor` 使用 `Drive`/`Ship` " "的单位在伤残时有一个硬编码的速度倍率。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:937 +#: ../../Fixed-or-Improved-Logics.md:946 msgid "" "The max valuebale value is 1.0, you cannot make unit get faster on yellow" " condition by it." msgstr "最大有效值为 1.0,你无法凭借这个逻辑让单位在黄血时变得更快。" -#: ../../Fixed-or-Improved-Logics.md:940 +#: ../../Fixed-or-Improved-Logics.md:949 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -3666,11 +3705,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:948 +#: ../../Fixed-or-Improved-Logics.md:957 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:950 +#: ../../Fixed-or-Improved-Logics.md:959 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -3679,7 +3718,7 @@ msgstr "" "默认情况下 `Explodes=true` 的科技类型被摧毁时它们的所有乘客都会被击杀。现在可以通过设置 " "`Explodes.KillPassengers=false` 禁用此行为。" -#: ../../Fixed-or-Improved-Logics.md:951 +#: ../../Fixed-or-Improved-Logics.md:960 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -3690,7 +3729,7 @@ msgstr "" "`Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 " "false 一样。" -#: ../../Fixed-or-Improved-Logics.md:954 +#: ../../Fixed-or-Improved-Logics.md:963 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -3704,30 +3743,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:962 +#: ../../Fixed-or-Improved-Logics.md:971 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:964 +#: ../../Fixed-or-Improved-Logics.md:973 msgid "" "You can now set if specific types of factories do not have AI production " "cloning issue instead of Ares' indiscriminate behavior of " "`AllowParallelAIQueues=no`." msgstr "现在你可以设置特定类型的工厂是否禁用 AI 克隆生产而不是 Ares 的 `AllowParallelAIQueues=no` 那样全部禁用。" -#: ../../Fixed-or-Improved-Logics.md:965 +#: ../../Fixed-or-Improved-Logics.md:974 msgid "" "If `AllowParallelAIQueues=no` *(Ares feature)* is set, the tags have no " "effect." msgstr "如果 `AllowParallelAIQueues=no`(*Ares 功能*)被设置,该标签无效。" -#: ../../Fixed-or-Improved-Logics.md:966 +#: ../../Fixed-or-Improved-Logics.md:975 msgid "" "You can also exclude specific TechnoTypes from being built in parallel by" " AI by setting `ForbidParallelAIQueues` to true on a TechnoType." msgstr "你还可以通过在科技类型上将 `ForbidParallelAIQueues` 设为 true 来禁止特定科技类型被 AI 克隆生产。" -#: ../../Fixed-or-Improved-Logics.md:969 +#: ../../Fixed-or-Improved-Logics.md:978 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -3753,11 +3792,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:982 +#: ../../Fixed-or-Improved-Logics.md:991 msgid "Iron Curtain & Force Shield effects on organics customization" msgstr "铁幕和力场护盾对有机体效果的自定义" -#: ../../Fixed-or-Improved-Logics.md:984 +#: ../../Fixed-or-Improved-Logics.md:993 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -3769,24 +3808,24 @@ msgstr "" "瞬间击杀。现在此行为已被解除硬编码,并且可以通过全局的 `IronCurtain.EffectOnOrganics` 和每个科技类型的 " "`IronCurtain.Effect` 属性来自定义。可接受的值如下:" -#: ../../Fixed-or-Improved-Logics.md:985 +#: ../../Fixed-or-Improved-Logics.md:994 msgid "" "`kill` : Iron Curtain kills the organic object with a specifc warhead. " "This is the default value for `Organic=true` units and infantry if not " "otherwise specified." msgstr "`kill`:铁幕会用特定的弹头杀死有机体,这是 `Organic=true` 单位和步兵的默认值,除非专门指定。" -#: ../../Fixed-or-Improved-Logics.md:986 +#: ../../Fixed-or-Improved-Logics.md:995 msgid "" "`invulnerable` : Iron Curtain makes the organic object invulnerable like " "buildings and vehicles." msgstr "`invulnerable`:铁幕会使有机体像建筑和载具一样获得无敌效果。" -#: ../../Fixed-or-Improved-Logics.md:987 +#: ../../Fixed-or-Improved-Logics.md:996 msgid "`ignore` : Iron Curtain doesn't give any effect on the organic object." msgstr "`ignore`:铁幕不会对有机体造成任何影响。" -#: ../../Fixed-or-Improved-Logics.md:988 +#: ../../Fixed-or-Improved-Logics.md:997 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -3797,11 +3836,11 @@ msgstr "" "可用于自定义击杀单位的弹头,前者用于全局设置,后者用于单独的科技类型基础设置,后者默认为前者,前者默认为 `[CombatDamage] -> " "C4Warhead`。" -#: ../../Fixed-or-Improved-Logics.md:989 +#: ../../Fixed-or-Improved-Logics.md:998 msgid "Identical controls are available for Force Shield as well." msgstr "力场护盾也有相同的控制选项。" -#: ../../Fixed-or-Improved-Logics.md:992 +#: ../../Fixed-or-Improved-Logics.md:1001 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -3837,17 +3876,17 @@ msgstr "" " | invulnerable | ignore)\n" "ForceShield.KillWarhead= ; WarheadType\n" -#: ../../Fixed-or-Improved-Logics.md:1006 +#: ../../Fixed-or-Improved-Logics.md:1015 msgid "Iron Curtain & Force Shield extra tint intensity" msgstr "铁幕和力场护盾的额外染色强度" -#: ../../Fixed-or-Improved-Logics.md:1008 +#: ../../Fixed-or-Improved-Logics.md:1017 msgid "" "It is now possible to specify additional tint intensity applied to Iron " "Curtained and Force Shielded units." msgstr "现在可以指定应用于处于铁幕和力场护盾中的单位的额外染色强度。" -#: ../../Fixed-or-Improved-Logics.md:1011 +#: ../../Fixed-or-Improved-Logics.md:1020 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -3857,17 +3896,17 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1017 +#: ../../Fixed-or-Improved-Logics.md:1026 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1019 +#: ../../Fixed-or-Improved-Logics.md:1028 msgid "" "Jumpjet that is going to crash starts to change its facing " "uncontrollably, this can now be turned off." msgstr "即将坠毁的 Jumpjet 会开始不可控地改变其朝向,现在可以将其关闭。" -#: ../../Fixed-or-Improved-Logics.md:1022 +#: ../../Fixed-or-Improved-Logics.md:1031 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -3875,25 +3914,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1028 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "This may subject to further changes." msgstr "这可能会在未来进一步更改。" -#: ../../Fixed-or-Improved-Logics.md:1031 +#: ../../Fixed-or-Improved-Logics.md:1040 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1042 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "拥有 `Powered=yes` 的建筑航母在断电时将会停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:1034 +#: ../../Fixed-or-Improved-Logics.md:1043 msgid "Spawned aircrafts self-destruct if they are flying." msgstr "被生成的战机如果正在飞行那么会自毁。" -#: ../../Fixed-or-Improved-Logics.md:1037 +#: ../../Fixed-or-Improved-Logics.md:1046 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -3901,17 +3940,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1042 +#: ../../Fixed-or-Improved-Logics.md:1051 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1044 +#: ../../Fixed-or-Improved-Logics.md:1053 msgid "" "It is now possible to change the size of pips (or more accurately the " "pixel increment to the next pip drawn) displayed on `PipScale`." msgstr "现在可以更改在 `PipScale` 中显示的 pip 的大小(或者更确切的说是绘制下一个 pip 的像素增量)。" -#: ../../Fixed-or-Improved-Logics.md:1045 +#: ../../Fixed-or-Improved-Logics.md:1054 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -3921,17 +3960,17 @@ msgstr "" "`Pips.Generic.(Buildings.)Size` 用于非建筑科技类型/建筑的非弹药 " "pip,相应的,`Pips.Ammo.(Buildings.)Size` 则是针对弹药 pip,同样分别对应非建筑科技类型/建筑。" -#: ../../Fixed-or-Improved-Logics.md:1046 +#: ../../Fixed-or-Improved-Logics.md:1055 msgid "" "Ammo pip size can also be overridden on per TechnoType-basis using " "`AmmoPipSize`." msgstr "还可以通过 `AmmoPipSize` 为每个科技类型重写弹药 pip 的大小。" -#: ../../Fixed-or-Improved-Logics.md:1047 +#: ../../Fixed-or-Improved-Logics.md:1056 msgid "Ammo pip frames can now also be customized." msgstr "现在也可以自定义弹药 pip 的帧。" -#: ../../Fixed-or-Improved-Logics.md:1048 +#: ../../Fixed-or-Improved-Logics.md:1057 msgid "" "`AmmoPipFrame` and `AmmoPipFrame` are frames (zero-based) of `pips2.shp` " "used for ammo pip and empty ammo pip (this is not set by default) for " @@ -3940,7 +3979,7 @@ msgstr "" "`AmmoPipFrame` 和 `AmmoPipFrame` 是在 `PipWrap=0`(这是默认行为)时使用的 `pips2.shp` " "中(从 0 开始的)帧,用于弹药 pip 和空弹药 pip。" -#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1058 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -3950,21 +3989,21 @@ msgstr "" "`AmmoPipWrapStartFrame` 用作 `PipWrap` 大于 0 时将 `pips2.shp` 中(从 0 " "开始的)帧设为起始帧。起始帧是空帧,从起始帧之后最多有 `Ammo` 除以 `PipWrap` 个帧用于不同的装填阶段。" -#: ../../Fixed-or-Improved-Logics.md:1050 +#: ../../Fixed-or-Improved-Logics.md:1059 msgid "`AmmoPipOffset` can be used to shift the starting position of ammo pips." msgstr "`AmmoPipOffset` 可用于移动弹药 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:1051 +#: ../../Fixed-or-Improved-Logics.md:1060 msgid "Pips for TechnoTypes with `Spawns` can now also be customized." msgstr "现在带有 `Spawns` 的科技类型的 pip 也可以进行自定义。" -#: ../../Fixed-or-Improved-Logics.md:1052 +#: ../../Fixed-or-Improved-Logics.md:1061 msgid "" "`ShowSpawnsPips` determines whether or not these pips are shown at all, " "as they are independent from `PipScale` setting." msgstr "`ShowSpawnsPips` 决定这些 pip 是否显示,因为它们与 `PipScale` 设置无关。" -#: ../../Fixed-or-Improved-Logics.md:1053 +#: ../../Fixed-or-Improved-Logics.md:1062 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -3973,7 +4012,7 @@ msgstr "" "`SpawnsPipFrame` 和 `EmptySpawnsPipFrame` 分别是 `pips.shp`(对于建筑)或 " "`pips2.shp`(对于其他)中(从 0 开始的)帧,用于子机 pip 和空子机 pip。" -#: ../../Fixed-or-Improved-Logics.md:1054 +#: ../../Fixed-or-Improved-Logics.md:1063 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -3981,19 +4020,19 @@ msgstr "" "`SpawnsPipSize` 决定了到下一个 pip 绘制的像素增量。若未设置则默认为 `[AudioVisual] -> " "Pips.Generic.(Buildings.)Size`。" -#: ../../Fixed-or-Improved-Logics.md:1055 +#: ../../Fixed-or-Improved-Logics.md:1064 msgid "" "`SpawnsPipoffset` can be used to shift the starting position of spawnee " "pips." msgstr "`SpawnsPipoffset` 可以被用于移动子机 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:1056 +#: ../../Fixed-or-Improved-Logics.md:1065 msgid "" "Pips for `Storage` can now also be customized via new keys in " "`[AudioVisual]`." msgstr "现在可以通过 `[AudioVisual]` 中的新标签来自定义 `Storage` 的 pip。" -#: ../../Fixed-or-Improved-Logics.md:1057 +#: ../../Fixed-or-Improved-Logics.md:1066 msgid "" "`Pips.Tiberiums.Frames` can be used to list frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for tiberium " @@ -4001,15 +4040,15 @@ msgid "" " to 5 for tiberium type index 1, otherwise 2." msgstr "" "`Pips.Tiberiums.Frames` 可用于列出用于泰伯利亚类型的 `pips.shp`(用于建筑)或 " -"`pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认 5,否则为 2。" +"`pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认为 5,否则为 2。" -#: ../../Fixed-or-Improved-Logics.md:1058 +#: ../../Fixed-or-Improved-Logics.md:1067 msgid "" "`Pips.Tiberiums.EmptyFrame` can be used to set the frame for empty slots," " defaults to 0." -msgstr "`Pips.Tiberiums.EmptyFrame` 可用于设置空槽的帧,默认 0。" +msgstr "`Pips.Tiberiums.EmptyFrame` 可用于设置空槽的帧,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:1059 +#: ../../Fixed-or-Improved-Logics.md:1068 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -4019,22 +4058,22 @@ msgstr "" "`Pips.Tiberiums.DisplayOrder` 控制泰伯利亚类型 pip " "显示的顺序,取一个泰伯利亚类型索引列表。任何未列出的将在列出后按顺序显示。" -#: ../../Fixed-or-Improved-Logics.md:1060 +#: ../../Fixed-or-Improved-Logics.md:1069 msgid "" "`Pips.Tiberiums.WeedFrame` controls which frame is displayed on Technos " "with `Weeder=yes`, takes a (zero-based) index of a frame in `pips.shp` " "(for buildings) or `pips2.shp` (for others). Defaults to 1." msgstr "" "`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 科技类型上显示的帧,使用 " -"`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认 1。" +"`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认为 1。" -#: ../../Fixed-or-Improved-Logics.md:1061 +#: ../../Fixed-or-Improved-Logics.md:1070 msgid "" "`Pips.Tiberiums.WeedEmptyFrame` can be used to set the frame for empty " "weed slots, defaults to 0." msgstr "`Pips.Tiberiums.WeedEmptyFrame` 可用于设置空置废矿槽的帧,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:1064 +#: ../../Fixed-or-Improved-Logics.md:1073 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -4114,17 +4153,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1089 +#: ../../Fixed-or-Improved-Logics.md:1098 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1091 +#: ../../Fixed-or-Improved-Logics.md:1100 msgid "" "Infantry, vehicles and aircraft can now drain or provide `Power` if " "`UnitPowerDrain=true` is set." msgstr "如果设置了 `UnitPowerDrain=true`,步兵、载具和战机现在都将可以消耗或提供 `Power`。" -#: ../../Fixed-or-Improved-Logics.md:1094 +#: ../../Fixed-or-Improved-Logics.md:1103 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -4140,18 +4179,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1102 +#: ../../Fixed-or-Improved-Logics.md:1111 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1104 +#: ../../Fixed-or-Improved-Logics.md:1113 msgid "" "In vanilla, `RadarInvisible` is ignored if the techno is allied with the " "current player. Now you can change this behavior." -msgstr "" -"在原版游戏中 `RadarInvisible` 仅对当前非友军的玩家有效,现在你可以更改这一行为。" +msgstr "在原版游戏中 `RadarInvisible` 仅对当前非友军的玩家有效,现在你可以更改这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1107 +#: ../../Fixed-or-Improved-Logics.md:1116 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -4163,21 +4201,21 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " `RadarInvisible=true`, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1112 +#: ../../Fixed-or-Improved-Logics.md:1121 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "" "Re-enable obsolete `[JumpjetControls]`, the keys in it will be as the " "default value of jumpjet units." msgstr "重启了废弃的 `[JumpjetControls]`,其中的标签将用于 Jumpjet 单位的默认值。" -#: ../../Fixed-or-Improved-Logics.md:1115 +#: ../../Fixed-or-Improved-Logics.md:1124 msgid "Moreover, added two tags for missing ones." msgstr "此外,新增了两个标签用于空缺项。" -#: ../../Fixed-or-Improved-Logics.md:1118 +#: ../../Fixed-or-Improved-Logics.md:1127 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -4187,7 +4225,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1125 +#: ../../Fixed-or-Improved-Logics.md:1134 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -4198,18 +4236,18 @@ msgstr "" "`JumpjetWobbles`、`WobbleDeviation` 对应 `JumpjetDeviation` 以及 " "`Acceleration` 对应 `JumpjetAccel`。其他所有相应的标签只是去掉了 Jumpjet 前缀。" -#: ../../Fixed-or-Improved-Logics.md:1128 +#: ../../Fixed-or-Improved-Logics.md:1137 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1130 +#: ../../Fixed-or-Improved-Logics.md:1139 msgid "" "In vanilla, there is a hardcoded behavior that when an skirmish AI player" " has no factory and has not taken damage for a while, it will sell its " "buildings and set its units to hunt. This can be customized now." msgstr "在原版中存在一个遭遇战 AI 玩家没有 Factory 类建筑且一段时间未受到伤害将会发起卖家冲锋(让所有单位进入 Hunt)的硬编码的行为。" -#: ../../Fixed-or-Improved-Logics.md:1131 +#: ../../Fixed-or-Improved-Logics.md:1140 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -4217,7 +4255,7 @@ msgstr "" "`[General] -> AIFireSale` 和 `[General] -> AIAllToHunt` 分别控制 AI " "是否会执行卖家和狩猎(冲锋)行为。" -#: ../../Fixed-or-Improved-Logics.md:1132 +#: ../../Fixed-or-Improved-Logics.md:1141 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -4227,23 +4265,23 @@ msgstr "" "`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为" " true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" -#: ../../Fixed-or-Improved-Logics.md:1133 +#: ../../Fixed-or-Improved-Logics.md:1142 msgid "" "You can use these flags to make the AIs \"all in\" before they are " "defeated." msgstr "你可以用这些标签让 AI 被击败前 “全力以赴”" -#: ../../Fixed-or-Improved-Logics.md:1134 +#: ../../Fixed-or-Improved-Logics.md:1143 msgid "" "Another hardcoded behavior is that, when the AI deploys a MCV, it will " "gather all of its forces to that place. This can be toggle off now." msgstr "另一个硬编码行为是,当 AI 部署 MCV 时,它会将所有不对集结到该地点。现在可以关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1144 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1138 +#: ../../Fixed-or-Improved-Logics.md:1147 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -4257,17 +4295,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1146 +#: ../../Fixed-or-Improved-Logics.md:1155 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1148 +#: ../../Fixed-or-Improved-Logics.md:1157 msgid "" "It is now possible to control the height at which units with subterranean" " (Tunnel) `Locomotor` travel, globally or per TechnoType." msgstr "现在可以控制拥有钻地(Tunnel)`Locomotor` 的单位移动的高度,可以在全局和每个科技类型上定义。" -#: ../../Fixed-or-Improved-Logics.md:1149 +#: ../../Fixed-or-Improved-Logics.md:1158 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -4278,7 +4316,7 @@ msgstr "" "钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 " "`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1152 +#: ../../Fixed-or-Improved-Logics.md:1161 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -4300,17 +4338,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1163 +#: ../../Fixed-or-Improved-Logics.md:1172 msgid "" "`SubterraneanHeight` expects negative values to be used and may behave " "erratically if set to above -50." msgstr "`SubterraneanHeight` 最好使用一个负值并且如果设置为大于 -50 的值可能会出现异常行为。" -#: ../../Fixed-or-Improved-Logics.md:1166 +#: ../../Fixed-or-Improved-Logics.md:1175 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1168 +#: ../../Fixed-or-Improved-Logics.md:1177 msgid "" "It is also now possible for vehicles and aircraft to display shadows for " "multiple sections of the voxel body at once, instead of just one section " @@ -4322,7 +4360,7 @@ msgstr "" "`ShadowIndex`)指定多个组件索引来一性次显示出 Voxel 主体中多个组件的影子,而不再仅限于绘制 `ShadowIndex` " "所指定的单个组件。" -#: ../../Fixed-or-Improved-Logics.md:1169 +#: ../../Fixed-or-Improved-Logics.md:1178 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -4334,7 +4372,7 @@ msgstr "" "`ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 " "`ShadowIndices.Frame` 默认如此。" -#: ../../Fixed-or-Improved-Logics.md:1172 +#: ../../Fixed-or-Improved-Logics.md:1181 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -4346,11 +4384,11 @@ msgstr "" "ShadowIndex.Frame=0 ; integer (HVA animation frame index)\n" "ShadowIndices.Frame= ; List of integers (HVA animation frame indices)\n" -#: ../../Fixed-or-Improved-Logics.md:1179 +#: ../../Fixed-or-Improved-Logics.md:1188 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1181 +#: ../../Fixed-or-Improved-Logics.md:1190 msgid "" "Vanilla game applies some weird unnecessary math which resulted in the " "voxel light source being \"nudged\" up by a bit and light being applied " @@ -4359,7 +4397,7 @@ msgstr "" "原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被 “微调” 向上了一些并在倾斜的 Voxel " "上光照效果不正确。现在可以修复这个问题。" -#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1193 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -4370,7 +4408,7 @@ msgstr "" "请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 " "`VoxelLightSource` 的 Z 值调高。" -#: ../../Fixed-or-Improved-Logics.md:1187 +#: ../../Fixed-or-Improved-Logics.md:1196 msgid "" "![image](_static/images/VoxelLightSourceComparison.png) *Applying " "`VoxelLightSource=0.02,-0.69,0.36` (assuming " @@ -4385,19 +4423,19 @@ msgstr "" "target=\"_blank\">CCS_qkl 将 `VoxelLightSource=0.02,-0.69,0.36`(假设 " "`UseFixedVoxelLighting=false`)与默认光照分别应用于光棱坦克 Voxel*" -#: ../../Fixed-or-Improved-Logics.md:1190 +#: ../../Fixed-or-Improved-Logics.md:1199 msgid "" "It is now possible to change the position of the light relative to the " "voxels. This allows for better lighting to be set up." msgstr "现在可以改变光源相对于 Voxel 素材的位置。这有助于更好的设置光照。" -#: ../../Fixed-or-Improved-Logics.md:1191 +#: ../../Fixed-or-Improved-Logics.md:1200 msgid "" "Only the direction of the light is accounted, the distance to the voxel " "is not accounted." msgstr "仅考虑光源的方向,不考虑与 Voxel 的距离(视为平行光)" -#: ../../Fixed-or-Improved-Logics.md:1192 +#: ../../Fixed-or-Improved-Logics.md:1201 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -4405,7 +4443,7 @@ msgstr "" "原版光照(假设 `UseFixedVoxelLighting=false`)大致位于 " "`VoxelLightSource=0.201,-0.907,-0.362`。" -#: ../../Fixed-or-Improved-Logics.md:1195 +#: ../../Fixed-or-Improved-Logics.md:1204 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -4417,7 +4455,7 @@ msgstr "" "VoxelLightSource= ; X,Y,Z - position of the light in the world" " relative to each voxel, floating point values\n" -#: ../../Fixed-or-Improved-Logics.md:1202 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -4430,18 +4468,18 @@ msgstr "" "renderer/releases)。使用该工具时**先将其解压**然后将需要预览的 Voxel 文件**拖拽**到工具上(辅助 VXL 和 " "HVA 文件必须在同一文件夹中)。" -#: ../../Fixed-or-Improved-Logics.md:1204 +#: ../../Fixed-or-Improved-Logics.md:1213 msgid "" "Keep in mind that the tool doesn't account for " "`UseFixedVoxelLighting=true` as of yet, so the values shown in tool need " "to be offset when putting in the game with with fixed voxel lighting." msgstr "请注意该工具目前尚未考虑 `UseFixedVoxelLighting=true` 的情况,因此工具中显示的值在启用该修复项的游戏中需要进行调整。" -#: ../../Fixed-or-Improved-Logics.md:1207 +#: ../../Fixed-or-Improved-Logics.md:1216 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1209 +#: ../../Fixed-or-Improved-Logics.md:1218 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -4451,7 +4489,7 @@ msgstr "" "现在可以调整 Voxel 空中单位(载具和战机)的影子如何缩放。默认情况下如果单位拥有 `ConsideredAircraft=true` " "那么影子会按 `AirShadowBaseScale` (默认为 0.5)进行缩放" -#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1219 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -4468,7 +4506,7 @@ msgstr "" "是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 " "`HeightShadowScaling.MinScale` 设置了缩放的下限。" -#: ../../Fixed-or-Improved-Logics.md:1213 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -4486,15 +4524,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1223 +#: ../../Fixed-or-Improved-Logics.md:1232 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1225 +#: ../../Fixed-or-Improved-Logics.md:1234 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1227 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -4502,11 +4540,11 @@ msgstr "" "![Waving trees](_static/images/tree-shake.gif) *[Ion " "Shock](https://www.moddb.com/mods/tiberian-war-ionshock) 中会动的树*" -#: ../../Fixed-or-Improved-Logics.md:1227 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1230 +#: ../../Fixed-or-Improved-Logics.md:1239 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -4515,7 +4553,7 @@ msgstr "" "默认情况下 `IsAnimated`、`AnimationRate` 和 `AnimationProbability` 仅适用于 " "`SpawnsTiberium` 设置为 true 的地形对象。这一限制已被解除。" -#: ../../Fixed-or-Improved-Logics.md:1231 +#: ../../Fixed-or-Improved-Logics.md:1240 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -4525,7 +4563,7 @@ msgstr "" "现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-" "frames-and-crumbling-animation)则为四分之一)。" -#: ../../Fixed-or-Improved-Logics.md:1234 +#: ../../Fixed-or-Improved-Logics.md:1243 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -4533,35 +4571,35 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1239 +#: ../../Fixed-or-Improved-Logics.md:1248 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1241 +#: ../../Fixed-or-Improved-Logics.md:1250 msgid "" "You can now specify custom palette for TerrainTypes in similar manner as " "TechnoTypes can." msgstr "现在你可以像为科技类型那样为地形对象指定自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1242 +#: ../../Fixed-or-Improved-Logics.md:1251 msgid "" "Note that this palette behaves like an object palette and does not use " "tint etc. that have been applied to the tile the TerrainType resides on " "like a TerrainType using tile palette would." msgstr "注意此色盘的行为就像原有的地形对象色盘那样不受光效影响。也就是地形对象将不会同步使用应用于地形对象所在地块上的色调。" -#: ../../Fixed-or-Improved-Logics.md:1245 +#: ../../Fixed-or-Improved-Logics.md:1254 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:1250 +#: ../../Fixed-or-Improved-Logics.md:1259 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1252 +#: ../../Fixed-or-Improved-Logics.md:1261 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -4569,18 +4607,18 @@ msgstr "" "![image](_static/images/ore-01.png) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中不同的矿柱*" -#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1264 msgid "You can now specify which type of ore certain TerrainType would generate." msgstr "现在你可以指定地形对象将会生成哪种矿石。" -#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1265 msgid "" "It's also now possible to specify a range value for an ore generation " "area different compared to standard 3x3 rectangle. Ore will be uniformly " "distributed across all affected cells in a spread range." msgstr "现在还可以指定与标准 3x3 矩形不同的矿石生成区域范围值。矿石将均匀地分布在扩散范围内所有受影响的单元格中。" -#: ../../Fixed-or-Improved-Logics.md:1257 +#: ../../Fixed-or-Improved-Logics.md:1266 msgid "" "You can specify which ore growth stage will be spawned and how many cells" " will be filled with ore per ore generation animation. Corresponding tags" @@ -4588,7 +4626,7 @@ msgid "" "allow randomized growth stages from the range (inclusive)." msgstr "此外也可以指定将生成哪个矿石生长阶段以及每次播放矿石生成动画将会填充多少个单元格。相对应的标签接受单个整数值或两个逗号分隔的值以允许范围内(含)随机化的生长阶段。" -#: ../../Fixed-or-Improved-Logics.md:1260 +#: ../../Fixed-or-Improved-Logics.md:1269 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -4602,11 +4640,11 @@ msgstr "" "SpawnsTiberium.GrowthStage=3 ; integer - single or comma-sep. range\n" "SpawnsTiberium.CellsPerAnim=1 ; integer - single or comma-sep. range\n" -#: ../../Fixed-or-Improved-Logics.md:1268 +#: ../../Fixed-or-Improved-Logics.md:1277 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1270 +#: ../../Fixed-or-Improved-Logics.md:1279 msgid "" "By default game shows damage frame only for TerrainTypes alive at only 1 " "point of health left. Because none of the original game TerrainType " @@ -4616,7 +4654,7 @@ msgstr "" "默认情况下游戏在地形对象仅 1 点血时显示破损帧。由于原本游戏中的地形对象资源文件并未考虑这一点因此目前该逻辑仅限添加了 " "`HasDamagedFrames` 的情况下使用。" -#: ../../Fixed-or-Improved-Logics.md:1271 +#: ../../Fixed-or-Improved-Logics.md:1280 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -4626,7 +4664,7 @@ msgstr "" "地形对象不再在仅剩 1 点血时显示破损帧,而是在其血量达到 `[AudioVisual] -> ConditionYellow.Terrain` " "的百分比时才进行切换。如果未设置则默认为 `ConditionYellow`。" -#: ../../Fixed-or-Improved-Logics.md:1272 +#: ../../Fixed-or-Improved-Logics.md:1281 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -4635,13 +4673,13 @@ msgstr "" "此外,地形对象现在可以在其血量归 0 后到从地图中删除前的这段时间中通过设置 `HasCrumblingFrames` 为 true 来显示一个 " "“倒坍” 动画。" -#: ../../Fixed-or-Improved-Logics.md:1273 +#: ../../Fixed-or-Improved-Logics.md:1282 msgid "" "Crumbling frames start from first frame after both regular & damaged " "frames and ends at halfway point of the frames in TerrainType's image." msgstr "倒坍所用的帧从紧随于常规帧和破损帧之后的第一帧开始直到地形对象图像帧的一半处中止(另一半是影子)。" -#: ../../Fixed-or-Improved-Logics.md:1274 +#: ../../Fixed-or-Improved-Logics.md:1283 msgid "" "Note that the number of regular & damage frames considered for this " "depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes," @@ -4652,19 +4690,19 @@ msgstr "" "注意此处考虑的常规帧和破损帧数量取决于 `HasDamagedFrames` 的值,对于 `IsAnimated` 的地形对象则取决于 " "`AnimationLength` 的值(见[动画化地形对象](#animated-terraintypes))。请谨慎操作以确保显示的帧数正确。" -#: ../../Fixed-or-Improved-Logics.md:1275 +#: ../../Fixed-or-Improved-Logics.md:1284 msgid "" "Sound event from `CrumblingSound` (if set) is played when crumbling " "animation starts playing." msgstr "当倒坍动画开始播放时将会播放 `CrumblingSound`(如果设置)指定的音效。" -#: ../../Fixed-or-Improved-Logics.md:1276 +#: ../../Fixed-or-Improved-Logics.md:1285 msgid "" "[Destroy animation & sound](New-or-Enhanced-Logics.md#destroy-animation--" "sound) only play after crumbling animation has finished." msgstr "[摧毁动画和音效](New-or-Enhanced-Logics.md#destroy-animation--sound)仅在倒坍动画结束后播放。" -#: ../../Fixed-or-Improved-Logics.md:1279 +#: ../../Fixed-or-Improved-Logics.md:1288 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value\n" @@ -4682,18 +4720,18 @@ msgstr "" "HasCrumblingFrames=false\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1289 -#: ../../Fixed-or-Improved-Logics.md:1314 +#: ../../Fixed-or-Improved-Logics.md:1298 +#: ../../Fixed-or-Improved-Logics.md:1323 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1291 +#: ../../Fixed-or-Improved-Logics.md:1300 msgid "" "TerrainTypes can now be made to display on minimap with different colors " "by setting `MinimapColor`." msgstr "现在地形对象可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1294 +#: ../../Fixed-or-Improved-Logics.md:1303 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4701,29 +4739,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1299 +#: ../../Fixed-or-Improved-Logics.md:1308 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../Fixed-or-Improved-Logics.md:1301 +#: ../../Fixed-or-Improved-Logics.md:1310 msgid "" "TerrainTypes can now be made passable or buildable upon by setting " "`IsPassable` or `CanBeBuiltOn`, respectively." msgstr "现在可以分别通过设置 `IsPassable` 或 `CanBeBuiltOn` 来让地形对象可通行或可以将建筑建造于其上。" -#: ../../Fixed-or-Improved-Logics.md:1302 +#: ../../Fixed-or-Improved-Logics.md:1311 msgid "" "Movement cursor is displayed on `IsPassable` TerrainTypes unless force-" "firing." msgstr "除非使用强制开火否则 `IsPassable` 的地形对象上会显示移动光标。" -#: ../../Fixed-or-Improved-Logics.md:1303 +#: ../../Fixed-or-Improved-Logics.md:1312 msgid "" "`CanBeBuiltOn=true` terrain objects are removed when building is placed " "on them." msgstr "`CanBeBuiltOn=true` 的地形对象在建筑建造于其上时会被移除。" -#: ../../Fixed-or-Improved-Logics.md:1306 +#: ../../Fixed-or-Improved-Logics.md:1315 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -4733,17 +4771,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1312 +#: ../../Fixed-or-Improved-Logics.md:1321 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1316 +#: ../../Fixed-or-Improved-Logics.md:1325 msgid "" "Ore can now be made to display on minimap with different colors by " "setting `MinimapColor` on Tiberiums." msgstr "矿石现在可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1319 +#: ../../Fixed-or-Improved-Logics.md:1328 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4751,15 +4789,42 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1324 +#: ../../Fixed-or-Improved-Logics.md:1333 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1326 +#: ../../Fixed-or-Improved-Logics.md:1335 +msgid "Allow miners do area guard" +msgstr "允许矿车区域警戒" + +#: ../../Fixed-or-Improved-Logics.md:1337 +msgid "" +"In vanilla, when miners enter area guard mission, they immediately switch" +" to harvest mission. Now you can make them perform area guard mission " +"normally like other technos." +msgstr "" +"在原版中档一个矿车进入 `Area Guard` 任务时会立即切换为 `Havrest` 任务。现在你可以让它们像其他单位那样正常执行 `Area" +" Guard` 任务了。" + +#: ../../Fixed-or-Improved-Logics.md:1338 +msgid "" +"We made it work only for miners controlled by the player, because this " +"will prevent AI's miners from going work." +msgstr "这进队玩家控制的矿车有效,因为这会阻断 AI 矿车正常工作。" + +#: ../../Fixed-or-Improved-Logics.md:1341 +msgid "" +"[SOMEVEHICLE] ; VehicleType\n" +"Harvester.CanGuardArea=no ; boolean\n" +msgstr "" +"[SOMEVEHICLE] ; VehicleType\n" +"Harvester.CanGuardArea=no ; boolean\n" + +#: ../../Fixed-or-Improved-Logics.md:1346 msgid "Bunker entering check dehardcode" msgstr "进入坦克碉堡去除硬编码检查" -#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:1348 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -4769,17 +4834,17 @@ msgstr "" "在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及不能使用 " "`SpeedType=Hover`。现在你可以跳过这些限制。" -#: ../../Fixed-or-Improved-Logics.md:1329 +#: ../../Fixed-or-Improved-Logics.md:1349 msgid "This needs to be used with `Bunkerable=yes`." msgstr "这需要于 `Bunkerable=yes` 共同使用。" -#: ../../Fixed-or-Improved-Logics.md:1330 +#: ../../Fixed-or-Improved-Logics.md:1350 msgid "" "This flag only skips the static check, that is, the check on the unit " "type. The dynamic check (cannot be parasitized) remains unchanged." msgstr "这个标签近跳过静态检查,即对单位类型的检查。动态检查(不能处于被寄生状态)保持不变。" -#: ../../Fixed-or-Improved-Logics.md:1333 +#: ../../Fixed-or-Improved-Logics.md:1353 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -4787,7 +4852,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1339 +#: ../../Fixed-or-Improved-Logics.md:1359 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -4798,11 +4863,11 @@ msgstr "" "使用此功能跳过检查并不意味着载具和坦克碉堡就可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在" " [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。" -#: ../../Fixed-or-Improved-Logics.md:1343 +#: ../../Fixed-or-Improved-Logics.md:1362 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1345 +#: ../../Fixed-or-Improved-Logics.md:1364 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -4816,7 +4881,7 @@ msgstr "" "`TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` " "对两种情况分别进行定义,它们都默认为 `TiltsWhenCrushes`。" -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1365 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -4826,13 +4891,13 @@ msgstr "" "`CrushForwardTiltPerFrame` 决定在碾压覆盖物或载具时每帧前倾的幅度。对于 `Locomotor=Ship` " "的载具碾压覆盖物的时默认为 -0.02,其他情况默认为 -0.050000001。" -#: ../../Fixed-or-Improved-Logics.md:1347 +#: ../../Fixed-or-Improved-Logics.md:1366 msgid "" "`CrushOverlayExtraForwardTilt` is additional forward tilt applied after " "an overlay has been crushed by the vehicle." msgstr "`CrushOverlayExtraForwardTilt` 是载具碾压覆盖物后额外的向前倾斜量" -#: ../../Fixed-or-Improved-Logics.md:1348 +#: ../../Fixed-or-Improved-Logics.md:1367 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -4841,7 +4906,7 @@ msgstr "" "可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` " "的载具碾压围墙时移动速度的减速幅度。" -#: ../../Fixed-or-Improved-Logics.md:1351 +#: ../../Fixed-or-Improved-Logics.md:1370 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -4857,11 +4922,11 @@ msgstr "" "CrushOverlayExtraForwardTilt=0.02 ; floating point value\n" "CrushSlowdownMultiplier=0.2 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1360 +#: ../../Fixed-or-Improved-Logics.md:1379 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1362 +#: ../../Fixed-or-Improved-Logics.md:1381 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -4872,7 +4937,7 @@ msgstr "" "那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-" "unit)逻辑使用。" -#: ../../Fixed-or-Improved-Logics.md:1365 +#: ../../Fixed-or-Improved-Logics.md:1384 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -4882,17 +4947,17 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1371 +#: ../../Fixed-or-Improved-Logics.md:1390 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1373 +#: ../../Fixed-or-Improved-Logics.md:1392 msgid "" "`Ammo.AddOnDeploy` determines the number of ammo added or substracted on " "unit deploy." msgstr "`Ammo.AddOnDeploy` 决定单位部署时增加或减少的弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1376 +#: ../../Fixed-or-Improved-Logics.md:1395 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -4900,7 +4965,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1382 +#: ../../Fixed-or-Improved-Logics.md:1401 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares’" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -4912,37 +4977,37 @@ msgstr "" "docs/new/typeconversion.html)中 `Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy` " "改变类型时无论转换是否成功都会改变弹药量。这同样发生在单位离开坦克碉堡时。" -#: ../../Fixed-or-Improved-Logics.md:1385 +#: ../../Fixed-or-Improved-Logics.md:1404 msgid "`IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change" msgstr "`IsSimpleDeployer` 的载具根据弹药自动部署/阻止部署" -#: ../../Fixed-or-Improved-Logics.md:1387 +#: ../../Fixed-or-Improved-Logics.md:1406 msgid "Vehicle deployment can now be affected by ammo count." msgstr "载具的部署行为现在可以受弹药数量影响。" -#: ../../Fixed-or-Improved-Logics.md:1388 +#: ../../Fixed-or-Improved-Logics.md:1407 msgid "" "`Ammo.AutoDeployMinimumAmount` determines the minimal number of ammo at " "which a vehicle converts/deploys automatically." msgstr "`Ammo.AutoDeployMinimumAmount` 决定载具自动转换/部署时所需的最小弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1389 +#: ../../Fixed-or-Improved-Logics.md:1408 msgid "" "`Ammo.DeployUnlockMinimumAmount` determines the minimal number of ammo " "that unlocks issuing vehicle converting/deploying command." msgstr "`Ammo.DeployUnlockMinimumAmount` 决定载具解除转换/部署命令的最小弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1390 +#: ../../Fixed-or-Improved-Logics.md:1409 msgid "" "`Ammo.AutoDeployMaximumAmount` and `Ammo.DeployUnlockMaximumAmount` " "behave analogically." msgstr "`Ammo.AutoDeployMaximumAmount` 和 `Ammo.DeployUnlockMaximumAmount` 的功能与之类似。" -#: ../../Fixed-or-Improved-Logics.md:1391 +#: ../../Fixed-or-Improved-Logics.md:1410 msgid "Setting a negative number will disable ammo count check." msgstr "设为负数将禁用弹药数量检查。" -#: ../../Fixed-or-Improved-Logics.md:1394 +#: ../../Fixed-or-Improved-Logics.md:1413 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -4956,7 +5021,7 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1403 +#: ../../Fixed-or-Improved-Logics.md:1422 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -4966,11 +5031,11 @@ msgstr "" "自动部署功能需要 [Ares 的单位转换](https://ares-developers.github.io/Ares-" "docs/new/typeconversion.html)功能来改变类型。没有启用该功能的单位将会不断尝试部署直至其弹药量变化。" -#: ../../Fixed-or-Improved-Logics.md:1406 +#: ../../Fixed-or-Improved-Logics.md:1425 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1408 +#: ../../Fixed-or-Improved-Logics.md:1427 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -4979,26 +5044,26 @@ msgstr "" "`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` " "设置而对部署者在方向上的约束。只适用于地面单位。" -#: ../../Fixed-or-Improved-Logics.md:1409 +#: ../../Fixed-or-Improved-Logics.md:1428 msgid "" "`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden " "while the animation is playing." msgstr "`DeployingAnim.KeepUnitVisible` 决定单位是否在动画播放期间**不**被隐藏。" -#: ../../Fixed-or-Improved-Logics.md:1410 +#: ../../Fixed-or-Improved-Logics.md:1429 msgid "" "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " "is played in reverse for undeploying." msgstr "`DeployingAnim.KeepUnitVisible` 控制反部署时是否使动画反向播放。" -#: ../../Fixed-or-Improved-Logics.md:1411 +#: ../../Fixed-or-Improved-Logics.md:1430 msgid "" "`DeployingAnim.UseUnitDrawer` controls whether or not the animation is " "displayed in the unit's palette and team colours or regular animation " "palette, including a potential custom palette." msgstr "`DeployingAnim.UseUnitDrawer` 控制动画使用 unit 色盘以及所属色还是常规动画色盘,包括潜在的自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1414 +#: ../../Fixed-or-Improved-Logics.md:1433 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DeployingAnim.AllowAnyDirection=false ; boolean\n" @@ -5012,32 +5077,66 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1422 +#: ../../Fixed-or-Improved-Logics.md:1441 +msgid "Make harvesters do addtional scan after unload" +msgstr "使矿车卸载后重新扫描较近的矿区" + +#: ../../Fixed-or-Improved-Logics.md:1443 +msgid "" +"In vanilla, miners will remember their current location when they reach " +"full load and move to that location after unloading. This makes miners to" +" gradually move deeper into the mine and ignore the closer minerals." +msgstr "在原版中矿车在满载时会记录当前位置并在卸载后返回该坐标。这一机制会让矿车逐渐向原矿区深处探索但却容易忽略距离更近的矿区。" + +#: ../../Fixed-or-Improved-Logics.md:1444 +msgid "" +"Now you can have the miner search for the nearest mineral again after " +"unloading. If a closer mineral is found, the miner will go to that " +"location instead of the previously recorded location." +msgstr "现在你可以让矿车在卸载后重新搜索最近的矿区。如果发现了更近的矿区那么矿车会优先前往它而不是返回先前记录的坐标。" + +#: ../../Fixed-or-Improved-Logics.md:1447 +msgid "" +"[General]\n" +"HarvesterScanAfterUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE]\n" +"HarvesterScanAfterUnload= ; boolean, default to [General] -> " +"HarvesterScanAfterUnload\n" +msgstr "" +"[General]\n" +"HarvesterScanAfterUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE]\n" +"HarvesterScanAfterUnload= ; boolean, default to [General] -> " +"HarvesterScanAfterUnload\n" + +#: ../../Fixed-or-Improved-Logics.md:1455 msgid "Preserve Iron Curtain / Force Shield status on type conversion" msgstr "在单位转换时保留铁幕/力场护盾状态" -#: ../../Fixed-or-Improved-Logics.md:1424 +#: ../../Fixed-or-Improved-Logics.md:1457 msgid "![image](_static/images/preserve-ic.gif) *Bugfix in action*" msgstr "![image](_static/images/preserve-ic.gif) *Bug 修复后的行为*" -#: ../../Fixed-or-Improved-Logics.md:1427 +#: ../../Fixed-or-Improved-Logics.md:1460 msgid "" "Iron Curtain status is now preserved by default when converting between " "TechnoTypes via `DeploysInto` / `UndeploysInto`. Force Shield status " "preservation is turned off by default." msgstr "通过 `DeploysInto`/`UndeploysInto` 在科技类型之间的转换现在默认保留铁幕状态。力场护盾则默认不保留。" -#: ../../Fixed-or-Improved-Logics.md:1428 +#: ../../Fixed-or-Improved-Logics.md:1461 msgid "This behavior can be turned on/off per-TechnoType and on global basis." msgstr "这一行为可以对每个科技类型和全局进行开启/关闭。" -#: ../../Fixed-or-Improved-Logics.md:1429 +#: ../../Fixed-or-Improved-Logics.md:1462 msgid "" "`IronCurtain.Modifier` / `ForceShield.Modifier` (whichever is applicable)" " is re-applied upon type conversion." msgstr "`IronCurtain.Modifier`/`ForceShield.Modifier`(视情况而定)将在单位转换时刷新。" -#: ../../Fixed-or-Improved-Logics.md:1432 +#: ../../Fixed-or-Improved-Logics.md:1465 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -5061,36 +5160,36 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1442 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1477 msgid "" "It is now possible for vehicles to retain their target when issued " "movement command by setting `KeepTargetOnMove` to true." msgstr "现在可以通过设置 `KeepTargetOnMove` 为 true 来使载具在接收到移动命令时保留其目标。" -#: ../../Fixed-or-Improved-Logics.md:1445 +#: ../../Fixed-or-Improved-Logics.md:1478 msgid "" "Note that no check is done whether or not the vehicle or the weapon can " "actually fire while moving, this is on modder's discretion." msgstr "注意这不会检查载具或武器实际上能否在移动中开火,这由 modder 自行决定。" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1479 msgid "" "The target is automatically reset if the vehicle moves beyond the " "weapon's range from the target." msgstr "如果由于载具移动导致目标超出武器射程那么目标将自动重置。" -#: ../../Fixed-or-Improved-Logics.md:1447 +#: ../../Fixed-or-Improved-Logics.md:1480 msgid "" "`KeepTargetOnMove.NoMorePursuit` controls whether the unit will restart " "chasing the target for attack when it stops again, otherwise it will " "clear the target when it moves away." msgstr "`KeepTargetOnMove.NoMorePursuit` 控制单位是否会在再次停止后重新开始追击目标以发起攻击,否则会在移动时清除目标。" -#: ../../Fixed-or-Improved-Logics.md:1448 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -5099,7 +5198,7 @@ msgstr "" "`KeepTargetOnMove.ExtraDistance` 可以用来修改被认为 “超出射程” " "的范围(基于武器射程的修正值),负值会缩短判定距离。" -#: ../../Fixed-or-Improved-Logics.md:1451 +#: ../../Fixed-or-Improved-Logics.md:1484 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -5113,25 +5212,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1458 +#: ../../Fixed-or-Improved-Logics.md:1491 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1493 msgid "" "In vanilla, whether a ship sinks when it dies on the water is determined " "by multiple settings of hardcoding. The speed of the sinking is hardcoded" " to 5 Leptons per frame." msgstr "原版中一艘舰船在水上死亡是否会沉没由多个硬编码设置决定。沉没速度硬编码为每帧 5 leptons。" -#: ../../Fixed-or-Improved-Logics.md:1461 +#: ../../Fixed-or-Improved-Logics.md:1494 msgid "" "Now you can determine whether a ship sinks with a dedicated flag " "`Sinkable`, and use `SinkSpeed` to customize the speed at which the ship " "sinks." msgstr "现在你可以通过专门的标签 `Sinkable` 来决定一艘舰船是否会沉没,并且可以使用 `SinkSpeed` 来定义舰船的沉没速度。" -#: ../../Fixed-or-Improved-Logics.md:1462 +#: ../../Fixed-or-Improved-Logics.md:1495 msgid "" "`Sinkable.SquidGrab` controls the behavior of a ship when it is killed by" " a squid. Set it to `false` to cause the ship to take a lethal damage " @@ -5141,7 +5240,7 @@ msgstr "" "`Sinkable.SquidGrab` 控制一艘船在被巨型乌贼击杀时的行为。将其设为 false " "会导致舰船受到致命伤害而非在此时直接沉没(从而遵循 `Sinkable` 的设置)。" -#: ../../Fixed-or-Improved-Logics.md:1465 +#: ../../Fixed-or-Improved-Logics.md:1498 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -5153,11 +5252,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1472 +#: ../../Fixed-or-Improved-Logics.md:1505 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1474 +#: ../../Fixed-or-Improved-Logics.md:1507 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -5167,11 +5266,11 @@ msgstr "" "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止,其行为方式非常类似于 `IsSimpleDeployer` 设置为 true " "的部署状态载具。不应用于可生产的载具,否则它们将无法退出工厂。" -#: ../../Fixed-or-Improved-Logics.md:1476 +#: ../../Fixed-or-Improved-Logics.md:1509 msgid "Unit Without Turret Always Turn To Target" msgstr "无炮塔单位始终面向目标" -#: ../../Fixed-or-Improved-Logics.md:1478 +#: ../../Fixed-or-Improved-Logics.md:1511 msgid "" "Now vehicles (exclude jumpjets) without turret will attempt to turn to " "the target while the weapon is cooling down, rather than after the weapon" @@ -5180,7 +5279,7 @@ msgstr "" "现在可以通过将 `NoTurret.TrackTarget` 设为 true 来让没有炮塔的载具(不包括 Jumpjet " "单位)在武器冷却期间就尝试更改朝向以面向目标而不是等到武器冷却完成后。" -#: ../../Fixed-or-Improved-Logics.md:1481 +#: ../../Fixed-or-Improved-Logics.md:1514 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -5196,11 +5295,11 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1489 +#: ../../Fixed-or-Improved-Logics.md:1522 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1491 +#: ../../Fixed-or-Improved-Logics.md:1524 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -5209,7 +5308,7 @@ msgstr "" "如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel " "炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1494 +#: ../../Fixed-or-Improved-Logics.md:1527 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -5217,7 +5316,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1500 +#: ../../Fixed-or-Improved-Logics.md:1533 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -5225,25 +5324,23 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1505 +#: ../../Fixed-or-Improved-Logics.md:1538 msgid "Customize harvester dump amount" msgstr "自定单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1507 +#: ../../Fixed-or-Improved-Logics.md:1540 msgid "" "Now you can limit how much ore the harvester can dump out per time, like " "it in Tiberium Sun." -msgstr "" -"现在你可以限制矿车每次倒矿时卸载的矿石量,就像《泰伯利亚之日》中的设定" +msgstr "现在你可以限制矿车每次倒矿时卸载的矿石量,就像《泰伯利亚之日》中的设定" -#: ../../Fixed-or-Improved-Logics.md:1508 +#: ../../Fixed-or-Improved-Logics.md:1541 msgid "" "Less than or equal to 0 means no limit, it will always dump out all at " "one time." -msgstr "" -"若该值小于等于 0 则表示一次倒完,就像《红色警戒2》中原本的行为" +msgstr "若该值小于等于 0 则表示一次倒完,就像《红色警戒2》中原本的行为" -#: ../../Fixed-or-Improved-Logics.md:1511 +#: ../../Fixed-or-Improved-Logics.md:1544 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -5257,44 +5354,44 @@ msgstr "" "[SOMEVEHICLE]\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1519 +#: ../../Fixed-or-Improved-Logics.md:1552 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1521 +#: ../../Fixed-or-Improved-Logics.md:1554 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1523 +#: ../../Fixed-or-Improved-Logics.md:1556 msgid "Veinhole monsters now work like they used to in Tiberian Sun." msgstr "泰伯利亚藤蔓怪现在可以像《泰伯利亚之日》中那样工作。" -#: ../../Fixed-or-Improved-Logics.md:1524 +#: ../../Fixed-or-Improved-Logics.md:1557 msgid "Their core parameters are still loaded from `[General]`." msgstr "它们的核心参数仍然从 `[General]` 读取。" -#: ../../Fixed-or-Improved-Logics.md:1525 +#: ../../Fixed-or-Improved-Logics.md:1558 msgid "" "The Warhead used by veins is specified under `[CombatDamage]`. The " "warhead has to have `Veinhole=yes` set." msgstr "藤蔓的弹头在 `[CombatDamage]` 下指定。弹头必须设置 `Veinhole=yes`。" -#: ../../Fixed-or-Improved-Logics.md:1526 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "Veinholes are hardcoded to use several overlay types." msgstr "泰伯利亚藤蔓被硬编码使用几种覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1527 +#: ../../Fixed-or-Improved-Logics.md:1560 msgid "" "The vein attack animation specified under `[AudioVisual]` is what deals " "the damage. The animation has to be properly listed under `[Animations]` " "as well." msgstr "泰伯利亚藤蔓造成杀伤的攻击效果动画于 `[AudioVisual]` 下指定。动画必须列于 `[Animations]` 注册表中。" -#: ../../Fixed-or-Improved-Logics.md:1528 +#: ../../Fixed-or-Improved-Logics.md:1561 msgid "Units can be made immune to veins the same way as in Tiberian Sun." msgstr "单位可以像在《泰伯利亚之日》中一样设置对泰伯利亚藤蔓免疫。" -#: ../../Fixed-or-Improved-Logics.md:1529 +#: ../../Fixed-or-Improved-Logics.md:1562 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -5303,7 +5400,7 @@ msgstr "" "怪物主体以 `VEINTREE` 地形对象的形式存在,其拥有 `IsVeinhole=true` 设置。并且它的 `Strength` " "决定了泰伯利亚藤蔓的生命值。" -#: ../../Fixed-or-Improved-Logics.md:1532 +#: ../../Fixed-or-Improved-Logics.md:1565 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -5326,7 +5423,7 @@ msgstr "" "中的值相同。你可以在 MODENC " "上了解更多关于它们的信息:[VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate)、[VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate)、[MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth)、[VeinDamage](https://modenc.renegadeprojects.com/VeinDamage)、[VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass)、[VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead)、[Veinhole](https://modenc.renegadeprojects.com/Veinhole)、[VeinAttack](https://modenc.renegadeprojects.com/VeinAttack)、[ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins)、[IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" -#: ../../Fixed-or-Improved-Logics.md:1539 +#: ../../Fixed-or-Improved-Logics.md:1572 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -5376,7 +5473,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1566 +#: ../../Fixed-or-Improved-Logics.md:1599 msgid "" "The game expects certain overlays related to Veinholes to have certain " "indices, they are listed below. Please keep in mind that the indices in " @@ -5387,7 +5484,7 @@ msgstr "" "游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 " "开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1570 +#: ../../Fixed-or-Improved-Logics.md:1603 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -5399,55 +5496,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1577 +#: ../../Fixed-or-Improved-Logics.md:1610 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1579 +#: ../../Fixed-or-Improved-Logics.md:1612 msgid "" "Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be " "deposited into a building with `Weeder=yes`." msgstr "拥有 `Weeder=yes` 的载具现在可以收集泰伯利亚废矿。然后这些废矿可以存入 `Weeder=yes` 的建筑中。" -#: ../../Fixed-or-Improved-Logics.md:1580 +#: ../../Fixed-or-Improved-Logics.md:1613 msgid "" "Weeds are not stored in a building's storage, but rather in a House's " "storage. The weed capacity is listed under `[General] -> WeedCapacity`." msgstr "泰伯利亚废矿并不是储藏在储存仓建筑中而是这个阵营的内部数据。废矿的储藏量读取自 `[General] -> WeedCapacity`。" -#: ../../Fixed-or-Improved-Logics.md:1581 +#: ../../Fixed-or-Improved-Logics.md:1614 msgid "" "Weeders now show the ore gathering animation. It can be customized the " "same way as for harvesters." msgstr "废矿矿车现在可以像普通矿车那样自定义矿石采集动画。" -#: ../../Fixed-or-Improved-Logics.md:1582 +#: ../../Fixed-or-Improved-Logics.md:1615 msgid "Weeders can use the Teleport locomotor like chrono miners." msgstr "废矿矿车可以像超时空矿车一样使用 Teleport 运动模式。" -#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1616 msgid "" "Total amount of weeds in storage can be displayed on sidebar, see [Weeds " "counter](User-Interface.md#weeds-counter)." msgstr "储存的废矿总量可以在侧边栏上显示,参见[废矿计数器](User-Interface.md#weeds-counter)。" -#: ../../Fixed-or-Improved-Logics.md:1585 +#: ../../Fixed-or-Improved-Logics.md:1618 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1587 +#: ../../Fixed-or-Improved-Logics.md:1620 msgid "" "Superweapons can consume weeds to recharge, like the Chemical Missile " "special in Tiberian Sun." msgstr "超级武器可以消耗泰伯利亚废矿来加载,就像《泰伯利亚之日》中的化学飞弹一样。" -#: ../../Fixed-or-Improved-Logics.md:1590 +#: ../../Fixed-or-Improved-Logics.md:1623 msgid "" "As the code for the Chemical Missile had been removed, setting " "`Type=ChemMissile` will not work." msgstr "由于化学飞弹的代码已被移除,设置 `Type=ChemMissile` 并不会生效。" -#: ../../Fixed-or-Improved-Logics.md:1594 +#: ../../Fixed-or-Improved-Logics.md:1627 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -5472,11 +5569,11 @@ msgstr "" " weeds % are stored, the SW will show it's ready on the building (open " "nuke/open chrono, etc.)\n" -#: ../../Fixed-or-Improved-Logics.md:1602 +#: ../../Fixed-or-Improved-Logics.md:1635 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1606 +#: ../../Fixed-or-Improved-Logics.md:1639 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -5488,15 +5585,15 @@ msgstr "" "detonation-behaviour)基本相同。主要区别是这些标签必须列在 `rulesmd.ini` 中的 Voxel 碎片条目中,而不是 " "`artmd.ini` 中。" -#: ../../Fixed-or-Improved-Logics.md:1608 +#: ../../Fixed-or-Improved-Logics.md:1641 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1610 +#: ../../Fixed-or-Improved-Logics.md:1643 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1612 +#: ../../Fixed-or-Improved-Logics.md:1645 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -5506,14 +5603,14 @@ msgstr "" "现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 " "`DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。)" -#: ../../Fixed-or-Improved-Logics.md:1613 +#: ../../Fixed-or-Improved-Logics.md:1646 msgid "" "Note that effect of `Psychedelic=true`, despite being tied to damage will" " still fail to apply on the firer as it does not affect any objects " "belonging to same house as the firer, including itself." msgstr "注意尽管 `Psychedelic=true` 的效果与杀伤相关但由于其不会影响任何包括开火者在内所有与开火者同一所属的对象因此仍然无法生效。" -#: ../../Fixed-or-Improved-Logics.md:1616 +#: ../../Fixed-or-Improved-Logics.md:1649 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -5521,11 +5618,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1621 +#: ../../Fixed-or-Improved-Logics.md:1654 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1623 +#: ../../Fixed-or-Improved-Logics.md:1656 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -5534,20 +5631,20 @@ msgstr "" "现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 " "`CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别,后者默认为前者。" -#: ../../Fixed-or-Improved-Logics.md:1624 +#: ../../Fixed-or-Improved-Logics.md:1657 msgid "" "You can now set a percentage chance a combat light effect is shown on " "Warhead impact by setting `CombatLightChance`." msgstr "现在你可以通过设置 `CombatLightChance` 来限定弹头命中时显示战斗闪光效果的概率百分比。" -#: ../../Fixed-or-Improved-Logics.md:1625 +#: ../../Fixed-or-Improved-Logics.md:1658 msgid "" "Setting `CLIsBlack` to true on Warhead will now turn the flash black like" " on hitting an Iron Curtained object, irregardless of other color " "settings." msgstr "现在可以通过在弹头上设置 `CLIsBlack` 为 true 来让闪光就像击中在铁幕保护下的物体一样使用黑色,无视其他颜色设置。" -#: ../../Fixed-or-Improved-Logics.md:1628 +#: ../../Fixed-or-Improved-Logics.md:1661 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -5567,11 +5664,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1638 +#: ../../Fixed-or-Improved-Logics.md:1671 msgid "Custom debris animations and additional debris spawn settings" msgstr "自定义碎片动画和额外的碎片生成设置" -#: ../../Fixed-or-Improved-Logics.md:1640 +#: ../../Fixed-or-Improved-Logics.md:1673 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -5581,7 +5678,7 @@ msgstr "" "现在可以使用 `DebrisAnims` 指定要生成的碎片动画列表,而不是仅能在引爆拥有 `MaxDebris` > 0 且没有 " "`DebrisTypes`(指定 Voxel 碎片)的弹头时使用 `[General] -> MetallicDebris` 列表中的动画。" -#: ../../Fixed-or-Improved-Logics.md:1641 +#: ../../Fixed-or-Improved-Logics.md:1674 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -5589,7 +5686,7 @@ msgstr "" "`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 " "`DebrisAnims`。" -#: ../../Fixed-or-Improved-Logics.md:1644 +#: ../../Fixed-or-Improved-Logics.md:1677 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -5599,22 +5696,22 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1650 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1652 +#: ../../Fixed-or-Improved-Logics.md:1685 msgid "" "The rocker amplitude of warheads with `Rocker=yes` used to be determined " "by `Damage` value of the weapon. You can now override it with fixed value" " and add a multiplier to it." msgstr "拥有 `Rocker=yes` 的弹头其气波掀起载具的幅度过去由武器的 `Damage` 值所决定。现在可以通过固定值覆盖它并添加一个倍率。" -#: ../../Fixed-or-Improved-Logics.md:1653 +#: ../../Fixed-or-Improved-Logics.md:1686 msgid "When both multiplier and override values are set - both are used." msgstr "当同时设置了倍率和覆盖值时两者都会被使用。" -#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1689 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -5624,11 +5721,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1662 +#: ../../Fixed-or-Improved-Logics.md:1695 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1664 +#: ../../Fixed-or-Improved-Logics.md:1697 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -5640,7 +5737,7 @@ msgstr "" "`EMEffect=true` 时的效果,但它不会带来副作用(`EMEffect=true` 会影响 `Inviso=true` " "的抛射体锁定目标,导致它们无法击中移动目标)。" -#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1698 msgid "" "If `AnimList.CreateAll` is set to true, all animations from `AnimList` " "are created, instead of a single anim based on damage or random if " @@ -5650,7 +5747,7 @@ msgstr "" "列表中的动画都将会被创建,而不再是只创建单个基于杀伤值计算或随机选取的动画,前提是 `AnimList.PickRandom` 没有被设为 " "true。" -#: ../../Fixed-or-Improved-Logics.md:1666 +#: ../../Fixed-or-Improved-Logics.md:1699 msgid "" "If `AnimList.CreationInterval` is set to a value higher than 0, there " "will be that number of detonations of the Warhead before animations from " @@ -5665,14 +5762,14 @@ msgstr "" "中的动画前需要爆炸一定数量的该弹头。如果该弹头是由一个单位发射的,那么该单位只会检查它自己所发射该弹头的次数,否则会对全图所有同一弹头的引爆次数进行计数。如果你希望像" " `Airburst` 这种具有大范围扩散的效果其弹头动画可以均匀出现而不是每次引爆都出现的话那么这会非常有用。" -#: ../../Fixed-or-Improved-Logics.md:1667 +#: ../../Fixed-or-Improved-Logics.md:1700 msgid "" "`AnimList.ScatterMin` & `AnimList.ScatterMax` can be used to set a range " "in cells around which any created animations will randomly scatter around" " from the impact point." msgstr "`AnimList.ScatterMin` 和 `AnimList.ScatterMax` 可用于设置从爆炸中心点开始一定范围内的动画随机散布范围。" -#: ../../Fixed-or-Improved-Logics.md:1668 +#: ../../Fixed-or-Improved-Logics.md:1701 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -5681,7 +5778,7 @@ msgstr "" "`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画,默认使用 " "`[CombatDamage] -> SplashList` 中的动画。" -#: ../../Fixed-or-Improved-Logics.md:1669 +#: ../../Fixed-or-Improved-Logics.md:1702 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -5690,7 +5787,7 @@ msgstr "" "`SplashList.PickRandom`、`SplashList.CreateAll`、`SplashList.CreationInterval`" " 和 `SplashList.Scatter(Min/Max)` 与 `AnimList` 同类语句相同。" -#: ../../Fixed-or-Improved-Logics.md:1670 +#: ../../Fixed-or-Improved-Logics.md:1703 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -5699,7 +5796,7 @@ msgstr "" "`CreateAnimsOnZeroDamage` 如果设为 true,即便发射该弹头的武器只会造成 0 点伤害也会正常创建 `AnimList`" " 或 `SplashList` 动画。" -#: ../../Fixed-or-Improved-Logics.md:1671 +#: ../../Fixed-or-Improved-Logics.md:1704 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -5711,7 +5808,7 @@ msgstr "" "会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 " "`SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:1674 +#: ../../Fixed-or-Improved-Logics.md:1707 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -5751,17 +5848,17 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1691 +#: ../../Fixed-or-Improved-Logics.md:1724 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1693 +#: ../../Fixed-or-Improved-Logics.md:1726 msgid "" "You can now specify whether or not the warhead decloaks objects that are " "damaged by the warhead." msgstr "现在你可以指定被这个弹头杀伤的对象是否解除隐形。" -#: ../../Fixed-or-Improved-Logics.md:1696 +#: ../../Fixed-or-Improved-Logics.md:1729 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -5769,15 +5866,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1701 +#: ../../Fixed-or-Improved-Logics.md:1734 msgid "Customizing parasite culling targets" msgstr "自定义寄生秒杀目标" -#: ../../Fixed-or-Improved-Logics.md:1703 +#: ../../Fixed-or-Improved-Logics.md:1736 msgid "Now you can specify which targets the parasite will culling them." msgstr "现在你可以指定哪些目标会被寄生所秒杀" -#: ../../Fixed-or-Improved-Logics.md:1706 +#: ../../Fixed-or-Improved-Logics.md:1739 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Parasite.CullingTarget=infantry ; List of Affected Target Enumeration " @@ -5787,11 +5884,11 @@ msgstr "" "Parasite.CullingTarget=infantry ; List of Affected Target Enumeration " "(none|aircraft|infantry|units|all)\n" -#: ../../Fixed-or-Improved-Logics.md:1711 +#: ../../Fixed-or-Improved-Logics.md:1744 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:1713 +#: ../../Fixed-or-Improved-Logics.md:1746 msgid "" "Now you can make the techno that has just been mind controlled not be " "automatically attacked by its original friendly forces for a period of " @@ -5802,13 +5899,13 @@ msgstr "" "`MindControl.ThreatDelay` 参数控制,默认取自 `[General] -> " "MindControl.ThreatDelay`。" -#: ../../Fixed-or-Improved-Logics.md:1714 +#: ../../Fixed-or-Improved-Logics.md:1747 msgid "" "This will not affect the manual selection of attacks and is useless with " "permanent mind control." msgstr "这不会影响手动攻击,并且不(也没必要)作用于永久心控的情况。" -#: ../../Fixed-or-Improved-Logics.md:1717 +#: ../../Fixed-or-Improved-Logics.md:1750 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -5822,41 +5919,41 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.ThreatDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1725 +#: ../../Fixed-or-Improved-Logics.md:1758 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1727 +#: ../../Fixed-or-Improved-Logics.md:1760 msgid "" "You can now make Warheads behave in nonprovocative fashion. Warheads with" " `Nonprovocative=true` exhibit following behaviours:" msgstr "现在你可以让弹头以非挑衅的方式表现。设置为 `Nonprovocative=true` 的弹头会表现出以下行为:" -#: ../../Fixed-or-Improved-Logics.md:1728 +#: ../../Fixed-or-Improved-Logics.md:1761 msgid "" "They will not generate any EVA announcements upon hitting targets, be it " "for attacking ore miners, base buildings or ally base buildings." msgstr "当命中目标时无论是是矿车、基地建筑还是盟友的基地建筑都不会播放任何 EVA 通报。" -#: ../../Fixed-or-Improved-Logics.md:1729 +#: ../../Fixed-or-Improved-Logics.md:1762 msgid "" "They will not spring 'attacked' / 'attacked by' events. Note that if the " "Warhead deals actual damage, events that check for that can still be " "sprung." msgstr "它们不会触发 “受到攻击”/“被...攻击” 事件。注意如果弹头造成了实际杀伤那么检查杀伤的事件仍可能被触发。" -#: ../../Fixed-or-Improved-Logics.md:1730 +#: ../../Fixed-or-Improved-Logics.md:1763 msgid "" "They will not evoke defense response from AI players when used to attack " "base buildings, `ToProtect=true` TechnoTypes or members of TeamTypes with" " `Whiner=true`." msgstr "它们不会在攻击基地建筑、`ToProtect=true` 的科技类型或具有 `Whiner=true` 的小队的成员时引发 AI 玩家的防御反应。" -#: ../../Fixed-or-Improved-Logics.md:1731 +#: ../../Fixed-or-Improved-Logics.md:1764 msgid "They will not evoke retaliation from TechnoTypes hit by the Warhead." msgstr "它们不会引发弹头所命中科技类型的反击。" -#: ../../Fixed-or-Improved-Logics.md:1734 +#: ../../Fixed-or-Improved-Logics.md:1767 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -5864,24 +5961,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1740 +#: ../../Fixed-or-Improved-Logics.md:1773 msgid "" "Due to technical constraints, this does not suppress warnings from Ares' " "EMP effect." msgstr "由于技术限制,这不会去除 Ares 的 EMP 效果所产生的警告。" -#: ../../Fixed-or-Improved-Logics.md:1743 +#: ../../Fixed-or-Improved-Logics.md:1776 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1745 +#: ../../Fixed-or-Improved-Logics.md:1778 msgid "" "You can now specify whether or not the warhead can only shake screen " "(`ShakeX/Ylo/hi`) if it is detonated while visible on current screen " "view." msgstr "现在你可以指定这个弹头是否只能在可视的当前屏幕可见区域内爆炸时才能抖动(`ShakeX/Ylo/hi`)屏幕" -#: ../../Fixed-or-Improved-Logics.md:1748 +#: ../../Fixed-or-Improved-Logics.md:1781 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -5889,15 +5986,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1753 +#: ../../Fixed-or-Improved-Logics.md:1786 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1755 +#: ../../Fixed-or-Improved-Logics.md:1788 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1757 +#: ../../Fixed-or-Improved-Logics.md:1790 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -5906,7 +6003,7 @@ msgstr "" "现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 " "`AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" -#: ../../Fixed-or-Improved-Logics.md:1760 +#: ../../Fixed-or-Improved-Logics.md:1793 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -5916,11 +6013,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1766 +#: ../../Fixed-or-Improved-Logics.md:1799 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1768 +#: ../../Fixed-or-Improved-Logics.md:1801 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -5934,13 +6031,13 @@ msgstr "" "等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 " "或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" -#: ../../Fixed-or-Improved-Logics.md:1769 +#: ../../Fixed-or-Improved-Logics.md:1802 msgid "" "Note that unlike the default rearm timer that uses `ROF`, any modifiers " "are not applied to explicitly set charge turret delays." msgstr "注意与使用 `ROF` 的默认重新装填计时器不同,任何倍率都不会对明确指定的充能炮塔间隔生效。" -#: ../../Fixed-or-Improved-Logics.md:1772 +#: ../../Fixed-or-Improved-Logics.md:1805 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -5948,19 +6045,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1777 +#: ../../Fixed-or-Improved-Logics.md:1810 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1779 +#: ../../Fixed-or-Improved-Logics.md:1812 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1780 +#: ../../Fixed-or-Improved-Logics.md:1813 msgid "You can now set disk laser animation radius using a new tag." msgstr "现在你可以通过一个新的标签来设置飞碟激光动画效果的半径。" -#: ../../Fixed-or-Improved-Logics.md:1783 +#: ../../Fixed-or-Improved-Logics.md:1816 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; floating point value\n" @@ -5970,18 +6067,18 @@ msgstr "" "DiskLaser.Radius=240 ; floating point value\n" " ; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:1789 +#: ../../Fixed-or-Improved-Logics.md:1822 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1791 +#: ../../Fixed-or-Improved-Logics.md:1824 msgid "" "By default weapon `ROF` has a random delay of 0 to 2 frames added to it. " "This random delay is now customizable, globally and on per-WeaponType " "basis." msgstr "默认情况下武器的 `ROF` 会添加 0 到 2 的随机延迟。现在可以在全局和武器微观层面定义此随机延迟。" -#: ../../Fixed-or-Improved-Logics.md:1794 +#: ../../Fixed-or-Improved-Logics.md:1827 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -5999,17 +6096,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game frames)" "\n" -#: ../../Fixed-or-Improved-Logics.md:1802 +#: ../../Fixed-or-Improved-Logics.md:1835 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踢出乘客" -#: ../../Fixed-or-Improved-Logics.md:1804 +#: ../../Fixed-or-Improved-Logics.md:1837 msgid "" "You can now customize whether aircraft will forcefully eject passengers " "(vanilla behavior) or fire its weapon when attempting to fire." msgstr "现在你可以自定义战机在尝试开火时是强行踢出乘客(默认行为)还是发射这个武器。" -#: ../../Fixed-or-Improved-Logics.md:1807 +#: ../../Fixed-or-Improved-Logics.md:1840 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -6017,11 +6114,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1812 +#: ../../Fixed-or-Improved-Logics.md:1845 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1814 +#: ../../Fixed-or-Improved-Logics.md:1847 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -6031,7 +6128,7 @@ msgstr "" "现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` " "武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" -#: ../../Fixed-or-Improved-Logics.md:1817 +#: ../../Fixed-or-Improved-Logics.md:1850 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -6039,11 +6136,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1822 +#: ../../Fixed-or-Improved-Logics.md:1855 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1824 +#: ../../Fixed-or-Improved-Logics.md:1857 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -6052,13 +6149,13 @@ msgstr "" "![image](_static/images/ebolt.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中自定义用于不同磁爆电流武器的 EBolt 效果*" -#: ../../Fixed-or-Improved-Logics.md:1827 +#: ../../Fixed-or-Improved-Logics.md:1860 msgid "" "You can now specify individual bolts you want to disable for " "`IsElectricBolt=true` weapons. Note that this is only a visual change." msgstr "现在你可以为 `IsElectricBolt=true` 的武器指定你想要关闭的特定电流。注意这只是视觉变化。" -#: ../../Fixed-or-Improved-Logics.md:1828 +#: ../../Fixed-or-Improved-Logics.md:1861 msgid "" "By default `IsElectricBolt=true` effect draws a bolt with 8 arcs. This " "can now be customized per WeaponType with `Bolt.Arcs`. Value of 0 results" @@ -6067,14 +6164,14 @@ msgstr "" "默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` " "为每种武器自定义这一效果。值为 0 将会绘制一条直线。" -#: ../../Fixed-or-Improved-Logics.md:1829 +#: ../../Fixed-or-Improved-Logics.md:1862 msgid "" "`Bolt.Duration` can be specified to explicitly set the overall duration " "of the visual electric bolt effect. Only values in range of 1 to 31 are " "accepted, values outside this range are clamped into it." msgstr "`Bolt.Duration` 可用于明确指定 EBolt 视觉效果的总持续时间,仅支持 1 到 31 范围内的值,超出此范围将会写回该范围内。" -#: ../../Fixed-or-Improved-Logics.md:1830 +#: ../../Fixed-or-Improved-Logics.md:1863 msgid "" "`Bolt.FollowFLH` can be used to override the default behaviour where the " "electric bolt source coordinates change to match the unit's firing coord " @@ -6082,9 +6179,9 @@ msgid "" " to true on vehicles, false for everything else." msgstr "" "`Bolt.FollowFLH` 可用于覆盖 EBolt 起始坐标跟随单位开火坐标每帧改变(时期跟随单位的移动、旋转等)的默认行为。载具默认为 " -"true 其他所有情况默认 false。" +"true 其他所有情况默认为 false。" -#: ../../Fixed-or-Improved-Logics.md:1833 +#: ../../Fixed-or-Improved-Logics.md:1866 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -6102,7 +6199,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1844 +#: ../../Fixed-or-Improved-Logics.md:1877 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -6113,11 +6210,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:1847 +#: ../../Fixed-or-Improved-Logics.md:1880 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1849 +#: ../../Fixed-or-Improved-Logics.md:1882 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -6127,7 +6224,7 @@ msgstr "" "Reboot](https://www.moddb.com/mods/reboot) 中宽度更大的 `IsSingleColor=yes` " "激光与常规激光的比较*" -#: ../../Fixed-or-Improved-Logics.md:1852 +#: ../../Fixed-or-Improved-Logics.md:1885 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -6137,7 +6234,7 @@ msgstr "" "现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor`" " 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" -#: ../../Fixed-or-Improved-Logics.md:1855 +#: ../../Fixed-or-Improved-Logics.md:1888 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -6145,18 +6242,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1860 +#: ../../Fixed-or-Improved-Logics.md:1893 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1862 +#: ../../Fixed-or-Improved-Logics.md:1895 msgid "" "In vanilla game, a structure's radial indicator can be drawn only when it" " belongs to the player. Now it can also be visible to observer. On top of" " that, you can specify its visibility from other houses." msgstr "在原本的游戏中,结构的范围指示环只有在玩家拥有时才绘制。现在它也对观察者可见。此外,你还可以指定其他所属方的可见性。" -#: ../../Fixed-or-Improved-Logics.md:1866 +#: ../../Fixed-or-Improved-Logics.md:1899 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -6166,28 +6263,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:1871 +#: ../../Fixed-or-Improved-Logics.md:1904 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1873 +#: ../../Fixed-or-Improved-Logics.md:1906 msgid "There are some improvements on goodie crate logic:" msgstr "对升级工具箱逻辑提供了以下改进:" -#: ../../Fixed-or-Improved-Logics.md:1874 +#: ../../Fixed-or-Improved-Logics.md:1907 msgid "" "The statistic distribution of the randomly generated crates is now more " "uniform within the visible map region by using an optimized sampling " "procedure." msgstr "优化了随机算法使得随机生成的升级工具箱在可见地图区域内的统计分布更加均匀。" -#: ../../Fixed-or-Improved-Logics.md:1875 +#: ../../Fixed-or-Improved-Logics.md:1908 msgid "" "You can now limit the crates' spawn region to land only by setting " "`[CrateRules] -> CreateOnlyOnLand` to true." msgstr "现在你可以通过将 `[CrateRules] -> CreateOnlyOnLand` 设为 true 来让升级工具箱的生成区域仅限陆地。" -#: ../../Fixed-or-Improved-Logics.md:1876 +#: ../../Fixed-or-Improved-Logics.md:1909 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -6196,7 +6293,7 @@ msgstr "" "现在可以通过 `UnitCrateVehicleCap` " "来设置玩家在单位箱子转为给予金钱之前可以拥有的载具数量上限。负数将禁用上限也就是永久生成载具不会达到一定数目后转为金钱。" -#: ../../Fixed-or-Improved-Logics.md:1877 +#: ../../Fixed-or-Improved-Logics.md:1910 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -6206,13 +6303,13 @@ msgstr "" "现在尊重 `FreeMCV` 设置并且可以用来禁止玩家拾取升级工具箱且拥有足够的资金单然而没有建筑或 `BaseUnit` 载具时强制将内容选择为" " `[General] -> BaseUnit` 中的单位。" -#: ../../Fixed-or-Improved-Logics.md:1878 +#: ../../Fixed-or-Improved-Logics.md:1911 msgid "" "The previously hardcoded credits threshold that must be passed can also " "now be customized via `FreeMCV.CreditsThreshold`." msgstr "现在可以通过 `FreeMCV.CreditsThreshold` 自定义先前硬编码需要高于的资金阈值。" -#: ../../Fixed-or-Improved-Logics.md:1879 +#: ../../Fixed-or-Improved-Logics.md:1912 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -6222,7 +6319,7 @@ msgstr "" "现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) " "中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" -#: ../../Fixed-or-Improved-Logics.md:1882 +#: ../../Fixed-or-Improved-Logics.md:1915 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -6244,52 +6341,52 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:1893 +#: ../../Fixed-or-Improved-Logics.md:1926 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1895 +#: ../../Fixed-or-Improved-Logics.md:1928 msgid "DropPod properties can now be customized on a per-InfantryType basis." msgstr "现在可以在步兵类型上微观定义 DropPod 属性。" -#: ../../Fixed-or-Improved-Logics.md:1896 +#: ../../Fixed-or-Improved-Logics.md:1929 msgid "" "Note that the DropPod is actually the infantry itself with a different " "shp image." msgstr "注意 DropPod 其实是使用了不同 shp 图像的该步兵自身。" -#: ../../Fixed-or-Improved-Logics.md:1897 +#: ../../Fixed-or-Improved-Logics.md:1930 msgid "" "If you want to attach the trailer animation to the pod, set " "`DropPod.Trailer.Attached` to yes." msgstr "如果你要将尾烟动画附加到空降仓上,请将 `DropPod.Trailer.Attached` 设为 yes。" -#: ../../Fixed-or-Improved-Logics.md:1898 +#: ../../Fixed-or-Improved-Logics.md:1931 msgid "" "By default LaserTrails that are attached to the infantry will not be " "drawn if it's on DropPod." msgstr "默认情况下附加到步兵上的激光尾焰如果处于 DropPod 状态将不会绘制。" -#: ../../Fixed-or-Improved-Logics.md:1899 +#: ../../Fixed-or-Improved-Logics.md:1932 msgid "" "If you really want to use it, set `DropPodOnly` on the LaserTrail's type " "entry in art." msgstr "如果你实在想要使用它,那么请在 art 中的激光尾焰条目下设置 `DropPodOnly`。" -#: ../../Fixed-or-Improved-Logics.md:1900 +#: ../../Fixed-or-Improved-Logics.md:1933 msgid "" "If you want `DropPod.Weapon` to be fired only upon hard landing, set " "`DropPod.Weapon.HitLandOnly` to true." msgstr "如果要在着陆时才发射 `DropPod.Weapon`,请将 `DropPod.Weapon.HitLandOnly` 设为 true。" -#: ../../Fixed-or-Improved-Logics.md:1901 +#: ../../Fixed-or-Improved-Logics.md:1934 msgid "" "The landing speed is not smaller than it's current height /10 + 2 for " "unknown reason. A small `DropPod.Speed` value therefore results in " "exponential deceleration." msgstr "由于某些未知原因着陆速度不小于其当前高度 / 20 + 2 的值。因此较小的 `DropPod.Speed` 值会导致指数级减速。" -#: ../../Fixed-or-Improved-Logics.md:1904 +#: ../../Fixed-or-Improved-Logics.md:1937 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -6337,7 +6434,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:1921 +#: ../../Fixed-or-Improved-Logics.md:1954 msgid "" "`[General] -> DropPodTrailer` is [Ares features](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 15633f00e9..975d2b87f8 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-04-21 18:15+0800\n" +"POT-Creation-Date: 2025-04-25 23:55+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,8 +58,8 @@ msgid "" "the invoker's firepower multipliers if it's not negative. Can't reduce " "duration to below 0 by a negative firepower multiplier." msgstr "" -"如果 `Duration.ApplyFirepowerMult` 设为 true,那么持续时间会乘以调用者的火力加成倍率," -"前提是倍率非负。即无法通过负值火力加成倍率将持续时间降低至 0 以下。" +"如果 `Duration.ApplyFirepowerMult` 设为 " +"true,那么持续时间会乘以调用者的火力加成倍率,前提是倍率非负。即无法通过负值火力加成倍率将持续时间降低至 0 以下。" #: ../../New-or-Enhanced-Logics.md:12 msgid "" @@ -69,9 +69,9 @@ msgid "" "`ArmorMultiplier.Allow/DisallowWarheads`. Can't reduce duration to below " "0 by a negative armor multiplier." msgstr "" -"如果 `Duration.ApplyArmorMultOnTarget` 设为 true,那么持续时间会除以调用者的装甲加成倍率," -"前提是倍率非负。即无法通过负值装甲加成倍率将持续时间降至 0 以下。" -"此处计算会考虑目标自身的 `ArmorMultiplier` 并忽略 `ArmorMultiplier.Allow/DisallowWarheads`。" +"如果 `Duration.ApplyArmorMultOnTarget` 设为 " +"true,那么持续时间会除以调用者的装甲加成倍率,前提是倍率非负。即无法通过负值装甲加成倍率将持续时间降至 0 以下。此处计算会考虑目标自身的 " +"`ArmorMultiplier` 并忽略 `ArmorMultiplier.Allow/DisallowWarheads`。" #: ../../New-or-Enhanced-Logics.md:13 msgid "" @@ -101,7 +101,7 @@ msgid "" "`DiscardOn` accepts a list of values corresponding to conditions where " "the attached effect should be discarded. Defaults to `none`, meaning it " "is never discarded." -msgstr "`DiscardOn` 是一个控制什么情况下弃用该 AE 的条件列表。默认 `none` 表示永远不会弃用。" +msgstr "`DiscardOn` 是一个控制什么情况下弃用该 AE 的条件列表。默认为 `none` 表示永远不会弃用。" #: ../../New-or-Enhanced-Logics.md:16 msgid "" @@ -448,7 +448,7 @@ msgid "" "`AttachEffect.AttachTypes`." msgstr "AE 可以通过 `AttachEffect.AttachTypes` 在科技类型上赋予。" -#: ../../New-or-Enhanced-Logics.md:59 ../../New-or-Enhanced-Logics.md:65 +#: ../../New-or-Enhanced-Logics.md:59 ../../New-or-Enhanced-Logics.md:66 msgid "" "`AttachEffect.DurationOverrides` can be used to override the default " "durations. Duration matching the position in `AttachTypes` is used for " @@ -465,7 +465,7 @@ msgid "" "position in `AttachTypes` is used for that type, or the last listed delay" " if not available." msgstr "" -"`AttachEffect.Delays` 可用于设置 AE 在科技类型上自然结束后重新创建所需的时间间隔。默认 0(立即),负值表示 AE " +"`AttachEffect.Delays` 可用于设置 AE 在科技类型上自然结束后重新创建所需的时间间隔。默认为 0(立即),负值表示 AE " "不会被重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:61 @@ -475,8 +475,8 @@ msgid "" "matching the position in `AttachTypes` is used for that type, or the last" " listed delay if not available." msgstr "" -"`AttachEffect.InitialDelays` 可用于设置 AE 在科技类型上首次创建所需的初始间隔。默认 0(立即)。该列表中的值与 " -"`AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" +"`AttachEffect.InitialDelays` 可用于设置 AE 在科技类型上首次创建所需的初始间隔。默认为 0(立即)。该列表中的值与" +" `AttachTypes` 中的 AE 类型一一对应,如果一个 AE 类型没有对应的项目则使用该列表中的最后一个。" #: ../../New-or-Enhanced-Logics.md:62 msgid "" @@ -487,17 +487,24 @@ msgid "" "the last listed delay if not available." msgstr "" "`AttachEffect.RecreationDelays` 用于决定如果 AE 被完全移除(例如使用 " -"`AttachEffect.RemoveTypes`)是否可以重新创建 AE,如果可以则这里设置了重新创建所需的时间间隔。默认 -1 " +"`AttachEffect.RemoveTypes`)是否可以重新创建 AE,如果可以则这里设置了重新创建所需的时间间隔。默认为 -1 " "表示不允许重新创建。该列表中的值与 `AttachTypes` 中的 AE 类型一一对应,如果一个 AE " "类型没有对应的项目则使用该列表中的最后一个。" -#: ../../New-or-Enhanced-Logics.md:64 +#: ../../New-or-Enhanced-Logics.md:63 +msgid "" +"Note that neither `InitialDelays` or `RecreationDelays` count down if the" +" effect cannot currently be active due to `DiscardOn` condition." +msgstr "" +"需要注意的是 `InitialDelays` 或 `RecreationDelays` 在由于 `DiscardOn` 导致 AE 当前不生效的情况下都不会进行计时。" + +#: ../../New-or-Enhanced-Logics.md:65 msgid "" "AttachEffectTypes can be attached to objects via Warheads using " "`AttachEffect.AttachTypes`." msgstr "AE 可以通过 `AttachEffect.AttachTypes` 被弹头上赋予给其他对象。" -#: ../../New-or-Enhanced-Logics.md:66 +#: ../../New-or-Enhanced-Logics.md:67 msgid "" "`AttachEffect.CumulativeRefreshAll` if set to true makes it so that " "trying to attach `Cumulative=true` effect to a target that already has " @@ -512,7 +519,7 @@ msgstr "" "的持续时间而不只是刷新所剩持续时间最短的那个。如果 `AttachEffect.CumulativeRefreshAll.OnAttach` " "也设为 true,那么即使未达到 `Cumulative.MaxCount` 也使用此刷新效果。" -#: ../../New-or-Enhanced-Logics.md:67 +#: ../../New-or-Enhanced-Logics.md:68 msgid "" "`AttachEffect.CumulativeRefreshSameSourceOnly` controls whether or not " "trying to apply `Cumulative=true` effect on target requires any existing " @@ -522,13 +529,13 @@ msgstr "" "`AttachEffect.CumulativeRefreshSameSourceOnly` 控制是否需要现有 AE " "来自同一个发射者的同一个弹头才能达到使用上述刷新效果的条件。" -#: ../../New-or-Enhanced-Logics.md:68 +#: ../../New-or-Enhanced-Logics.md:69 msgid "" "Attached Effects can be removed from objects by Warheads using " "`AttachEffect.RemoveTypes` or `AttachEffect.RemoveGroups`." msgstr "AE 可以通过弹头上的 `AttachEffect.RemoveTypes` 或 `AttachEffect.RemoveGroups` 移除。" -#: ../../New-or-Enhanced-Logics.md:69 +#: ../../New-or-Enhanced-Logics.md:70 msgid "" "`AttachEffect.CumulativeRemoveMinCounts` sets minimum number of active " "instaces per `RemoveTypes`/`RemoveGroups` required for `Cumulative=true` " @@ -537,7 +544,7 @@ msgstr "" "`AttachEffect.CumulativeRemoveMinCounts` 设置了 `Cumulative=true` 类 AE 被 " "`RemoveTypes`/`RemoveGroups` 每次移除的最小数量。" -#: ../../New-or-Enhanced-Logics.md:70 +#: ../../New-or-Enhanced-Logics.md:71 msgid "" "`AttachEffect.CumulativeRemoveMaxCounts` sets maximum number of active " "instaces per `RemoveTypes`/`RemoveGroups` for `Cumulative=true` that are " @@ -546,13 +553,13 @@ msgstr "" "`AttachEffect.CumulativeRemoveMaxCounts` 设置了 `Cumulative=true` 类 AE 被 " "`RemoveTypes`/`RemoveGroups` 一次移除的最大数量。" -#: ../../New-or-Enhanced-Logics.md:72 +#: ../../New-or-Enhanced-Logics.md:73 msgid "" "Weapons can require attached effects on target to fire, or be prevented " "by firing if specific attached effects are applied." msgstr "武器可以根据目标上是否附加了特定的 AE 来决定是否(不)可以开火。" -#: ../../New-or-Enhanced-Logics.md:73 +#: ../../New-or-Enhanced-Logics.md:74 msgid "" "`AttachEffect.RequiredTypes` can be used to list attached effects " "required to be on target to fire, all listed effect types must be present" @@ -561,7 +568,7 @@ msgstr "" "`AttachEffect.RequiredTypes` 可用设置一个对象可以作为武器目标所需要拥有的 AE 列表,当所有列出的 AE " "类型全部拥有时才允许开火。" -#: ../../New-or-Enhanced-Logics.md:74 +#: ../../New-or-Enhanced-Logics.md:75 msgid "" "`AttachEffect.DisallowedTypes` can be used to list attached effects that " "when present prevent the weapon from firing, any of the listed effect " @@ -570,7 +577,7 @@ msgstr "" "`AttachEffect.DisallowedTypes` 可用于设置一个对象作为武器目标所不得拥有的 AE 列表,当表中列出的 AE " "任一类型存在时将阻止开火。" -#: ../../New-or-Enhanced-Logics.md:75 +#: ../../New-or-Enhanced-Logics.md:76 msgid "" "`AttachEffect.Required/DisallowedGroups` have the same effect except " "applied with/to all types that have one of the listed groups in their " @@ -579,7 +586,7 @@ msgstr "" "`AttachEffect.Required/DisallowedGroups` 与上面两句拥有相同的效果但使用 `Groups` 列表而不是 " "AE 类型列表。" -#: ../../New-or-Enhanced-Logics.md:76 +#: ../../New-or-Enhanced-Logics.md:77 msgid "" "`AttachEffect.(Required|Disallowed)MinCounts & " "(Required|Disallowed)MaxCounts` can be used to set the minimum and " @@ -590,67 +597,68 @@ msgstr "" "(Required|Disallowed)MaxCounts` 可用于设置科技类型上必须存在/禁止存在的 `Cumulative=true` " "类(对其他类型无效) AE 的最小/最大数量。" -#: ../../New-or-Enhanced-Logics.md:77 +#: ../../New-or-Enhanced-Logics.md:78 msgid "" "`AttachEffect.IgnoreFromSameSource` can be set to true to ignore effects " "that have been attached by the firer of the weapon and its Warhead." msgstr "`AttachEffect.IgnoreFromSameSource` 可设为 true 以忽略由武器开火者及其弹头赋予的 AE 效果。" -#: ../../New-or-Enhanced-Logics.md:78 +#: ../../New-or-Enhanced-Logics.md:79 msgid "" "`AttachEffect.CheckOnFirer` is set to true makes it so that the required " "/ disallowed attached effects are checked from the firer of the weapon " "instead of the target." msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止存在 AE 的检查对象更改为武器发射者而不是目标。" -#: ../../New-or-Enhanced-Logics.md:80 ../../New-or-Enhanced-Logics.md:189 -#: ../../New-or-Enhanced-Logics.md:257 ../../New-or-Enhanced-Logics.md:275 -#: ../../New-or-Enhanced-Logics.md:540 ../../New-or-Enhanced-Logics.md:553 -#: ../../New-or-Enhanced-Logics.md:572 ../../New-or-Enhanced-Logics.md:584 -#: ../../New-or-Enhanced-Logics.md:598 ../../New-or-Enhanced-Logics.md:625 -#: ../../New-or-Enhanced-Logics.md:638 ../../New-or-Enhanced-Logics.md:649 -#: ../../New-or-Enhanced-Logics.md:663 ../../New-or-Enhanced-Logics.md:700 -#: ../../New-or-Enhanced-Logics.md:740 ../../New-or-Enhanced-Logics.md:780 -#: ../../New-or-Enhanced-Logics.md:844 ../../New-or-Enhanced-Logics.md:899 -#: ../../New-or-Enhanced-Logics.md:934 ../../New-or-Enhanced-Logics.md:948 -#: ../../New-or-Enhanced-Logics.md:967 ../../New-or-Enhanced-Logics.md:981 -#: ../../New-or-Enhanced-Logics.md:1004 ../../New-or-Enhanced-Logics.md:1030 -#: ../../New-or-Enhanced-Logics.md:1043 ../../New-or-Enhanced-Logics.md:1080 -#: ../../New-or-Enhanced-Logics.md:1105 ../../New-or-Enhanced-Logics.md:1125 -#: ../../New-or-Enhanced-Logics.md:1152 ../../New-or-Enhanced-Logics.md:1187 -#: ../../New-or-Enhanced-Logics.md:1215 ../../New-or-Enhanced-Logics.md:1226 -#: ../../New-or-Enhanced-Logics.md:1248 ../../New-or-Enhanced-Logics.md:1266 -#: ../../New-or-Enhanced-Logics.md:1280 ../../New-or-Enhanced-Logics.md:1311 -#: ../../New-or-Enhanced-Logics.md:1327 ../../New-or-Enhanced-Logics.md:1346 -#: ../../New-or-Enhanced-Logics.md:1359 ../../New-or-Enhanced-Logics.md:1375 -#: ../../New-or-Enhanced-Logics.md:1413 ../../New-or-Enhanced-Logics.md:1435 -#: ../../New-or-Enhanced-Logics.md:1449 ../../New-or-Enhanced-Logics.md:1485 -#: ../../New-or-Enhanced-Logics.md:1513 ../../New-or-Enhanced-Logics.md:1526 -#: ../../New-or-Enhanced-Logics.md:1540 ../../New-or-Enhanced-Logics.md:1559 -#: ../../New-or-Enhanced-Logics.md:1578 ../../New-or-Enhanced-Logics.md:1591 -#: ../../New-or-Enhanced-Logics.md:1621 ../../New-or-Enhanced-Logics.md:1651 -#: ../../New-or-Enhanced-Logics.md:1667 ../../New-or-Enhanced-Logics.md:1685 -#: ../../New-or-Enhanced-Logics.md:1701 ../../New-or-Enhanced-Logics.md:1716 -#: ../../New-or-Enhanced-Logics.md:1729 ../../New-or-Enhanced-Logics.md:1746 -#: ../../New-or-Enhanced-Logics.md:1761 ../../New-or-Enhanced-Logics.md:1784 -#: ../../New-or-Enhanced-Logics.md:1810 ../../New-or-Enhanced-Logics.md:1820 -#: ../../New-or-Enhanced-Logics.md:1843 ../../New-or-Enhanced-Logics.md:1886 -#: ../../New-or-Enhanced-Logics.md:1910 ../../New-or-Enhanced-Logics.md:1921 -#: ../../New-or-Enhanced-Logics.md:1932 ../../New-or-Enhanced-Logics.md:1955 -#: ../../New-or-Enhanced-Logics.md:1979 ../../New-or-Enhanced-Logics.md:2005 -#: ../../New-or-Enhanced-Logics.md:2020 ../../New-or-Enhanced-Logics.md:2046 -#: ../../New-or-Enhanced-Logics.md:2062 ../../New-or-Enhanced-Logics.md:2072 -#: ../../New-or-Enhanced-Logics.md:2083 ../../New-or-Enhanced-Logics.md:2096 -#: ../../New-or-Enhanced-Logics.md:2110 ../../New-or-Enhanced-Logics.md:2123 -#: ../../New-or-Enhanced-Logics.md:2134 ../../New-or-Enhanced-Logics.md:2148 -#: ../../New-or-Enhanced-Logics.md:2164 ../../New-or-Enhanced-Logics.md:2179 -#: ../../New-or-Enhanced-Logics.md:2196 ../../New-or-Enhanced-Logics.md:2209 -#: ../../New-or-Enhanced-Logics.md:2222 ../../New-or-Enhanced-Logics.md:2246 -#: ../../New-or-Enhanced-Logics.md:2260 ../../New-or-Enhanced-Logics.md:2282 +#: ../../New-or-Enhanced-Logics.md:81 ../../New-or-Enhanced-Logics.md:190 +#: ../../New-or-Enhanced-Logics.md:258 ../../New-or-Enhanced-Logics.md:276 +#: ../../New-or-Enhanced-Logics.md:541 ../../New-or-Enhanced-Logics.md:554 +#: ../../New-or-Enhanced-Logics.md:573 ../../New-or-Enhanced-Logics.md:585 +#: ../../New-or-Enhanced-Logics.md:599 ../../New-or-Enhanced-Logics.md:626 +#: ../../New-or-Enhanced-Logics.md:639 ../../New-or-Enhanced-Logics.md:650 +#: ../../New-or-Enhanced-Logics.md:664 ../../New-or-Enhanced-Logics.md:701 +#: ../../New-or-Enhanced-Logics.md:741 ../../New-or-Enhanced-Logics.md:781 +#: ../../New-or-Enhanced-Logics.md:845 ../../New-or-Enhanced-Logics.md:900 +#: ../../New-or-Enhanced-Logics.md:935 ../../New-or-Enhanced-Logics.md:949 +#: ../../New-or-Enhanced-Logics.md:968 ../../New-or-Enhanced-Logics.md:982 +#: ../../New-or-Enhanced-Logics.md:1005 ../../New-or-Enhanced-Logics.md:1031 +#: ../../New-or-Enhanced-Logics.md:1044 ../../New-or-Enhanced-Logics.md:1081 +#: ../../New-or-Enhanced-Logics.md:1106 ../../New-or-Enhanced-Logics.md:1126 +#: ../../New-or-Enhanced-Logics.md:1143 ../../New-or-Enhanced-Logics.md:1169 +#: ../../New-or-Enhanced-Logics.md:1204 ../../New-or-Enhanced-Logics.md:1232 +#: ../../New-or-Enhanced-Logics.md:1243 ../../New-or-Enhanced-Logics.md:1265 +#: ../../New-or-Enhanced-Logics.md:1283 ../../New-or-Enhanced-Logics.md:1297 +#: ../../New-or-Enhanced-Logics.md:1328 ../../New-or-Enhanced-Logics.md:1344 +#: ../../New-or-Enhanced-Logics.md:1363 ../../New-or-Enhanced-Logics.md:1376 +#: ../../New-or-Enhanced-Logics.md:1392 ../../New-or-Enhanced-Logics.md:1430 +#: ../../New-or-Enhanced-Logics.md:1452 ../../New-or-Enhanced-Logics.md:1466 +#: ../../New-or-Enhanced-Logics.md:1502 ../../New-or-Enhanced-Logics.md:1530 +#: ../../New-or-Enhanced-Logics.md:1543 ../../New-or-Enhanced-Logics.md:1557 +#: ../../New-or-Enhanced-Logics.md:1576 ../../New-or-Enhanced-Logics.md:1595 +#: ../../New-or-Enhanced-Logics.md:1608 ../../New-or-Enhanced-Logics.md:1638 +#: ../../New-or-Enhanced-Logics.md:1668 ../../New-or-Enhanced-Logics.md:1684 +#: ../../New-or-Enhanced-Logics.md:1702 ../../New-or-Enhanced-Logics.md:1718 +#: ../../New-or-Enhanced-Logics.md:1733 ../../New-or-Enhanced-Logics.md:1748 +#: ../../New-or-Enhanced-Logics.md:1761 ../../New-or-Enhanced-Logics.md:1778 +#: ../../New-or-Enhanced-Logics.md:1795 ../../New-or-Enhanced-Logics.md:1816 +#: ../../New-or-Enhanced-Logics.md:1842 ../../New-or-Enhanced-Logics.md:1852 +#: ../../New-or-Enhanced-Logics.md:1875 ../../New-or-Enhanced-Logics.md:1918 +#: ../../New-or-Enhanced-Logics.md:1942 ../../New-or-Enhanced-Logics.md:1953 +#: ../../New-or-Enhanced-Logics.md:1964 ../../New-or-Enhanced-Logics.md:1987 +#: ../../New-or-Enhanced-Logics.md:2011 ../../New-or-Enhanced-Logics.md:2037 +#: ../../New-or-Enhanced-Logics.md:2052 ../../New-or-Enhanced-Logics.md:2078 +#: ../../New-or-Enhanced-Logics.md:2094 ../../New-or-Enhanced-Logics.md:2104 +#: ../../New-or-Enhanced-Logics.md:2115 ../../New-or-Enhanced-Logics.md:2128 +#: ../../New-or-Enhanced-Logics.md:2142 ../../New-or-Enhanced-Logics.md:2155 +#: ../../New-or-Enhanced-Logics.md:2166 ../../New-or-Enhanced-Logics.md:2180 +#: ../../New-or-Enhanced-Logics.md:2196 ../../New-or-Enhanced-Logics.md:2211 +#: ../../New-or-Enhanced-Logics.md:2228 ../../New-or-Enhanced-Logics.md:2241 +#: ../../New-or-Enhanced-Logics.md:2254 ../../New-or-Enhanced-Logics.md:2278 +#: ../../New-or-Enhanced-Logics.md:2292 ../../New-or-Enhanced-Logics.md:2314 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../New-or-Enhanced-Logics.md:81 +#: ../../New-or-Enhanced-Logics.md:82 msgid "" "[AttachEffectTypes]\n" "0=SOMEATTACHEFFECT\n" @@ -954,38 +962,38 @@ msgstr "" "SuppressReflectDamage.Groups= ; comma-separated list" " of strings (group IDs)\n" -#: ../../New-or-Enhanced-Logics.md:176 +#: ../../New-or-Enhanced-Logics.md:177 msgid "Custom Radiation Types" msgstr "自定义辐射类型" -#: ../../New-or-Enhanced-Logics.md:178 +#: ../../New-or-Enhanced-Logics.md:179 msgid "![image](_static/images/radtype-01.png) *Mixing different radiation types*" msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类型*" -#: ../../New-or-Enhanced-Logics.md:178 ../../New-or-Enhanced-Logics.md:272 -#: ../../New-or-Enhanced-Logics.md:454 ../../New-or-Enhanced-Logics.md:561 -#: ../../New-or-Enhanced-Logics.md:684 ../../New-or-Enhanced-Logics.md:960 -#: ../../New-or-Enhanced-Logics.md:1097 ../../New-or-Enhanced-Logics.md:1139 -#: ../../New-or-Enhanced-Logics.md:1397 ../../New-or-Enhanced-Logics.md:1400 -#: ../../New-or-Enhanced-Logics.md:1443 ../../New-or-Enhanced-Logics.md:1504 -#: ../../New-or-Enhanced-Logics.md:1573 ../../New-or-Enhanced-Logics.md:1776 -#: ../../New-or-Enhanced-Logics.md:1805 ../../New-or-Enhanced-Logics.md:1918 -#: ../../New-or-Enhanced-Logics.md:1996 ../../New-or-Enhanced-Logics.md:2190 -#: ../../New-or-Enhanced-Logics.md:2235 ../../New-or-Enhanced-Logics.md:2276 +#: ../../New-or-Enhanced-Logics.md:179 ../../New-or-Enhanced-Logics.md:273 +#: ../../New-or-Enhanced-Logics.md:455 ../../New-or-Enhanced-Logics.md:562 +#: ../../New-or-Enhanced-Logics.md:685 ../../New-or-Enhanced-Logics.md:961 +#: ../../New-or-Enhanced-Logics.md:1098 ../../New-or-Enhanced-Logics.md:1156 +#: ../../New-or-Enhanced-Logics.md:1414 ../../New-or-Enhanced-Logics.md:1417 +#: ../../New-or-Enhanced-Logics.md:1460 ../../New-or-Enhanced-Logics.md:1521 +#: ../../New-or-Enhanced-Logics.md:1590 ../../New-or-Enhanced-Logics.md:1808 +#: ../../New-or-Enhanced-Logics.md:1837 ../../New-or-Enhanced-Logics.md:1950 +#: ../../New-or-Enhanced-Logics.md:2028 ../../New-or-Enhanced-Logics.md:2222 +#: ../../New-or-Enhanced-Logics.md:2267 ../../New-or-Enhanced-Logics.md:2308 msgid "image" msgstr "图像" -#: ../../New-or-Enhanced-Logics.md:181 +#: ../../New-or-Enhanced-Logics.md:182 msgid "" "Any weapon can now have a custom radiation type. More details on " "radiation [here](https://www.modenc.renegadeprojects.com/Radiation)." msgstr "现在任何武器都可以拥有自定义的辐射类。有关辐射的更多详细信息请参见[此处](https://www.modenc.renegadeprojects.com/Radiation)。" -#: ../../New-or-Enhanced-Logics.md:182 +#: ../../New-or-Enhanced-Logics.md:183 msgid "There are several new properties available to all radiation types." msgstr "所有辐射类型现在都有几个新的属性可用。" -#: ../../New-or-Enhanced-Logics.md:183 +#: ../../New-or-Enhanced-Logics.md:184 msgid "" "`RadApplicationDelay.Building` can be set to value higher than 0 to allow" " radiation to damage buildings. How many times a single radiation site " @@ -997,7 +1005,7 @@ msgstr "" "的值以允许辐射对建筑造成伤害。单个辐射源可以对同一建筑(建筑所占的每个单元格都会受到该单元格上所有辐射源的伤害)造成这种伤害的次数可以通过 " "`RadBuildingDamageMaxCount` 来定义,负值表示无限制。" -#: ../../New-or-Enhanced-Logics.md:184 +#: ../../New-or-Enhanced-Logics.md:185 msgid "" "`RadSiteWarhead.Detonate` can be set to make `RadSiteWarhead` detonate on" " affected objects rather than only be used to dealt direct damage. This " @@ -1011,7 +1019,7 @@ msgstr "" "`RadSiteWarhead.Detonate.Full` 设为 false 那么它只能对所在区域造成杀伤和 Phobos " "所提供的弹头效果而不是完全引爆。" -#: ../../New-or-Enhanced-Logics.md:185 +#: ../../New-or-Enhanced-Logics.md:186 msgid "" "`RadHasOwner`, if set to true, makes damage dealt by the radiation count " "as having been dealt by the house that fired the projectile that created " @@ -1022,7 +1030,7 @@ msgstr "" "`RadHasOwner` 如果设为 true 则辐射造成的伤害会被视为由发射用于创建辐射区域的抛射体其开火者的所属方造成的。这意味着诸如 " "`AffectsAllies` 之类的弹头设置将可以使用,并且任何被击杀的单位都将计入该玩家的摧毁数。" -#: ../../New-or-Enhanced-Logics.md:186 +#: ../../New-or-Enhanced-Logics.md:187 msgid "" "`RadHasInvoker`, if set to true, makes the damage dealt by the radiation " "count as having been dealt by the TechnoType (the 'invoker') that fired " @@ -1036,7 +1044,7 @@ msgstr "" "`RadHasOwner` " "的效果外这还将使调用者从被辐射击杀的单位中获得经验。注意如果调用者在辐射生命周期中的任何时刻死亡那么它将继续变得如同没有调用者一样。" -#: ../../New-or-Enhanced-Logics.md:187 +#: ../../New-or-Enhanced-Logics.md:188 msgid "" "By default `UseGlobalRadApplicationDelay` is set to true. This makes game" " always use `RadApplicationDelay` and `RadApplicationDelay.Building` from" @@ -1048,7 +1056,7 @@ msgstr "" "`RadApplicationDelay` 和 `RadApplicationDelay.Building` " "而不是特定辐射类型的。这是个性能优化措施,如果你需要给辐射类型使用不同的间隔那么应当禁用该设置。" -#: ../../New-or-Enhanced-Logics.md:190 +#: ../../New-or-Enhanced-Logics.md:191 msgid "" "[RadiationTypes]\n" "0=SOMERADTYPE\n" @@ -1106,7 +1114,7 @@ msgstr "" "RadHasOwner=false ; boolean\n" "RadHasInvoker=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:220 +#: ../../New-or-Enhanced-Logics.md:221 msgid "" "Due to performance concerns, unless any radiation type has " "`RadApplicationDelay.Building` set to above 0, all functionality related " @@ -1119,11 +1127,11 @@ msgstr "" "的辐射类型否则与之相关的所有功能在游戏内都将被完全禁用。这在其最早的可用时机(地图初始场景启动结束或存档加载后)就会进行判定,并且 **不会** " "随着后续场景的改变或存档的加载而更新。" -#: ../../New-or-Enhanced-Logics.md:223 ../../New-or-Enhanced-Logics.md:225 +#: ../../New-or-Enhanced-Logics.md:224 ../../New-or-Enhanced-Logics.md:226 msgid "Laser Trails" msgstr "激光尾焰" -#: ../../New-or-Enhanced-Logics.md:225 +#: ../../New-or-Enhanced-Logics.md:226 msgid "" "![Laser Trails](_static/images/lasertrails.gif) *Laser trails used in " "[Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -1131,28 +1139,28 @@ msgstr "" "![Laser Trails](_static/images/lasertrails.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的激光尾焰应用实例*" -#: ../../New-or-Enhanced-Logics.md:228 +#: ../../New-or-Enhanced-Logics.md:229 msgid "" "Technos, Projectiles, and VoxelAnims can now have colorful trails of " "different transparency, thickness and color, which are drawn via laser " "drawing code." msgstr "科技类型、抛射体和 Voxel 碎片现在都可以拥有不同透明度、宽度和颜色的彩色尾焰,这些尾焰是通过激光绘制代码完成的。" -#: ../../New-or-Enhanced-Logics.md:229 +#: ../../New-or-Enhanced-Logics.md:230 msgid "" "Technos, Projectiles, and VoxelAnims can have multiple laser trails. For " "technos each trail can have custom laser trail type and FLH offset " "relative to turret and body." msgstr "科技类型、抛射体和 Voxel 碎片可以拥有多个尾焰。对于科技类型的每个激光尾焰都可以自定义其相对于炮塔或车体的 FLH 偏移值。" -#: ../../New-or-Enhanced-Logics.md:231 ../../New-or-Enhanced-Logics.md:470 -#: ../../New-or-Enhanced-Logics.md:498 ../../New-or-Enhanced-Logics.md:512 -#: ../../New-or-Enhanced-Logics.md:525 ../../New-or-Enhanced-Logics.md:612 -#: ../../New-or-Enhanced-Logics.md:674 ../../New-or-Enhanced-Logics.md:1389 +#: ../../New-or-Enhanced-Logics.md:232 ../../New-or-Enhanced-Logics.md:471 +#: ../../New-or-Enhanced-Logics.md:499 ../../New-or-Enhanced-Logics.md:513 +#: ../../New-or-Enhanced-Logics.md:526 ../../New-or-Enhanced-Logics.md:613 +#: ../../New-or-Enhanced-Logics.md:675 ../../New-or-Enhanced-Logics.md:1406 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../New-or-Enhanced-Logics.md:232 +#: ../../New-or-Enhanced-Logics.md:233 msgid "" "[LaserTrailTypes]\n" "0=SOMETRAIL\n" @@ -1212,7 +1220,7 @@ msgstr "" "turret\n" "; where N = 0, 1, 2, ...\n" -#: ../../New-or-Enhanced-Logics.md:258 +#: ../../New-or-Enhanced-Logics.md:259 msgid "" "[SOMEVOXELANIM] ; VoxelAnim\n" "LaserTrail.Types=SOMETRAIL ; List of LaserTrailTypes\n" @@ -1220,34 +1228,34 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnim\n" "LaserTrail.Types=SOMETRAIL ; List of LaserTrailTypes\n" -#: ../../New-or-Enhanced-Logics.md:264 +#: ../../New-or-Enhanced-Logics.md:265 msgid "" "Laser trails are very resource intensive! Due to the game not utilizing " "GPU having a lot of trails can quickly drop the FPS on even good " "machines. To reduce that effect:" msgstr "激光尾焰非常占用资源!由于游戏不使用 GPU,大量尾焰即便在高性能设备上也会迅速降低 FPS。想要减少这种影响:" -#: ../../New-or-Enhanced-Logics.md:265 +#: ../../New-or-Enhanced-Logics.md:266 msgid "don't put too many laser trails on units and projectiles;" msgstr "不要再单位和抛射体上使用过多的激光尾焰;" -#: ../../New-or-Enhanced-Logics.md:266 +#: ../../New-or-Enhanced-Logics.md:267 msgid "" "make sure you set as high `SegmentLength` value as possible without " "trails being too jagged;" msgstr "确保在尾焰不过与参差不齐使用尽量高的 `SegmentLength` 值;" -#: ../../New-or-Enhanced-Logics.md:267 +#: ../../New-or-Enhanced-Logics.md:268 msgid "" "try to keep the length of the trail minimal (can be achieved with smaller" " `FadeDuration` durations)." msgstr "尽量使激光尾焰的长度短一些(可以通过设置较小的 `FadeDuration` 值实现)。" -#: ../../New-or-Enhanced-Logics.md:270 +#: ../../New-or-Enhanced-Logics.md:271 msgid "Shields" msgstr "护盾" -#: ../../New-or-Enhanced-Logics.md:272 +#: ../../New-or-Enhanced-Logics.md:273 msgid "" "![image](_static/images/technoshield-01.gif) *Buildings, Infantries and " "Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods" @@ -1256,7 +1264,7 @@ msgstr "" "![image](_static/images/technoshield-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中拥有护盾的建筑、步兵和载具*" -#: ../../New-or-Enhanced-Logics.md:276 +#: ../../New-or-Enhanced-Logics.md:277 msgid "" "[AudioVisual]\n" "Shield.ConditionYellow= ; floating point value, " @@ -1512,13 +1520,13 @@ msgstr "" "Shield.MinimumReplaceDelay=0 ; integer, game frames\n" "Shield.InheritStateOnReplace=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:381 +#: ../../New-or-Enhanced-Logics.md:382 msgid "" "Now you can have a shield for any TechnoType. It serves as a second " "health pool with independent `Armor` and `Strength` values." msgstr "现在你可以给予任何科技类型护盾。它作为一个独立的第二血量池拥有独立的 `Armor` 和 `Strength` 值。" -#: ../../New-or-Enhanced-Logics.md:382 +#: ../../New-or-Enhanced-Logics.md:383 msgid "" "Shield will not take damage if the TechnoType is under effects of " "`Temporal` warhead, is Iron Curtained / Force Shielded, has `Immune=true`" @@ -1528,13 +1536,13 @@ msgstr "" "如果科技类型处于 `Temporal` 弹头的效果中、处于铁幕/力场护盾保护中、拥有 `Immune=true` 或者拥有 " "`TypeImmune=true` 并且伤害来自相同所属的同种科技类型,那么护盾将不会受到伤害。" -#: ../../New-or-Enhanced-Logics.md:383 +#: ../../New-or-Enhanced-Logics.md:384 msgid "" "Negative damage will recover shield, unless shield has been broken. If " "shield isn't full, all negative damage will be absorbed by shield." msgstr "负值伤害将会恢复护盾,除非护盾已被击碎。在护盾回满前所有负值伤害都将被护盾吸收。" -#: ../../New-or-Enhanced-Logics.md:384 +#: ../../New-or-Enhanced-Logics.md:385 msgid "" "Negative damage weapons will consider targets with active, but not at " "full health shields in need of healing / repairing unless the Warhead has" @@ -1543,7 +1551,7 @@ msgstr "" "负值伤害武器将认为拥有一个激活但不满血护盾的目标需要治疗/维修,除非弹头具有 " "`Shield.Penetrate=true`,这种情况下只会考虑对象的血量。" -#: ../../New-or-Enhanced-Logics.md:385 +#: ../../New-or-Enhanced-Logics.md:386 msgid "" "When a TechnoType has an unbroken shield, `[ShieldType] -> Armor` will " "replace `[TechnoType] -> Armor` for targeting and damage calculation " @@ -1552,7 +1560,7 @@ msgstr "" "当一个科技类型拥有未被击碎的护盾时,`[ShieldType] -> Armor` 将替代 `[TechnoType] -> Armor` " "用于参与索敌和杀伤计算。" -#: ../../New-or-Enhanced-Logics.md:386 +#: ../../New-or-Enhanced-Logics.md:387 msgid "" "`InheritArmorFromTechno` can be set to true to override this so that " "`[TechnoType] -> Armor` is used even if shield is active and " @@ -1561,7 +1569,7 @@ msgstr "" "`InheritArmorFromTechno` 可设为 true 以覆盖这一行为即即便护盾处于激活状态也使用 `[TechnoType] -> " "Armor` 而忽略 `[ShieldType] -> Armor`。" -#: ../../New-or-Enhanced-Logics.md:387 +#: ../../New-or-Enhanced-Logics.md:388 msgid "" "`InheritArmor.Allowed` lists TechnoTypes whose armor can be overridden. " "If empty, any TechnoType not listed in `InheritArmor.Disallowed` is okay." @@ -1569,7 +1577,7 @@ msgstr "" "`InheritArmor.Allowed` 列出了其护甲可以被覆盖的科技类型。如果为空,则相当于任何不在 " "`InheritArmor.Disallowed` 列表的对象。" -#: ../../New-or-Enhanced-Logics.md:388 +#: ../../New-or-Enhanced-Logics.md:389 msgid "" "`InheritArmor.Disallowed` lists TechnoTypes whose armor can't be " "overridden. If empty, any TechnoTypes are okay as long as " @@ -1578,13 +1586,13 @@ msgstr "" "`InheritArmor.Disallowed` 列出了其护甲不可被覆盖的科技类型。如果为空,则相当于任何科技类型都可以被覆盖,只要 " "`InheritArmor.Allowed` 为空或者这些科技类型列在该列表中。" -#: ../../New-or-Enhanced-Logics.md:389 +#: ../../New-or-Enhanced-Logics.md:390 msgid "" "`InitialStrength` can be used to set a different initial strength value " "from maximum." msgstr "`InitialStrength` 可用于设置一个不同于最大值的初始护盾值。" -#: ../../New-or-Enhanced-Logics.md:390 +#: ../../New-or-Enhanced-Logics.md:391 msgid "" "`ConditionYellow` and `ConditionRed` can be used to set the thresholds " "for shield damage states, defaulting to `[AudioVisual] -> " @@ -1595,7 +1603,7 @@ msgstr "" "-> Shield.ConditionYellow & Shield.ConditionRed` 而它们又默认为 `ConditionYellow" " & ConditionRed`。" -#: ../../New-or-Enhanced-Logics.md:391 +#: ../../New-or-Enhanced-Logics.md:392 msgid "" "When executing `DeploysInto` or `UndeploysInto`, if both of the " "TechnoTypes have shields, the transformed unit/building would keep " @@ -1607,29 +1615,29 @@ msgstr "" "时,如果两个科技类型都拥有护盾,转换后的单位/建筑将保持相对(百分比)的护盾值,类似 " "`Strength`。如果其中一个科技类型没有护盾,其护盾状态会被保留直到转换回来。" -#: ../../New-or-Enhanced-Logics.md:392 +#: ../../New-or-Enhanced-Logics.md:393 msgid "This also works with Ares' `Convert.*`." msgstr "这同样适用于 Ares 的 `Convert.*`。" -#: ../../New-or-Enhanced-Logics.md:393 +#: ../../New-or-Enhanced-Logics.md:394 msgid "" "`Powered` controls whether or not the shield is active when a unit is " "running low on power or it is affected by EMP." msgstr "`Powered` 控制当前单位电力不足或受 EMP 影响时护盾是否依然工作。" -#: ../../New-or-Enhanced-Logics.md:394 +#: ../../New-or-Enhanced-Logics.md:395 msgid "" "Attention, if TechnoType itself is not `Powered`, then the shield won't " "be offline when low power." msgstr "注意,如果科技类型自身不受制于 `Powered`,那么护盾在电力不足时也不会罢工。" -#: ../../New-or-Enhanced-Logics.md:395 +#: ../../New-or-Enhanced-Logics.md:396 msgid "" "`AbsorbOverDamage` controls whether or not the shield absorbs damage " "dealt beyond shield's current strength when the shield breaks." msgstr "`AbsorbOverDamage` 控制护盾是否在被击碎时吸收本次所受的所有伤害。" -#: ../../New-or-Enhanced-Logics.md:396 +#: ../../New-or-Enhanced-Logics.md:397 #, python-format msgid "" "`SelfHealing` and `Respawn` respect the following settings: 0.0 disables " @@ -1640,13 +1648,13 @@ msgstr "" "`SelfHealing` 和 `Respawn` 遵循以下设置:0.0 禁用该功能,1%-100% " "按百分比恢复/重生护盾值,其他数字直接恢复/重生指定护盾值。特别的一点是 `SelfHealing` 为负数代表扣除护盾值。" -#: ../../New-or-Enhanced-Logics.md:397 +#: ../../New-or-Enhanced-Logics.md:398 msgid "" "If you want shield recovers/respawns 1 HP per time, currently you need to" " set tag value to any number between 1 and 2, like `1.1`." msgstr "如果你想让护盾每次恢复/重生 1 点 HP,目前你需要将标签值设为 1 到 2 之间的任意数字,比如 `1.1`。" -#: ../../New-or-Enhanced-Logics.md:398 +#: ../../New-or-Enhanced-Logics.md:399 msgid "" "If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and " "then resumes after `SelfHealing.RestartInCombatDelay` frames have passed " @@ -1655,7 +1663,7 @@ msgstr "" "如果设置了 `SelfHealing.RestartInCombat` 当护盾受到伤害时其恢复计时器将被暂停直至 " "`SelfHealing.RestartInCombatDelay` 指定的帧数后。" -#: ../../New-or-Enhanced-Logics.md:399 +#: ../../New-or-Enhanced-Logics.md:400 msgid "" "`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0" " instantly recovers the shield, other values determine the frequency of " @@ -1664,21 +1672,20 @@ msgstr "" "`SelfHealing.Rate` 和 `Respawn.Rate` 遵循以下设置:0.0 " "立即恢复护盾,其他值表示护盾恢复/重生间隔(单位:分)。" -#: ../../New-or-Enhanced-Logics.md:400 +#: ../../New-or-Enhanced-Logics.md:401 msgid "" "`SelfHealing.EnabledBy` can be used to control the self-heal of the " "shield. If the owner has no structures from this list then the shield " "won't self-heal." -msgstr "" -"`SelfHealing.EnabledBy` 可用于控制护盾自愈行为。只有拥有此列表中的建筑时才可以自愈。" +msgstr "`SelfHealing.EnabledBy` 可用于控制护盾自愈行为。只有拥有此列表中的建筑时才可以自愈。" -#: ../../New-or-Enhanced-Logics.md:401 +#: ../../New-or-Enhanced-Logics.md:402 msgid "" "`IdleAnim`, if set, will be played while the shield is intact. This " "animation is automatically set to loop indefinitely." msgstr "`IdleAnim` 如果设置则会在护盾完好时播放。该动画会自动设置为无限循环播放。" -#: ../../New-or-Enhanced-Logics.md:402 +#: ../../New-or-Enhanced-Logics.md:403 msgid "" "`IdleAnim.ConditionYellow` and `IdleAnim.ConditionRed` can be used to set" " different animations for when shield health is at or below the " @@ -1691,7 +1698,7 @@ msgstr "" "`IdleAnim.ConditionRed` 则会回退到 `IdleAnim.ConditionYellow`,而后者则会回退到 " "`IdleAnim`。" -#: ../../New-or-Enhanced-Logics.md:403 +#: ../../New-or-Enhanced-Logics.md:404 msgid "" "`IdleAnimDamaged`, `IdleAnimDamaged.ConditionYellow` and " "`IdleAnimDamaged.ConditionRed` are used in an identical manner, but only " @@ -1705,35 +1712,35 @@ msgstr "" "-> ConditionYellow` 的百分比时使用。遵守与常规 `IdleAnim` " "相同的回退序列,如果未设置则回退到伤残状态的上一个闲置动画变体或者直至回退到常规的 `IdleAnim`。" -#: ../../New-or-Enhanced-Logics.md:404 +#: ../../New-or-Enhanced-Logics.md:405 msgid "" "`Bouncer=true` and `IsMeteor=true` animations can exhibit irregular " "behaviour when used as `IdleAnim` and should be avoided." msgstr "`Bouncer=true` 和 `IsMeteor=true` 的动画在用作 `IdleAnim` 时会出现不合理的行为,应避免使用。" -#: ../../New-or-Enhanced-Logics.md:405 +#: ../../New-or-Enhanced-Logics.md:406 msgid "" "`IdleAnim.OfflineAction` indicates what happens to the animation when the" " shield is in a low power state." msgstr "`IdleAnim.OfflineAction` 指定处于低电量状态时护盾动画的行为。" -#: ../../New-or-Enhanced-Logics.md:406 +#: ../../New-or-Enhanced-Logics.md:407 msgid "" "`IdleAnim.TemporalAction` indicates what happens to the animation when " "the shield is attacked by temporal weapons." msgstr "`IdleAnim.TemporalAction` 指定被时空武器冻结时护盾动画的行为。" -#: ../../New-or-Enhanced-Logics.md:407 +#: ../../New-or-Enhanced-Logics.md:408 msgid "`BreakAnim`, if set, will be played when the shield has been broken." msgstr "`BreakAnim` 如果设置则会在护盾被击碎时播放。" -#: ../../New-or-Enhanced-Logics.md:408 +#: ../../New-or-Enhanced-Logics.md:409 msgid "" "`HitAnim`, if set, will be played when the shield is attacked, similar to" " `WeaponNullifyAnim` for Iron Curtain." msgstr "`HitAnim` 如果设置则会在护盾受到攻击时播放,类似于 `WeaponNullifyAnim` 用于铁幕。" -#: ../../New-or-Enhanced-Logics.md:409 +#: ../../New-or-Enhanced-Logics.md:410 msgid "" "`HitFlash`, if set to true, makes it so that a light flash is generated " "when the shield is attacked by a Warhead unless it has " @@ -1751,19 +1758,19 @@ msgstr "" "`HitFlash.Red/Green/Blue` 进行自定义。如果设置了 `HitFlash.Black` 为 " "true,那么无论其他颜色设置如何,产生的闪光都是黑色的。" -#: ../../New-or-Enhanced-Logics.md:410 +#: ../../New-or-Enhanced-Logics.md:411 msgid "" "`BreakWeapon`, if set, will be fired at the TechnoType once the shield " "breaks." msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射。" -#: ../../New-or-Enhanced-Logics.md:411 +#: ../../New-or-Enhanced-Logics.md:412 msgid "" "`AbsorbPercent` controls the percentage of damage that will be absorbed " "by the shield. Defaults to 1.0, meaning full damage absorption." msgstr "`AbsorbPercent` 控制该护盾吸收伤害的百分比。默认为 1.0,表示完全吸收伤害。" -#: ../../New-or-Enhanced-Logics.md:412 +#: ../../New-or-Enhanced-Logics.md:413 msgid "" "`PassPercent` controls the percentage of damage that will *not* be " "absorbed by the shield, and will be dealt to the unit directly even if " @@ -1772,7 +1779,7 @@ msgstr "" "`PassPercent` 控制该护盾所 *没* 能吸收(穿透了)伤害的百分比,即使护盾处于激活状态也会直接被施加到单位上。默认为 0.0 - " "无穿透。" -#: ../../New-or-Enhanced-Logics.md:413 +#: ../../New-or-Enhanced-Logics.md:414 msgid "" "`ReceivedDamage.Minimum` & `ReceivedDamage.Maximum` control the minimum " "and maximum amount of damage that can be dealt to shield in a single hit." @@ -1784,7 +1791,7 @@ msgstr "" "控制单次攻击中对护盾造成的最小和最大伤害量。这在应用护甲类型和 `AbsorbPercent` 百分比之后生效。如果 " "`AbsorbOverDamage=false`,则对科技类型造成的剩余伤害仍基于原始伤害受此范围调整前的值。" -#: ../../New-or-Enhanced-Logics.md:414 +#: ../../New-or-Enhanced-Logics.md:415 msgid "" "`AllowTransfer` controls whether or not the shield can be transferred if " "the TechnoType changes (such as `(Un)DeploysInto` or Ares type " @@ -1792,9 +1799,9 @@ msgid "" "`Shield.AttachTypes`, otherwise false." msgstr "" "`AllowTransfer` 控制如果科技类型发生变化(例如 `(Un)DeploysInto` 或 Ares " -"的单位转换)时护盾能否转移。如果未设置,通过 `Shield.AttachTypes` 被赋予来的护盾默认 true 其他默认 false。" +"的单位转换)时护盾能否转移。如果未设置,通过 `Shield.AttachTypes` 被赋予来的护盾默认为 true 其他默认为 false。" -#: ../../New-or-Enhanced-Logics.md:415 +#: ../../New-or-Enhanced-Logics.md:416 msgid "" "`ImmuneToBerserk` gives the immunity against `Psychedelic=yes` warhead. " "Otherwise the berserk effect penetrates shields by default. Note that " @@ -1805,7 +1812,7 @@ msgstr "" "弹头的免疫能力。否则混乱默认可以穿过护盾。注意这不应阻止单位对护盾所保护对象进行索敌。在这种情况下 `Versus.shieldArmor=0%`" " 仍然是必需的。" -#: ../../New-or-Enhanced-Logics.md:416 +#: ../../New-or-Enhanced-Logics.md:417 msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes with shields by" @@ -1814,32 +1821,32 @@ msgstr "" "通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:417 ../../New-or-Enhanced-Logics.md:1276 +#: ../../New-or-Enhanced-Logics.md:418 ../../New-or-Enhanced-Logics.md:1293 msgid "" "`Tint.Intensity` is additive lighting increase/decrease - 1.0 is the " "default object lighting." msgstr "`Tint.Intensity` 是增加/减少的光照,1.0 是默认的对象光照。" -#: ../../New-or-Enhanced-Logics.md:418 ../../New-or-Enhanced-Logics.md:1277 +#: ../../New-or-Enhanced-Logics.md:419 ../../New-or-Enhanced-Logics.md:1294 msgid "" "`Tint.VisibleToHouses` can be used to customize which houses can see the " "tint effect." msgstr "`Tint.VisibleToHouses` 可用于自定义哪些所属方可见这些染色效果。" -#: ../../New-or-Enhanced-Logics.md:419 +#: ../../New-or-Enhanced-Logics.md:420 msgid "" "A TechnoType with a shield will show its shield Strength. An empty shield" " strength bar will be left after destroyed if it is respawnable. Several " "customizations are available for the shield strength pips." msgstr "拥有护盾的科技类型将显示其护盾值。若护盾可以重生则会在被击碎后留下一个空的胡盾条。对于护盾条的 pip 有多种自定义选项可选。" -#: ../../New-or-Enhanced-Logics.md:420 +#: ../../New-or-Enhanced-Logics.md:421 msgid "" "By default, buildings use the 6th frame of `pips.shp` to display the " "shield strength while others use the 17th frame." msgstr "默认情况下建筑使用 `pips.shp` 的第 6 帧来显示护盾值,其他则使用第 17 帧。 " -#: ../../New-or-Enhanced-Logics.md:421 +#: ../../New-or-Enhanced-Logics.md:422 msgid "" "`Pips.Shield` can be used to specify which pip frame should be used as " "shield strength. If only 1 digit is set, then it will always display that" @@ -1854,7 +1861,7 @@ msgstr "" "与否分别使用。`Pips.Shield.Building` 用于 BuildingTypes。-1 " "作为值将使用默认帧,无论是否回退到第一个值或上述硬编码的默认值。" -#: ../../New-or-Enhanced-Logics.md:422 +#: ../../New-or-Enhanced-Logics.md:423 msgid "" "`Pips.Shield.Background` can be used to set the background or 'frame' for" " non-building pips, which defaults to `pipbrd.shp`. 4th frame is used to " @@ -1864,21 +1871,20 @@ msgstr "" "`Pips.Shield.Background` 可用于指定非建筑 pip 的背景或 “边框”。默认为 `pipbrd.shp`。第 4 " "帧用于显示步兵的护盾值,其他单位使用第 3 帧,如果可用帧不足则分别使用第 2 帧和第 1 帧。" -#: ../../New-or-Enhanced-Logics.md:423 +#: ../../New-or-Enhanced-Logics.md:424 msgid "" "`Pips.Shield.Building.Empty` can be used to set the frame of `pips.shp` " "displayed for empty building strength pips, defaults to 1st frame of " "`pips.shp`." msgstr "`Pips.Shield.Building.Empty` 可用于设置建筑空护盾值显示的 pip 帧,默认为 `pips.shp` 的第 1 帧。" -#: ../../New-or-Enhanced-Logics.md:424 +#: ../../New-or-Enhanced-Logics.md:425 msgid "" "`Pips.HideIfNoStrength` can be used to hide the shield's pip frame if the" " `Strength` is 0." -msgstr "" -"`Pips.HideIfNoStrength` 可用于在 `Strength` 归 0 时隐藏护盾条而不是留下一个空框。" +msgstr "`Pips.HideIfNoStrength` 可用于在 `Strength` 归 0 时隐藏护盾条而不是留下一个空框。" -#: ../../New-or-Enhanced-Logics.md:425 +#: ../../New-or-Enhanced-Logics.md:426 msgid "" "The above customizations are also available on per ShieldType basis, e.g " "`[ShieldType] -> Pips` instead of `[AudioVisual] -> Pips.Shield` and so " @@ -1888,7 +1894,7 @@ msgstr "" "以上配置支持基于每个护盾类型单独设置,例如使用 `[ShieldType] -> Pips` 替代全局的 `[AudioVisual] -> " "Pips.Shield`。护盾类型上的设置优先于全局设置,未单独设置时回退至全局默认值。" -#: ../../New-or-Enhanced-Logics.md:426 +#: ../../New-or-Enhanced-Logics.md:427 msgid "" "`BracketDelta` can be used as additional vertical offset (negative shifts" " it up) for shield strength bar. Much like `PixelSelectionBracketDelta`, " @@ -1897,7 +1903,7 @@ msgstr "" "`BracketDelta` 可用于添加护盾条在竖直方向的偏移量(负数为向上)。类似于 " "`PixelSelectionBracketDelta`,对建筑无效。" -#: ../../New-or-Enhanced-Logics.md:427 +#: ../../New-or-Enhanced-Logics.md:428 msgid "" "Warheads have new options that interact with shields. Note that all of " "these that do not by their very nature require ability to target the " @@ -1909,39 +1915,39 @@ msgstr "" "或移除/附加护盾这样的修改)的选项仍然需要弹头的 `Verses` 才能影响目标,除非在弹头上将 `EffectsRequireVerses` " "设置为 false。" -#: ../../New-or-Enhanced-Logics.md:428 +#: ../../New-or-Enhanced-Logics.md:429 msgid "" "`Shield.Penetrate` allows the warhead ignore the shield and always deal " "full damage to the TechnoType itself. It also allows targeting the " "TechnoType as if shield doesn't exist." msgstr "`Shield.Penetrate` 允许弹头无视这些护盾始终对科技类型本体造成全额伤害。并允许忽略护盾直接锁定科技类型。" -#: ../../New-or-Enhanced-Logics.md:429 +#: ../../New-or-Enhanced-Logics.md:430 msgid "" "`Shield.Break` allows the warhead to always break shields of TechnoTypes." " This is done before damage is dealt." msgstr "`Shield.Break` 允许弹头总是会击碎科技类型上的这些护盾。此效果在结算伤害前生效。" -#: ../../New-or-Enhanced-Logics.md:430 +#: ../../New-or-Enhanced-Logics.md:431 msgid "" "`Shield.BreakAnim` will be displayed instead of ShieldType `BreakAnim` if" " the shield is broken by the Warhead, either through damage or " "`Shield.Break`." msgstr "`Shield.BreakAnim` 用于设置弹头击中护盾时替代护盾 `BreakAnim` 播放的动画。" -#: ../../New-or-Enhanced-Logics.md:431 +#: ../../New-or-Enhanced-Logics.md:432 msgid "" "`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set" " when Warhead hits the shield." msgstr "`Shield.HitAnim` 用于设置弹头击中护盾时替代护盾 `HitAnim` 播放的动画。" -#: ../../New-or-Enhanced-Logics.md:432 +#: ../../New-or-Enhanced-Logics.md:433 msgid "" "If `Shield.SkipHitAnim` is set to true, no hit anim is shown when the " "Warhead damages the shield whatsoever." msgstr "如果 `Shield.SkipHitAnim` 设为 true,当弹头对护盾造成伤害时将不会播放任何击中动画。" -#: ../../New-or-Enhanced-Logics.md:433 +#: ../../New-or-Enhanced-Logics.md:434 msgid "" "`Shield.BreakWeapon` will be fired instead of ShieldType `BreakWeapon` if" " the shield is broken by the Warhead, either through damage or " @@ -1950,19 +1956,19 @@ msgstr "" "`Shield.BreakWeapon` 用于设置弹头击碎护盾时替代护盾 `BreakWeapon` 发射的武器,无论是伤害饱和还是 " "`Shield.Break` 所造成的击碎。" -#: ../../New-or-Enhanced-Logics.md:434 +#: ../../New-or-Enhanced-Logics.md:435 msgid "" "`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.AbsorbPercent` 覆盖被杀伤护盾类型的 `AbsorbPercent` 值。" -#: ../../New-or-Enhanced-Logics.md:435 +#: ../../New-or-Enhanced-Logics.md:436 msgid "" "`Shield.PassPercent` overrides the `PassPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.PassPercent` 覆盖被杀伤护盾类型的 `PassPercent` 值。" -#: ../../New-or-Enhanced-Logics.md:436 +#: ../../New-or-Enhanced-Logics.md:437 msgid "" "`Shield.ReceivedDamage.Minimum` & `Shield.ReceivedDamage.Maximum` " "override the values set in in the ShieldType that is being damaged." @@ -1970,7 +1976,7 @@ msgstr "" "`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " "覆盖被杀伤护盾类型上的同类设置。" -#: ../../New-or-Enhanced-Logics.md:437 +#: ../../New-or-Enhanced-Logics.md:438 msgid "" "`Shield.ReceivedDamage.MinMultiplier` and " "`Shield.ReceivedDamage.MinMultiplier` are multipliers to the effective " @@ -1982,7 +1988,7 @@ msgstr "" "分别为上面`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " "用于被杀伤护盾计算弹头所造成伤害的倍率。" -#: ../../New-or-Enhanced-Logics.md:438 +#: ../../New-or-Enhanced-Logics.md:439 msgid "" "`Shield.Respawn.Rate` & `Shield.Respawn.Amount` override ShieldType " "`Respawn.Rate` and `Respawn.Amount` for duration of " @@ -2003,7 +2009,7 @@ msgstr "" "按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在重生计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的`Respawn.Rate`。重新应用效果会将持续时间重置为" " `Shield.Respawn.Duration`" -#: ../../New-or-Enhanced-Logics.md:439 +#: ../../New-or-Enhanced-Logics.md:440 msgid "" "`Shield.SelfHealing.Rate` & `Shield.SelfHealing.Amount` override " "ShieldType `SelfHealing.Rate` and `SelfHealing.Amount` for duration of " @@ -2025,7 +2031,7 @@ msgstr "" "按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在恢复计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的 " "`SelfHealing.Rate`。重新应用效果会将持续时间重置为 `Shield.SelfHealing.Duration`。" -#: ../../New-or-Enhanced-Logics.md:440 +#: ../../New-or-Enhanced-Logics.md:441 msgid "" "Additionally `Shield.SelfHealing.RestartInCombat` & " "`Shield.SelfHealing.RestartInCombatDelay` can be used to override " @@ -2034,14 +2040,14 @@ msgstr "" "此外 `Shield.SelfHealing.RestartInCombat` 和 " "`Shield.SelfHealing.RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。" -#: ../../New-or-Enhanced-Logics.md:441 +#: ../../New-or-Enhanced-Logics.md:442 msgid "" "`Shield.AffectTypes` allows listing which ShieldTypes can be affected by " "any of the effects listed above. If none are listed, all ShieldTypes are " "affected." msgstr "`Shield.AffectTypes` 允许列出哪些护盾类型受上述效果的影响。如果未列出则代表所有护盾类型。" -#: ../../New-or-Enhanced-Logics.md:442 +#: ../../New-or-Enhanced-Logics.md:443 msgid "" "`Shield.AffectTypes` can be overriden for specific shield interactions by" " using keys `Shield.Penetrate.Types`, `Shield.Break.Types`, " @@ -2051,7 +2057,7 @@ msgstr "" "`Shield.Penetrate.Types`、`Shield.Break.Types`、`Shield.Respawn.Types` 和 " "`Shield.SelfHealing.Types` 分别为特定的护盾分离覆盖的参数类型。" -#: ../../New-or-Enhanced-Logics.md:443 +#: ../../New-or-Enhanced-Logics.md:444 msgid "" "`Shield.AttachTypes` & `Shield.RemoveTypes` allows listing ShieldTypes " "that are attached or removed, respectively from any targets affected by " @@ -2061,7 +2067,7 @@ msgstr "" "`Shield.AttachTypes` 和 `Shield.RemoveTypes` 允许分别列出从被弹头影响(正 `Verses` " "值)的任何目标上附加或移除的护盾类型。通常只使用 `Shield.AttachTypes` 中列出的第一个。" -#: ../../New-or-Enhanced-Logics.md:444 +#: ../../New-or-Enhanced-Logics.md:445 msgid "" "If `Shield.ReplaceOnly` is set, shields from `Shield.AttachTypes` are " "only applied to affected targets from which shields were simultaneously " @@ -2073,7 +2079,7 @@ msgstr "" " `Shield.RemoveTypes` 列表中的顺序对应。如果 `Shield.AttachTypes` 中的项少于 " "`Shield.RemoveTypes` 则使用前者的最后一项来替换任何剩余的被移除护盾类型。" -#: ../../New-or-Enhanced-Logics.md:445 +#: ../../New-or-Enhanced-Logics.md:446 msgid "" "If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes`" " replaces existing shields that have been broken and cannot respawn on " @@ -2082,7 +2088,7 @@ msgstr "" "如果设置 `Shield.ReplaceNonRespawning` 则 `Shield.AttachTypes` " "中的护盾将替换那些已被击碎且无法自行重生的已有护盾。" -#: ../../New-or-Enhanced-Logics.md:446 +#: ../../New-or-Enhanced-Logics.md:447 msgid "" "If `Shield.RemoveAll` is set, all shield types are removed from the " "affected targets, even those that are not listed in `Shield.RemoveTypes`." @@ -2094,14 +2100,14 @@ msgstr "" "中。如果设置了 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的第一项将用于替换那些被移除但未列在 " "`Shield.RemoveTypes` 中的护盾类型。" -#: ../../New-or-Enhanced-Logics.md:447 +#: ../../New-or-Enhanced-Logics.md:448 msgid "" "`Shield.MinimumReplaceDelay` can be used to control how long after the " "shield has been broken (in game frames) can it be replaced. If not enough" " frames have passed, it won't be replaced." msgstr "`Shield.MinimumReplaceDelay` 可用于控制护盾被击碎后(以游戏帧为单位)多久才能被替换。如果未经过足够的时间则不会被替换。" -#: ../../New-or-Enhanced-Logics.md:448 +#: ../../New-or-Enhanced-Logics.md:449 msgid "" "If `Shield.InheritStateOnReplace` is set, shields replaced via " "`Shield.ReplaceOnly` inherit the current strength (relative to ShieldType" @@ -2111,19 +2117,19 @@ msgstr "" "如果设置 `Shield.InheritStateOnReplace` 则通过 `Shield.ReplaceOnly` " "替换的护盾将继承前一个护盾的当前强度(护盾类型的 `Strength`)以及是否已被击碎的状态。恢复和重生计时器将始终被重置。" -#: ../../New-or-Enhanced-Logics.md:450 +#: ../../New-or-Enhanced-Logics.md:451 msgid "Animations" msgstr "动画" -#: ../../New-or-Enhanced-Logics.md:452 +#: ../../New-or-Enhanced-Logics.md:453 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../New-or-Enhanced-Logics.md:454 +#: ../../New-or-Enhanced-Logics.md:455 msgid "![image](_static/images/animToUnit.gif)" msgstr "![image](_static/images/animToUnit.gif)" -#: ../../New-or-Enhanced-Logics.md:456 +#: ../../New-or-Enhanced-Logics.md:457 msgid "" "Animations can now create (or \"convert\" to) any unit (vehicles, " "aircraft and infantry) when they end via `CreateUnit`. This offers more " @@ -2132,13 +2138,13 @@ msgstr "" "动画现在可以在结束时通过 `CreateUnit` 创建任何单位(载具、战机和步兵)。这比用于生成步兵的 `MakeInfantry` " "提供了更多的设置。" -#: ../../New-or-Enhanced-Logics.md:457 +#: ../../New-or-Enhanced-Logics.md:458 msgid "" "`CreateUnit.Owner` determines which house will own the created unit. This" " only works as expected if the animation has owner set." msgstr "`CreateUnit.Owner` 决定创建的单位属于哪个所属方。这仅在动画拥有所有者的情况生效。" -#: ../../New-or-Enhanced-Logics.md:458 +#: ../../New-or-Enhanced-Logics.md:459 msgid "" "Vehicle [destroy animations](Fixed-or-Improved-Logics.md#destroy-" "animations), animations from Warhead `AnimList/SplashList` and map " @@ -2147,13 +2153,13 @@ msgstr "" "载具[摧毁动画](Fixed-or-Improved-Logics.md#destroy-animations)、弹头 " "`AnimList/SplashList` 的动画以及地图触发结果 `41 播放动画在...` 将拥有正确的所有者。" -#: ../../New-or-Enhanced-Logics.md:459 +#: ../../New-or-Enhanced-Logics.md:460 msgid "" "`CreateUnit.RemapAnim`, if set to true, will cause the animation to be " "drawn in unit palette and remappable to owner's team color." msgstr "`CreateUnit.RemapAnim` 如果设为 true 则动画将使用单位色盘绘制并可重映射所有者的颜色。" -#: ../../New-or-Enhanced-Logics.md:460 +#: ../../New-or-Enhanced-Logics.md:461 msgid "" "`CreateUnit.Mission` determines the initial mission of the created unit. " "This can be overridden for AI players by setting `CreateUnit.AIMission`." @@ -2161,17 +2167,17 @@ msgstr "" "`CreateUnit.Mission` 决定所创建单位的初始任务。对于 AI 玩家可使用 `CreateUnit.AIMission` " "来分离设置。" -#: ../../New-or-Enhanced-Logics.md:461 +#: ../../New-or-Enhanced-Logics.md:462 msgid "`CreateUnit.Facing` determines the initial facing of created unit." msgstr "`CreateUnit.Facing` 决定所创建单位的初始朝向。" -#: ../../New-or-Enhanced-Logics.md:462 +#: ../../New-or-Enhanced-Logics.md:463 msgid "" "`CreateUnit.RandomFacing`, if set to true, makes it so that a random " "facing is picked instead." msgstr "`CreateUnit.RandomFacing` 如果设为 true 那么初始朝向会随机选取。" -#: ../../New-or-Enhanced-Logics.md:463 +#: ../../New-or-Enhanced-Logics.md:464 msgid "" "For VehicleTypes only, `CreateUnit.InheritFacings` and " "`CreateUnit.InheritTurretFacings` inherit facings for vehicle body and " @@ -2183,7 +2189,7 @@ msgstr "" "`CreateUnit.InheritTurretFacings` " "将分别从被摧毁载具的载具上继承载具主体和炮塔的朝向。由于技术限制,`InheritTurretFacings` 不适用于 Jumpjet 载具。" -#: ../../New-or-Enhanced-Logics.md:464 +#: ../../New-or-Enhanced-Logics.md:465 msgid "" "`CreateUnit.AlwaysSpawnOnGround`, if set to true, ensures the unit will " "be created on the cell at ground level even if animation is in air. If " @@ -2193,7 +2199,7 @@ msgstr "" "`CreateUnit.AlwaysSpawnOnGround` 如果设为 true 那么即使动画在空中单位也会在对应的地面单元格上创建。如果设为" " false 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:465 +#: ../../New-or-Enhanced-Logics.md:466 msgid "" "`CreateUnit.SpawnParachutedInAir`, if set to true, makes it so that the " "unit is created with a parachute if it is spawned in air. Has no effect " @@ -2202,7 +2208,7 @@ msgstr "" "`CreateUnit.SpawnParachutedInAir` 如果设为 true 那么动画在空中的情况下所创建的单位会拥有降落伞。如果 " "`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:466 +#: ../../New-or-Enhanced-Logics.md:467 msgid "" "`CreateUnit.ConsiderPathfinding`, if set to true, will consider whether " "or not the cell where the animation is located is occupied by other " @@ -2213,14 +2219,14 @@ msgstr "" "`CreateUnit.ConsiderPathfinding` 如果设为 true " "则考虑动画所在单元格是否被其他对象占据或对于所要创建的单位而言无法行驶并尝试寻找一个附近未被占用的单元格。否则即便存在障碍物单位也会尽量创建在动画所在的位置。" -#: ../../New-or-Enhanced-Logics.md:467 +#: ../../New-or-Enhanced-Logics.md:468 msgid "" "`CreateUnit.SpawnAnim` can be used to play another animation at created " "unit's location after it has appeared. This animation has same owner and " "invoker as the parent animation." msgstr "`CreateUnit.SpawnAnim` 可用于在创建的单位出现后在其位置播放另一个动画。此动画拥有与父动画相同的所有者和调用者。" -#: ../../New-or-Enhanced-Logics.md:468 +#: ../../New-or-Enhanced-Logics.md:469 msgid "" "`CreateUnit.SpawnHeight` can be set to override the animation's height " "when determining where to spawn the created unit if set to positive " @@ -2229,7 +2235,7 @@ msgstr "" "`CreateUnit.SpawnHeight` 如果设为正值则决定动画创建单位的高度。如果 " "`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:471 +#: ../../New-or-Enhanced-Logics.md:472 msgid "" "[SOMEANIM] ; AnimationType\n" "CreateUnit= ; TechnoType\n" @@ -2267,7 +2273,7 @@ msgstr "" "CreateUnit.SpawnAnim= ; AnimationType\n" "CreateUnit.SpawnHeight=-1 ; integer, height in leptons\n" -#: ../../New-or-Enhanced-Logics.md:490 +#: ../../New-or-Enhanced-Logics.md:491 msgid "" "Due to technical constraints, infantry death animations including Ares' " "`InfDeathAnim` cannot have `CreateUnit.Owner` correctly applied to them. " @@ -2277,25 +2283,25 @@ msgstr "" "由于技术限制,步兵死亡动画包括 Ares 的 `InfDeathAnim` 无法正确应用 `CreateUnit.Owner`。你可以使用 " "Ares 的 `MakeInfantryOwner` 作为替代方案,此方案甚至无需设置 `MakeInfantry` 就能正常工作。" -#: ../../New-or-Enhanced-Logics.md:493 +#: ../../New-or-Enhanced-Logics.md:494 msgid "Attached particle system" msgstr "附加粒子系统" -#: ../../New-or-Enhanced-Logics.md:495 +#: ../../New-or-Enhanced-Logics.md:496 msgid "" "It is now possible to attach a particle system to an animation. Only " "particle systems with `BehavesLike=Smoke` are supported. This works " "similarly to the identically named key on `VoxelAnims`." msgstr "现在可以将粒子系统附加到动画。仅支持 `BehavesLike=Smoke` 的粒子系统。这与 Voxel 碎片中的同名语句等效。" -#: ../../New-or-Enhanced-Logics.md:496 +#: ../../New-or-Enhanced-Logics.md:497 msgid "" "On animations with `Next`, the particle system will be deleted when the " "next animation starts playing and new one created in its stead if the " "`Next` animation defines a different particle system." msgstr "对于有 `Next` 的动画下一个动画开始播放时粒子系统将被删除且如果 `Next` 的动画定义了另一个粒子系统那么新的粒子系统将被创建。" -#: ../../New-or-Enhanced-Logics.md:499 +#: ../../New-or-Enhanced-Logics.md:500 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedSystem= ; ParticleSystemType\n" @@ -2303,17 +2309,17 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "AttachedSystem= ; ParticleSystemType\n" -#: ../../New-or-Enhanced-Logics.md:504 +#: ../../New-or-Enhanced-Logics.md:505 msgid "Customizable animation visibility settings" msgstr "自定义动画可见性" -#: ../../New-or-Enhanced-Logics.md:506 +#: ../../New-or-Enhanced-Logics.md:507 msgid "" "It is now possible to customize which players can see an animation using " "`VisibleTo`." msgstr "现在可以通过 `VisibleTo` 自定义哪些玩家可以看到动画。" -#: ../../New-or-Enhanced-Logics.md:507 +#: ../../New-or-Enhanced-Logics.md:508 msgid "" "`VisibleTo.ConsiderInvokerAsOwner`, if set, makes it so that animation's " "invoker house is considered as owner for purposes of `VisibleTo` instead " @@ -2324,13 +2330,13 @@ msgstr "" "`VisibleTo.ConsiderInvokerAsOwner` 如果设置则动画调用者的所属方将被视为 `VisibleTo` " "的所有者而不是它所附着科技类型或动画的的所属方。大多动画中它们是相同的但部分动画可能不同。" -#: ../../New-or-Enhanced-Logics.md:508 +#: ../../New-or-Enhanced-Logics.md:509 msgid "" "Note that this is a purely visual feature, any logic attached to these " "animations like damage is still processed for all players." msgstr "注意这是一个视觉效果,任何附加到动画上的逻辑例如造成伤害仍然会为所有玩家处理。" -#: ../../New-or-Enhanced-Logics.md:509 +#: ../../New-or-Enhanced-Logics.md:510 msgid "" "`RestrictVisibilityIfCloaked`, if set to true, makes so that attached " "animations or aircraft `Trailer` animations (due to technical " @@ -2341,13 +2347,13 @@ msgstr "" "`RestrictVisibilityIfCloaked` 如果设为 true 则隐形对象上所附着的动画和战机 `Trailer` " "的(由于技术限制导弹子机的尾烟不受此限制)动画仅对观察者和可检测到它们的玩家可见。" -#: ../../New-or-Enhanced-Logics.md:510 +#: ../../New-or-Enhanced-Logics.md:511 msgid "" "`DetachOnCloak` can be set to false to override vanilla game behaviour " "where attached animations are removed from cloaked objects." msgstr "`DetachOnCloak` 可设为 false 以覆盖原本游戏从隐形对象上移除所附着动画的行为。" -#: ../../New-or-Enhanced-Logics.md:513 +#: ../../New-or-Enhanced-Logics.md:514 msgid "" "[SOMEANIM] ; AnimationType\n" "VisibleTo=all ; List of Affected House " @@ -2363,11 +2369,11 @@ msgstr "" "RestrictVisibilityIfCloaked=false ; boolean\n" "DetachOnCloak=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:521 +#: ../../New-or-Enhanced-Logics.md:522 msgid "Play sound as a detached sound event" msgstr "以独立声音事件播放声音" -#: ../../New-or-Enhanced-Logics.md:523 +#: ../../New-or-Enhanced-Logics.md:524 msgid "" "It is now possible for animation to play a sound that is not attached to " "an audio event handler by using `DetachedReport`. By default animation " @@ -2381,7 +2387,7 @@ msgstr "" "`Report`/`StartSound` 由音频事件处理器播放,这允许即使它在初始创建后发生了变化声音也会循环和在正确的位置播放。这也导致通过 " "`Next` 链接不同的动画类型时出现问题,因为动画重新开始时音频事件处理器会重置。" -#: ../../New-or-Enhanced-Logics.md:526 +#: ../../New-or-Enhanced-Logics.md:527 msgid "" "[SOMEANIM] ; AnimationType\n" "DetachedReport= ; Sound entry\n" @@ -2389,21 +2395,21 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "DetachedReport= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:531 +#: ../../New-or-Enhanced-Logics.md:532 msgid "Buildings" msgstr "建筑" -#: ../../New-or-Enhanced-Logics.md:533 +#: ../../New-or-Enhanced-Logics.md:534 msgid "Build area customizations" msgstr "自定义建造区域" -#: ../../New-or-Enhanced-Logics.md:535 +#: ../../New-or-Enhanced-Logics.md:536 msgid "" "There are now additional customizations available for building placement " "next to other buildings." msgstr "现在允许对一个建筑旁其他建筑能否进行建造的区域自定义" -#: ../../New-or-Enhanced-Logics.md:536 +#: ../../New-or-Enhanced-Logics.md:537 msgid "" "`Adjacent.Allowed` lists BuildingTypes this BuildingType can be placed " "off (within distance defined by `Adjacent`). If empty, any BuildingType " @@ -2412,7 +2418,7 @@ msgstr "" "`Adjacent.Allowed` 列出了可以放置在其附近(由 `Adjacent` 定义的距离内)的建筑类型。如果留空则任何未列在 " "`Adjacent.Disallowed` 的建筑类型都可以。" -#: ../../New-or-Enhanced-Logics.md:537 +#: ../../New-or-Enhanced-Logics.md:538 msgid "" "`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be " "placed next to. If empty, any BuildingTypes are okay as long as " @@ -2421,14 +2427,14 @@ msgstr "" "`Adjacent.Disallowed` 列出了不得放置在其附近(由 `Adjacent` " "定义的距离内)的建筑类型。如果留空则任何建筑类型都可以。" -#: ../../New-or-Enhanced-Logics.md:538 +#: ../../New-or-Enhanced-Logics.md:539 msgid "" "If `NoBuildAreaOnBuildup` is set to true, no building can be built next " "to this building regardless of any other settings if it is currently " "displaying its buildup animation." msgstr "如果 `NoBuildAreaOnBuildup` 设为 true 则任何建筑类型都不能当其在播放建造动画时在其附近建造。" -#: ../../New-or-Enhanced-Logics.md:541 +#: ../../New-or-Enhanced-Logics.md:542 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Adjacent.Allowed= ; List of BuildingTypes\n" @@ -2440,11 +2446,11 @@ msgstr "" "Adjacent.Disallowed= ; List of BuildingTypes\n" "NoBuildAreaOnBuildup=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:548 +#: ../../New-or-Enhanced-Logics.md:549 msgid "Destroyable pathfinding obstacles" msgstr "可摧毁的寻路障碍" -#: ../../New-or-Enhanced-Logics.md:550 +#: ../../New-or-Enhanced-Logics.md:551 msgid "" "It is possible to make buildings be considered pathfinding obstacles that" " can be destroyed by setting `IsDestroyableBlockage` to true. What this " @@ -2458,7 +2464,7 @@ msgstr "" "`MovementZone`(允许处理可摧毁障碍物的类别,例如 " "`(Infantry|Amphibious)Destroyer`)的单位会将建筑视为就像墙类覆盖物和地形对象那样不可通行且不可逾越的障碍物。" -#: ../../New-or-Enhanced-Logics.md:551 +#: ../../New-or-Enhanced-Logics.md:552 msgid "" "Keep in mind that if an unit has appropriate `MovementZone` but no means " "to actually destroy an obstacle (such as a weapon that can fire and deal " @@ -2468,7 +2474,7 @@ msgstr "" "注意如果一个单位拥有适当的 `MovementZone` " "单缺少实际摧毁障碍物的手段(例如一个可以发射并造成伤害的武器)那么它们仍会尝试摧毁并穿越障碍物进而卡在那里而不是绕过障碍物。" -#: ../../New-or-Enhanced-Logics.md:554 +#: ../../New-or-Enhanced-Logics.md:555 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsDestroyableObstacle=false ; boolean\n" @@ -2476,11 +2482,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsDestroyableObstacle=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:559 +#: ../../New-or-Enhanced-Logics.md:560 msgid "Extended building upgrades" msgstr "拓展的建筑加载物" -#: ../../New-or-Enhanced-Logics.md:561 +#: ../../New-or-Enhanced-Logics.md:562 msgid "" "![image](_static/images/powersup.owner-01.png) *Upgrading own and allied " "Power Plants in [CnC: Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -2488,7 +2494,7 @@ msgstr "" "![image](_static/images/powersup.owner-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中加载到自己的和盟友的发电厂*" -#: ../../New-or-Enhanced-Logics.md:565 +#: ../../New-or-Enhanced-Logics.md:566 msgid "" "Due to technical limitations, with Ares, upgrades placed through " "`PowersUp.Buildings` instead of `PowersUpBuilding` (note that internally " @@ -2504,7 +2510,7 @@ msgstr "" "的第一个条目) **不会** 满足先决条件。建议的解决方法是通过加载物来提供一个超武武器通过 [虚拟投放](#limbodelivery) " "的建筑来作为先决条件,当父建筑消失时这些先决条件会被另一个超级武器销毁,以此类推。" -#: ../../New-or-Enhanced-Logics.md:568 +#: ../../New-or-Enhanced-Logics.md:569 msgid "" "Building upgrades now can be placed on own buildings, on allied buildings" " and/or on enemy buildings. These three owners can be specified by " @@ -2514,17 +2520,17 @@ msgstr "" "现在建筑加载物可以放置在己方建筑、友方建筑乃至敌方建筑上。这三种所有者可以通过 `PowersUp.Owner` " "指定。当加载物放置在建筑上时,它将自动更改为与建筑所有者相同的所有者。" -#: ../../New-or-Enhanced-Logics.md:569 +#: ../../New-or-Enhanced-Logics.md:570 msgid "" "One upgrade can now be applied to multiple different types of buildings " "specified by `PowersUp.Buildings`." msgstr "现在一个加载物可以应用于由 `PowersUp.Buildings` 指定的多种不同类型的建筑。" -#: ../../New-or-Enhanced-Logics.md:570 +#: ../../New-or-Enhanced-Logics.md:571 msgid "Ares-introduced build limit for building upgrades works with this feature." msgstr "Ares 引入的建筑加载物建造限制与这一功能兼容。" -#: ../../New-or-Enhanced-Logics.md:573 +#: ../../New-or-Enhanced-Logics.md:574 msgid "" "[SOMEBUILDING] ; BuildingType, as an upgrade\n" "PowersUp.Owner=Self ; List of Affected House Enumeration " @@ -2536,23 +2542,23 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "PowersUp.Buildings= ; List of BuildingTypes\n" -#: ../../New-or-Enhanced-Logics.md:579 +#: ../../New-or-Enhanced-Logics.md:580 msgid "Power plant enhancer" msgstr "电厂增幅器" -#: ../../New-or-Enhanced-Logics.md:581 +#: ../../New-or-Enhanced-Logics.md:582 msgid "" "When it exists, it can increase the power amount generated by the power " "plants." msgstr "当它存在时可以增加电厂产生的电量。" -#: ../../New-or-Enhanced-Logics.md:582 +#: ../../New-or-Enhanced-Logics.md:583 msgid "" "When enchancing structures are sold or destroyed, the power amount " "returns to normal." msgstr "当增幅器被出售或摧毁时电量将复原。" -#: ../../New-or-Enhanced-Logics.md:585 +#: ../../New-or-Enhanced-Logics.md:586 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlantEnhancer.PowerPlants= ; List of BuildingTypes\n" @@ -2564,27 +2570,27 @@ msgstr "" "PowerPlantEnhancer.Amount=0 ; integer\n" "PowerPlantEnhancer.Factor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:592 +#: ../../New-or-Enhanced-Logics.md:593 msgid "Spy Effects" msgstr "间谍效果" -#: ../../New-or-Enhanced-Logics.md:594 +#: ../../New-or-Enhanced-Logics.md:595 msgid "Additional espionage bonuses can be toggled with `SpyEffect.Custom`." msgstr "可以通过 `SpyEffect.Custom` 开启额外的间谍效果。" -#: ../../New-or-Enhanced-Logics.md:595 +#: ../../New-or-Enhanced-Logics.md:596 msgid "" "`SpyEffect.VictimSuperWeapon` instantly launches a Super Weapon for the " "owner of the infiltrated building at building's coordinates." msgstr "`SpyEffect.VictimSuperWeapon` 会立即在被渗透建筑的坐标处为被渗透建筑的所属方发射一个超级武器。" -#: ../../New-or-Enhanced-Logics.md:596 +#: ../../New-or-Enhanced-Logics.md:597 msgid "" "`SpyEffect.InfiltratorSuperWeapon` behaves the same as above, with the " "Super Weapon's owner being the owner of the spying unit." msgstr "`SpyEffect.InfiltratorSuperWeapon` 同上但超级武器的所有者是间谍单位的所属方。" -#: ../../New-or-Enhanced-Logics.md:599 +#: ../../New-or-Enhanced-Logics.md:600 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SpyEffect.Custom=false ; boolean\n" @@ -2596,15 +2602,15 @@ msgstr "" "SpyEffect.VictimSuperWeapon= ; SuperWeaponType\n" "SpyEffect.InfiltratorSuperWeapon= ; SuperWeaponType\n" -#: ../../New-or-Enhanced-Logics.md:606 +#: ../../New-or-Enhanced-Logics.md:607 msgid "Infantry" msgstr "步兵" -#: ../../New-or-Enhanced-Logics.md:608 +#: ../../New-or-Enhanced-Logics.md:609 msgid "Customizable FLH When Infantry Is Prone Or Deployed" msgstr "自定义步兵匍匐或部署状态的 FLH" -#: ../../New-or-Enhanced-Logics.md:610 +#: ../../New-or-Enhanced-Logics.md:611 msgid "" "Now infantry can override `PrimaryFireFLH` and `SecondaryFireFLH` if is " "prone (crawling) or deployed. Also works in conjunction with [burst-index" @@ -2613,7 +2619,7 @@ msgstr "" "现在步兵处于匍匐(爪巴)或部署状态的 FLH 可以独立于 `PrimaryFireFLH` 和 `SecondaryFireFLH` " "进行设置。同样对 [Burst 开火坐标](#firing-offsets-for-specific-burst-shots) 生效。" -#: ../../New-or-Enhanced-Logics.md:613 +#: ../../New-or-Enhanced-Logics.md:614 msgid "" "[SOMEINFANTRY] ; InfantryType image\n" "PronePrimaryFireFLH= ; integer - Forward,Lateral,Height\n" @@ -2627,17 +2633,17 @@ msgstr "" "DeployedPrimaryFireFLH= ; integer - Forward,Lateral,Height\n" "DeployedSecondaryFireFLH= ; integer - Forward,Lateral,Height\n" -#: ../../New-or-Enhanced-Logics.md:621 +#: ../../New-or-Enhanced-Logics.md:622 msgid "Customizable `SlavesFreeSound`" msgstr "自定义 `SlavesFreeSound`" -#: ../../New-or-Enhanced-Logics.md:623 +#: ../../New-or-Enhanced-Logics.md:624 msgid "" "`SlavesFreeSound` is now dehardcoded from `[AudioVisual]` and can be set " "individually for each enslavable infantry type." msgstr "现在 `SlavesFreeSound` 已从 `[AudioVisual]` 中解码并可以单独为每个奴隶类步兵类型微观设置。" -#: ../../New-or-Enhanced-Logics.md:627 +#: ../../New-or-Enhanced-Logics.md:628 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "Slaved=yes\n" @@ -2647,19 +2653,19 @@ msgstr "" "Slaved=yes\n" "SlavesFreeSound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:633 +#: ../../New-or-Enhanced-Logics.md:634 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型默认伪装" -#: ../../New-or-Enhanced-Logics.md:635 +#: ../../New-or-Enhanced-Logics.md:636 msgid "Infantry can now have its `DefaultDisguise` overridden per-type." msgstr "现在可以为每个步兵类型设置其 `DefaultDisguise`。" -#: ../../New-or-Enhanced-Logics.md:636 +#: ../../New-or-Enhanced-Logics.md:637 msgid "This tag's priority is higher than Ares' per-side `DefaultDisguise`." msgstr "此标签的优先级高于 Ares 的各阵营 `DefaultDisguise`。" -#: ../../New-or-Enhanced-Logics.md:639 +#: ../../New-or-Enhanced-Logics.md:640 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "DefaultDisguise= ; InfantryType\n" @@ -2667,23 +2673,23 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType\n" "DefaultDisguise= ; InfantryType\n" -#: ../../New-or-Enhanced-Logics.md:644 +#: ../../New-or-Enhanced-Logics.md:645 msgid "Random death animaton for NotHuman Infantry" msgstr "非人步兵随机死亡动画" -#: ../../New-or-Enhanced-Logics.md:646 +#: ../../New-or-Enhanced-Logics.md:647 msgid "" "Infantry with `NotHuman=yes` can now play random death anim sequence " "between `Die1` to `Die5` instead of the hardcoded `Die1`." msgstr "现在拥有 `NotHuman=yes` 的步兵可以从 `Die1` 到 `Die5` 之间随机播放死亡动画序列而不再是硬编码的 `Die1`。" -#: ../../New-or-Enhanced-Logics.md:647 +#: ../../New-or-Enhanced-Logics.md:648 msgid "" "Do not forget to tweak infantry anim sequences before enabling this " "feature, otherwise it will play invisible anim sequence." msgstr "在启用此功能前请务必调整步兵动画序列否则可能播放不可见的动画序列。" -#: ../../New-or-Enhanced-Logics.md:650 +#: ../../New-or-Enhanced-Logics.md:651 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "NotHuman.RandomDeathSequence=yes ; boolean\n" @@ -2691,35 +2697,35 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType\n" "NotHuman.RandomDeathSequence=yes ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:655 +#: ../../New-or-Enhanced-Logics.md:656 msgid "Slaves' house decision customization when owner is killed" msgstr "奴隶解放演变" -#: ../../New-or-Enhanced-Logics.md:657 +#: ../../New-or-Enhanced-Logics.md:658 msgid "" "You can now decide the slaves' house when the corresponding slave miner " "is killed using `Slaved.OwnerWhenMasterKilled`:" msgstr "现在你可以使用 `Slaved.OwnerWhenMasterKilled` 来决定奴隶矿场被毁后奴隶移交的所属方或行为:" -#: ../../New-or-Enhanced-Logics.md:658 +#: ../../New-or-Enhanced-Logics.md:659 msgid "`suicide`: Kill each slave if the slave miner is killed." msgstr "`suicide`:以身殉主,奴隶矿场死亡则奴隶同步死亡。" -#: ../../New-or-Enhanced-Logics.md:659 +#: ../../New-or-Enhanced-Logics.md:660 msgid "`master`: Free the slaves but keep the house of the slave unchanged." msgstr "`master ` :助纣为虐,拿起武器但所属不变。" -#: ../../New-or-Enhanced-Logics.md:660 +#: ../../New-or-Enhanced-Logics.md:661 msgid "`neutral`: The slaves belong to civilian house." msgstr "`neutral`:独善其身,解放后转为平民所属方开摆。" -#: ../../New-or-Enhanced-Logics.md:661 +#: ../../New-or-Enhanced-Logics.md:662 msgid "" "`killer`: Free the slaves and give them to the house of the slave miner's" " killer. (vanilla behavior)" msgstr "`killer ` :揭竿而起,解放后转为奴隶矿场击杀者的所属方。(原版行为)" -#: ../../New-or-Enhanced-Logics.md:664 +#: ../../New-or-Enhanced-Logics.md:665 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "Slaved=yes\n" @@ -2731,17 +2737,17 @@ msgstr "" "Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | " "killer | neutral)\n" -#: ../../New-or-Enhanced-Logics.md:670 +#: ../../New-or-Enhanced-Logics.md:671 msgid "Use land sequences even in water" msgstr "在水中使用陆地序列" -#: ../../New-or-Enhanced-Logics.md:672 +#: ../../New-or-Enhanced-Logics.md:673 msgid "" "Setting `OnlyUseLandSequences` to true will make infantry display only " "the regular sequences used on land even if it is in water." msgstr "设置 `OnlyUseLandSequences` 为 true 可以使步兵即使在水中也只显示在陆地上使用的常规序列。" -#: ../../New-or-Enhanced-Logics.md:675 +#: ../../New-or-Enhanced-Logics.md:676 msgid "" "[SOMEINFANTRY] ; InfantryType image\n" "OnlyUseLandSequences=false ; boolean\n" @@ -2749,15 +2755,15 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType image\n" "OnlyUseLandSequences=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:680 +#: ../../New-or-Enhanced-Logics.md:681 msgid "Projectiles" msgstr "抛射体" -#: ../../New-or-Enhanced-Logics.md:682 +#: ../../New-or-Enhanced-Logics.md:683 msgid "Projectile interception logic" msgstr "抛射体拦截" -#: ../../New-or-Enhanced-Logics.md:684 +#: ../../New-or-Enhanced-Logics.md:685 msgid "" "![image](_static/images/projectile-interception-01.gif) *Interception " "logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-" @@ -2766,7 +2772,7 @@ msgstr "" "![image](_static/images/projectile-interception-01.gif) " "*[泰伯利亚危机](https://www.moddb.com/mods/tiberium-crisis) 中的拦截抛射体*" -#: ../../New-or-Enhanced-Logics.md:687 +#: ../../New-or-Enhanced-Logics.md:688 msgid "" "Projectiles can now be made interceptable by certain TechnoTypes by " "setting `Interceptable=true` on them. The TechnoType scans for " @@ -2786,13 +2792,13 @@ msgstr "" "那么从抛射体的当前血量中扣除一个等于拦截武器 `Damage` 经弹头 `Verses` " "和科技类型火力加成调整后的数值。无论当前抛射体血量是否被减少若拦截后其血量为 0 或更低那么抛射体将被引爆。" -#: ../../New-or-Enhanced-Logics.md:688 +#: ../../New-or-Enhanced-Logics.md:689 msgid "" "`Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = " "`Secondary`) to be used for intercepting projectiles." msgstr "`Interceptor.Weapon` 决定用于拦截抛射体的武器(0 = `Primary`, 1 = `Secondary`)。" -#: ../../New-or-Enhanced-Logics.md:689 +#: ../../New-or-Enhanced-Logics.md:690 msgid "" "The interceptor weapon may need `AG` and/or `AA` set to true on its " "projectile to be able to target projectiles depending on their elevation " @@ -2802,13 +2808,13 @@ msgstr "" "拦截武器可能需要在其抛射体上将 `AG` 和/或 `AA` 设为 true " "以使其能够根据抛射体相对地面的高度来瞄准。如果你不设置这些那么武器将无法分别瞄准低空或高空飞行的抛射体。" -#: ../../New-or-Enhanced-Logics.md:690 +#: ../../New-or-Enhanced-Logics.md:691 msgid "" "`Interceptor.CanTargetHouses` controls which houses the projectiles (or " "rather their firers) can belong to be eligible for interception." msgstr "`Interceptor.CanTargetHouses` 控制抛射体(或其发射者)属于哪些所属方时可以被拦截。" -#: ../../New-or-Enhanced-Logics.md:691 +#: ../../New-or-Enhanced-Logics.md:692 msgid "" "`Interceptor.GuardRange` (and " "`Interceptor.(Rookie|Veteran|EliteGuardRange)`) is maximum range of the " @@ -2818,7 +2824,7 @@ msgstr "" "`Interceptor.GuardRange`(以及 " "`Interceptor.(Rookie|Veteran|EliteGuardRange)`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" -#: ../../New-or-Enhanced-Logics.md:692 +#: ../../New-or-Enhanced-Logics.md:693 msgid "" "`Interceptor.MinimumGuardRange` (and " "`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`) is the minimum " @@ -2828,14 +2834,14 @@ msgstr "" "`Interceptor.MinimumGuardRange`(以及 " "`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" -#: ../../New-or-Enhanced-Logics.md:693 +#: ../../New-or-Enhanced-Logics.md:694 msgid "" "`Interceptor.ApplyFirepowerMult` determines whether or not the " "intercepting weapon's damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Interceptor.ApplyFirepowerMult` 决定拦截武器的伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:694 +#: ../../New-or-Enhanced-Logics.md:695 msgid "" "`Interceptable.DeleteOnIntercept` determines whether or not the " "projectile will simply be deleted on detonation upon interception, or if " @@ -2845,7 +2851,7 @@ msgstr "" "`Interceptable.DeleteOnIntercept` 决定抛射体被拦截时是被简单的移除还是直接引爆。这会被拦截者的 " "`Interceptor.DeleteOnIntercept` 设置覆盖。" -#: ../../New-or-Enhanced-Logics.md:695 +#: ../../New-or-Enhanced-Logics.md:696 msgid "" "`Interceptable.WeaponOverride` can be set to a WeaponType that will be " "used to override characteristics such as `Damage` and `Warhead` of the " @@ -2855,7 +2861,7 @@ msgstr "" "`Interceptable.WeaponOverride` 可以设置一个武器覆盖替代此抛射体在拦截时的 `Damage` 和 `Warhead`" " 等特性进行引爆。这会被拦截者的 `Interceptor.WeaponOverride` 设置覆盖。" -#: ../../New-or-Enhanced-Logics.md:696 +#: ../../New-or-Enhanced-Logics.md:697 msgid "" "On interceptors, `Interceptor.WeaponReplaceProjectile` can be set to true" " to make `Interceptor.WeaponOverride` also replace the intercepted " @@ -2867,7 +2873,7 @@ msgstr "" "`Interceptor.WeaponOverride` 也使用自己的抛射体类型(包括 `Image` 和其他抛射体特性)和 `Speed` " "替换被拦截的抛射体。不会替换附着的粒子系统(`AttachedSystem` 是一个 *Ares 功能*)。" -#: ../../New-or-Enhanced-Logics.md:697 +#: ../../New-or-Enhanced-Logics.md:698 msgid "" "On interceptors, `Interceptor.WeaponCumulativeDamage` can be set to true " "to make `Damage` from `Interceptor.WeaponOverride` weapon be added on the" @@ -2876,7 +2882,7 @@ msgstr "" "在拦截者上可以将 `Interceptor.WeaponCumulativeDamage` 设为 true 以使 " "`Interceptor.WeaponOverride` 武器的 `Damage` 会叠加到抛射体的 `Damage` 上而不是覆盖它。" -#: ../../New-or-Enhanced-Logics.md:698 +#: ../../New-or-Enhanced-Logics.md:699 msgid "" "`Interceptor.KeepIntact` can be set to true to allow intercepted " "projectiles to continue traveling as if they were not intercepted, but " @@ -2885,7 +2891,7 @@ msgstr "" "`Interceptor.KeepIntact` 可视为 true 以允许被拦截的抛射体继续飞行就像它们没有被拦截一样,不过 " "`Interceptor.WeaponOverride` 等效果仍会应用。" -#: ../../New-or-Enhanced-Logics.md:701 +#: ../../New-or-Enhanced-Logics.md:702 msgid "" "[SOMETECHNO] ; TechnoType\n" "Interceptor=false ; boolean\n" @@ -2939,7 +2945,7 @@ msgstr "" "Strength=0 ; integer\n" "Armor= ; ArmorType\n" -#: ../../New-or-Enhanced-Logics.md:728 +#: ../../New-or-Enhanced-Logics.md:729 msgid "" "Currently interceptor weapons with projectiles that do not have " "`Inviso=true` will be unable to intercept projectiles if the firer of the" @@ -2947,15 +2953,15 @@ msgid "" " its target. This may change in future." msgstr "目前如果拦截武器的开火者提前死亡那么没有 `Inviso=true` 的拦截抛射体将无法拦截目标抛射体,这在未来可能会进行更改。" -#: ../../New-or-Enhanced-Logics.md:731 +#: ../../New-or-Enhanced-Logics.md:732 msgid "Projectile trajectories" msgstr "抛射体轨迹" -#: ../../New-or-Enhanced-Logics.md:733 +#: ../../New-or-Enhanced-Logics.md:734 msgid "Projectiles can now have customizable trajectories." msgstr "抛射体现在可以有自定义的轨迹。" -#: ../../New-or-Enhanced-Logics.md:734 +#: ../../New-or-Enhanced-Logics.md:735 msgid "" "`Trajectory` should not be combined with original game's projectile " "trajectory logics (`Arcing`, `ROT`, `Vertical` or `Inviso`). Attempt to " @@ -2965,7 +2971,7 @@ msgstr "" "`Trajectory` 不应与原游戏的抛射体逻辑(`Arcing`、`ROT`、`Vertical` 或 " "`Inviso`)结合使用。尝试你这样做将导致其他逻辑被禁用并在日志文件中写入一条警告。" -#: ../../New-or-Enhanced-Logics.md:735 +#: ../../New-or-Enhanced-Logics.md:736 msgid "" "The speed of the projectile is defined by `Trajectory.Speed`, which " "unlike `Speed` used by `ROT` > 0 projectiles is defined on projectile not" @@ -2974,26 +2980,26 @@ msgstr "" "抛射体的速度由 `Trajectory.Speed` 定义,与 `ROT` > 0 抛射体不同的是 `Trajectory.Speed` " "定义在抛射体上而不是武器上。" -#: ../../New-or-Enhanced-Logics.md:736 +#: ../../New-or-Enhanced-Logics.md:737 msgid "" "In `Trajectory=Straight`, it refers to the whole distance speed of the " "projectile and it has no restrictions." msgstr "对于 `Trajectory=Straight` 它指的是抛射体的全程速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:737 +#: ../../New-or-Enhanced-Logics.md:738 msgid "" "In `Trajectory=Bombard`, it refers to the initial speed of the projectile" " and it has no restrictions." msgstr "对于 `Trajectory=Bombard` 它指的是抛射体的初始速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:738 +#: ../../New-or-Enhanced-Logics.md:739 msgid "" "In `Trajectory=Parabola`, it refers to the horizontal velocity of the " "projectile and is only used for modes 0, 3, or 5 and it has no " "restrictions." msgstr "对于 `Trajectory=Parabola` 它指的是抛射体仅用于模式 0、3 或 5 的水平速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:741 +#: ../../New-or-Enhanced-Logics.md:742 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory.Speed=100.0 ; floating point value\n" @@ -3001,11 +3007,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory.Speed=100.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:746 +#: ../../New-or-Enhanced-Logics.md:747 msgid "Straight trajectory" msgstr "直线轨迹" -#: ../../New-or-Enhanced-Logics.md:748 +#: ../../New-or-Enhanced-Logics.md:749 msgid "" "![Straigh trajectory blasters](_static/images/straight.gif) *Straight " "trajectory used to make blasters in a private mod by @brsajo#9745*" @@ -3013,15 +3019,15 @@ msgstr "" "![Straigh trajectory blasters](_static/images/straight.gif) *@brsajo#9745" " 在私人 mod 中使用直线轨迹制作的爆能枪*" -#: ../../New-or-Enhanced-Logics.md:748 +#: ../../New-or-Enhanced-Logics.md:749 msgid "Straigh trajectory blasters" msgstr "直线轨迹爆能枪" -#: ../../New-or-Enhanced-Logics.md:751 +#: ../../New-or-Enhanced-Logics.md:752 msgid "Self-explanatory, is a straight-shot trajectory." msgstr "不言自明,这是一种直线射击轨迹。" -#: ../../New-or-Enhanced-Logics.md:752 +#: ../../New-or-Enhanced-Logics.md:753 msgid "" "`Trajectory.Straight.DetonationDistance` controls the maximum distance in" " cells from intended target (checked at start of each game frame, before " @@ -3041,7 +3047,7 @@ msgstr "" "true 则任何来自开火者的武器射程加成也将在此处被使用。通过设置 `Trajectory.Straight.PassThrough=true` " "当值大于 0 时它指的是抛射体从自身开始移动的距离,当值小于 0 时它指的是抛射体飞跃目标后移动的距离(使用绝对值)。" -#: ../../New-or-Enhanced-Logics.md:753 +#: ../../New-or-Enhanced-Logics.md:754 msgid "" "`Trajectory.Straight.TargetSnapDistance` controls the maximum distance in" " cells from intended target the projectile can be at moment of detonation" @@ -3051,7 +3057,7 @@ msgstr "" "`Trajectory.Straight.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:754 +#: ../../New-or-Enhanced-Logics.md:755 msgid "" "`Trajectory.Straight.PassThrough` enables special case logic where the " "projectile does not detonate in contact with the target but instead " @@ -3064,7 +3070,7 @@ msgstr "" "`Trajectory.Straight.DetonationDistance` " "定义的距离。注意抛射体发射角度会受此影响,如果与目标处于同一高度那么直接向前发射。" -#: ../../New-or-Enhanced-Logics.md:755 +#: ../../New-or-Enhanced-Logics.md:756 msgid "" "`Trajectory.Straight.PassDetonate` enables extra detonations when the " "projectile is traveling. (You can use this when you want the projectile " @@ -3073,7 +3079,7 @@ msgstr "" "`Trajectory.Straight.PassDetonate` " "启用抛射体在飞行过程中的额外爆炸。(如果你希望抛射体在飞行过程中每隔一定距离/时间引爆一次那么可以使用此功能)。" -#: ../../New-or-Enhanced-Logics.md:756 +#: ../../New-or-Enhanced-Logics.md:757 msgid "" "`Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated " "by `Trajectory.Straight.PassDetonate`, and " @@ -3085,7 +3091,7 @@ msgstr "" "引爆的弹头,`Trajectory.Straight.PassDetonateDamage` 定义由 " "`Trajectory.Straight.PassDetonateWarhead` 引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:757 +#: ../../New-or-Enhanced-Logics.md:758 msgid "" "`Trajectory.Straight.PassDetonateDelay` controls the delay for detonating" " the warhead defined by `Trajectory.Straight.Warhead`." @@ -3093,7 +3099,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateDelay` 控制 `Trajectory.Straight.Warhead` " "所定义弹头的引爆间隔。" -#: ../../New-or-Enhanced-Logics.md:758 +#: ../../New-or-Enhanced-Logics.md:759 msgid "" "`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay" " for detonating the warhead defined by " @@ -3102,7 +3108,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateInitialDelay` 控制 " "`Trajectory.Straight.PassDetonateWarhead` 所定义弹头的初始引爆间隔。" -#: ../../New-or-Enhanced-Logics.md:759 +#: ../../New-or-Enhanced-Logics.md:760 msgid "" "`Trajectory.Straight.PassDetonateLocal` controls whether " "`Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are " @@ -3114,7 +3120,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateWarhead` 和武器 `Warhead` " "是否始终在下方地面引爆。它还将不再限制抛射体在使用 `Trajectory.Straight.ConfineAtHeight` 时的垂直速度。" -#: ../../New-or-Enhanced-Logics.md:760 +#: ../../New-or-Enhanced-Logics.md:761 msgid "" "`Trajectory.Straight.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" @@ -3123,7 +3129,7 @@ msgstr "" "`Trajectory.Straight.LeadTimeCalculate` " "控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:761 +#: ../../New-or-Enhanced-Logics.md:762 msgid "" "`Trajectory.Straight.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -3133,7 +3139,7 @@ msgstr "" "`Trajectory.Straight.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Straight.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:762 +#: ../../New-or-Enhanced-Logics.md:763 msgid "" "`Trajectory.Straight.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -3143,7 +3149,7 @@ msgstr "" "`Trajectory.Straight.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Straight.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:763 +#: ../../New-or-Enhanced-Logics.md:764 msgid "" "`Trajectory.Straight.MirrorCoord` controls whether " "`Trajectory.Straight.OffsetCoord` need to mirror the lateral value to " @@ -3156,7 +3162,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:764 +#: ../../New-or-Enhanced-Logics.md:765 msgid "" "`Trajectory.Straight.UseDisperseBurst` controls whether the calculation " "of `Trajectory.Straight.RotateCoord` is based on its superior's " @@ -3168,7 +3174,7 @@ msgstr "" "`Trajectory.Straight.RotateCoord` 的计算是否基于其上级武器的 " "`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:765 +#: ../../New-or-Enhanced-Logics.md:766 msgid "" "`Trajectory.Straight.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with" @@ -3178,7 +3184,7 @@ msgstr "" "`Trajectory.Straight.AxisOfRotation` 控制计算 " "`Trajectory.Straight.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:766 +#: ../../New-or-Enhanced-Logics.md:767 msgid "" "`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse" " times. When there are enough remaining times and the projectile " @@ -3198,7 +3204,7 @@ msgstr "" "`Versus` 的武器 `Warhead` 以瞄准目标,使用 `Trajectory.Straight.ProximityWarhead` " "造成实际伤害。(你可以使用此功能在抛射体飞行期间对遇到的所有单位造成非重复伤害。)" -#: ../../New-or-Enhanced-Logics.md:767 +#: ../../New-or-Enhanced-Logics.md:768 msgid "" "`Trajectory.Straight.ProximityWarhead` defines the warhead detonated by " "`Trajectory.Straight.ProximityImpact`, and " @@ -3210,19 +3216,19 @@ msgstr "" "引爆的弹头,`Trajectory.Straight.ProximityDamage` 定义由 " "`Trajectory.Straight.ProximityWarhead` 引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:768 +#: ../../New-or-Enhanced-Logics.md:769 msgid "" "`Trajectory.Straight.ProximityRadius` controls the range of proximity " "fuse. It can NOT be set as a negative integer." msgstr "`Trajectory.Straight.ProximityRadius` 控制近炸引信的范围。不支持负整数。" -#: ../../New-or-Enhanced-Logics.md:769 +#: ../../New-or-Enhanced-Logics.md:770 msgid "" "`Trajectory.Straight.ProximityDirect` controls whether let the target " "receive damage instead of detonating the warhead." msgstr "`Trajectory.Straight.ProximityDirect` 控制是否直接伤害目标而不是引爆弹头。" -#: ../../New-or-Enhanced-Logics.md:770 +#: ../../New-or-Enhanced-Logics.md:771 msgid "" "`Trajectory.Straight.ProximityMedial` controls whether to detonate " "`Trajectory.Straight.ProximityWarhead` at the bullet's location rather " @@ -3234,19 +3240,19 @@ msgstr "" "`Trajectory.Straight.ProximityDirect` 设为 true,这只会影响 " "`Trajectory.Straight.EdgeAttenuation` 的计算结果。" -#: ../../New-or-Enhanced-Logics.md:771 +#: ../../New-or-Enhanced-Logics.md:772 msgid "" "`Trajectory.Straight.ProximityAllies` controls whether allies will also " "trigger the proximity fuse." msgstr "`Trajectory.Straight.ProximityAllies` 控制友军是否也会触发近炸引信。" -#: ../../New-or-Enhanced-Logics.md:772 +#: ../../New-or-Enhanced-Logics.md:773 msgid "" "`Trajectory.Straight.ProximityFlight` controls whether to count units in " "the air." msgstr "`Trajectory.Straight.ProximityFlight` 控制是否考虑空中的单位。" -#: ../../New-or-Enhanced-Logics.md:773 +#: ../../New-or-Enhanced-Logics.md:774 msgid "" "`Trajectory.Straight.ThroughVehicles` controls whether the projectile " "will not be obstructed by vehicles or aircrafts on the ground. When it is" @@ -3259,7 +3265,7 @@ msgstr "" "`Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " "`Trajectory.Straight.ProximityImpact`。" -#: ../../New-or-Enhanced-Logics.md:774 +#: ../../New-or-Enhanced-Logics.md:775 msgid "" "`Trajectory.Straight.ThroughBuilding` controls whether the projectile " "will not be obstructed by buildings. When it is obstructed, it will be " @@ -3271,7 +3277,7 @@ msgstr "" " `Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " "`Trajectory.Straight.ProximityImpact`。" -#: ../../New-or-Enhanced-Logics.md:775 +#: ../../New-or-Enhanced-Logics.md:776 msgid "" "`Trajectory.Straight.SubjectToGround` controls whether the projectile " "should explode when it hits the ground. Note that this will not make AI " @@ -3280,7 +3286,7 @@ msgstr "" "`Trajectory.Straight.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " "去寻找合适的攻击位置。" -#: ../../New-or-Enhanced-Logics.md:776 +#: ../../New-or-Enhanced-Logics.md:777 msgid "" "`Trajectory.Straight.ConfineAtHeight` controls the height above ground " "that projectile will try to travel as it can. It can not move down from " @@ -3292,7 +3298,7 @@ msgstr "" "`SubjectToCliffs=true` 可以使其不得从悬崖上向下移动。可以通过设置为非正整数来取消。如果 " "`Trajectory.Speed` 大于 256,它将被强制取消。" -#: ../../New-or-Enhanced-Logics.md:777 +#: ../../New-or-Enhanced-Logics.md:778 msgid "" "`Trajectory.Straight.EdgeAttenuation` controls the edge attenuation ratio" " of projectile damage (includes all types of the trajectory's damage), " @@ -3303,7 +3309,7 @@ msgstr "" "`Trajectory.Straight.EdgeAttenuation` " "控制抛射体杀伤的边缘衰减比例(包括轨迹添加的所有伤害类型),即实际造成的伤害是将此值乘以当前距离与武器射程的比值。不能设为负整数。" -#: ../../New-or-Enhanced-Logics.md:778 +#: ../../New-or-Enhanced-Logics.md:779 msgid "" "`Trajectory.Straight.CountAttenuation` controls the attenuation " "coefficient of projectile damage (includes all types of the trajectory's " @@ -3313,7 +3319,7 @@ msgstr "" "`Trajectory.Straight.CountAttenuation` " "控制抛射体杀伤的衰减系数(包括轨迹添加的所有伤害类型),即每次造成伤害后的下一次伤害会翻多少倍。不能设为负整数。" -#: ../../New-or-Enhanced-Logics.md:781 +#: ../../New-or-Enhanced-Logics.md:782 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Straight ; Trajectory type\n" @@ -3385,13 +3391,13 @@ msgstr "" "Trajectory.Straight.EdgeAttenuation=1.0 ; floating point value\n" "Trajectory.Straight.CountAttenuation=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:817 +#: ../../New-or-Enhanced-Logics.md:818 msgid "" "Make sure you set a low `Trajectory.Straight.ProximityRadius` value " "unless necessary." msgstr "除非实在必要否则请设置较低的 `Trajectory.Straight.ProximityRadius` 值。" -#: ../../New-or-Enhanced-Logics.md:818 +#: ../../New-or-Enhanced-Logics.md:819 msgid "" "The listed Warheads in `Trajectory.Straight.PassDetonateWarhead` and " "`Trajectory.Straight.ProximityWarhead` must be listed in `[Warheads]` for" @@ -3400,11 +3406,11 @@ msgstr "" "列于 `Trajectory.Straight.PassDetonateWarhead` 和 " "`Trajectory.Straight.ProximityWarhead` 的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:821 +#: ../../New-or-Enhanced-Logics.md:822 msgid "Bombard trajectory" msgstr "轰击轨迹" -#: ../../New-or-Enhanced-Logics.md:823 +#: ../../New-or-Enhanced-Logics.md:824 msgid "" "Similar trajectory to `Straight`, but targets a coordinate between the " "attacker and intended target first. When the projectile approaches that " @@ -3412,11 +3418,11 @@ msgid "" "hits the target or ground." msgstr "类似于 `Straight` 但首先瞄准攻击者和目标间的某个坐标。当抛射体接近该拐点后它才会转向目标并在击中目标或地面时引爆。" -#: ../../New-or-Enhanced-Logics.md:824 +#: ../../New-or-Enhanced-Logics.md:825 msgid "`Trajectory.Bombard.Height` controls the height of the turning point." msgstr "`Trajectory.Bombard.Height` 控制拐点的高度。" -#: ../../New-or-Enhanced-Logics.md:825 +#: ../../New-or-Enhanced-Logics.md:826 msgid "" "`Trajectory.Bombard.FallPercent` controls the distance of the turning " "point by its percentage of the total distance between attacker and " @@ -3426,7 +3432,7 @@ msgstr "" "`Trajectory.Bombard.FallPercent` 通过拐点位置占发射位置与目标位置间总距离的百分比来控制拐点的距离。如果设为 0%" " 则它将在开火位置的正上方。如果设为 100% 则它将位于目标正上方。" -#: ../../New-or-Enhanced-Logics.md:826 +#: ../../New-or-Enhanced-Logics.md:827 msgid "" "For each launch the turning point percentage could add or minus a random " "value, which is not greater than `Trajectory.Bombard.FallPercentShift`. " @@ -3435,7 +3441,7 @@ msgstr "" "每次发射时拐点位置的百分比值可以随机浮动,该值不大于 `Trajectory.Bombard.FallPercentShift`。如果设为 0 " "则随机调整将被禁用。" -#: ../../New-or-Enhanced-Logics.md:827 +#: ../../New-or-Enhanced-Logics.md:828 msgid "" "You can also makes the turning point scatter randomly in a circle with " "`Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random " @@ -3450,7 +3456,7 @@ msgstr "" "`Trajectory.Bombard.FallScatter.Linear` 设为 " "true,则随机散布范围将被限制在发射位置与目标位置之间连线的垂面。" -#: ../../New-or-Enhanced-Logics.md:828 +#: ../../New-or-Enhanced-Logics.md:829 msgid "" "`Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended" " target. If set to true, the projectile will be respawned above the " @@ -3460,14 +3466,14 @@ msgstr "" "`Trajectory.Bombard.FreeFallOnTarget` 控制它将如何击中目标。如果设为 " "true,则抛射体将在目标上方重新生成并自由落体。如果设为 false,则抛射体将正常从拐点位置飞向目标。" -#: ../../New-or-Enhanced-Logics.md:829 +#: ../../New-or-Enhanced-Logics.md:830 msgid "" "`Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the" " projectile by itself. If set to true, projectile will directly fall from" " the turning point." msgstr "`Trajectory.Bombard.NoLaunch` 控制攻击者是否会自行发射抛射体。如果设为 true,则抛射体将直接从拐点位置下落。" -#: ../../New-or-Enhanced-Logics.md:830 +#: ../../New-or-Enhanced-Logics.md:831 msgid "" "`Trajectory.Bombard.FallSpeed` controls the initial speed of the " "projectile after it turns. If set to 0.0, then it'll use " @@ -3478,7 +3484,7 @@ msgstr "" "`Trajectory.Speed`。当 `Trajectory.Bombard.FreeFallOnTarget` 设为 true " "时将无法工作。" -#: ../../New-or-Enhanced-Logics.md:831 +#: ../../New-or-Enhanced-Logics.md:832 msgid "" "`Trajectory.Bombard.DetonationDistance` controls the maximum distance in " "cells from intended target (checked at start of each game frame, before " @@ -3489,7 +3495,7 @@ msgstr "" "`Trajectory.Bombard.DetonationDistance` " "控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 可以禁用强制引爆(注意这可能导致抛射体越过目标)。" -#: ../../New-or-Enhanced-Logics.md:832 +#: ../../New-or-Enhanced-Logics.md:833 msgid "" "`Trajectory.Bombard.DetonationHeight` controls when the projectile is in " "a descending state and below the height of the launch position plus this " @@ -3503,7 +3509,7 @@ msgstr "" "`Trajectory.Bombard.EarlyDetonation` 设为 " "true,则它将在上升段生效,这表示当抛射体高度高于发射位置加上此值时将引爆。" -#: ../../New-or-Enhanced-Logics.md:833 +#: ../../New-or-Enhanced-Logics.md:834 msgid "" "`Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in " "cells from intended target the projectile can be at moment of detonation " @@ -3513,7 +3519,7 @@ msgstr "" "`Trajectory.Bombard.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:834 +#: ../../New-or-Enhanced-Logics.md:835 msgid "" "`Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when " "the projectile reaches the turning point. If " @@ -3528,20 +3534,20 @@ msgstr "" "`Trajectory.Bombard.NoLaunch` 设为 " "true,则无论抛射体是否自由落体,它都将在抛射体下落的位置播放动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:835 +#: ../../New-or-Enhanced-Logics.md:836 msgid "" "`Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" " will not affect the facing of the turret." msgstr "`Trajectory.Bombard.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:836 +#: ../../New-or-Enhanced-Logics.md:837 msgid "" "The following tags further customize the projectile's descending " "behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false." msgstr "一下标签在 `Trajectory.Bombard.FreeFallOnTarget` 设为 false 时进一步自定义抛射体的下落行为。" -#: ../../New-or-Enhanced-Logics.md:837 +#: ../../New-or-Enhanced-Logics.md:838 msgid "" "`Trajectory.Bombard.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -3551,7 +3557,7 @@ msgstr "" "`Trajectory.Bombard.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Bombard.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:838 +#: ../../New-or-Enhanced-Logics.md:839 msgid "" "`Trajectory.Bombard.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -3561,7 +3567,7 @@ msgstr "" "`Trajectory.Bombard.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Bombard.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:839 +#: ../../New-or-Enhanced-Logics.md:840 msgid "" "`Trajectory.Bombard.MirrorCoord` controls whether " "`Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to " @@ -3574,7 +3580,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:840 +#: ../../New-or-Enhanced-Logics.md:841 msgid "" "`Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of" " `Trajectory.Bombard.RotateCoord` is based on its superior's " @@ -3586,7 +3592,7 @@ msgstr "" " 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 " "`Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:841 +#: ../../New-or-Enhanced-Logics.md:842 msgid "" "`Trajectory.Bombard.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with " @@ -3596,7 +3602,7 @@ msgstr "" "`Trajectory.Bombard.AxisOfRotation` 控制计算 `Trajectory.Bombard.RotateCoord`" " 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:842 +#: ../../New-or-Enhanced-Logics.md:843 msgid "" "`Trajectory.Bombard.SubjectToGround` controls whether the projectile " "should explode when it hits the ground. Note that this will not make AI " @@ -3605,7 +3611,7 @@ msgstr "" "`Trajectory.Bombard.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " "去寻找合适的攻击位置。" -#: ../../New-or-Enhanced-Logics.md:845 +#: ../../New-or-Enhanced-Logics.md:846 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Bombard ; Trajectory type\n" @@ -3659,18 +3665,18 @@ msgstr "" "Forward,Lateral,Height\n" "Trajectory.Bombard.SubjectToGround=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:871 +#: ../../New-or-Enhanced-Logics.md:872 msgid "Parabola trajectory" msgstr "抛物线轨迹" -#: ../../New-or-Enhanced-Logics.md:873 +#: ../../New-or-Enhanced-Logics.md:874 msgid "" "As the name says, this is a completely reset `Arcing` with different " "enhanced functions. Without doubt, It supported linkage with " "`Trajectory=Disperse`." msgstr "顾名思义,这是一种完全重置且拥有不同增强功能的类 `Arcing` 轨迹,它支持与 `Trajectory=Disperse` 的联动。" -#: ../../New-or-Enhanced-Logics.md:874 +#: ../../New-or-Enhanced-Logics.md:875 msgid "" "`Trajectory.Parabola.DetonationDistance` controls the maximum distance in" " cells from intended target (checked at start of each game frame, before " @@ -3685,7 +3691,7 @@ msgstr "" "可以禁用强制引爆(注意这可能导致抛射体越过目标)。更具体地说,当它被设为负值时,如果目标可移动,它将改变其目标到目标所在单元格的位置(这是为 " "`Disperse` 和 `Airburst` 而扩展的功能)。" -#: ../../New-or-Enhanced-Logics.md:875 +#: ../../New-or-Enhanced-Logics.md:876 msgid "" "`Trajectory.Parabola.TargetSnapDistance` controls the maximum distance in" " cells from intended target the projectile can be at moment of detonation" @@ -3695,20 +3701,20 @@ msgstr "" "`Trajectory.Parabola.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:876 +#: ../../New-or-Enhanced-Logics.md:877 msgid "" "`Trajectory.Parabola.OpenFireMode` controls how should the projectile be " "launched. This has the following 6 modes." msgstr "`Trajectory.Parabola.OpenFireMode` 控制抛射体应该如何发射,它有如下 6 种模式:" -#: ../../New-or-Enhanced-Logics.md:877 +#: ../../New-or-Enhanced-Logics.md:878 msgid "" "Speed - Automatic calculation mode with fixed horizontal velocity, using " "`Trajectory.Speed` and target coordinates as calculation conditions, i.e." " the flight time of the projectile is permanently fixed." msgstr "Speed - 固定水平速度的自动计算模式,使用 `Trajectory.Speed` 和目标坐标作为计算条件,即抛射体的飞行时间将永久固定。" -#: ../../New-or-Enhanced-Logics.md:878 +#: ../../New-or-Enhanced-Logics.md:879 msgid "" "Height - Automatic calculation mode with fixed maximum height, useing " "`Trajectory.Parabola.ThrowHeight` and target coordinates as calculation " @@ -3718,7 +3724,7 @@ msgstr "" "Height - 固定最大高度的自动计算模式,使用 `Trajectory.Parabola.ThrowHeight` " "和目标坐标作为计算条件,即抛射体的引爆时间将相对固定。" -#: ../../New-or-Enhanced-Logics.md:879 +#: ../../New-or-Enhanced-Logics.md:880 msgid "" "Angle - Automatic calculation mode with fixed fire angle, useing " "`Trajectory.Parabola.LaunchAngle` and target coordinates as calculation " @@ -3730,7 +3736,7 @@ msgstr "" "和目标坐标作为计算条件。在此模式下,性能消耗较高且可能无法解决。不建议在启用 `SubjectToCliffs` 或启用 `AA` 且 " "`MinimumRange` 较小时使用此模式。" -#: ../../New-or-Enhanced-Logics.md:880 +#: ../../New-or-Enhanced-Logics.md:881 msgid "" "SpeedAndHeight - Fixed horizontal velocity and maximum height mode, using" " `Trajectory.Speed` and `Trajectory.Parabola.ThrowHeight` as calculation " @@ -3740,7 +3746,7 @@ msgstr "" "SpeedAndHeight - 固定水平速度和最大高度模式,使用 `Trajectory.Speed` 和 " "`Trajectory.Parabola.ThrowHeight` 作为计算条件,即抛射体将只进行高度变化,高度随目标高度变化。" -#: ../../New-or-Enhanced-Logics.md:881 +#: ../../New-or-Enhanced-Logics.md:882 msgid "" "HeightAndAngle - Fixed maximum height and fire angle mode, using " "`Trajectory.Parabola.ThrowHeight` and `Trajectory.Parabola.LaunchAngle` " @@ -3750,7 +3756,7 @@ msgstr "" "HeightAndAngle - 固定最大高度和开火角度模式,使用 `Trajectory.Parabola.ThrowHeight` 和 " "`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体将随高度变化而水平变化。" -#: ../../New-or-Enhanced-Logics.md:882 +#: ../../New-or-Enhanced-Logics.md:883 msgid "" "SpeedAndAngle - Fixed horizontal velocity and fire angle mode, using " "`Trajectory.Speed` and `Trajectory.Parabola.LaunchAngle` as calculation " @@ -3759,7 +3765,7 @@ msgstr "" "SpeedAndAngle - 固定水平速度和开火角度模式,使用 `Trajectory.Speed` 和 " "`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体轨迹恒定。" -#: ../../New-or-Enhanced-Logics.md:883 +#: ../../New-or-Enhanced-Logics.md:884 msgid "" "`Trajectory.Parabola.ThrowHeight` controls the maximum height of the " "projectile and is only used for modes 1, 3, or 4. The specific height " @@ -3770,7 +3776,7 @@ msgstr "" "`Trajectory.Parabola.ThrowHeight` 控制抛射体的最大高度,仅用于模式 1、3 或 " "4。具体高度将由取发射高度和目标高度中的较大值然后增加此值决定。不支持非正数。" -#: ../../New-or-Enhanced-Logics.md:884 +#: ../../New-or-Enhanced-Logics.md:885 msgid "" "`Trajectory.Parabola.LaunchAngle` controls the fire angle of the " "projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ " @@ -3780,7 +3786,7 @@ msgstr "" "`Trajectory.Parabola.LaunchAngle` 控制抛射体的开火角度,仅用于模式 2、4 或 5。在模式 2 或 5 中仅支持" " -90.0 ~ 90.0(不能使用边界值),在模式 4 中则是 0.0 ~ 90.0(不能使用边界值)。" -#: ../../New-or-Enhanced-Logics.md:885 +#: ../../New-or-Enhanced-Logics.md:886 msgid "" "`Trajectory.Parabola.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" @@ -3789,7 +3795,7 @@ msgstr "" "`Trajectory.Parabola.LeadTimeCalculate` " "控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:886 +#: ../../New-or-Enhanced-Logics.md:887 msgid "" "`Trajectory.Parabola.DetonationAngle` controls when the angle between the" " projectile in the current velocity direction and the horizontal plane is" @@ -3799,7 +3805,7 @@ msgstr "" "`Trajectory.Parabola.DetonationAngle` " "控制当抛射体当前速度方向与水平方向的角度小于此值时,它将提前引爆。当值为 -90.0 ~ 90.0(不能使用边界值)时生效。" -#: ../../New-or-Enhanced-Logics.md:887 +#: ../../New-or-Enhanced-Logics.md:888 msgid "" "`Trajectory.Parabola.DetonationHeight` controls when the projectile is in" " a descending state and below the height of the launch position plus this" @@ -3809,7 +3815,7 @@ msgstr "" "`Trajectory.Parabola.DetonationHeight` " "控制当抛射体处于下落段且低于发射位置的高度加上此值时会提前引爆。设置为非负数时生效。" -#: ../../New-or-Enhanced-Logics.md:888 +#: ../../New-or-Enhanced-Logics.md:889 msgid "" "`Trajectory.Parabola.BounceTimes` controls how many times can it bounce " "back when the projectile hits the ground or cliff. Be aware that " @@ -3824,19 +3830,19 @@ msgstr "" " 与此不会冲突,它们将同时生效。因此,如果你想让子弹只在弹跳次数用尽后爆炸,你应该将 " "`Trajectory.Parabola.DetonationDistance` 设置为非正数。" -#: ../../New-or-Enhanced-Logics.md:889 +#: ../../New-or-Enhanced-Logics.md:890 msgid "" "`Trajectory.Parabola.BounceOnWater` controls whether it can bounce on the" " water surface." msgstr "`Trajectory.Parabola.BounceOnWater` 控制能否在水面上弹跳。" -#: ../../New-or-Enhanced-Logics.md:890 +#: ../../New-or-Enhanced-Logics.md:891 msgid "" "`Trajectory.Parabola.BounceDetonate` controls whether it detonates the " "warhead once extra during each bounce." msgstr "`Trajectory.Parabola.BounceDetonate` 控制是否在每次弹跳时额外引爆一次弹头。" -#: ../../New-or-Enhanced-Logics.md:891 +#: ../../New-or-Enhanced-Logics.md:892 msgid "" "`Trajectory.Parabola.BounceAttenuation` controls the attenuation " "coefficient of projectile bounce damage, that is, how many times the next" @@ -3846,14 +3852,14 @@ msgstr "" "`Trajectory.Parabola.BounceAttenuation` " "控制抛射体弹跳伤害的衰减系数,即每次造成伤害后的下一次伤害会翻多少倍。这也将影响最终引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:892 +#: ../../New-or-Enhanced-Logics.md:893 msgid "" "`Trajectory.Parabola.BounceCoefficient` controls the attenuation " "coefficient of projectile bounce elasticity, that is, how many times the " "speed after each bounce is the speed before bouncing." msgstr "`Trajectory.Parabola.BounceCoefficient` 控制抛射体弹跳弹性的衰减系数,即每次弹跳后的速度会翻多少倍。" -#: ../../New-or-Enhanced-Logics.md:893 +#: ../../New-or-Enhanced-Logics.md:894 msgid "" "`Trajectory.Parabola.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -3863,7 +3869,7 @@ msgstr "" "`Trajectory.Parabola.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此为止进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Parabola.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:894 +#: ../../New-or-Enhanced-Logics.md:895 msgid "" "`Trajectory.Parabola.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -3873,7 +3879,7 @@ msgstr "" "`Trajectory.Parabola.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Parabola.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:895 +#: ../../New-or-Enhanced-Logics.md:896 msgid "" "`Trajectory.Parabola.MirrorCoord` controls whether " "`Trajectory.Parabola.OffsetCoord` need to mirror the lateral value to " @@ -3886,7 +3892,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:896 +#: ../../New-or-Enhanced-Logics.md:897 msgid "" "`Trajectory.Parabola.UseDisperseBurst` controls whether the calculation " "of `Trajectory.Parabola.RotateCoord` is based on its superior's " @@ -3898,7 +3904,7 @@ msgstr "" "`Trajectory.Parabola.RotateCoord` 的计算是否基于其上级武器的 " "`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:897 +#: ../../New-or-Enhanced-Logics.md:898 msgid "" "`Trajectory.Parabola.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Parabola.RotateCoord`. The axis will rotates with" @@ -3908,7 +3914,7 @@ msgstr "" "`Trajectory.Parabola.AxisOfRotation` 控制计算 " "`Trajectory.Parabola.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:900 +#: ../../New-or-Enhanced-Logics.md:901 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Parabola ; Trajectory type\n" @@ -3960,21 +3966,21 @@ msgstr "" "Trajectory.Parabola.AxisOfRotation=0,0,1 ; integer - " "Forward,Lateral,Height\n" -#: ../../New-or-Enhanced-Logics.md:924 +#: ../../New-or-Enhanced-Logics.md:925 msgid "" "Compared to vanilla `Arcing`, this can also be used for aircrafts and " "airburst weapon." msgstr "与原有的 `Arcing` 相比,它还可以用于战机和空爆武器。" -#: ../../New-or-Enhanced-Logics.md:925 +#: ../../New-or-Enhanced-Logics.md:926 msgid "Certainly, `Gravity` can also affect the trajectory." msgstr "当然,`Gravity` 仍会影响轨迹。" -#: ../../New-or-Enhanced-Logics.md:928 +#: ../../New-or-Enhanced-Logics.md:929 msgid "Projectiles blocked by land or water" msgstr "使抛射体被陆地或水域阻挡" -#: ../../New-or-Enhanced-Logics.md:930 +#: ../../New-or-Enhanced-Logics.md:931 msgid "" "It is now possible to make projectiles consider either land or water as " "obstacles that block their path by setting `SubjectTo(Land/Water)` to " @@ -3989,14 +3995,14 @@ msgstr "" "以使抛射体将陆地或水域视为阻挡其路径的障碍物。发射此类抛射体的武器将把这些障碍物阻挡的目标视为超出射程并尝试重新移动自己的位置以便在不受这些障碍阻挡的情况下开火。如果" " `SubjectTo(Land/Water).Detonate` 设置为 true,那么抛射体设法与上述障碍交叠时将会爆炸。" -#: ../../New-or-Enhanced-Logics.md:931 +#: ../../New-or-Enhanced-Logics.md:932 msgid "" "`Level=true` projectiles detonate on tiles belonging to non-water " "tilesets by default, but will not consider such tiles as true obstacles. " "This behaviour can be overridden by setting these keys." msgstr "默认情况下 `Level=true` 的抛射体在非水域的地块上爆炸,但不会将这些地块视为真正的障碍物。通过设置这些标签可以覆盖此行为。" -#: ../../New-or-Enhanced-Logics.md:932 +#: ../../New-or-Enhanced-Logics.md:933 msgid "" "As for `SubjectToGround`, if set it to true ,it will predict the height " "of the connecting straight line from the bullet's source coordinates to " @@ -4011,7 +4017,7 @@ msgstr "" "那么开火者会将所在高度低于开火位置下方地面高度的目标视为超出射程并调整自身所在位置以能够开火。由于技术原因,该功能对空军和建筑无效。在 " "`OpenTopped=true` 的载具内开火的科技类型也不会受到影响。" -#: ../../New-or-Enhanced-Logics.md:935 +#: ../../New-or-Enhanced-Logics.md:936 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "SubjectToLand= ; boolean\n" @@ -4027,11 +4033,11 @@ msgstr "" "SubjectToWater.Detonate=true ; boolean\n" "SubjectToGround=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:944 +#: ../../New-or-Enhanced-Logics.md:945 msgid "Return weapon" msgstr "归返武器" -#: ../../New-or-Enhanced-Logics.md:946 +#: ../../New-or-Enhanced-Logics.md:947 msgid "" "It is now possible to make another weapon & projectile go off from a " "detonated projectile (in somewhat similar manner to `AirburstWeapon` or " @@ -4043,7 +4049,7 @@ msgstr "" "`ShrapnelWeapon` 的方式)发射另一个武器和抛射体返回到发射者。如果发射者在初始抛射体引爆前死亡则 `ReturnWeapon` " "不会发射。" -#: ../../New-or-Enhanced-Logics.md:949 +#: ../../New-or-Enhanced-Logics.md:950 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ReturnWeapon= ; WeaponType\n" @@ -4051,17 +4057,17 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "ReturnWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:955 +#: ../../New-or-Enhanced-Logics.md:956 msgid "" "This currently has same limitations as `AirburstWeapon` in that it does " "not properly support `Arcing=true` projectiles." msgstr "这目前与 `AirburstWeapon` 拥有相同的限制即不完全支持 `Arcing=true` 的抛射体。" -#: ../../New-or-Enhanced-Logics.md:958 +#: ../../New-or-Enhanced-Logics.md:959 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../New-or-Enhanced-Logics.md:960 +#: ../../New-or-Enhanced-Logics.md:961 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -4070,13 +4076,13 @@ msgstr "" "![image](_static/images/shrapnel.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中击中地面和建筑的溅射*" -#: ../../New-or-Enhanced-Logics.md:963 +#: ../../New-or-Enhanced-Logics.md:964 msgid "" "`ShrapnelWeapon` can now be triggered against ground & buildings via " "`Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`." msgstr "现在可以通过 `Shrapnel.AffectsGround` 和 `Shrapnel.AffectsBuildings` 触发对地面和建筑的溅射。" -#: ../../New-or-Enhanced-Logics.md:964 +#: ../../New-or-Enhanced-Logics.md:965 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -4088,14 +4094,14 @@ msgstr "" "`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" "](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" -#: ../../New-or-Enhanced-Logics.md:965 +#: ../../New-or-Enhanced-Logics.md:966 msgid "" "Do note that this overrides the normal check of only allowing shrapnels " "to hit non-allied objects. Use `CanTargetHouses=enemies` to manually " "enable this behaviour again." msgstr "注意这会覆盖允许溅射武器选择非盟友对象的默认检查。使用 `CanTargetHouses=enemies` 可手动重新启用此行为。" -#: ../../New-or-Enhanced-Logics.md:968 +#: ../../New-or-Enhanced-Logics.md:969 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -4107,15 +4113,15 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:975 +#: ../../New-or-Enhanced-Logics.md:976 msgid "Super Weapons" msgstr "超级武器" -#: ../../New-or-Enhanced-Logics.md:977 +#: ../../New-or-Enhanced-Logics.md:978 msgid "AI Superweapon delay timer" msgstr "AI 超级武器发射延迟" -#: ../../New-or-Enhanced-Logics.md:979 +#: ../../New-or-Enhanced-Logics.md:980 msgid "" "By default AI houses only process superweapon logic e.g checks if it can " "fire any superweapons firing them at randomized intervals of 106 to 112 " @@ -4126,7 +4132,7 @@ msgstr "" "默认情况下 AI 所属方只检查它能否发射任何超级武器并在 106 到 112 " "个游戏帧的随机间隔内发射该超武。这一行为现在可以自定义设置为明确的间隔时间或禁用。0 及更小的值会禁用间隔并导致 AI 所属方每帧检查超级武器。" -#: ../../New-or-Enhanced-Logics.md:982 +#: ../../New-or-Enhanced-Logics.md:983 msgid "" "[General]\n" "AISuperWeaponDelay= ; integer, game frames\n" @@ -4134,18 +4140,18 @@ msgstr "" "[General]\n" "AISuperWeaponDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:987 +#: ../../New-or-Enhanced-Logics.md:988 msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:989 ../../New-or-Enhanced-Logics.md:1872 +#: ../../New-or-Enhanced-Logics.md:990 ../../New-or-Enhanced-Logics.md:1904 msgid "" "Warheads can now change TechnoTypes of affected units to other Types in " "the same category (infantry to infantry, vehicles to vehicles, aircraft " "to aircraft)." msgstr "现在弹头可以将受影响单位的科技类型更改为同大类的其他科技类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:990 ../../New-or-Enhanced-Logics.md:1873 +#: ../../New-or-Enhanced-Logics.md:991 ../../New-or-Enhanced-Logics.md:1905 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -4155,15 +4161,15 @@ msgstr "" "`ConvertN.From`(此处 N 为 0, 1, " "2...)指定哪些科技类型可用于转换。此条目可以列出许多类型以一次全部转换。当没有包含任何类型时将影响所有有效目标。" -#: ../../New-or-Enhanced-Logics.md:991 ../../New-or-Enhanced-Logics.md:1874 +#: ../../New-or-Enhanced-Logics.md:992 ../../New-or-Enhanced-Logics.md:1906 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的科技类型。" -#: ../../New-or-Enhanced-Logics.md:992 ../../New-or-Enhanced-Logics.md:1875 +#: ../../New-or-Enhanced-Logics.md:993 ../../New-or-Enhanced-Logics.md:1907 msgid "`ConvertN.AffectedHouses` specifies whose units can be converted." msgstr "`ConvertN.AffectedHouses` 指定哪些所属方的单位可以被转换。" -#: ../../New-or-Enhanced-Logics.md:993 ../../New-or-Enhanced-Logics.md:1876 +#: ../../New-or-Enhanced-Logics.md:994 ../../New-or-Enhanced-Logics.md:1908 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -4172,7 +4178,7 @@ msgstr "" "若只指定一组转换则 `Convert.From`、`Convert.To` 和 `Convert.AffectedHouses`(不带序号)相当于" " `Convert0.From`、`Convert0.To` 和 `Convert0.AffectedHouses`的别称。" -#: ../../New-or-Enhanced-Logics.md:994 +#: ../../New-or-Enhanced-Logics.md:995 msgid "" "Conversion affects *all* existing units of set TechnoTypes, this includes" " units in: transports, occupied buildings, buildings with " @@ -4181,13 +4187,13 @@ msgstr "" "转换影响被指定的 *所有* 当前存在的科技类型,包括处于运输工具中的、驻扎在建筑内的、处于 `InfantryAbsorb=yes` 或 " "`UnitAbsorb=yes` 的建筑中的、正在 `Bunker=yes` 建筑里的。" -#: ../../New-or-Enhanced-Logics.md:996 +#: ../../New-or-Enhanced-Logics.md:997 msgid "" "In example, this superweapon would convert all owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如,这个超级武器可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:997 +#: ../../New-or-Enhanced-Logics.md:998 msgid "" "[ExampleSW]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -4199,7 +4205,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:1005 +#: ../../New-or-Enhanced-Logics.md:1006 msgid "" "[SOMESW] ; SuperWeaponType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -4225,7 +4231,7 @@ msgstr "" "Convert.AffectedHouses=owner ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1018 ../../New-or-Enhanced-Logics.md:1900 +#: ../../New-or-Enhanced-Logics.md:1019 ../../New-or-Enhanced-Logics.md:1932 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -4234,29 +4240,29 @@ msgstr "" "此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-" "docs/new/typeconversion.html) 存在同样的限制。此功能不支持建筑类型。" -#: ../../New-or-Enhanced-Logics.md:1022 ../../New-or-Enhanced-Logics.md:1904 +#: ../../New-or-Enhanced-Logics.md:1023 ../../New-or-Enhanced-Logics.md:1936 msgid "" "This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is " "not detected, not all properties of a unit may be updated." msgstr "此功能需要 3.0 及以上版本的 Ares!如果未检测到 Ares 3.0+,单位的某些属性可能不会被更新。" -#: ../../New-or-Enhanced-Logics.md:1025 +#: ../../New-or-Enhanced-Logics.md:1026 msgid "Customize SuperWeapon TabIndex" msgstr "自定义超级武器所在栏" -#: ../../New-or-Enhanced-Logics.md:1027 +#: ../../New-or-Enhanced-Logics.md:1028 msgid "" "You can now assign a Super Weapon's cameo to any sidebar tab using " "`TabIndex`." msgstr "现在你可以通过 `TabIndex` 将超级武器的图标分配到侧边栏的任意标签页下。" -#: ../../New-or-Enhanced-Logics.md:1028 +#: ../../New-or-Enhanced-Logics.md:1029 msgid "" "Valid values are: 0 (buildings tab), 1 (arsenal tab), 2 (infantry tab), 3" " (vehicle tab)." msgstr "有效值为:0(建筑栏)、1(防御栏)、2(步兵栏)、3(载具栏)。" -#: ../../New-or-Enhanced-Logics.md:1031 +#: ../../New-or-Enhanced-Logics.md:1032 msgid "" "[SOMESW] ; SuperWeaponType\n" "TabIndex=1 ; integer\n" @@ -4264,11 +4270,11 @@ msgstr "" "[SOMESW] ; SuperWeaponType\n" "TabIndex=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1036 +#: ../../New-or-Enhanced-Logics.md:1037 msgid "EMPulse settings" msgstr "EMPulse 设置" -#: ../../New-or-Enhanced-Logics.md:1038 +#: ../../New-or-Enhanced-Logics.md:1039 msgid "" "It is possible to customize which weapon a building with " "`EMPulseCannon=true` fires when an associated `Type=EMPulse` superweapon " @@ -4278,7 +4284,7 @@ msgstr "" "可以通过设置 `EMPulse.WeaponIndex` 来自定义具有 `EMPulseCannon=true` 的建筑在发射其所关联的 " "`Type=EMPulse` 类超级武器时(**仅**当 `EMPulse.TargetSelf=false` 或省略时)所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1039 +#: ../../New-or-Enhanced-Logics.md:1040 msgid "" "Note that if you fire another `Type=EMPulse` superweapon with different " "weapon index that the same building is capable of launching before the " @@ -4286,7 +4292,7 @@ msgid "" "precedence." msgstr "注意如果在同一个建筑发射第一种武器前发射另一种具有不同武器索引的 `Type=EMPulse` 超级武器那么较晚者的设置将优先生效。" -#: ../../New-or-Enhanced-Logics.md:1040 +#: ../../New-or-Enhanced-Logics.md:1041 msgid "" "Additionally, due to technical limitations the targeting constraints will" " always default to primary weapon's `Range/MinimumRange` unless " @@ -4295,7 +4301,7 @@ msgstr "" "此外由于技术限制目前除非手动列出了 `SW.RangeMinimum`/`SW.RangeMaximum` 否则始终默认使用主武器的 " "`Range/MinimumRange` 执行瞄准限制。" -#: ../../New-or-Enhanced-Logics.md:1041 +#: ../../New-or-Enhanced-Logics.md:1042 msgid "" "Is is now also possible to have all other `Type=EMPulse` superweapons " "that can be fired by same buildings as current one be put on hold until " @@ -4305,7 +4311,7 @@ msgstr "" "现在如果发射的超级武器拥有 `EMPulse.SuspendOthers=true` 那么在第一个建筑发射之前,所有其他可以由同一建筑发射的 " "`Type=EMPulse` 超级武器将被暂停直到第一个建筑发射完毕。" -#: ../../New-or-Enhanced-Logics.md:1044 +#: ../../New-or-Enhanced-Logics.md:1045 msgid "" "[SOMESW] ; SuperWeaponType\n" "EMPulse.WeaponIndex=0 ; integer, weapon slot index\n" @@ -4315,7 +4321,7 @@ msgstr "" "EMPulse.WeaponIndex=0 ; integer, weapon slot index\n" "EMPulse.SuspendOthers=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1051 +#: ../../New-or-Enhanced-Logics.md:1052 msgid "" "`Type=EMPulse` superweapon and any associated keys are [Ares " "features](https://ares-developers.github.io/Ares-" @@ -4324,54 +4330,54 @@ msgstr "" "`Type=EMPulse` 超级武器及其任何关联标签是 [Ares 功能](https://ares-developers.github.io" "/Ares-docs/new/superweapons/types/empulse.html)。" -#: ../../New-or-Enhanced-Logics.md:1054 +#: ../../New-or-Enhanced-Logics.md:1055 msgid "LimboDelivery" msgstr "虚拟投放" -#: ../../New-or-Enhanced-Logics.md:1056 +#: ../../New-or-Enhanced-Logics.md:1057 msgid "" "Superweapons can now deliver off-map buildings that act as if they were " "on the field." msgstr "现在超级武器可以在地图外投放与在场上时表现一致的建筑。" -#: ../../New-or-Enhanced-Logics.md:1057 +#: ../../New-or-Enhanced-Logics.md:1058 msgid "" "`LimboDelivery.Types` is the list of BuildingTypes that will be created " "when the Superweapons fire. Superweapon `Type` and coordinates do not " "matter." msgstr "`LimboDelivery.Types` 是超级武器发射时将创建的建筑类型列表。与超级武器的 `Type` 和坐标无关。" -#: ../../New-or-Enhanced-Logics.md:1058 +#: ../../New-or-Enhanced-Logics.md:1059 msgid "" "`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to " "buildings. Necessary for LimboKill to work." msgstr "`LimboDelivery.IDs` 是分配给建筑的数字 ID列表。这是虚拟击杀功能所必需的。" -#: ../../New-or-Enhanced-Logics.md:1060 +#: ../../New-or-Enhanced-Logics.md:1061 msgid "" "Created buildings are not affected by any on-map threats. The only way to" " remove them from the game is by using a Superweapon with `LimboKill.IDs`" " set." msgstr "创建的建筑不受地图上任何威胁的影响。从游戏中移除它们的唯一方法是使用设置了 `LimboKill.IDs` 的超级武器。" -#: ../../New-or-Enhanced-Logics.md:1061 +#: ../../New-or-Enhanced-Logics.md:1062 msgid "`LimboKill.Affected` sets which houses are affected by this feature." msgstr "`LimboKill.Affected` 设置那个所属方受此效果影响。" -#: ../../New-or-Enhanced-Logics.md:1062 +#: ../../New-or-Enhanced-Logics.md:1063 msgid "" "`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs" " will be removed from the game instantly." msgstr "`LimboKill.IDs` 是建筑 ID列表,这些建筑将被立即从游戏中移除。" -#: ../../New-or-Enhanced-Logics.md:1064 +#: ../../New-or-Enhanced-Logics.md:1065 msgid "" "Delivery can be made random with these optional tags. The game will " "randomly choose only a single building from the list for each roll chance" " provided." msgstr "使用这些标签可以使投放变得随机。游戏将根据每个提供的 “掷骰子” 概率随机选择列表中的一个建筑。" -#: ../../New-or-Enhanced-Logics.md:1065 +#: ../../New-or-Enhanced-Logics.md:1066 msgid "" "`LimboDelivery.RollChances` lists chances of each \"dice roll\" " "happening. Valid values range from 0% (never happens) to 100% (always " @@ -4380,7 +4386,7 @@ msgstr "" "`LimboDelivery.RollChances` 是 “掷骰子” 发生的概率列表。有效值的范围为 0%(从不发生)到 " "100%(总是发生)。默认为单次必出。" -#: ../../New-or-Enhanced-Logics.md:1066 +#: ../../New-or-Enhanced-Logics.md:1067 msgid "" "`LimboDelivery.RandomWeightsN` lists the weights for each \"dice roll\" " "that increase the probability of picking a specific building. Valid " @@ -4393,29 +4399,29 @@ msgstr "" "100%(总是发生)。`RandomWeights` 是 `RandomWeights0` " "的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" -#: ../../New-or-Enhanced-Logics.md:1069 +#: ../../New-or-Enhanced-Logics.md:1070 msgid "" "This feature might not support every building flag. Flags that are " "confirmed to work correctly are listed below:" msgstr "此功能可能不支持所有建筑标签。以下列出了已确认可正常工作的标签:" -#: ../../New-or-Enhanced-Logics.md:1070 +#: ../../New-or-Enhanced-Logics.md:1071 msgid "FactoryPlant" msgstr "FactoryPlant" -#: ../../New-or-Enhanced-Logics.md:1071 +#: ../../New-or-Enhanced-Logics.md:1072 msgid "OrePurifier" msgstr "OrePurifier" -#: ../../New-or-Enhanced-Logics.md:1072 +#: ../../New-or-Enhanced-Logics.md:1073 msgid "SpySat" msgstr "SpySat" -#: ../../New-or-Enhanced-Logics.md:1073 +#: ../../New-or-Enhanced-Logics.md:1074 msgid "KeepAlive (Ares 3.0)" msgstr "KeepAlive (Ares 3.0)" -#: ../../New-or-Enhanced-Logics.md:1074 +#: ../../New-or-Enhanced-Logics.md:1075 msgid "" "Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), " "Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" @@ -4423,7 +4429,7 @@ msgstr "" "Prerequisite、PrerequisiteOverride、Prerequisite.List# (Ares " "0.1)、Prerequisite.Negative (Ares 0.1)、GenericPrerequisites (Ares 0.1)" -#: ../../New-or-Enhanced-Logics.md:1075 +#: ../../New-or-Enhanced-Logics.md:1076 msgid "" "SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares" " 0.9), SW.NegBuildings (Ares 0.9)" @@ -4431,14 +4437,14 @@ msgstr "" "SuperWeapon、SuperWeapon2、SuperWeapons (Ares 0.9)、SW.AuxBuildings (Ares " "0.9)、SW.NegBuildings (Ares 0.9)" -#: ../../New-or-Enhanced-Logics.md:1077 +#: ../../New-or-Enhanced-Logics.md:1078 msgid "" "In order for this feature to work with AITriggerTypes conditions " "(\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` " "must be set to true." msgstr "为使此功能与 AITriggerTypes 条件(“拥有者拥有?” 和 “敌人拥有?”)一起工作,`LegalTarget` 必须设置为 true。" -#: ../../New-or-Enhanced-Logics.md:1081 +#: ../../New-or-Enhanced-Logics.md:1082 msgid "" "[SOMESW] ; SuperWeaponType\n" "LimboDelivery.Types= ; List of BuildingTypes\n" @@ -4460,7 +4466,7 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LimboKill.IDs= ; List of numeric IDs.\n" -#: ../../New-or-Enhanced-Logics.md:1092 +#: ../../New-or-Enhanced-Logics.md:1093 msgid "" "Remember that Limbo Delivered buildings don't exist physically! This " "means they should never have enabled machanics that require interaction " @@ -4471,11 +4477,11 @@ msgstr "" "谨记虚拟投放的建筑并不真实存在于地图上!这意味着它们不应启用需要与游戏战场内交互的机制(例如工厂、克隆、维修厂、停机坪)。它们还 **应该设为 " "`KeepAlive=no` 或者可以被虚拟击杀** - 否则游戏永远不会结束。" -#: ../../New-or-Enhanced-Logics.md:1095 +#: ../../New-or-Enhanced-Logics.md:1096 msgid "Next" msgstr "Next" -#: ../../New-or-Enhanced-Logics.md:1097 +#: ../../New-or-Enhanced-Logics.md:1098 msgid "" "![image](_static/images/swnext.gif) *Use `SW.Next` to link multiple " "ChronoSphere and ChronoWarp superweapons into a chained SuperWeapon " @@ -4485,14 +4491,14 @@ msgstr "" "*[虚幻](https://www.moddb.com/mods/Cylearun) 中通过 `SW.Next` 将多个 ChronoSphere" " 与 ChronoWarp 类型的超武组成链式超武系统*" -#: ../../New-or-Enhanced-Logics.md:1100 +#: ../../New-or-Enhanced-Logics.md:1101 msgid "" "Superweapons can now launch other superweapons at the same target. " "Launched types can be additionally randomized using the same rules as " "with LimboDelivery (see above)." msgstr "现在超级武器可以向同一目标地点发射其他超级武器。发射的类型可以使用与虚拟投放相同的规则进行随机化(见上文)。" -#: ../../New-or-Enhanced-Logics.md:1101 +#: ../../New-or-Enhanced-Logics.md:1102 msgid "" "`SW.Next.RealLaunch` controls whether the owner who fired the initial " "superweapon must own all listed superweapons and sufficient funds to " @@ -4501,7 +4507,7 @@ msgstr "" "`SW.Next.RealLaunch` 控制发射初始超级武器的所有者是否必须拥有所列出的超级武器和足够 `Money.Amout` " "的资金来支持。否则强制发射。" -#: ../../New-or-Enhanced-Logics.md:1102 +#: ../../New-or-Enhanced-Logics.md:1103 msgid "" "`SW.Next.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -4509,7 +4515,7 @@ msgstr "" "`SW.Next.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:1103 +#: ../../New-or-Enhanced-Logics.md:1104 msgid "" "`SW.Next.IgnoreDesignators` ignores `SW.Designators` / `SW.AnyDesignator`" " respectively." @@ -4517,7 +4523,7 @@ msgstr "" "`SW.Next.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:1106 +#: ../../New-or-Enhanced-Logics.md:1107 msgid "" "[SOMESW] ; SuperWeaponType\n" "SW.Next= ; List of SuperWeaponTypes\n" @@ -4535,23 +4541,23 @@ msgstr "" "SW.Next.RollChances= ; List of percentages.\n" "SW.Next.RandomWeightsN= ; List of integers.\n" -#: ../../New-or-Enhanced-Logics.md:1116 +#: ../../New-or-Enhanced-Logics.md:1117 msgid "Warhead or Weapon detonation at target cell" msgstr "在目标单元格处引爆弹头或武器" -#: ../../New-or-Enhanced-Logics.md:1118 +#: ../../New-or-Enhanced-Logics.md:1119 msgid "" "Any superweapon can now detonate a Warhead or a weapon at superweapon's " "target cell." msgstr "现在任何超级武器都可以在超级武器的目标单元格处引爆弹头或武器。" -#: ../../New-or-Enhanced-Logics.md:1119 +#: ../../New-or-Enhanced-Logics.md:1120 msgid "" "If both `Detonate.Warhead` and `Detonate.Weapon` are set, latter takes " "precedence." msgstr "如果同时拥有 `Detonate.Warhead` 和 `Detonate.Weapon`,那么后者优先。" -#: ../../New-or-Enhanced-Logics.md:1120 +#: ../../New-or-Enhanced-Logics.md:1121 msgid "" "`Detonate.Warhead.Full` customizes whether or not the Warhead is " "detonated fully (as part of a dummy weapon) or simply deals area damage " @@ -4560,7 +4566,7 @@ msgstr "" "`Detonate.Warhead.Full` 可用于设置弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1121 +#: ../../New-or-Enhanced-Logics.md:1122 msgid "" "`Detonate.Damage`, if not set, defaults to weapon `Damage` for " "`Detonate.Weapon` and 0 for `Detonate.Warhead`." @@ -4568,7 +4574,7 @@ msgstr "" "`Detonate.Damage` 如果未设置则默认为 `Detonate.Weapon` 的 `Damage`,对于 " "`Detonate.Warhead` 则是 0。" -#: ../../New-or-Enhanced-Logics.md:1122 +#: ../../New-or-Enhanced-Logics.md:1123 msgid "" "Both the weapon and Warhead behave as if fired by whatever building fired" " the Superweapon. This respects controls like `SW.RangeMinimum/Maximum` " @@ -4580,7 +4586,7 @@ msgstr "" "之类的控制语句(在这方面类似于 Ares 的 GenericWarhead " "超级武器)。即便找不到发射建筑也仍会使用超级武器所属于的所属方来造成伤害并应用 Phobos 引入的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1123 +#: ../../New-or-Enhanced-Logics.md:1124 msgid "" "If `Detonate.AtFirer` is set to true, the weapon or Warhead is detonated " "at the firing building instead of the superweapon's target cell. If there" @@ -4589,7 +4595,7 @@ msgstr "" "如果 `Detonate.AtFirer` 设置为 " "true,那么武器或弹头将在发射建筑上而不是超级武器的目标单元格处引爆。如果找不到发射建筑则不会引爆。" -#: ../../New-or-Enhanced-Logics.md:1126 +#: ../../New-or-Enhanced-Logics.md:1127 msgid "" "[SOMESW] ; SuperWeaponType\n" "Detonate.Warhead= ; WarheadType\n" @@ -4605,15 +4611,53 @@ msgstr "" "Detonate.Damage= ; integer\n" "Detonate.AtFirer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1135 +#: ../../New-or-Enhanced-Logics.md:1136 msgid "Technos" msgstr "科技类型" -#: ../../New-or-Enhanced-Logics.md:1137 +#: ../../New-or-Enhanced-Logics.md:1138 +msgid "Aggressive attack move mission" +msgstr "侵略性移动攻击命令" + +#: ../../New-or-Enhanced-Logics.md:1140 +msgid "" +"`AttackMove.Aggressive` allows your technos to attack the enemy's unarmed" +" buildings more aggressively when in attack move mission (Ctrl+Shift)." +msgstr "`AttackMove.Aggressive` 允许你的单位在执行移动攻击(Ctrl+Shift)任务时主动攻击敌方的无武装建筑。" + +#: ../../New-or-Enhanced-Logics.md:1141 +msgid "" +"`AttackMove.UpdateTarget` allows your technos to automatically change and" +" select a higher threat target when in attack move mission (Ctrl+Shift)." +msgstr "`AttackMove.UpdateTarget` 允许你的单位在执行移动攻击(Ctrl+Shift)任务时自动切换威胁值更高的目标。" + +#: ../../New-or-Enhanced-Logics.md:1144 +msgid "" +"[General]\n" +"AttackMove.Aggressive=false ; boolean\n" +"AttackMove.UpdateTarget=false ; boolean\n" +"\n" +"[SOMETECHNO] ; TechnoType\n" +"AttackMove.Aggressive= ; boolean, default to [General] -> " +"AttackMove.Aggressive\n" +"AttackMove.UpdateTarget= ; boolean, default to [General] -> " +"AttackMove.UpdateTarget\n" +msgstr "" +"[General]\n" +"AttackMove.Aggressive=false ; boolean\n" +"AttackMove.UpdateTarget=false ; boolean\n" +"\n" +"[SOMETECHNO] ; TechnoType\n" +"AttackMove.Aggressive= ; boolean, default to [General] -> " +"AttackMove.Aggressive\n" +"AttackMove.UpdateTarget= ; boolean, default to [General] -> " +"AttackMove.UpdateTarget\n" + +#: ../../New-or-Enhanced-Logics.md:1154 msgid "Aircraft spawner customizations" msgstr "自定义子机发射器" -#: ../../New-or-Enhanced-Logics.md:1139 +#: ../../New-or-Enhanced-Logics.md:1156 msgid "" "![image](_static/images/spawnrange-01.gif) *Limited pursue range for " "spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -4622,64 +4666,64 @@ msgstr "" "![image](_static/images/spawnrange-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的有限追击范围子机*" -#: ../../New-or-Enhanced-Logics.md:1142 +#: ../../New-or-Enhanced-Logics.md:1159 msgid "" "If `Spawner.LimitRange` is set, the spawned units will abort their " "pursuit if the enemy is out of the range of the largest weapon `Range` of" " a `Spawner=true` weapon of the spawner." msgstr "如果设置 `Spawner.LimitRange` 则子机将在敌人超出子机发射器武器 `Range` 设定的最大值范围后停止追击。" -#: ../../New-or-Enhanced-Logics.md:1143 +#: ../../New-or-Enhanced-Logics.md:1160 msgid "" "`Spawner.ExtraLimitRange` adds extra pursuit range on top of the weapon " "range." msgstr "`Spawner.ExtraLimitRange` 是追击范围相对于武器射程进行调整的参量。" -#: ../../New-or-Enhanced-Logics.md:1144 +#: ../../New-or-Enhanced-Logics.md:1161 msgid "" "`Spawner.DelayFrames` can be used to set the minimum number of game " "frames in between each spawn ejecting from the spawner. By default this " "is 9 frames for missiles and 20 for everything else." msgstr "`Spawner.DelayFrames` 可用于设置每次从子机发射器中生成单位的最小游戏帧数。对于导弹默认是 9 帧,其他默认是 20 帧。" -#: ../../New-or-Enhanced-Logics.md:1145 +#: ../../New-or-Enhanced-Logics.md:1162 msgid "" "If `Spawner.AttackImmediately` is set to true, spawned aircraft will " "assume attack mission immediately after being spawned instead of waiting " "for the remaining aircraft to spawn first." msgstr "如果 `Spawner.AttackImmediately` 设为 true,战机子机将在生成后立即执行攻击任务而不是先等待其余战机生成和集结。" -#: ../../New-or-Enhanced-Logics.md:1146 +#: ../../New-or-Enhanced-Logics.md:1163 msgid "" "`Spawner.UseTurretFacing`, if set, makes spawned aircraft face the same " "way as turret does upon being created if the spawner has a turret." msgstr "若启用 `Spawner.UseTurretFacing` 则子机发射器单位拥有炮塔时子机生成时的初始方向使用炮塔方向而非车体方向。" -#: ../../New-or-Enhanced-Logics.md:1147 +#: ../../New-or-Enhanced-Logics.md:1164 msgid "" "`Spawner.RecycleRange` defines the range (in cell) that the spawned is " "considered close enough to the spawner to be recycled." msgstr "`Spawner.RecycleRange` 决定子机在距离母舰多少格以内可以被进行回收。" -#: ../../New-or-Enhanced-Logics.md:1148 +#: ../../New-or-Enhanced-Logics.md:1165 msgid "" "`Spawner.RecycleAnim` can be used to play an anim on the spawned location" " when it is recycled." msgstr "`Spawner.RecycleAnim` 用于设置回收时在子机位置播放的动画。" -#: ../../New-or-Enhanced-Logics.md:1149 +#: ../../New-or-Enhanced-Logics.md:1166 msgid "" "`Spawner.RecycleCoord` defines the relative position to the carrier that " "the spawned aircraft will head to." msgstr "`Spawner.RecycleCoord` 定义了子机将要前往母舰的哪个位置。" -#: ../../New-or-Enhanced-Logics.md:1150 +#: ../../New-or-Enhanced-Logics.md:1167 msgid "" "`Spawner.RecycleOnTurret` defines if the FLH is relative to the turret " "rather than the body." msgstr "`Spawner.RecycleOnTurret` 定义这个位置是否相对于炮塔而非车体。" -#: ../../New-or-Enhanced-Logics.md:1153 +#: ../../New-or-Enhanced-Logics.md:1170 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawner.LimitRange=false ; boolean\n" @@ -4703,35 +4747,35 @@ msgstr "" "Spawner.RecycleCoord=0,0,0 ; integer - Forward,Lateral,Height\n" "Spawner.RecycleOnTurret=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1167 +#: ../../New-or-Enhanced-Logics.md:1184 msgid "" "If you set recycle FLH, it is best to set a recycle range of at least " "`0.5` at the same time. Otherwise, the spawner may not recycle correctly." msgstr "如果你设置了回收的 FLH,那么最好一并设置一个至少为 `0.5` 格的回收范围。否则子机发射器可能无法正确回收子机。" -#: ../../New-or-Enhanced-Logics.md:1170 +#: ../../New-or-Enhanced-Logics.md:1187 msgid "Automatic passenger deletion" msgstr "自动删除乘客" -#: ../../New-or-Enhanced-Logics.md:1172 +#: ../../New-or-Enhanced-Logics.md:1189 msgid "" "Transports can erase passengers over time. Passengers are deleted in " "order of entering the transport, from first to last." msgstr "运输工具可以随时间删除乘客。乘客将按照进入运输工具顺序的先后被删除。" -#: ../../New-or-Enhanced-Logics.md:1173 +#: ../../New-or-Enhanced-Logics.md:1190 msgid "" "`PassengerDeletion.Rate` determines the interval in game frames that it " "takes to erase a single passenger." msgstr "`PassengerDeletion.Rate` 决定删除单个乘客所需的游戏帧数。" -#: ../../New-or-Enhanced-Logics.md:1174 +#: ../../New-or-Enhanced-Logics.md:1191 msgid "" "If `PassengerDeletion.Rate.SizeMultiply` is set to true, this time " "interval is multiplied by the passenger's `Size`." msgstr "如果 `PassengerDeletion.Rate.SizeMultiply` 设为 true 则此时间间隔将乘算乘客的 `Size`。" -#: ../../New-or-Enhanced-Logics.md:1175 +#: ../../New-or-Enhanced-Logics.md:1192 msgid "" "`PassengerDeletion.UseCostAsRate`, if set to true, changes the time " "interval for erasing a passenger to be based on the passenger's `Cost`. " @@ -4740,25 +4784,25 @@ msgstr "" "如果 `PassengerDeletion.UseCostAsRate` 设为 true 则删除乘客的间隔将基于乘客的 `Cost` " "计算。这不考虑 `FactoryPlant` 等修正。" -#: ../../New-or-Enhanced-Logics.md:1176 +#: ../../New-or-Enhanced-Logics.md:1193 msgid "" "`PassengerDeletion.CostMultiplier` can be used to modify the cost-based " "time interval." msgstr "`PassengerDeletion.CostMultiplier` 可用于设置基于成本的时间间隔倍率。" -#: ../../New-or-Enhanced-Logics.md:1177 +#: ../../New-or-Enhanced-Logics.md:1194 msgid "" "`PassengerDeletion.CostRateCap` can be used to set a cap to the cost-" "based time interval." msgstr "`PassengerDeletion.CostRateCap` 可用于设置基于成本计算的时间间隔上限。" -#: ../../New-or-Enhanced-Logics.md:1178 +#: ../../New-or-Enhanced-Logics.md:1195 msgid "" "`PassengerDeletion.AllowedHouses` determines which houses passengers can " "belong to be eligible for deletion." msgstr "`PassengerDeletion.AllowedHouses` 决定了哪些所属方的乘客会被删除。" -#: ../../New-or-Enhanced-Logics.md:1179 +#: ../../New-or-Enhanced-Logics.md:1196 msgid "" "`PassengerDeletion.DontScore`, if set to true, makes it so that the " "deleted passengers are not counted as having been killed by the transport" @@ -4767,7 +4811,7 @@ msgstr "" "如果 `PassengerDeletion.DontScore` 设为 true " "则删除的乘客不会被视为被运输工具击杀(没有经验,不会计入所属方击杀数等)。" -#: ../../New-or-Enhanced-Logics.md:1180 +#: ../../New-or-Enhanced-Logics.md:1197 msgid "" "If `PassengerDeletion.Soylent` is set to true, an amount of credits is " "refunded to the owner of the transport. The exact amount refunded is " @@ -4777,19 +4821,19 @@ msgstr "" "如果 `PassengerDeletion.Soylent` 设为 true 则会向运输工具的所有者返还一定数量的资金。具体金额由乘客的 " "`Soylent` 决定,若为设置则由 `Cost` 决定(这里可受到 `FactoryPlant` 等修正的影响)。" -#: ../../New-or-Enhanced-Logics.md:1181 +#: ../../New-or-Enhanced-Logics.md:1198 msgid "" "`PassengerDeletion.SoylentMultiplier` is a direct multiplier applied to " "the refunded amount of credits." msgstr "`PassengerDeletion.SoylentMultiplier` 是直接应用于返还资金的倍率。" -#: ../../New-or-Enhanced-Logics.md:1182 +#: ../../New-or-Enhanced-Logics.md:1199 msgid "" "`PassengerDeletion.SoylentAllowedHouses` determines which houses " "passengers can belong to be eligible for refunding." msgstr "`PassengerDeletion.SoylentAllowedHouses` 决定了哪些所属方的乘客会造成资金返还。" -#: ../../New-or-Enhanced-Logics.md:1183 +#: ../../New-or-Enhanced-Logics.md:1200 msgid "" "`PassengerDeletion.DisplaySoylent` can be set to true to display the " "amount of credits refunded on the transport. " @@ -4801,7 +4845,7 @@ msgstr "" "以在运输工具上显示返还的资金金额。`PassengerDeletion.DisplaySoylentToHouses` " "决定了哪些所属方可以看到此消息,`PassengerDeletion.DisplaySoylentOffset` 可用于调整显示坐标偏移。" -#: ../../New-or-Enhanced-Logics.md:1184 +#: ../../New-or-Enhanced-Logics.md:1201 msgid "" "`PassengerDeletion.ReportSound` and `PassengerDeletion.Anim` can be used " "to specify a sound and animation to play when a passenger is erased, " @@ -4810,13 +4854,13 @@ msgstr "" "`PassengerDeletion.ReportSound` 和 `PassengerDeletion.Anim` " "可用于分别指定在删除乘客时播放的声音和动画。" -#: ../../New-or-Enhanced-Logics.md:1185 +#: ../../New-or-Enhanced-Logics.md:1202 msgid "" "If `PassengerDeletion.UnderEMP` is set to true, the deletion will be " "processed when the transport is under EMP or deactivated." msgstr "如果 `PassengerDeletion.UnderEMP` 设为 true 则在运输工具受 EMP 影响或瘫痪时继续执行删除操作。" -#: ../../New-or-Enhanced-Logics.md:1188 +#: ../../New-or-Enhanced-Logics.md:1205 msgid "" "[SOMETECHNO] ; TechnoType\n" "PassengerDeletion.Rate=0 ; integer, game frames\n" @@ -4866,11 +4910,11 @@ msgstr "" "PassengerDeletion.Anim= ; AnimationType\n" "PassengerDeletion.UnderEMP=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1208 +#: ../../New-or-Enhanced-Logics.md:1225 msgid "Automatic passenger owner change to match transport owner" msgstr "自动同步载员所属方" -#: ../../New-or-Enhanced-Logics.md:1210 +#: ../../New-or-Enhanced-Logics.md:1227 msgid "" "Transports with `Passengers.SyncOwner` set to true will have the owner of" " their passengers changed to match the transport if transport's owner " @@ -4879,14 +4923,14 @@ msgstr "" "如果运输工具的 `Passengers.SyncOwner` 设为 true " "则当运输工具的所有者发生改变那么其载员的所有者也将会更改以与运输工具同步。" -#: ../../New-or-Enhanced-Logics.md:1211 +#: ../../New-or-Enhanced-Logics.md:1228 msgid "" "On `OpenTopped=true` transports this will also disable checks that " "prevent target acquisition by passengers when the transport is " "temporarily mind controlled." msgstr "对于 `OpenTopped=true` 的运输工具这还将禁用在运输工具暂时被心灵控制时阻止载员对目标进行攻击的检查。" -#: ../../New-or-Enhanced-Logics.md:1212 +#: ../../New-or-Enhanced-Logics.md:1229 msgid "" "`Passengers.SyncOwner.RevertOnExit`, if set to true (which is the " "default), changes the passengers' owner back to whatever it was " @@ -4895,13 +4939,13 @@ msgstr "" "如果 `Passengers.SyncOwner.RevertOnExit` 设为 " "true(默认行为),当载员被弹出时,其所属方将恢复为载员进入时所属方。" -#: ../../New-or-Enhanced-Logics.md:1213 +#: ../../New-or-Enhanced-Logics.md:1230 msgid "" "Does not work on passengers acquired through use of `Abductor=true` " "weapon *(Ares feature)*." msgstr "不适用于通过 `Abductor=true` 武器(*Ares 功能*)获取的载员。" -#: ../../New-or-Enhanced-Logics.md:1216 +#: ../../New-or-Enhanced-Logics.md:1233 msgid "" "[SOMETECHNO] ; TechnoType\n" "Passengers.SyncOwner=false ; boolean\n" @@ -4911,11 +4955,11 @@ msgstr "" "Passengers.SyncOwner=false ; boolean\n" "Passengers.SyncOwner.RevertOnExit=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1222 +#: ../../New-or-Enhanced-Logics.md:1239 msgid "Automatically firing weapons" msgstr "自动发射武器" -#: ../../New-or-Enhanced-Logics.md:1224 +#: ../../New-or-Enhanced-Logics.md:1241 msgid "" "You can now make TechnoType automatically fire its weapon(s) without " "having to scan for suitable targets by setting `AutoFire`, on either its " @@ -4927,7 +4971,7 @@ msgstr "" "现在你可以设置 `AutoFire` 使科技类型根据 `AutoFire.TargetSelf` " "选择当前单元格或开火者自身自动发射其武器而无需检索一个合适的目标。" -#: ../../New-or-Enhanced-Logics.md:1227 +#: ../../New-or-Enhanced-Logics.md:1244 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoFire=false ; boolean\n" @@ -4937,15 +4981,15 @@ msgstr "" "AutoFire=false ; boolean\n" "AutoFire.TargetSelf=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1233 +#: ../../New-or-Enhanced-Logics.md:1250 msgid "Build limit group" msgstr "建造限制组" -#: ../../New-or-Enhanced-Logics.md:1235 +#: ../../New-or-Enhanced-Logics.md:1252 msgid "You can now make different technos share build limit in a group." msgstr "现在你可以使不同的科技类型在一个组内共享建造限制。" -#: ../../New-or-Enhanced-Logics.md:1236 +#: ../../New-or-Enhanced-Logics.md:1253 msgid "" "`BuildLimitGroup.Types` determines the technos that'll be used for build " "limit conditions of the selected techno. Note that the limit won't be " @@ -4955,7 +4999,7 @@ msgstr "" "`BuildLimitGroup.Types` " "决定了将用于所选科技类型建造条件的其他科技类型。注意该语句并不提供任何限制效果。要实现这点你需要手动位每个科技类型设置建造限制。" -#: ../../New-or-Enhanced-Logics.md:1237 +#: ../../New-or-Enhanced-Logics.md:1254 msgid "" "`BuildLimitGroup.Nums` determines the amount of technos that would reach " "the build limit. If using a single integer, it'll use the sum of all " @@ -4968,7 +5012,7 @@ msgstr "" " `BuildLimitGroup.Types` 数量相同的整数列表,则会为每个科技类型计算建造限制,其值的位置与 " "`BuildLimitGroup.Types` 中的位置对应。" -#: ../../New-or-Enhanced-Logics.md:1238 +#: ../../New-or-Enhanced-Logics.md:1255 msgid "" "`BuildLimitGroup.Factor` determines each of this techno instance will " "count as what value when calculating build limit." @@ -4976,13 +5020,13 @@ msgstr "" "`BuildLimitGroup.Factor` 决定了每个此类科技类型在计算建造限制时将被视为多少来进行计算(类似一个用于 " "`BuildLimit` 的 `Size`)。" -#: ../../New-or-Enhanced-Logics.md:1239 +#: ../../New-or-Enhanced-Logics.md:1256 msgid "" "This is only used by BuildLimitGroup. No other place will use it when " "counting owned objects, including `BuildLimitGroup.ExtraLimit`." msgstr "这仅由 BuildLimitGroup 使用。其他地方不会使用它来计算,包括 `BuildLimitGroup.ExtraLimit`。" -#: ../../New-or-Enhanced-Logics.md:1240 +#: ../../New-or-Enhanced-Logics.md:1257 msgid "" "`BuildLimitGroup.ContentIfAnyMatch` determines the rule of calculating " "build limit per techno. If set to true, build limit will be content if " @@ -4994,7 +5038,7 @@ msgstr "" "true,则当组内任意科技类型的数量达到其 `BuildLimitGroup.Nums` 值时视为全组达到建造限制。如果设置为 " "false,则只有当组内所有科技类型的数量达到时建造限制才有效。" -#: ../../New-or-Enhanced-Logics.md:1241 +#: ../../New-or-Enhanced-Logics.md:1258 msgid "" "`BuildLimitGroup.NotBuildableIfQueueMatch` determines the moment to stop " "the techno's production. If set to true, its production will be stopped " @@ -5005,19 +5049,19 @@ msgstr "" "`BuildLimitGroup.NotBuildableIfQueueMatch` 决定了禁用科技类型生产的时刻,如果设为 true " "则已存在的科技类型与处于生产序列中的科技类型只和满足条件就会停止生产。如果设为 false 则只有地图上实际存在的科技类型满足条件才会停止生产。" -#: ../../New-or-Enhanced-Logics.md:1242 +#: ../../New-or-Enhanced-Logics.md:1259 msgid "" "You can also add an extra value into `BuildLimitGroup.Nums`, determined " "by the amount of specific technos owned by its house." msgstr "你还可以根据其所属方拥有的特定科技类型数量向 `BuildLimitGroup.Nums` 添加一个额外调整值。" -#: ../../New-or-Enhanced-Logics.md:1243 +#: ../../New-or-Enhanced-Logics.md:1260 msgid "" "`BuildLimitGroup.ExtraLimit.Types` determines the technos that'll be used" " for extra value calculation." msgstr "`BuildLimitGroup.ExtraLimit.Types` 决定了将用于额外值计算的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1244 +#: ../../New-or-Enhanced-Logics.md:1261 msgid "" "`BuildLimitGroup.ExtraLimit.Nums` determines the actual value of " "increment. Value matching the position in " @@ -5029,7 +5073,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` " "中对应位置的科技类型一一对应。每个列表中的科技类型会使建造限制增加其场上存在的数量 * 该列表中对应值。" -#: ../../New-or-Enhanced-Logics.md:1245 +#: ../../New-or-Enhanced-Logics.md:1262 msgid "" "`BuildLimitGroup.ExtraLimit.MaxCount` determines the maximum amount of " "technos being counted into the extra value calculation. Value matching " @@ -5041,7 +5085,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` 中对应位置的科技类型一一对应。如果未设置或设为小于 1 " "的值,则视为无最大数量限制。" -#: ../../New-or-Enhanced-Logics.md:1246 +#: ../../New-or-Enhanced-Logics.md:1263 msgid "" "`BuildLimitGroup.ExtraLimit.MaxNum` determines the maximum of values in " "`BuildLimitGroup.Nums` after extra limit calculation. If not set or set " @@ -5050,7 +5094,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.MaxNum` 决定了在计算额外值后 `BuildLimitGroup.Nums` " "的最大值。如果未设置或设为小于 1 的值,则视为无最大值。" -#: ../../New-or-Enhanced-Logics.md:1249 +#: ../../New-or-Enhanced-Logics.md:1266 msgid "" "[SOMETECHNO] ; TechnoType\n" "BuildLimitGroup.Types= ; List of TechnoTypes\n" @@ -5076,17 +5120,17 @@ msgstr "" "BuildLimitGroup.ExtraLimit.MaxCount= ; List of integers\n" "BuildLimitGroup.ExtraLimit.MaxNum=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1262 +#: ../../New-or-Enhanced-Logics.md:1279 msgid "Convert TechnoType on owner house change" msgstr "根据操作者变形" -#: ../../New-or-Enhanced-Logics.md:1264 +#: ../../New-or-Enhanced-Logics.md:1281 msgid "" "You can now change a unit's type when changing ownership from human to " "computer or from computer to human." msgstr "现在你可以在操作者从人类改为 AI 玩家或从 AI 玩家改为人类玩家时执行单位转换。" -#: ../../New-or-Enhanced-Logics.md:1267 +#: ../../New-or-Enhanced-Logics.md:1284 msgid "" "[SOMETECHNO] ; TechnoType\n" "Convert.HumanToComputer= ; TechnoType\n" @@ -5096,11 +5140,11 @@ msgstr "" "Convert.HumanToComputer= ; TechnoType\n" "Convert.ComputerToHuman= ; TechnoType\n" -#: ../../New-or-Enhanced-Logics.md:1273 +#: ../../New-or-Enhanced-Logics.md:1290 msgid "Custom tint on TechnoTypes" msgstr "染色" -#: ../../New-or-Enhanced-Logics.md:1275 +#: ../../New-or-Enhanced-Logics.md:1292 msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes naturally by " @@ -5109,13 +5153,13 @@ msgstr "" "通过设置 `Tint.Color` 和/或 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:1278 +#: ../../New-or-Enhanced-Logics.md:1295 msgid "" "Tint effects can also be applied by [attached effects](#attached-effects)" " and on [shields](#shields)." msgstr "染色效果也可以通过 [Attach Effect](#attached-effects) 和[护盾](#shields)应用。" -#: ../../New-or-Enhanced-Logics.md:1281 +#: ../../New-or-Enhanced-Logics.md:1298 msgid "" "[SOMETECHNO] ; TechnoType\n" "Tint.Color= ; integer - R,G,B\n" @@ -5129,17 +5173,17 @@ msgstr "" "Tint.VisibleToHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1288 +#: ../../New-or-Enhanced-Logics.md:1305 msgid "Customizable OpenTopped properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../New-or-Enhanced-Logics.md:1290 +#: ../../New-or-Enhanced-Logics.md:1307 msgid "" "You can now override global `OpenTopped` transport properties per " "TechnoType." msgstr "现在你可以为每个科技类型微观设定全局 `OpenTopped` 运输工具的属性。" -#: ../../New-or-Enhanced-Logics.md:1291 +#: ../../New-or-Enhanced-Logics.md:1308 msgid "" "`OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` " "transport rangefinding behaviour where smallest weapon range between " @@ -5149,7 +5193,7 @@ msgstr "" "`OpenTopped.IgnoreRangefinding` 可用于禁用 `OpenTopped` " "运输工具在接近超出射程的目标和扫描潜在目标时使用运输工具与所有载员之间的 `Range` 最小武器的射程这一测距行为。" -#: ../../New-or-Enhanced-Logics.md:1292 +#: ../../New-or-Enhanced-Logics.md:1309 msgid "" "`OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or" " not passengers can fire out when the transport is deactivated (EMP, " @@ -5158,13 +5202,13 @@ msgstr "" "`OpenTopped.AllowFiringIfDeactivated` 可用于自定义当运输工具被瘫痪(EMP、`PoweredUnit` " "等)时载员是否可以开火。" -#: ../../New-or-Enhanced-Logics.md:1293 +#: ../../New-or-Enhanced-Logics.md:1310 msgid "" "`OpenTopped.ShareTransportTarget` controls whether or not the current " "target of the transport itself is passed to the passengers as well." msgstr "`OpenTopped.ShareTransportTarget` 控制运输工具的当前目标是否传递给乘客。" -#: ../../New-or-Enhanced-Logics.md:1295 +#: ../../New-or-Enhanced-Logics.md:1312 msgid "" "[SOMETECHNO] ; TechnoType\n" "OpenTopped.RangeBonus= ; integer, override of the " @@ -5188,30 +5232,30 @@ msgstr "" "OpenTopped.AllowFiringIfDeactivated=true ; boolean\n" "OpenTopped.ShareTransportTarget=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1305 +#: ../../New-or-Enhanced-Logics.md:1322 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../New-or-Enhanced-Logics.md:1306 +#: ../../New-or-Enhanced-Logics.md:1323 msgid "" "It is now possible to spawn multiple types of spawnees from a spawner " "with `Spawns.Queue`. The order of spawnees in this queue is the order of " "their respawn." msgstr "现在可以通过 `Spawns.Queue` 从子机发射器生成多种子机。该序列中的子机顺序即为其重新生成顺序。" -#: ../../New-or-Enhanced-Logics.md:1307 +#: ../../New-or-Enhanced-Logics.md:1324 msgid "" "`Spawns` still needs to be set to enable the spawner logic and act as a " "default spawnee." msgstr "仍需设置 `Spawns` 以启用子机逻辑并作为默认子机。" -#: ../../New-or-Enhanced-Logics.md:1308 +#: ../../New-or-Enhanced-Logics.md:1325 msgid "" "`SpawnsNumber` still needs to be set to determine the amount of spawnee " "slots." msgstr "仍需设置 `SpawnsNumber` 以决定子机数量。" -#: ../../New-or-Enhanced-Logics.md:1309 +#: ../../New-or-Enhanced-Logics.md:1326 msgid "" "If the length of the queue is longer than the spawner's `SpawnsNumber`, " "spawnee after this length will be omitted. If the length is shorter " @@ -5221,7 +5265,7 @@ msgstr "" "如果队列长度超过子机发射器的 `SpawnsNumber`,超出部分的子机将被忽略。如果队列长度过短则剩余部分由 `Spawns` " "定义的子机填补。因此建议将它们设为等长。" -#: ../../New-or-Enhanced-Logics.md:1312 +#: ../../New-or-Enhanced-Logics.md:1329 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" @@ -5229,24 +5273,24 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" -#: ../../New-or-Enhanced-Logics.md:1318 +#: ../../New-or-Enhanced-Logics.md:1335 msgid "" "Note that all spawnees in a queue should have `MissileSpawn` set to the " "same value (all to true or false). Mixing them will make missile spawnees" " can't hit their targets." msgstr "注意队列中的所有子机应当拥有相同的 `MissileSpawn` 值(均为 true 或均为 false)。混合使用会导致导弹类子机无法命中目标。" -#: ../../New-or-Enhanced-Logics.md:1321 +#: ../../New-or-Enhanced-Logics.md:1338 msgid "Customize EVA voice and `SellSound` when selling units" msgstr "单位出售音效" -#: ../../New-or-Enhanced-Logics.md:1323 +#: ../../New-or-Enhanced-Logics.md:1340 msgid "" "When a building or a unit is sold, a sell sound as well as an EVA is " "played to the owner. These configurations have been deglobalized." msgstr "当建筑或单位被出售时将向所有者播放出售音效和 EVA 语音。这些设置以允许微观定义。" -#: ../../New-or-Enhanced-Logics.md:1324 +#: ../../New-or-Enhanced-Logics.md:1341 msgid "" "`EVA.Sold` is used to customize the EVA voice when selling, default to " "`EVA_StructureSold` for buildings and `EVA_UnitSold` for vehicles." @@ -5254,7 +5298,7 @@ msgstr "" "`EVA.Sold` 用于自定义出售时的 EVA 语音,建筑默认为 `EVA_StructureSold` 载具默认为 " "`EVA_UnitSold`。" -#: ../../New-or-Enhanced-Logics.md:1325 +#: ../../New-or-Enhanced-Logics.md:1342 msgid "" "`SellSound` is used to customize the report sound when selling, default " "to `[AudioVisual] -> SellSound`. Note that vanilla game played vehicles' " @@ -5264,7 +5308,7 @@ msgstr "" "`SellSound` 用于自定义出售时的音效,默认为 `[AudioVisual] -> SellSound`。请注意,原版游戏中出售载具的 " "`SellSound` 是全局的。这已改为与建筑出售的 `SellSound` 保持一致。" -#: ../../New-or-Enhanced-Logics.md:1328 +#: ../../New-or-Enhanced-Logics.md:1345 msgid "" "[SOMETECHNO] ; BuildingType or VehicleType\n" "EVA.Sold= ; EVA entry\n" @@ -5274,11 +5318,11 @@ msgstr "" "EVA.Sold= ; EVA entry\n" "SellSound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1334 +#: ../../New-or-Enhanced-Logics.md:1351 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "禁用副武器自动推算" -#: ../../New-or-Enhanced-Logics.md:1336 +#: ../../New-or-Enhanced-Logics.md:1353 msgid "" "It is now possible to disable the fallback to `(Elite)Secondary` weapon " "from `(Elite)Primary` weapon if it cannot fire at the chosen target by " @@ -5290,39 +5334,39 @@ msgid "" "following:" msgstr "" "现在如果 `(Elite)Primary` 武器无法对选定目标开火那么可以通过将 `NoSecondaryWeaponFallback` 设为 " -"true(默认 false)来禁用其尝试换用 `(Elite)Secondary` " +"true(默认为 false)来禁用其尝试换用 `(Elite)Secondary` " "武器。`NoSecondaryWeaponFallback.AllowAA` 控制对抛射体拥有 `AA` 且应对空中目标的情况。这不适用于总是选择" " `(Elite)Secondary` 武器的特殊情况,包括但不限于以下几种:" -#: ../../New-or-Enhanced-Logics.md:1337 +#: ../../New-or-Enhanced-Logics.md:1354 msgid "" "`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` " "transport." msgstr "`OpenTransportWeapon=1` 的单位在一个 `OpenTopped=true` 的运输工具内开火。" -#: ../../New-or-Enhanced-Logics.md:1338 +#: ../../New-or-Enhanced-Logics.md:1355 msgid "" "`NoAmmoWeapon=1` on an unit with `Ammo` value higher than 0 and current " "ammo count lower or equal to `NoAmmoAmount`." msgstr "`NoAmmoWeapon=1` 的单位在 `Ammo` 大于 0 且当前弹药数量小于等于 `NoAmmoAmount`。" -#: ../../New-or-Enhanced-Logics.md:1339 +#: ../../New-or-Enhanced-Logics.md:1356 msgid "" "Deployed `IsSimpleDeployer=true` units with `DeployFireWeapon=1` set or " "omitted." msgstr "拥有 `DeployFireWeapon=1` 的 `IsSimpleDeployer=true` 单位处于部署状态。" -#: ../../New-or-Enhanced-Logics.md:1340 +#: ../../New-or-Enhanced-Logics.md:1357 msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." msgstr "`DrainWeapon=true` 的武器应对敌方 `Drainable=yes` 的建筑。" -#: ../../New-or-Enhanced-Logics.md:1341 +#: ../../New-or-Enhanced-Logics.md:1358 msgid "" "Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon" " against buildings." msgstr "单位使用一个 `Warhead` 拥有 `IsLocomotor=true` 设置的 `(Elite)Primary` 应对建筑。" -#: ../../New-or-Enhanced-Logics.md:1342 +#: ../../New-or-Enhanced-Logics.md:1359 msgid "" "Weapons with `ElectricAssault=true` set on `Warhead` against " "`Overpowerable=true` buildings belonging to owner or allies." @@ -5330,17 +5374,17 @@ msgstr "" "对所有者或盟友的 `Overpowerable=true` 建筑使用 `Warhead` 拥有 `ElectricAssault=true` " "设置的武器。" -#: ../../New-or-Enhanced-Logics.md:1343 +#: ../../New-or-Enhanced-Logics.md:1360 msgid "`Overpowerable=true` buildings that are currently overpowered." msgstr "`Overpowerable=true` 的建筑当前处于过载状态。" -#: ../../New-or-Enhanced-Logics.md:1344 +#: ../../New-or-Enhanced-Logics.md:1361 msgid "" "Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or " "`IsGattling=true` is also wholly exempt." msgstr "任何使用 `(Elite)WeaponX` 的系统也完全不受影响,例如 `Gunner=true` 或 `IsGattling=true`。" -#: ../../New-or-Enhanced-Logics.md:1347 +#: ../../New-or-Enhanced-Logics.md:1364 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoSecondaryWeaponFallback=false ; boolean\n" @@ -5350,13 +5394,13 @@ msgstr "" "NoSecondaryWeaponFallback=false ; boolean\n" "NoSecondaryWeaponFallback.AllowAA=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1353 +#: ../../New-or-Enhanced-Logics.md:1370 msgid "" "Disguise logic additions (disguise-based movement speed, disguise " "blinking visibility)" msgstr "伪装逻辑增强" -#: ../../New-or-Enhanced-Logics.md:1355 +#: ../../New-or-Enhanced-Logics.md:1372 msgid "" "`DisguiseBlinkingVisibility` can be used to customize which players can " "see disguises blinking on units. This does not affect targeting but does " @@ -5366,7 +5410,7 @@ msgstr "" "`DisguiseBlinkingVisibility` " "可用于自定义哪些玩家可以看到单位的伪装闪烁。这不影响目标选择,但会影响军衔的可见性——闪烁的伪装意味着始终可见原单位的军衔而不是伪装单位的。" -#: ../../New-or-Enhanced-Logics.md:1356 +#: ../../New-or-Enhanced-Logics.md:1373 msgid "" "Another thing to note is that in singleplayer missions, for purposes of " "the disguise blinking, disguised objects owned by any player-controlled " @@ -5378,7 +5422,7 @@ msgstr "" "另一个需要注意的是在单人任务中,就伪装闪烁而言,任何玩家所控制的所属方所拥有的伪装单位即使与玩家所属方不是盟友视为当前玩家所有,这意味着玩家始终可以看到它们的伪装闪烁,除非" " `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" -#: ../../New-or-Enhanced-Logics.md:1357 +#: ../../New-or-Enhanced-Logics.md:1374 msgid "" "`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its " "movement speed to match that of the disguise, if applicable. Note that " @@ -5388,7 +5432,7 @@ msgstr "" "`UseDisguiseMovementSpeed` " "如果设置则在可行的情况下伪装单位将调整其移动速度以匹配伪装目标的速度。注意即使伪装被识破只要未被解除此设置就依旧生效。" -#: ../../New-or-Enhanced-Logics.md:1360 +#: ../../New-or-Enhanced-Logics.md:1377 msgid "" "[General]\n" "DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration " @@ -5404,27 +5448,27 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "UseDisguiseMovementSpeed=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1368 +#: ../../New-or-Enhanced-Logics.md:1385 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../New-or-Enhanced-Logics.md:1370 +#: ../../New-or-Enhanced-Logics.md:1387 msgid "Now you can customize some effects of `RateDown`." msgstr "现在你可以自定义 `RateDown` 的一些效果。" -#: ../../New-or-Enhanced-Logics.md:1371 +#: ../../New-or-Enhanced-Logics.md:1388 msgid "" "`RateDown.Delay` controls the delay before using `RateDown` to reduce the" " gattling value." msgstr "`RateDown.Delay` 控制使用 `RateDown` 减少盖特计时器的间隔。" -#: ../../New-or-Enhanced-Logics.md:1372 +#: ../../New-or-Enhanced-Logics.md:1389 msgid "" "`RateDown.Reset` controls whether to reset the gattling value directly " "when the techno has no target or changes targets." msgstr "`RateDown.Reset` 控制当科技类型失去目标或更换目标时是否立即清空盖特计时器。" -#: ../../New-or-Enhanced-Logics.md:1373 +#: ../../New-or-Enhanced-Logics.md:1390 msgid "" "`RateDown.Cover.Value` replaces the original `RateDown` when techno's " "ammo is lower than `RateDown.Cover.AmmoBelow`." @@ -5432,7 +5476,7 @@ msgstr "" "`RateDown.Cover.Value` 用于在科技类型的弹药低于 `RateDown.Cover.AmmoBelow` 时替代 " "`RateDown` 使用。" -#: ../../New-or-Enhanced-Logics.md:1376 +#: ../../New-or-Enhanced-Logics.md:1393 msgid "" "[SOMETECHNO] ; TechnoType, with IsGattling=yes\n" "RateDown.Delay=0 ; integer, game frames\n" @@ -5446,11 +5490,11 @@ msgstr "" "RateDown.Cover.Value=0 ; integer\n" "RateDown.Cover.AmmoBelow=-2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1384 +#: ../../New-or-Enhanced-Logics.md:1401 msgid "Firing offsets for specific Burst shots" msgstr "Burst 开火坐标" -#: ../../New-or-Enhanced-Logics.md:1386 +#: ../../New-or-Enhanced-Logics.md:1403 msgid "" "You can now specify separate firing offsets for each of the shots fired " "by weapon with `Burst` via using " @@ -5468,14 +5512,14 @@ msgstr "" "开始的连发索引,这些值将按顺序解析,直到没有常规或精英武器的值为止,如果精英武器缺少值则默认使用常规武器的 " "FLH。如果特定连发索引缺少值,则使用基础标签(例如 `PrimaryFireFLH`)的值。" -#: ../../New-or-Enhanced-Logics.md:1387 +#: ../../New-or-Enhanced-Logics.md:1404 msgid "" "Burst-index specific firing offsets are absolute firing offsets and the " "lateral shifting based on burst index that occurs with the base firing " "offsets is not applied." msgstr "特定连发索引使用的是不会根据连发索引而将 L 值镜像的绝对坐标。" -#: ../../New-or-Enhanced-Logics.md:1390 +#: ../../New-or-Enhanced-Logics.md:1407 msgid "" "[SOMETECHNO] ; TechnoType Image\n" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " @@ -5485,11 +5529,11 @@ msgstr "" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " "weapon-specific FLH key name and N is zero-based burst shot index.\n" -#: ../../New-or-Enhanced-Logics.md:1395 +#: ../../New-or-Enhanced-Logics.md:1412 msgid "Forcing specific weapon against certain targets" msgstr "对特定目标使用特定武器" -#: ../../New-or-Enhanced-Logics.md:1397 +#: ../../New-or-Enhanced-Logics.md:1414 msgid "" "![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater " "target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: " @@ -5499,7 +5543,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中使用 " "`ForceWeapon.Naval.Decloaked` 的海军对水下目标行为*" -#: ../../New-or-Enhanced-Logics.md:1400 +#: ../../New-or-Enhanced-Logics.md:1417 msgid "" "![image](_static/images/forceweapon_emp.gif) *Enemy behavior against EMP " "targets with `ForceWeapon.UnderEMP` in [C&C: " @@ -5509,7 +5553,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中敌人使用 " "`ForceWeapon.UnderEMP` 攻击 EMP 状态目标的行为*" -#: ../../New-or-Enhanced-Logics.md:1403 +#: ../../New-or-Enhanced-Logics.md:1420 msgid "" "Can be used to override normal weapon selection logic to force specific " "weapons to use against certain targets. If multiple are set and target " @@ -5517,7 +5561,7 @@ msgid "" "effect." msgstr "可用于覆盖正常的武器选择逻辑,以强制对特定目标使用特定武器。目标满足条件则按所列出规则的顺序使用第一个满足条件的规则。" -#: ../../New-or-Enhanced-Logics.md:1404 +#: ../../New-or-Enhanced-Logics.md:1421 msgid "" "`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against " "uncloaked naval targets. Useful if your naval unit has one weapon only " @@ -5526,25 +5570,25 @@ msgstr "" "`ForceWeapon.Naval.Decloaked` " "强制指定对未隐形(下潜)状态海军目标使用的武器。如果你的海军单位有一个武器仅用于水下目标另一个武器用于水面目标那么这个规则会很有用。" -#: ../../New-or-Enhanced-Logics.md:1405 +#: ../../New-or-Enhanced-Logics.md:1422 msgid "" "`ForceWeapon.Cloaked` forces specified weapon to be used against any " "cloaked targets." msgstr "`ForceWeapon.Cloaked` 强制对隐形(下潜)状态目标使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1406 +#: ../../New-or-Enhanced-Logics.md:1423 msgid "" "`ForceWeapon.Disguised` forces specified weapon to be used against any " "disguised targets." msgstr "`ForceWeapon.Disguised` 强制针对伪装目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1407 +#: ../../New-or-Enhanced-Logics.md:1424 msgid "" "`ForceWeapon.UnderEMP` forces specified weapon to be used if the target " "is under EMP effect." msgstr "`ForceWeapon.UnderEMP` 强制指定对与被 EMP 瘫痪了的目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1408 +#: ../../New-or-Enhanced-Logics.md:1425 msgid "" "`ForceWeapon.InRange` forces specified a list of weapons to be used once " "the target is within their `Range`. The first weapon in the listed order " @@ -5555,7 +5599,7 @@ msgstr "" "范围时的可选武器列表。单位会按列表顺序选取首个符合条件的武器。在未设置 `ForceAAWeapon.InRange` " "的情况下这同时用于地面和空中目标。" -#: ../../New-or-Enhanced-Logics.md:1409 +#: ../../New-or-Enhanced-Logics.md:1426 msgid "" "`ForceAAWeapon.InRange` does the same thing but only for air target. " "Taking priority to `ForceWeapon.InRange`, which means that it can only be" @@ -5564,7 +5608,7 @@ msgstr "" "`ForceAAWeapon.InRange` 是 `ForceWeapon.InRange` 的对空版本。当两个参数同时存在时 " "`ForceWeapon.InRange` 仅用于对地面目标。" -#: ../../New-or-Enhanced-Logics.md:1410 +#: ../../New-or-Enhanced-Logics.md:1427 msgid "" "`Force(AA)Weapon.InRange.Overrides` overrides the range when decides " "which weapon to use. Value from position matching the position from " @@ -5575,7 +5619,7 @@ msgstr "" "`Force(AA)Weapon.InRange` 中的武器序号一一对应,如果一个武器的对应的值小于 0 或不存在那么使用武器自身的 " "`Range`。" -#: ../../New-or-Enhanced-Logics.md:1411 +#: ../../New-or-Enhanced-Logics.md:1428 msgid "" "If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any " "applicable weapon range modifiers from the firer are applied to the " @@ -5584,7 +5628,7 @@ msgstr "" "如果 `Force(AA)Weapon.InRange.ApplyRangeModifiers` 设为 true " "则任何来自开火者的武器射程加成也将参与射程判定。" -#: ../../New-or-Enhanced-Logics.md:1414 +#: ../../New-or-Enhanced-Logics.md:1431 msgid "" "[SOMETECHNO] ; TechnoType\n" "ForceWeapon.Naval.Decloaked=-1 ; integer. 0 for primary " @@ -5626,7 +5670,7 @@ msgstr "" "values\n" "ForceAAWeapon.InRange.ApplyRangeModifiers=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1429 +#: ../../New-or-Enhanced-Logics.md:1446 msgid "" "Specifically, if a position has `Force(AA)Weapon.InRange` set to -1 and " "`Force(AA)Weapon.InRange.Overrides` set to a positive value, it'll use " @@ -5635,18 +5679,18 @@ msgstr "" "特别说明,如果某个位置的 `Force(AA)Weapon.InRange` 设为 -1 而 " "`Force(AA)Weapon.InRange.Overrides` 为正值,那么在满足条件时使用默认的武器选取规则。" -#: ../../New-or-Enhanced-Logics.md:1432 +#: ../../New-or-Enhanced-Logics.md:1449 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../New-or-Enhanced-Logics.md:1433 +#: ../../New-or-Enhanced-Logics.md:1450 msgid "" "It is now possible to set the initial amount of spawnees for a spawner, " "instead of always being filled. Won't work if it's larger than " "`SpawnsNumber`." msgstr "现在可以设置子机发射器的初始子机数量,而不再总是初始满载。如果初始数量大于 `SpawnsNumber` 则无效。" -#: ../../New-or-Enhanced-Logics.md:1436 +#: ../../New-or-Enhanced-Logics.md:1453 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" @@ -5654,11 +5698,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1441 +#: ../../New-or-Enhanced-Logics.md:1458 msgid "Initial strength for TechnoTypes and cloned infantry" msgstr "科技类型与克隆步兵的初始血量" -#: ../../New-or-Enhanced-Logics.md:1443 +#: ../../New-or-Enhanced-Logics.md:1460 msgid "" "![image](_static/images/initialstrength.cloning-01.png) *Initial strength" " for cloned infantry example in [C&C: " @@ -5667,13 +5711,13 @@ msgstr "" "![image](_static/images/initialstrength.cloning-01.png) *[C&C: " "Reloaded](https://www.moddb.com/mods/cncreloaded) 中克隆步兵的初始血量示例*" -#: ../../New-or-Enhanced-Logics.md:1446 +#: ../../New-or-Enhanced-Logics.md:1463 msgid "" "`InitialStrength` can be used to set how many hitpoints a TechnoType " "starts with." msgstr "`InitialStrength` 可用于设置科技类型的初始血量。" -#: ../../New-or-Enhanced-Logics.md:1447 +#: ../../New-or-Enhanced-Logics.md:1464 msgid "" "`InitialStrength.Cloning` can be used to specify a percentage of " "hitpoints (single value or a range from which a random value is picked) " @@ -5682,7 +5726,7 @@ msgstr "" "`InitialStrength.Cloning` 可以用于指定克隆步兵由 `Cloning=true` " "建筑创建时的初始血量百分比(单个值或从其中随机选取的一对值)。" -#: ../../New-or-Enhanced-Logics.md:1450 +#: ../../New-or-Enhanced-Logics.md:1467 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialStrength= ; integer\n" @@ -5698,7 +5742,7 @@ msgstr "" "InitialStrength.Cloning= ; floating point value - single or comma-sep. " "range (percentages)\n" -#: ../../New-or-Enhanced-Logics.md:1459 +#: ../../New-or-Enhanced-Logics.md:1476 msgid "" "Both `InitialStrength` and `InitialStrength.Cloning` never surpass the " "type's `Strength`, even if your values are bigger than it." @@ -5706,67 +5750,67 @@ msgstr "" "`InitialStrength` 和 `InitialStrength.Cloning` 都不会超过单位的 " "`Strength`,即使你设置了一个比它更大的值。" -#: ../../New-or-Enhanced-Logics.md:1462 +#: ../../New-or-Enhanced-Logics.md:1479 msgid "Kill Object Automatically" msgstr "自毁" -#: ../../New-or-Enhanced-Logics.md:1464 +#: ../../New-or-Enhanced-Logics.md:1481 msgid "" "Objects can be destroyed automatically if *any* of these conditions is " "met:" msgstr "如果满足以下 *任何* 条件对象将会自毁:" -#: ../../New-or-Enhanced-Logics.md:1465 +#: ../../New-or-Enhanced-Logics.md:1482 msgid "`OnAmmoDepletion`: The object will die if the remaining ammo reaches 0." msgstr "`OnAmmoDepletion`:如果剩余弹药达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1466 +#: ../../New-or-Enhanced-Logics.md:1483 msgid "`AfterDelay`: The object will die if the countdown (in frames) reaches 0." msgstr "`AfterDelay`:如果倒计时(以帧为单位)达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1467 +#: ../../New-or-Enhanced-Logics.md:1484 msgid "" "`TechnosExist` / `TechnosDontExist`: The object will die if TechnoTypes " "exist or do not exist, respectively." msgstr "`TechnosExist`/`TechnosDontExist`:如果科技类型分别存在或不存在则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1468 +#: ../../New-or-Enhanced-Logics.md:1485 msgid "" "`Technos(Dont)Exist.Any` controls whether or not a single listed " "TechnoType is enough to satisfy the requirement or if all are required." msgstr "`Technos(Dont)Exist.Any` 控制需要列出的单个科技类型还是所有科技类型来满足条件。" -#: ../../New-or-Enhanced-Logics.md:1469 +#: ../../New-or-Enhanced-Logics.md:1486 msgid "" "`Technos(Dont)Exist.AllowLimboed` controls whether or not limboed " "TechnoTypes (f.ex those in transports) are counted." msgstr "`Technos(Dont)Exist.AllowLimboed` 控制是否计入虚拟的科技类型(例如在运输工具中的那些)。" -#: ../../New-or-Enhanced-Logics.md:1470 +#: ../../New-or-Enhanced-Logics.md:1487 msgid "`Technos(Dont)Exist.Houses` controls which houses are checked." msgstr "`Technos(Dont)Exist.Houses` 控制检查哪些所属方。" -#: ../../New-or-Enhanced-Logics.md:1472 +#: ../../New-or-Enhanced-Logics.md:1489 msgid "The auto-death behavior can be chosen from the following:" msgstr "自毁行为有以下选择:" -#: ../../New-or-Enhanced-Logics.md:1473 +#: ../../New-or-Enhanced-Logics.md:1490 msgid "`kill`: The object will be destroyed normally." msgstr "`kill`:对象将正常摧毁。" -#: ../../New-or-Enhanced-Logics.md:1474 +#: ../../New-or-Enhanced-Logics.md:1491 msgid "" "`vanish`: The object will be directly removed from the game peacefully " "instead of actually getting killed." msgstr "`vanish`:对象将被直接从游戏中静默移除而不是真正击杀。" -#: ../../New-or-Enhanced-Logics.md:1475 +#: ../../New-or-Enhanced-Logics.md:1492 msgid "" "`sell`: If the object is a **building** with buildup, it will be sold " "instead of destroyed." msgstr "`sell`:如果对象是拥有建造动画的 **建筑**,它将被出售而不是被摧毁。" -#: ../../New-or-Enhanced-Logics.md:1477 +#: ../../New-or-Enhanced-Logics.md:1494 msgid "" "If this option is not set, the self-destruction logic will not be " "enabled. `AutoDeath.VanishAnimation` can be set to animation to play at " @@ -5775,14 +5819,14 @@ msgstr "" "如果未设置此项那么自毁逻辑将不会启用。如果选择 `vanish` 行为,那么可以使用 `AutoDeath.VanishAnimation` " "设置自毁时播放的动画。" -#: ../../New-or-Enhanced-Logics.md:1480 +#: ../../New-or-Enhanced-Logics.md:1497 msgid "" "Please notice that if the object is a unit which carries passengers, they" " will not be released even with the `kill` option **if you are not using " "Ares 3.0+**." msgstr "请注意 **如果你没有使用 Ares 3.0+** 那么对于携带载员的单位即使使用 `kill` 行为载员也不会被释放。" -#: ../../New-or-Enhanced-Logics.md:1483 +#: ../../New-or-Enhanced-Logics.md:1500 msgid "" "This logic also supports buildings delivered by " "[LimboDelivery](#limbodelivery). However in this case, all " @@ -5792,7 +5836,7 @@ msgstr "" "此逻辑还支持通过 [虚拟投放](#limbodelivery) 提供的建筑。不过这种情况下所有 `AutoDeath.Behavior` " "值都将只是使建筑简单地移除。" -#: ../../New-or-Enhanced-Logics.md:1486 +#: ../../New-or-Enhanced-Logics.md:1503 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoDeath.Behavior= ; enumeration (kill | " @@ -5828,11 +5872,11 @@ msgstr "" "AutoDeath.TechnosExist.Houses=owner ; Affected House " "Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1502 +#: ../../New-or-Enhanced-Logics.md:1519 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1504 +#: ../../New-or-Enhanced-Logics.md:1521 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" " Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -5845,27 +5889,26 @@ msgstr "" "![image](_static/images/mindcontrol-multiple-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的多重心控单位自动释放第一个受害者*" -#: ../../New-or-Enhanced-Logics.md:1509 +#: ../../New-or-Enhanced-Logics.md:1526 msgid "" "Mind controllers now can have the upper limit of the control distance. " "Tag values greater than 0 will activate this feature." msgstr "心灵控制者现在可以设置控制距离的上限。标签值大于 0 将激活此功能。" -#: ../../New-or-Enhanced-Logics.md:1510 +#: ../../New-or-Enhanced-Logics.md:1527 msgid "" "Mind controllers now can decide which house can see the link drawn " "between itself and the controlled units." -msgstr "" -"心灵控制者现在可以设置哪些所属方可以看到它与被心灵控制单位之间的连线。" +msgstr "心灵控制者现在可以设置哪些所属方可以看到它与被心灵控制单位之间的连线。" -#: ../../New-or-Enhanced-Logics.md:1511 +#: ../../New-or-Enhanced-Logics.md:1528 msgid "" "Mind controllers with multiple controlling slots can now release the " "first controlled unit when they have reached the control limit and are " "ordered to control a new target." msgstr "多重心控单位现在可以达到控制上限而又要控制一个新目标时释放第一个被控制的单位。" -#: ../../New-or-Enhanced-Logics.md:1514 +#: ../../New-or-Enhanced-Logics.md:1531 msgid "" "[SOMETECHNO] ; TechnoType\n" "MindControlRangeLimit=-1.0 ; floating point value\n" @@ -5879,23 +5922,23 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "MultiMindControl.ReleaseVictim=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1521 +#: ../../New-or-Enhanced-Logics.md:1538 msgid "No Manual Move" msgstr "禁止手动移动" -#: ../../New-or-Enhanced-Logics.md:1523 +#: ../../New-or-Enhanced-Logics.md:1540 msgid "" "You can now specify whether a TechnoType is unable to receive move " "command." msgstr "现在你可以指定一个科技类型是否无法接收移动指令。" -#: ../../New-or-Enhanced-Logics.md:1524 +#: ../../New-or-Enhanced-Logics.md:1541 msgid "" "Set this to `true` on a building with `UndeploysInto` set could prevent " "it from undeploying when setting the rally point." msgstr "在一个拥有 `UndeploysInto` 的建筑上将此设为 true 可以阻止其在设置集结点时反部署。" -#: ../../New-or-Enhanced-Logics.md:1527 +#: ../../New-or-Enhanced-Logics.md:1544 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" @@ -5903,18 +5946,18 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1533 +#: ../../New-or-Enhanced-Logics.md:1550 msgid "" "Note that you can still undeploy the building by using a " "`BuildingUndeploy=true` warhead or by setting a rally point and selling " "it." msgstr "注意你仍可使用一个 `BuildingUndeploy=true` 的弹头或设置集结点后出售建筑来解除部署。" -#: ../../New-or-Enhanced-Logics.md:1536 +#: ../../New-or-Enhanced-Logics.md:1553 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../New-or-Enhanced-Logics.md:1538 +#: ../../New-or-Enhanced-Logics.md:1555 msgid "" "Now you can make technos unable to rearm and reload when they are in EMP " "or locked by a temporal weapon. Defaults to values in `[General]`. This " @@ -5923,7 +5966,7 @@ msgstr "" "现在你可以让科技类型在 EMP 或被超时空武器冻结时武器 ROF 与弹药 Reload 也同步停止。默认值取自 " "`[General]`。这对机场战机的重新装填无效。" -#: ../../New-or-Enhanced-Logics.md:1541 +#: ../../New-or-Enhanced-Logics.md:1558 msgid "" "[General]\n" "NoRearm.UnderEMP=false ; boolean\n" @@ -5949,18 +5992,17 @@ msgstr "" "NoReload.UnderEMP= ; boolean\n" "NoReload.Temporal= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1555 +#: ../../New-or-Enhanced-Logics.md:1572 msgid "Overload characteristic dehardcoded" msgstr "过载特性去硬编码" -#: ../../New-or-Enhanced-Logics.md:1557 +#: ../../New-or-Enhanced-Logics.md:1574 msgid "" "It is now possible to customize `Overload` behaviors for a TechnoType " "with `InfiniteMindControl=yes` weapon." -msgstr "" -"现在可以为一个使用 `InfiniteMindControl=yes` 武器的单位自定义其过载相关特性。" +msgstr "现在可以为一个使用 `InfiniteMindControl=yes` 武器的单位自定义其过载相关特性。" -#: ../../New-or-Enhanced-Logics.md:1560 +#: ../../New-or-Enhanced-Logics.md:1577 msgid "" "\n" "[SOMETECHNO] ; TechnoType\n" @@ -5990,11 +6032,11 @@ msgstr "" "[CombatDamage] -> DefaultSparkSystem\n" "Overload.ParticleSysCount=5 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1571 +#: ../../New-or-Enhanced-Logics.md:1588 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1573 +#: ../../New-or-Enhanced-Logics.md:1590 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -6002,11 +6044,11 @@ msgstr "" "![image](_static/images/promotedspawns-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机升级*" -#: ../../New-or-Enhanced-Logics.md:1576 +#: ../../New-or-Enhanced-Logics.md:1593 msgid "The spawned units will promote as their owner's veterancy." msgstr "生成的单位可以根据其所有者的等级进行同步升级。" -#: ../../New-or-Enhanced-Logics.md:1579 +#: ../../New-or-Enhanced-Logics.md:1596 msgid "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" @@ -6014,15 +6056,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1584 +#: ../../New-or-Enhanced-Logics.md:1601 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1586 +#: ../../New-or-Enhanced-Logics.md:1603 msgid "You can now specify an animation on the unit or structure promotion." msgstr "现在你可以在单位或建筑升级时播放指定动画。" -#: ../../New-or-Enhanced-Logics.md:1587 +#: ../../New-or-Enhanced-Logics.md:1604 msgid "" "`Promote.VeteranAnimation` is used when unit or structure is promoted to " "veteran. If this is set for a TechnoType, it'll override the global " @@ -6031,20 +6073,20 @@ msgstr "" "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。若为单位设置本句则覆盖全局 `[AudioVisual]` " "中的设置。" -#: ../../New-or-Enhanced-Logics.md:1588 +#: ../../New-or-Enhanced-Logics.md:1605 msgid "" "`Promote.EliteAnimation` is used when unit or structure is promoted to " "elite. If this is set for a TechnoType, it'll override the global setting" " in `[AudioVisual]`." msgstr "`Promote.EliteAnimation` 用于单位或建筑升级为精英时。若为单位设置本句则覆盖全局 `[AudioVisual]` 中的设置。" -#: ../../New-or-Enhanced-Logics.md:1589 +#: ../../New-or-Enhanced-Logics.md:1606 msgid "" "If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` " "will play instead when unit or structure is promoted to elite." msgstr "如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" -#: ../../New-or-Enhanced-Logics.md:1592 +#: ../../New-or-Enhanced-Logics.md:1609 msgid "" "[AudioVisual]\n" "Promote.VeteranAnimation= ; AnimationType\n" @@ -6066,11 +6108,11 @@ msgstr "" "Promote.EliteAnimation= ; AnimationType, default to " "Promote.EliteAnimation in [AudioVisual]\n" -#: ../../New-or-Enhanced-Logics.md:1602 +#: ../../New-or-Enhanced-Logics.md:1619 msgid "Raise alert when technos are taking damage" msgstr "单位受伤警报" -#: ../../New-or-Enhanced-Logics.md:1604 +#: ../../New-or-Enhanced-Logics.md:1621 msgid "" "In Vanilla, non-building technos will not generate radar events or EVAs " "when attacked, so players can hardly notice them until they are " @@ -6081,17 +6123,17 @@ msgstr "" "在原版,非建筑科技类型在收到攻击时不会生成雷达事件或 EVA " "播报,因此它们很难在被摧毁前被玩家注意到。现在当你的单位受到攻击时可以收到雷达事件(以及可选的声音效果),以便及时应战。" -#: ../../New-or-Enhanced-Logics.md:1605 +#: ../../New-or-Enhanced-Logics.md:1622 msgid "" "`[AudioVisual] -> CombatAlert` is a global switch, set it to `true` to " "enable the entire logic." msgstr "`[AudioVisual] -> CombatAlert` 是一个全局开关,将其设置为 `true` 以启用整个逻辑。" -#: ../../New-or-Enhanced-Logics.md:1606 +#: ../../New-or-Enhanced-Logics.md:1623 msgid "These flags controlls when to trigger a combat alert." msgstr "这些标签控制什么时候触发战斗警报。" -#: ../../New-or-Enhanced-Logics.md:1607 +#: ../../New-or-Enhanced-Logics.md:1624 msgid "" "You can disable this logic on specific techno by setting `[TechnoType] ->" " CombatAlert` to `false`, which default to `[AudioVisual] -> " @@ -6102,7 +6144,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Default`。如果 `CombatAlert.Default` 也为空,则默认为对" " `Insignificant=yes` 或 `Spawned=yes` 的科技类型禁用。" -#: ../../New-or-Enhanced-Logics.md:1608 +#: ../../New-or-Enhanced-Logics.md:1625 msgid "" "`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on " "buildings. You can override it for specific building by setting " @@ -6113,13 +6155,13 @@ msgstr "" "`[TechnoType] -> CombatAlert.NotBuilding` 为 `true` " "来为特定建筑覆盖设置。你可能希望将其用于载具性质的建筑。" -#: ../../New-or-Enhanced-Logics.md:1609 +#: ../../New-or-Enhanced-Logics.md:1626 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` decides whether to " "disable the logic for the units in the current screen." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` 决定是否为当前屏幕中的单位禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1610 +#: ../../New-or-Enhanced-Logics.md:1627 msgid "" "`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in " "frames) between alerts, to prevent the alert from being anonying. It is " @@ -6128,13 +6170,13 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Interval` 决定警报之间的间隔(以帧为单位),以防止警报过于频繁。默认为 " "150 帧。" -#: ../../New-or-Enhanced-Logics.md:1611 +#: ../../New-or-Enhanced-Logics.md:1628 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` decides whether to " "disable the logic for the damage from allys." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` 决定是否为盟友造成的伤害禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1612 +#: ../../New-or-Enhanced-Logics.md:1629 msgid "" "Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` " "setted to `true` will not raise a radar event or EVA. This flag is " @@ -6145,11 +6187,11 @@ msgstr "" "的弹头击中将不会触发雷达事件或 EVA。此标签默认为 Ares 标签 `[WarheadType] -> Malicious` 的相反值和 " "`[WarheadType] -> Nonprovocative` 的值。" -#: ../../New-or-Enhanced-Logics.md:1613 +#: ../../New-or-Enhanced-Logics.md:1630 msgid "And the following flags controlls the effect of a combat alert." msgstr "一下标签控制战斗警报的效果。" -#: ../../New-or-Enhanced-Logics.md:1614 +#: ../../New-or-Enhanced-Logics.md:1631 msgid "" "`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some " "sound effect with the combat alert. Set it to `true` will enable the " @@ -6158,7 +6200,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.MakeAVoice` 决定是否与战斗警报一起播放一些音效。将其设为 true " "以启用以下标签,否则它们将被忽略。" -#: ../../New-or-Enhanced-Logics.md:1615 +#: ../../New-or-Enhanced-Logics.md:1632 msgid "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the" " sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> " @@ -6167,7 +6209,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` 决定是否使用 `VoiceFeedback` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseFeedbackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1616 +#: ../../New-or-Enhanced-Logics.md:1633 msgid "" "`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the " "sound defined by `VoiceAttack`. Default to `[AudioVisual] -> " @@ -6176,7 +6218,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseAttackVoice` 决定是否使用 `VoiceAttack` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseAttackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1617 +#: ../../New-or-Enhanced-Logics.md:1634 msgid "" "`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. " "Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is " @@ -6187,7 +6229,7 @@ msgstr "" "CombatAlert.UseEVA`。所用的 EVA 默认为 `EVA_UnitsInCombat`,可以通过 `[TechnoType] ->" " CombatAlert.EVA` 指定。" -#: ../../New-or-Enhanced-Logics.md:1618 +#: ../../New-or-Enhanced-Logics.md:1635 msgid "" "The sound effect is taken **at order**, feedback first, attack then, eva " "finally. The flags in `[AudioVisual]` controlls whether to check it " @@ -6196,7 +6238,7 @@ msgstr "" "声音效果 **依次** 被使用,首先是反馈,然后是攻击,最后是 EVA。在 `[AudioVisual]` " "中的标签控制是否全局检查,可以为每个科技类型单独指定。" -#: ../../New-or-Enhanced-Logics.md:1619 +#: ../../New-or-Enhanced-Logics.md:1636 msgid "" "An example: You set `CombatAlert.UseFeedbackVoice` and " "`CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to " @@ -6209,7 +6251,7 @@ msgstr "" "`VoiceFeedback`、`VoiceAttack` 和 `CombatAlert.EVA` 的单位将播放 " "`VoiceFeedback`。拥有 `VoiceAttack` 的单位将播放 `EVA_UnitsInCombat`。" -#: ../../New-or-Enhanced-Logics.md:1622 +#: ../../New-or-Enhanced-Logics.md:1639 msgid "" "[AudioVisual]\n" "CombatAlert=false ; boolean\n" @@ -6257,11 +6299,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CombatAlert.Suppress= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1647 +#: ../../New-or-Enhanced-Logics.md:1664 msgid "Recount burst index" msgstr "重置连发索引" -#: ../../New-or-Enhanced-Logics.md:1649 +#: ../../New-or-Enhanced-Logics.md:1666 msgid "" "You can now make technos recount their current burst index when they have" " changed the firing weapon or have maintained for a period of time " @@ -6271,7 +6313,7 @@ msgstr "" "现在你可以让单位在更换了开火武器或一段时间内没有目标的情况下重置当前的连发索引。默认为 `[General] -> " "RecountBurst`,其默认为 false。" -#: ../../New-or-Enhanced-Logics.md:1652 +#: ../../New-or-Enhanced-Logics.md:1669 msgid "" "[General]\n" "RecountBurst=false ; boolean\n" @@ -6285,11 +6327,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "RecountBurst= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1660 +#: ../../New-or-Enhanced-Logics.md:1677 msgid "Revenge weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1662 +#: ../../New-or-Enhanced-Logics.md:1679 msgid "" "Similar to `DeathWeapon` in that it is fired after a TechnoType is " "killed, but with the difference that it will be fired on whoever dealt " @@ -6301,20 +6343,20 @@ msgstr "" "`DeathWeapon`,它在科技类型被击杀后发射,但不同的是它将发射给造成伤害并杀死科技类型的人。如果科技类型不是由于其他科技类型造成的直接伤害而死亡,那么" " `RevengeWeapon` 将不会被发射。" -#: ../../New-or-Enhanced-Logics.md:1663 +#: ../../New-or-Enhanced-Logics.md:1680 msgid "" "`RevengeWeapon.AffectsHouses` can be used to filter which houses the " "damage that killed the TechnoType is allowed to come from to fire the " "weapon." msgstr "`RevengeWeapon.AffectsHouses` 可用于筛选可以对哪些所属方的击杀者发射武器。" -#: ../../New-or-Enhanced-Logics.md:1664 +#: ../../New-or-Enhanced-Logics.md:1681 msgid "" "It is possible to grant revenge weapons through [attached effects" "](#attached-effects) as well." msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器。" -#: ../../New-or-Enhanced-Logics.md:1665 +#: ../../New-or-Enhanced-Logics.md:1682 msgid "" "If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " @@ -6325,7 +6367,7 @@ msgstr "" "则不会触发复仇武器。`SuppressRevengeWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:1668 +#: ../../New-or-Enhanced-Logics.md:1685 msgid "" "[SOMETECHNO] ; TechnoType\n" "RevengeWeapon= ; WeaponType\n" @@ -6345,11 +6387,11 @@ msgstr "" "SuppressRevengeWeapons=false ; boolean\n" "SuppressRevengeWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:1678 +#: ../../New-or-Enhanced-Logics.md:1695 msgid "Shared Ammo" msgstr "共享弹药" -#: ../../New-or-Enhanced-Logics.md:1680 +#: ../../New-or-Enhanced-Logics.md:1697 msgid "" "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" " to passengers that have `Ammo.Shared=yes`. In addition, a transport can " @@ -6361,17 +6403,17 @@ msgstr "" "的载员共享弹药。此外如果载员拥有与运输工具相同的 `Ammo.Shared.Group=` " "值则运输工具可以筛选谁将接收弹药而忽略不拥有同组值的其他载员。" -#: ../../New-or-Enhanced-Logics.md:1682 +#: ../../New-or-Enhanced-Logics.md:1699 msgid "" "Transports with `Ammo.Shared.Group=-1` will transfer ammo to any " "passenger with `Ammo.Shared=yes` ignoring the group." msgstr "拥有 `Ammo.Shared.Group=-1` 的运输工具将像任何拥有 `Ammo.Shared=yes` 的载员共享弹药。" -#: ../../New-or-Enhanced-Logics.md:1683 +#: ../../New-or-Enhanced-Logics.md:1700 msgid "Transports must have ammo and should be able to reload ammo." msgstr "运输工具必须拥有弹药并应当能够自行重装弹药。" -#: ../../New-or-Enhanced-Logics.md:1686 +#: ../../New-or-Enhanced-Logics.md:1703 msgid "" "[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes\n" "Ammo.Shared=no ; boolean\n" @@ -6389,17 +6431,17 @@ msgstr "" "Ammo.Shared=no ; boolean\n" "Ammo.Shared.Group=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1696 +#: ../../New-or-Enhanced-Logics.md:1713 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:1698 +#: ../../New-or-Enhanced-Logics.md:1715 msgid "" "When a unit is created, sound specified in `VoiceCreated` will be played " "for the unit owner." msgstr "当一个单位被创建时将为单位所有者播放 `VoiceCreated` 指定的音效。" -#: ../../New-or-Enhanced-Logics.md:1699 +#: ../../New-or-Enhanced-Logics.md:1716 msgid "" "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " "globally instead of `EVA_UnitReady`." @@ -6407,7 +6449,7 @@ msgstr "" "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " "`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:1702 +#: ../../New-or-Enhanced-Logics.md:1719 msgid "" "[AudioVisual]\n" "IsVoiceCreatedGlobal=false ; boolean\n" @@ -6421,18 +6463,18 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "VoiceCreated= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1710 +#: ../../New-or-Enhanced-Logics.md:1727 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:1712 +#: ../../New-or-Enhanced-Logics.md:1729 msgid "" "It is now possible to add weapons that are fired on a teleporting " "TechnoType when it warps in or out. They are at the same time as the " "appropriate animations (`WarpIn` / `WarpOut`) are displayed." msgstr "现在可以在科技类型传送来/去时发射武器。它们会与相应的 (`WarpIn`/`WarpOut`) 动画一起显示。" -#: ../../New-or-Enhanced-Logics.md:1713 +#: ../../New-or-Enhanced-Logics.md:1730 msgid "" "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " "traveled (in leptons) was less than `ChronoRangeMinimum`. This works " @@ -6443,7 +6485,7 @@ msgstr "" "时使用,无论是否设置了 `ChronoTrigger`。如果未设置 `WarpInMinRangeWeapon`,则默认为 " "`WarpInWeapon`。" -#: ../../New-or-Enhanced-Logics.md:1714 +#: ../../New-or-Enhanced-Logics.md:1731 msgid "" "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " "`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " @@ -6452,7 +6494,7 @@ msgstr "" "如果设置了 `WarpInWeapon.UseDistanceAsDamage` 则 `WarpIn(MinRange)Weapon` 的 " "`Damage` 将被覆盖为传送所跨越的完整单元格数。" -#: ../../New-or-Enhanced-Logics.md:1717 +#: ../../New-or-Enhanced-Logics.md:1734 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpInWeapon= ; WeaponType\n" @@ -6466,52 +6508,21 @@ msgstr "" "WarpInWeapon.UseDistanceAsDamage=false ; boolean\n" "WarpOutWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:1725 -msgid "Fast access vehicle" -msgstr "快速上车" - -#: ../../New-or-Enhanced-Logics.md:1727 -msgid "" -"Now you can let infantry or vehicle passengers quickly enter or leave the" -" transport vehicles without queuing. Defaults to `[General] -> " -"NoQueueUpToEnter` or `[General] -> NoQueueUpToUnload`." -msgstr "" -"现在你可以让步兵或载具类载员无需排队地快速进入或离开运输载具。默认为 `[General] -> NoQueueUpToEnter` 或 " -"`[General] -> NoQueueUpToUnload`。" - -#: ../../New-or-Enhanced-Logics.md:1730 -msgid "" -"[General]\n" -"NoQueueUpToEnter=false ; boolean\n" -"NoQueueUpToUnload=false ; boolean\n" -"\n" -"[SOMEVEHICLE] ; VehicleType\n" -"NoQueueUpToEnter= ; boolean\n" -"NoQueueUpToUnload= ; boolean\n" -msgstr "" -"[General]\n" -"NoQueueUpToEnter=false ; boolean\n" -"NoQueueUpToUnload=false ; boolean\n" -"\n" -"[SOMEVEHICLE] ; VehicleType\n" -"NoQueueUpToEnter= ; boolean\n" -"NoQueueUpToUnload= ; boolean\n" - -#: ../../New-or-Enhanced-Logics.md:1740 +#: ../../New-or-Enhanced-Logics.md:1742 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:1742 +#: ../../New-or-Enhanced-Logics.md:1744 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:1744 +#: ../../New-or-Enhanced-Logics.md:1746 msgid "" "You can now specify a destroy animation and sound for a TerrainType that " "are played when it is destroyed." msgstr "现在你可以指定当地形对象被摧毁时播放播放的摧毁动画与音效。" -#: ../../New-or-Enhanced-Logics.md:1747 +#: ../../New-or-Enhanced-Logics.md:1749 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "DestroyAnim= ; AnimationType\n" @@ -6521,15 +6532,47 @@ msgstr "" "DestroyAnim= ; AnimationType\n" "DestroySound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1753 +#: ../../New-or-Enhanced-Logics.md:1755 msgid "Vehicles" msgstr "载具类型" -#: ../../New-or-Enhanced-Logics.md:1755 +#: ../../New-or-Enhanced-Logics.md:1757 +msgid "Amphibious access vehicle" +msgstr "两栖载具装载拓展" + +#: ../../New-or-Enhanced-Logics.md:1759 +msgid "" +"Now you can let amphibious infantry or vehicle passengers enter or leave " +"amphibious transport vehicles on water surface." +msgstr "现在两栖步兵或载具可以在水中进入或离开两栖运输工具。" + +#: ../../New-or-Enhanced-Logics.md:1762 +msgid "" +"[General]\n" +"AmphibiousEnter=false ; boolean\n" +"AmphibiousUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType, transport\n" +"AmphibiousEnter= ; boolean, default to [General] -> " +"AmphibiousEnter\n" +"AmphibiousUnload= ; boolean, default to [General] -> " +"AmphibiousUnload\n" +msgstr "" +"[General]\n" +"AmphibiousEnter=false ; boolean\n" +"AmphibiousUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType, transport\n" +"AmphibiousEnter= ; boolean, default to [General] -> " +"AmphibiousEnter\n" +"AmphibiousUnload= ; boolean, default to [General] -> " +"AmphibiousUnload\n" + +#: ../../New-or-Enhanced-Logics.md:1772 msgid "Damaged unit image changes" msgstr "单位伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:1757 +#: ../../New-or-Enhanced-Logics.md:1774 msgid "" "When a unit is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -6538,7 +6581,7 @@ msgstr "" "现在当单位伤残(生命值低于 `[AudioVisual] -> ConditionYellow` 的百分比)时可以通过 " "`Image.ConditionYellow` 为单位设置不同的图像。" -#: ../../New-or-Enhanced-Logics.md:1758 +#: ../../New-or-Enhanced-Logics.md:1775 msgid "" "Similar, `Image.ConditionRed` is used as image if unit health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -6546,7 +6589,7 @@ msgstr "" "同样的如果单位生命值低于 `[AudioVisual] -> ConditionRed` 的百分比那么将会使用 " "`Image.ConditionRed` 作为图像。" -#: ../../New-or-Enhanced-Logics.md:1759 +#: ../../New-or-Enhanced-Logics.md:1776 msgid "" "It is also works on water by setting `WaterImage.ConditionYellow` and " "`WaterImage.ConditionRed` VehicleType, similar to Ares' `WaterImage`." @@ -6554,7 +6597,7 @@ msgstr "" "类似于 Ares 的 `WaterImage`,可以通过设置 `WaterImage.ConditionYellow` 和 " "`WaterImage.ConditionRed` 的单位类型来在水上应用这一效果。" -#: ../../New-or-Enhanced-Logics.md:1762 +#: ../../New-or-Enhanced-Logics.md:1779 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Image.ConditionYellow= ; VehicleType entry\n" @@ -6568,17 +6611,49 @@ msgstr "" "WaterImage.ConditionYellow= ; VehicleType entry\n" "WaterImage.ConditionRed= ; VehicleType entry\n" -#: ../../New-or-Enhanced-Logics.md:1771 +#: ../../New-or-Enhanced-Logics.md:1788 msgid "" "Note that the VehicleTypes had to be defined under [VehicleTypes] and use" " same image type (SHP/VXL) for vanilla/damaged states." msgstr "注意这些被使用的单位必须在 `[VehicleTypes]` 下注册并且在常规/伤残状态下使用相同的图像类型(Shape/Voxel)。" -#: ../../New-or-Enhanced-Logics.md:1774 +#: ../../New-or-Enhanced-Logics.md:1791 +msgid "Fast access vehicle" +msgstr "快速上车" + +#: ../../New-or-Enhanced-Logics.md:1793 +msgid "" +"Now you can let infantry or vehicle passengers quickly enter or leave the" +" transport vehicles without queuing." +msgstr "现在你可以让步兵或载具类载员无需排队地快速进入或离开运输载具。" + +#: ../../New-or-Enhanced-Logics.md:1796 +msgid "" +"[General]\n" +"NoQueueUpToEnter=false ; boolean\n" +"NoQueueUpToUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType, transport\n" +"NoQueueUpToEnter= ; boolean, default to [General] -> " +"NoQueueUpToEnter\n" +"NoQueueUpToUnload= ; boolean, default to [General] -> " +"NoQueueUpToUnload\n" +msgstr "" +"[General]\n" +"NoQueueUpToEnter=false ; boolean\n" +"NoQueueUpToUnload=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType, transport\n" +"NoQueueUpToEnter= ; boolean, default to [General] -> " +"NoQueueUpToEnter\n" +"NoQueueUpToUnload= ; boolean, default to [General] -> " +"NoQueueUpToUnload\n" + +#: ../../New-or-Enhanced-Logics.md:1806 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../New-or-Enhanced-Logics.md:1776 +#: ../../New-or-Enhanced-Logics.md:1808 msgid "" "![image](_static/images/jumpjet-tilt.gif) *Jumpjet Tilts in [Project Rush" " - Conquer](https://www.moddb.com/mods/project-rush-conquer)*" @@ -6587,31 +6662,31 @@ msgstr "" "*[冲击计划:征服](https://www.moddb.com/mods/project-rush-conquer) 中的 Jumpjet " "前倾*" -#: ../../New-or-Enhanced-Logics.md:1779 +#: ../../New-or-Enhanced-Logics.md:1811 msgid "" "Now you can make jumpjets tilt forward when moving forward and sideways " "when turning by setting `JumpjetTilt` to true." msgstr "现在你可以通过将 `JumpjetTilt` 设为 true 来使 Jumpjet 单位在向前移动时前倾以及在转向时侧倾。" -#: ../../New-or-Enhanced-Logics.md:1780 +#: ../../New-or-Enhanced-Logics.md:1812 msgid "The maximum tilt angle will not exceed 90 degrees." msgstr "最大倾斜角度不会超过 90 度。" -#: ../../New-or-Enhanced-Logics.md:1781 +#: ../../New-or-Enhanced-Logics.md:1813 msgid "" "The magnitude of the forward tilt is related to the current speed and " "acceleration. They are additive and have two coefficients that can be " "adjusted for details." msgstr "向前倾斜的幅度与当前速度和加速度相关。它们会相加,这里给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:1782 +#: ../../New-or-Enhanced-Logics.md:1814 msgid "" "The magnitude of the sideways tilt is related to the current speed and " "rotation angle. They are multiplied and also have two coefficients that " "can be adjusted for details." msgstr "侧向倾斜的幅度与当前速度和旋转角度相关。它们会相乘,同样给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:1785 +#: ../../New-or-Enhanced-Logics.md:1817 msgid "" "[SOMEVEHICLE] ; VehicleType, with " "Locomotor=Jumpjet\n" @@ -6629,25 +6704,25 @@ msgstr "" "JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value\n" "JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:1794 +#: ../../New-or-Enhanced-Logics.md:1826 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:1797 +#: ../../New-or-Enhanced-Logics.md:1829 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1798 +#: ../../New-or-Enhanced-Logics.md:1830 msgid "" "Can be used with `CellSpread` and Ares' GenericWarhead superweapon where " "applicable." msgstr "可在适用的情况下与 `CellSpread` 和 Ares 的通用弹头超级武器一起使用。" -#: ../../New-or-Enhanced-Logics.md:1799 +#: ../../New-or-Enhanced-Logics.md:1831 msgid "Cannot be used with `MindControl.Permanent=yes` of Ares." msgstr "不能与 Ares 的 `MindControl.Permanent=yes` 共同使用。" -#: ../../New-or-Enhanced-Logics.md:1800 +#: ../../New-or-Enhanced-Logics.md:1832 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " false. If target has an active shield, its armor type is used instead " @@ -6656,11 +6731,11 @@ msgstr "" "在适用的情况下除非 `EffectsRequireVerses` 设为 false 否则尊重 " "`Verses`。如果目标拥有一个激活的护盾,那么它的护甲类型将被使用,除非弹头可以穿透护盾。" -#: ../../New-or-Enhanced-Logics.md:1803 +#: ../../New-or-Enhanced-Logics.md:1835 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:1805 +#: ../../New-or-Enhanced-Logics.md:1837 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -6668,13 +6743,13 @@ msgstr "" "![image](_static/images/remove-mc.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的心控解除弹头*" -#: ../../New-or-Enhanced-Logics.md:1808 +#: ../../New-or-Enhanced-Logics.md:1840 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以解除心灵控制(不适用于永久心控的对象)。" -#: ../../New-or-Enhanced-Logics.md:1811 +#: ../../New-or-Enhanced-Logics.md:1843 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -6682,17 +6757,17 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1816 +#: ../../New-or-Enhanced-Logics.md:1848 msgid "Warhead that can not kill" msgstr "弹头击杀限制" -#: ../../New-or-Enhanced-Logics.md:1818 +#: ../../New-or-Enhanced-Logics.md:1850 msgid "" "Warheads can now damage the enemy without killing them (minimum health " "will be 1)." msgstr "现在可以让一个弹头可以杀伤敌人但无法击杀它们(至少保留 1 滴血)。" -#: ../../New-or-Enhanced-Logics.md:1821 +#: ../../New-or-Enhanced-Logics.md:1853 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" @@ -6700,11 +6775,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1826 +#: ../../New-or-Enhanced-Logics.md:1858 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:1828 +#: ../../New-or-Enhanced-Logics.md:1860 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -6712,7 +6787,7 @@ msgid "" "critical hit." msgstr "现在弹头可以基于概率额外造成暴击伤害或弹头爆炸,可以自定义暴击的概率、伤害、影响目标、受影响目标生命值阈值和暴击动画。" -#: ../../New-or-Enhanced-Logics.md:1829 +#: ../../New-or-Enhanced-Logics.md:1861 msgid "" "`Crit.Chance` determines chance for a critical hit to occur. By default " "this is checked once when the Warhead is detonated and every target that " @@ -6723,7 +6798,7 @@ msgstr "" "`Crit.Chance` 决定暴击发生的概率。默认情况下这在弹头爆炸时检查一次,每个受影响的目标都可能受到暴击。如果设置了 " "`Crit.ApplyChancePerTarget`,那么每个目标是否成功进行暴击的概率将单独计算。" -#: ../../New-or-Enhanced-Logics.md:1830 +#: ../../New-or-Enhanced-Logics.md:1862 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -6733,20 +6808,20 @@ msgstr "" "`Crit.ExtraDamage` 决定暴击造成的额外伤害,如果设置了 " "`Crit.Warhead`,那么伤害将用于在每个受影响的目标上引爆指定的弹头,否则伤害将基于当前弹头的 `Verses` 设置直接造成伤害。" -#: ../../New-or-Enhanced-Logics.md:1831 +#: ../../New-or-Enhanced-Logics.md:1863 msgid "" "`Crit.ExtraDamage.ApplyFirepowerMult` determines whether or not the " "critical hit damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Crit.ExtraDamage.ApplyFirepowerMult` 决定暴击造成的额外伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:1832 +#: ../../New-or-Enhanced-Logics.md:1864 msgid "" "`Crit.Warhead` can be used to set a Warhead to detonate instead of using " "current Warhead." msgstr "`Crit.Warhead` 可用于设置一个替代当前弹头引爆的弹头。" -#: ../../New-or-Enhanced-Logics.md:1833 +#: ../../New-or-Enhanced-Logics.md:1865 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -6755,27 +6830,27 @@ msgstr "" "`Crit.Warhead.FullDetonation` 控制弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1834 +#: ../../New-or-Enhanced-Logics.md:1866 msgid "" "`Crit.Affects` can be used to customize types of targets that this " "Warhead can deal critical hits against. Critical hits cannot affect empty" " cells or cells containing only TerrainTypes, overlays etc." msgstr "`Crit.Affects` 可用于自定义此弹头可暴击的目标类型。暴击不能影响空置单元格或仅包含地形对象和覆盖物等的单元格。" -#: ../../New-or-Enhanced-Logics.md:1835 +#: ../../New-or-Enhanced-Logics.md:1867 msgid "" "`Crit.AffectsHouses` can be used to customize houses that this Warhead " "can deal critical hits against." msgstr "`Crit.AffectsHouses` 可用于自定义此弹头可暴击的目标所属。" -#: ../../New-or-Enhanced-Logics.md:1836 +#: ../../New-or-Enhanced-Logics.md:1868 msgid "" "`Crit.AffectBelowPercent` can be used to set minimum percentage of their " "maximum `Strength` that targets must have left to be affected by a " "critical hit." msgstr "`Crit.AffectBelowPercent` 可用于设置暴击允许的目标其剩余血量相对最大 `Strength` 的百分比下限。" -#: ../../New-or-Enhanced-Logics.md:1837 +#: ../../New-or-Enhanced-Logics.md:1869 msgid "" "`Crit.AnimList` can be used to set a list of animations used instead of " "Warhead's `AnimList` if Warhead deals a critical hit to even one target. " @@ -6788,7 +6863,7 @@ msgstr "" "`Crit.AnimList.PickRandom`(默认为 `AnimList.PickRandom`),则从列表中随机选择一个动画。如果设置了" " `Crit.AnimList.CreateAll`(默认为 `AnimList.CreateAll`),则创建列表中的所有动画。" -#: ../../New-or-Enhanced-Logics.md:1838 +#: ../../New-or-Enhanced-Logics.md:1870 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -6803,7 +6878,7 @@ msgstr "" "独立所以,`Crit.AnimList.PickRandom` 和 `Crit.AnimList.CreateAll` 将不会默认为 " "`AnimList` 对应项的值,需要手动设置。" -#: ../../New-or-Enhanced-Logics.md:1839 +#: ../../New-or-Enhanced-Logics.md:1871 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -6811,7 +6886,7 @@ msgid "" "random one is selected." msgstr "`Crit.ActiveChanceAnims` 可用于设置当前弹头有几率造成暴击时始终显示在弹头爆炸坐标处的动画。列出多个动画则随机选择其一。" -#: ../../New-or-Enhanced-Logics.md:1840 +#: ../../New-or-Enhanced-Logics.md:1872 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -6820,13 +6895,13 @@ msgstr "" "`Crit.SuppressWhenIntercepted` 如果设置则禁用弹头在被[抛射体拦截](#projectile-" "interception-logic)而引爆时造成暴击。" -#: ../../New-or-Enhanced-Logics.md:1841 +#: ../../New-or-Enhanced-Logics.md:1873 msgid "" "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " "immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在科技类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:1844 +#: ../../New-or-Enhanced-Logics.md:1876 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -6876,7 +6951,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1867 +#: ../../New-or-Enhanced-Logics.md:1899 msgid "" "If you set `Crit.Warhead` to the same Warhead it is defined on, or create" " a chain of Warheads with it that loops back to the first one there is a " @@ -6884,17 +6959,17 @@ msgid "" "afterwards." msgstr "如果你将 `Crit.Warhead` 设为定义暴击的弹头或者创建一个最终回到第一个弹头的循环那么游戏可能会陷入循环并随后卡死或崩溃。" -#: ../../New-or-Enhanced-Logics.md:1870 +#: ../../New-or-Enhanced-Logics.md:1902 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:1878 +#: ../../New-or-Enhanced-Logics.md:1910 msgid "" "In example, this warhead would convert all affected owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如这个弹头可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:1879 +#: ../../New-or-Enhanced-Logics.md:1911 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -6906,7 +6981,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:1887 +#: ../../New-or-Enhanced-Logics.md:1919 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -6932,11 +7007,11 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1907 +#: ../../New-or-Enhanced-Logics.md:1939 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:1908 +#: ../../New-or-Enhanced-Logics.md:1940 msgid "" "Allows Warheads to play custom `MindControl.Anim` which defaults to " "`[CombatDamage] -> ControlledAnimationType`." @@ -6944,7 +7019,7 @@ msgstr "" "允许弹头播放自定义的 `MindControl.Anim`,默认值取自 `[CombatDamage] -> " "ControlledAnimationType`。" -#: ../../New-or-Enhanced-Logics.md:1911 +#: ../../New-or-Enhanced-Logics.md:1943 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -6954,15 +7029,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:1916 +#: ../../New-or-Enhanced-Logics.md:1948 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:1918 +#: ../../New-or-Enhanced-Logics.md:1950 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:1919 +#: ../../New-or-Enhanced-Logics.md:1951 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -6973,7 +7048,7 @@ msgstr "" "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "系统。`SplashList.PickRandom` 可设置为 `true` 以从列表中随机选择一个动画。" -#: ../../New-or-Enhanced-Logics.md:1922 +#: ../../New-or-Enhanced-Logics.md:1954 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes\n" @@ -6983,11 +7058,11 @@ msgstr "" "SplashList= ; List of AnimationTypes\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1928 +#: ../../New-or-Enhanced-Logics.md:1960 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../New-or-Enhanced-Logics.md:1930 +#: ../../New-or-Enhanced-Logics.md:1962 msgid "" "Warheads are now able to define the extra damage multiplier for owner " "house, ally houses and enemy houses. If the warhead's own " @@ -7003,7 +7078,7 @@ msgstr "" "1.0。注意:`DamageAlliesMultiplier` 不会像 `AffectsAllies` " "那样影响己方单位。此外这个功能不会影响无视防御的伤害,例如 `Suicide` 等。" -#: ../../New-or-Enhanced-Logics.md:1933 +#: ../../New-or-Enhanced-Logics.md:1965 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating point value\n" @@ -7025,27 +7100,29 @@ msgstr "" "DamageAlliesMultiplier= ; floating point value\n" "DamageEnemiesMultiplier= ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:1945 +#: ../../New-or-Enhanced-Logics.md:1977 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:1947 +#: ../../New-or-Enhanced-Logics.md:1979 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " "animation `Warhead` and Ares' GenericWarhead superweapon but includes " "`Crit.Warhead` and animation `Weapon`) and consequently any " -"`Airburst/ShrapnelWeapon` that may follow to detonate on each object " -"currently alive and existing on the map regardless of its actual target, " -"with optional filters. Note that this is done immediately prior Warhead " -"detonation so after `PreImpactAnim` *(Ares feature)* has been displayed." -msgstr "" -"设置 `DetonateOnAllMapObjects` 为 true 允许由抛射体引爆的弹头(例如这不包括动画 `Warhead` 和 Ares" -" 的通用弹头超武,但包括 `Crit.Warhead` 和动画 `Weapon`)以及随之在后的任何 " -"`Airburst/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" +"`AirburstWeapon/ShrapnelWeapon` that may follow to detonate on each " +"object currently alive and existing on the map regardless of its actual " +"target, with optional filters. Note that this is done immediately prior " +"Warhead detonation so after `PreImpactAnim` *(Ares feature)* has been " +"displayed." +msgstr "" +"设置 `DetonateOnAllMapObjects` 为 true 允许由抛射体引爆的弹头(例如这不包括动画直接挂 `Warhead` 和 " +"Ares 通用弹头超武所引爆的弹头,但包括 `Crit.Warhead` 和动画 `Weapon`(最好带有 " +"`Damage.DealtByInvoker=true` 以避免部分特殊情况)所引爆的弹头)以及随之在后的任何 " +"`AirburstWeapon/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:1948 +#: ../../New-or-Enhanced-Logics.md:1980 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -7054,7 +7131,7 @@ msgstr "" "`DetonateOnAllMapObjects.Full` " "自定义弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1949 +#: ../../New-or-Enhanced-Logics.md:1981 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -7067,7 +7144,7 @@ msgstr "" "时筛选哪些类型的目标(科技类型)可被视为有效。仅 `none`、`all`、`aircraft`、`buildings`、`infantry` 和" " `units` 是有效值。默认为 `none`,因为包含所有对象类型可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:1950 +#: ../../New-or-Enhanced-Logics.md:1982 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -7078,7 +7155,7 @@ msgstr "" "`DetonateOnAllMapObjects.AffectHouses` 用于在非 `none` " "时筛选哪些所属方的目标可以被视为有效。仅适用于发射弹头的所属方已知的情况。默认为 `none`,因为包含所有所属方可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:1951 +#: ../../New-or-Enhanced-Logics.md:1983 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -7091,13 +7168,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:1952 +#: ../../New-or-Enhanced-Logics.md:1984 msgid "" "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " "TechnoTypes to be never considered as valid targets." msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的科技类型不得作为目标。" -#: ../../New-or-Enhanced-Logics.md:1953 +#: ../../New-or-Enhanced-Logics.md:1985 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -7109,7 +7186,7 @@ msgstr "" "`Verses` 值的目标为有效。对于具有激活状态护盾的目标除非弹头拥有 " "`Shield.Penetrate=true`,否则使用护盾的护甲类型。在所有上述筛选之后进行检查。" -#: ../../New-or-Enhanced-Logics.md:1956 +#: ../../New-or-Enhanced-Logics.md:1988 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -7133,7 +7210,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1968 +#: ../../New-or-Enhanced-Logics.md:2000 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -7144,17 +7221,17 @@ msgstr "" "虽然此功能比巨大的 `CellSpread` 值性能上好得多但它仍然可能减慢游戏速度。特别是与动画、AlphaImage 等共同使用时。建议 " "modder 谨慎使用并通过筛选语句进行限制。" -#: ../../New-or-Enhanced-Logics.md:1971 +#: ../../New-or-Enhanced-Logics.md:2003 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../New-or-Enhanced-Logics.md:1973 +#: ../../New-or-Enhanced-Logics.md:2005 msgid "" "`KillWeapon` will be fired at the target TechnoType's location once it's " "killed by this Warhead." msgstr "被此弹头击杀时目标单位会爆出 `KillWeapon` 指定的武器。" -#: ../../New-or-Enhanced-Logics.md:1974 +#: ../../New-or-Enhanced-Logics.md:2006 msgid "" "`KillWeapon.OnFirer` will be fired at the attacker's location once the " "target TechnoType is killed by this Warhead. If the source of this " @@ -7162,7 +7239,7 @@ msgid "" "fired." msgstr "如果可以追溯到弹头来自哪个单位,那么 `KillWeapon.OnFirer` 可以让武器发射在开火者的位置。如果追溯不到来源那么将不会发射。" -#: ../../New-or-Enhanced-Logics.md:1975 +#: ../../New-or-Enhanced-Logics.md:2007 msgid "" "`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and " "`KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter" @@ -7173,13 +7250,13 @@ msgstr "" "`KillWeapon.OnFirer.AffectsHouses`/`KillWeapon.OnFirer.Affects` " "分别用于筛选哪些所属方和哪些类型的目标可以触发 `KillWeapon` 与 `KillWeapon.OnFirer`。" -#: ../../New-or-Enhanced-Logics.md:1976 +#: ../../New-or-Enhanced-Logics.md:2008 msgid "" "If the source of this Warhead is not another TechnoType, `KillWeapon` " "will be fired regardless of the target's house or type." msgstr "如果这个弹头的来源不是另一个单位,发射 `KillWeapon` 将不受目标所属方或类型的限制。" -#: ../../New-or-Enhanced-Logics.md:1977 +#: ../../New-or-Enhanced-Logics.md:2009 msgid "" "If a TechnoType has `SuppressKillWeapons` set to true, it will not " "trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. " @@ -7190,7 +7267,7 @@ msgstr "" "`KillWeapon.OnFirer`。`SuppressKillWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:1980 +#: ../../New-or-Enhanced-Logics.md:2012 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" @@ -7224,11 +7301,11 @@ msgstr "" "SuppressKillWeapons=false ; boolean\n" "SuppressKillWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:1994 +#: ../../New-or-Enhanced-Logics.md:2026 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:1996 +#: ../../New-or-Enhanced-Logics.md:2028 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -7236,18 +7313,18 @@ msgstr "" "![image](_static/images/hackerfinallyworks-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的 `TransactMoney` 应用*" -#: ../../New-or-Enhanced-Logics.md:1999 +#: ../../New-or-Enhanced-Logics.md:2031 msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在爆炸时向其所有者撒币。" -#: ../../New-or-Enhanced-Logics.md:2000 +#: ../../New-or-Enhanced-Logics.md:2032 msgid "" "`TransactMoney.Display` can be set to display the amount of credits given" " or deducted. The number is displayed in green if given, red if deducted " "and will move upwards after appearing." msgstr "`TransactMoney.Display` 可以设置是否显示给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2001 +#: ../../New-or-Enhanced-Logics.md:2033 msgid "" "`TransactMoney.Display.AtFirer` if set, makes the credits display appear " "on firer instead of target. If set and firer is not known, it will " @@ -7256,19 +7333,19 @@ msgstr "" "`TransactMoney.Display.AtFirer` " "如果设置则使资金出现在开火者处而非目标处。如果设置但开火者未知则无论如何都显示在目标处。" -#: ../../New-or-Enhanced-Logics.md:2002 +#: ../../New-or-Enhanced-Logics.md:2034 msgid "" "`TransactMoney.Display.Houses` determines which houses can see the " "credits display." msgstr "`TransactMoney.Display.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2003 +#: ../../New-or-Enhanced-Logics.md:2035 msgid "" "`TransactMoney.Display.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at target's/firer's center." msgstr "`TransactMoney.Display.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即目标/开火者的中心。" -#: ../../New-or-Enhanced-Logics.md:2006 +#: ../../New-or-Enhanced-Logics.md:2038 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -7288,11 +7365,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "TransactMoney.Display.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2015 +#: ../../New-or-Enhanced-Logics.md:2047 msgid "Iron Curtain & Force Shield damage penetration" msgstr "铁幕与力场护盾的伤害穿透" -#: ../../New-or-Enhanced-Logics.md:2017 +#: ../../New-or-Enhanced-Logics.md:2049 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -7301,7 +7378,7 @@ msgstr "" "现在可以让弹头对被铁幕和/或力场护盾保护的对象造成伤害。`PenetratesForceShield` 默认为 " "`PenetratesIronCurtain` 的值。" -#: ../../New-or-Enhanced-Logics.md:2018 +#: ../../New-or-Enhanced-Logics.md:2050 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -7311,7 +7388,7 @@ msgstr "" "注意这不会影响关联伤害类效果(例如 `Psychedelic`)之外的弹头功能以及类似碎片生成和 `AirburstWeapon` " "的引爆这类通常在攻击被抵消时**本就**不发生的效果。" -#: ../../New-or-Enhanced-Logics.md:2021 +#: ../../New-or-Enhanced-Logics.md:2053 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -7321,29 +7398,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2027 +#: ../../New-or-Enhanced-Logics.md:2059 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:2029 +#: ../../New-or-Enhanced-Logics.md:2061 msgid "Superweapons can now be launched when a warhead is detonated." msgstr "现在弹头可以在引爆时发射超级武器" -#: ../../New-or-Enhanced-Logics.md:2030 +#: ../../New-or-Enhanced-Logics.md:2062 msgid "" "`LaunchSW` specifies the superweapons to launch when the warhead is " "detonated. If superweapon has negative `Money.Amount`, the firing house " "must have enough credits in order for it to be fired." msgstr "`LaunchSW` 指定当弹头引爆时要发射的超级武器。如果超级武器的 `Money.Amount` 为负则发射的所属方还需要拥有足够的资金。" -#: ../../New-or-Enhanced-Logics.md:2031 +#: ../../New-or-Enhanced-Logics.md:2063 msgid "" "`LaunchSW.RealLaunch` controls whether the owner who fired the warhead " "must own all listed superweapons. Otherwise they will be launched out of " "nowhere." msgstr "`LaunchSW.RealLaunch` 控制弹头的所有者是否需要拥有所有列出的超级武器。否则它们将无从发射。" -#: ../../New-or-Enhanced-Logics.md:2032 +#: ../../New-or-Enhanced-Logics.md:2064 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -7351,7 +7428,7 @@ msgstr "" "`LaunchSW.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:2033 +#: ../../New-or-Enhanced-Logics.md:2065 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -7359,7 +7436,7 @@ msgstr "" "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:2034 +#: ../../New-or-Enhanced-Logics.md:2066 msgid "" "`LaunchSW.DisplayMoney` can be set to display the amount of credits given" " or deducted by the launched superweapon by `Money.Amount`. The number is" @@ -7369,37 +7446,37 @@ msgstr "" "`LaunchSW.DisplayMoney` 可以设置是否显示所发射超武 `Money.Amount` " "而给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2035 +#: ../../New-or-Enhanced-Logics.md:2067 msgid "" "`LaunchSW.DisplayMoney.Houses` determines which houses can see the " "credits display." msgstr "`LaunchSW.DisplayMoney.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2036 +#: ../../New-or-Enhanced-Logics.md:2068 msgid "" "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at superweapon's target cell." msgstr "`LaunchSW.DisplayMoney.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即超级武器目标单元格处。" -#: ../../New-or-Enhanced-Logics.md:2039 +#: ../../New-or-Enhanced-Logics.md:2071 msgid "" "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` " "must be set." msgstr "为使动画弹头/武器上的此逻辑生效必须设置 `Damage.DealtByInvoker`。" -#: ../../New-or-Enhanced-Logics.md:2041 +#: ../../New-or-Enhanced-Logics.md:2073 msgid "" "Due to the nature of some superweapon types, not all superweapons are " "suitable for launch. **Please use with caution!**" msgstr "由于某些超级武器类型的特性并非所有超级武器都适合发射。**请慎用!**" -#: ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2075 msgid "" "The superweapons are launched on the *cell* where the warhead is " "detonated, instead of being click-fired." msgstr "超级武器在弹头引爆的 *单元格* 上发射而不是通过点击发射。" -#: ../../New-or-Enhanced-Logics.md:2047 +#: ../../New-or-Enhanced-Logics.md:2079 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -7421,11 +7498,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LaunchSW.DisplayMoney.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2058 +#: ../../New-or-Enhanced-Logics.md:2090 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:2060 +#: ../../New-or-Enhanced-Logics.md:2092 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -7435,7 +7512,7 @@ msgstr "" "默认情况下如果单位从弹头收到负伤害(在 `Verses` " "前计算)任何寄生单位都会被移除和删除。现在可以自定义此行为以禁用负伤害的移除效果或为任意弹头启用它。" -#: ../../New-or-Enhanced-Logics.md:2063 +#: ../../New-or-Enhanced-Logics.md:2095 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -7443,18 +7520,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2068 +#: ../../New-or-Enhanced-Logics.md:2100 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:2070 +#: ../../New-or-Enhanced-Logics.md:2102 msgid "" "Warheads can now remove disguise from disguised spies or mirage tanks. " "This will work even if the disguised was acquired by default through " "`PermaDisguise`." msgstr "弹头现在可以移除间谍或幻影坦克的伪装。即使伪装是通过 `PermaDisguise` 默认获得来的。" -#: ../../New-or-Enhanced-Logics.md:2073 +#: ../../New-or-Enhanced-Logics.md:2105 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -7462,19 +7539,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2078 +#: ../../New-or-Enhanced-Logics.md:2110 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:2080 +#: ../../New-or-Enhanced-Logics.md:2112 msgid "Warheads can now reveal an area or the entire map on impact." msgstr "现在弹头可以在引爆时揭示部分区域或整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:2081 +#: ../../New-or-Enhanced-Logics.md:2113 msgid "Reveal only applies to the owner of the warhead." msgstr "仅适用于弹头所有者。" -#: ../../New-or-Enhanced-Logics.md:2084 +#: ../../New-or-Enhanced-Logics.md:2116 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Reveal=0 ; integer - cell radius, negative values mean reveal the " @@ -7484,29 +7561,29 @@ msgstr "" "Reveal=0 ; integer - cell radius, negative values mean reveal the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2089 +#: ../../New-or-Enhanced-Logics.md:2121 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:2091 +#: ../../New-or-Enhanced-Logics.md:2123 msgid "" "Warheads with `BuildingSell` can now sell buildings with build up image. " "It has a higher priority than `BuildingUndeploy`." msgstr "现在拥有 `BuildingSell` 的弹头可以出售拥有拔起动画的建筑。它的优先级高于 `BuildingUndeploy`。" -#: ../../New-or-Enhanced-Logics.md:2092 +#: ../../New-or-Enhanced-Logics.md:2124 msgid "" "`BuildingSell.IgnoreUnsellable` controls whether to ignore all possible " "situations where sales may be disabled except for build up image." msgstr "`BuildingSell.IgnoreUnsellable` 控制是否忽略除了缺失拔起动画之外所有可能禁止建筑出售的情况。" -#: ../../New-or-Enhanced-Logics.md:2093 +#: ../../New-or-Enhanced-Logics.md:2125 msgid "" "Warheads with `BuildingUndeploy` can now undeploy buildings with " "`UndeploysInto`." msgstr "现在拥有 `BuildingUndeploy` 的弹头可以令目标建筑反部署为 `UndeploysInto` 的对象。" -#: ../../New-or-Enhanced-Logics.md:2094 +#: ../../New-or-Enhanced-Logics.md:2126 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -7516,7 +7593,7 @@ msgstr "" "`BuildingUndeploy.Leave` " "控制是否需要让它们移动到附近较低威胁的位置。这里的威胁程度使用科技类型的价格计算。如果附近的科技类型没有主武器或属于友方所属,那么不被计入。" -#: ../../New-or-Enhanced-Logics.md:2097 +#: ../../New-or-Enhanced-Logics.md:2129 msgid "" "[SOMEWARHEAD] ; Warhead\n" "BuildingSell=false ; boolean\n" @@ -7530,19 +7607,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2105 +#: ../../New-or-Enhanced-Logics.md:2137 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:2107 +#: ../../New-or-Enhanced-Logics.md:2139 msgid "Warheads can now shroud an area or the entire map on impact." msgstr "现在弹头可以在引爆时填充部分区域或整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:2108 +#: ../../New-or-Enhanced-Logics.md:2140 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅适用于敌对所属方。" -#: ../../New-or-Enhanced-Logics.md:2111 +#: ../../New-or-Enhanced-Logics.md:2143 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " @@ -7552,11 +7629,11 @@ msgstr "" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2116 +#: ../../New-or-Enhanced-Logics.md:2148 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2118 +#: ../../New-or-Enhanced-Logics.md:2150 msgid "" "Warheads can now spawn powerup crates of specified type(s) on their " "impact cells (if free, or nearby cells if occupied something other than a" @@ -7565,13 +7642,13 @@ msgstr "" "现在弹头可以在其引爆的单元格上创建指定类型的升级工具箱(如果空置,若被非工具箱的对象占据则生成到附近的单元格)类似于地图触发动作 `108 " "创建工具箱...`。" -#: ../../New-or-Enhanced-Logics.md:2119 +#: ../../New-or-Enhanced-Logics.md:2151 msgid "" "`SpawnsCrateN` where N is a number starting from 0, parsed until no key " "is found can be used to define the type of crate spawned." msgstr "`SpawnsCrateN` 中的 N 是从 0 开始的数字,游戏会解析到最后一个为止。用于定义每个生成的升级工具箱类型。" -#: ../../New-or-Enhanced-Logics.md:2120 +#: ../../New-or-Enhanced-Logics.md:2152 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -7580,13 +7657,13 @@ msgstr "" "`SpawnsCrateN.Weight` 是一个用于确定生成对应升级工具箱类型与其他列出的类型相比的相对权重(0 " "表示没门,越高代表概率越高)如果未定义则默认为 1。" -#: ../../New-or-Enhanced-Logics.md:2121 +#: ../../New-or-Enhanced-Logics.md:2153 msgid "" "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if " "latter is not set." msgstr "如果未设置 `SpawnsCrate0.Type/Weight` 则 `SpawnsCrate.Type/Weight` 是其别名。" -#: ../../New-or-Enhanced-Logics.md:2124 +#: ../../New-or-Enhanced-Logics.md:2156 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -7600,18 +7677,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2130 +#: ../../New-or-Enhanced-Logics.md:2162 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2132 +#: ../../New-or-Enhanced-Logics.md:2164 msgid "" "Warheads are now able to trigger specific `NotHuman=yes` infantry `Death`" " anim sequence using the corresponding tag. It's value represents " "sequences from `Die1` to `Die5`." msgstr "现在弹头可以使用相应的标签触发特定的 `NotHuman=yes` 步兵 `Death` 动画序列。其值代表从 `Die1` 到 `Die5`。" -#: ../../New-or-Enhanced-Logics.md:2135 +#: ../../New-or-Enhanced-Logics.md:2167 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -7619,15 +7696,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2140 +#: ../../New-or-Enhanced-Logics.md:2172 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2142 +#: ../../New-or-Enhanced-Logics.md:2174 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2144 +#: ../../New-or-Enhanced-Logics.md:2176 msgid "" "You can now specify how AreaFire weapon picks its target. By default it " "targets the base cell the firer is currently on, but this can now be " @@ -7638,13 +7715,13 @@ msgstr "" "现在你可以指定 AreaFire 武器如何选择目标。默认情况下它会瞄准开火者当前所处的单元格,现在可以通过将 `AreaFire.Target` " "设为 `self` 或 `random` 分别改为瞄准发开火者自身或武器 `Range` 范围内的随机单元格。" -#: ../../New-or-Enhanced-Logics.md:2145 +#: ../../New-or-Enhanced-Logics.md:2177 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` " "etc.) against the firer itself." msgstr "`AreaFire.Target=self` 遵守对开火者自身的正常目标筛选规则(弹头 `Verses` 等)。" -#: ../../New-or-Enhanced-Logics.md:2146 +#: ../../New-or-Enhanced-Logics.md:2178 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -7653,7 +7730,7 @@ msgstr "" "`AreaFire.Target=random` 会忽略由武器 `CanTarget` 和 `CanTargetHouses` " "值设为不可作为目标的单元格或存在不可作为目标的对象的单元格。" -#: ../../New-or-Enhanced-Logics.md:2149 +#: ../../New-or-Enhanced-Logics.md:2181 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -7661,11 +7738,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2154 +#: ../../New-or-Enhanced-Logics.md:2186 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2156 +#: ../../New-or-Enhanced-Logics.md:2188 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -7678,7 +7755,7 @@ msgstr "" "逻辑,且适用于步兵和建筑类型的武器(由于战机类型武器的发射系统完全不同因此暂不支持),并允许独立设置每一发 `Burst` 之间的间隔而不仅限于第" " 1 发到第 4 发。" -#: ../../New-or-Enhanced-Logics.md:2157 +#: ../../New-or-Enhanced-Logics.md:2189 msgid "" "If no delay is defined for a shot, it falls back to last delay value " "defined (f.ex `Burst=3` and `Burst.Delays=10` would use 10 as delay for " @@ -7687,14 +7764,14 @@ msgstr "" "如果未未某一发设定间隔那么它会使用上一发所定义的间隔(例如 `Burst=3` 和 `Burst.Delays=10` 将使用 10 " "作为所有连发的间隔)。" -#: ../../New-or-Enhanced-Logics.md:2158 +#: ../../New-or-Enhanced-Logics.md:2190 msgid "" "Using `-1` as delay reverts back to old logic (`BurstDelay0-3` for " "VehicleTypes if available or random value between 3-5 otherwise) for that" " shot." msgstr "使用 `-1` 作为间隔会使该发使用旧逻辑(如果有则使用载具类型的 `BurstDelay0-3` 否则使用 3-5 之间的随机值)。" -#: ../../New-or-Enhanced-Logics.md:2159 +#: ../../New-or-Enhanced-Logics.md:2191 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryTypes, and setting it to true allows infantry to fire multiple " @@ -7703,13 +7780,13 @@ msgstr "" "`Burst.FireWithinSequence` 仅在步兵发射武器时使用,将其设为 true 以允许步兵在同一射击序列内射出多发 " "`Burst`。" -#: ../../New-or-Enhanced-Logics.md:2160 +#: ../../New-or-Enhanced-Logics.md:2192 msgid "" "First shot is always fired at sequence frame determined by firing frame " "controls on InfantryType image (`FireUp` et al)." msgstr "第一发始终在由步兵类型图像的射击帧(如 `FireUp` 等)确定的帧序列决定。" -#: ../../New-or-Enhanced-Logics.md:2161 +#: ../../New-or-Enhanced-Logics.md:2193 msgid "" "Following shots come at intervals determined by `Burst.Delays` (with " "minimum delay of 1 frame) or random delay between 3 to 5 frames if not " @@ -7720,7 +7797,7 @@ msgstr "" "后续的连发发射间隔由 `Burst.Delays` 决定(最小间隔为 1 帧)或未定义情况下使用随机 3 到 5 " "帧。注意如果下一发的发射帧超出了射击序列长度则连发计数器将被重置且武器会重新开始装填。" -#: ../../New-or-Enhanced-Logics.md:2162 +#: ../../New-or-Enhanced-Logics.md:2194 msgid "" "Burst shot counter is not immediately reset if firing is ceased mid-" "sequence after at least one shot, but the frame at which each burst shot " @@ -7730,7 +7807,7 @@ msgid "" "burst shot should be fired is hit)." msgstr "如果在至少一发后停止射击则连发计数器不会立即重置,但每个连发的发射帧不会受此影响(换而言之,如果之后重新开始射击而武器没有重新装填,那么射击序列会重新开始,但不会发射任何直到下一发应该被发射的帧)。" -#: ../../New-or-Enhanced-Logics.md:2165 +#: ../../New-or-Enhanced-Logics.md:2197 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -7742,11 +7819,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2171 +#: ../../New-or-Enhanced-Logics.md:2203 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2173 +#: ../../New-or-Enhanced-Logics.md:2205 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -7759,7 +7836,7 @@ msgstr "" "来让同一武器在命中时引爆多个弹头。这些弹头会在主弹头爆炸后按列出的顺序在同一位置引爆。这仅适用于由武器发射且引爆时仍保留其信息的抛射体(由于目前存在的技术限制,这不包括" " `AirburstWeapon`)。" -#: ../../New-or-Enhanced-Logics.md:2174 +#: ../../New-or-Enhanced-Logics.md:2206 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -7769,7 +7846,7 @@ msgstr "" "`ExtraWarheads.DamageOverrides` 可用于额外弹头引爆时覆盖武器的 `Damage` 属性。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则使用武器的 `Damage` 属性。" -#: ../../New-or-Enhanced-Logics.md:2175 +#: ../../New-or-Enhanced-Logics.md:2207 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -7780,7 +7857,7 @@ msgstr "" "`ExtraWarheads.DetonationChances` 可用于自定义每个额外弹头爆炸的概率。如果找到 `ExtraWarheads` " "中与之对应的值则使用,否则使用最后列出的值。如果列表为空则每个额外弹头都必然引爆。" -#: ../../New-or-Enhanced-Logics.md:2176 +#: ../../New-or-Enhanced-Logics.md:2208 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -7792,13 +7869,13 @@ msgstr "" "可用于设置每个额外弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则默认为 true。" -#: ../../New-or-Enhanced-Logics.md:2177 +#: ../../New-or-Enhanced-Logics.md:2209 msgid "" "Note that the listed Warheads must be listed in `[Warheads]` for them to " "work." msgstr "注意列出的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:2180 +#: ../../New-or-Enhanced-Logics.md:2212 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -7814,11 +7891,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2188 +#: ../../New-or-Enhanced-Logics.md:2220 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2190 +#: ../../New-or-Enhanced-Logics.md:2222 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -7828,13 +7905,13 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) " "中使用反馈武器在发射武器时对目标施加治疗光环*" -#: ../../New-or-Enhanced-Logics.md:2193 +#: ../../New-or-Enhanced-Logics.md:2225 msgid "" "You can now specify an auxiliary weapon to be fired on the firer itself " "when a weapon is fired." msgstr "现在你可以指定一个辅助武器在发射武器时对开火者自身发射。" -#: ../../New-or-Enhanced-Logics.md:2194 +#: ../../New-or-Enhanced-Logics.md:2226 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -7845,7 +7922,7 @@ msgstr "" "当原始武器于运输工具内的载员使用时反馈武器会根据自身的 `FireInTransport` " "决定能否发射。如果反馈武器被发射那么它将命中运输工具。注:`OpenToppedDamageMultiplier` 不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:2197 +#: ../../New-or-Enhanced-Logics.md:2229 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -7853,17 +7930,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2202 +#: ../../New-or-Enhanced-Logics.md:2234 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2204 +#: ../../New-or-Enhanced-Logics.md:2236 msgid "" "Technos can maintain a suitable distance after firing if `KeepRange` is " "not set to 0." msgstr "如果 `KeepRange` 没有设为 0 那么科技类型可以在开火后与目标保持适当的距离。" -#: ../../New-or-Enhanced-Logics.md:2205 +#: ../../New-or-Enhanced-Logics.md:2237 msgid "" "`KeepRange` controls how long the distance to maintain when the techno's " "ROF timer is ticking. What is actually read is its absolute value. If it " @@ -7878,19 +7955,19 @@ msgstr "" "`MinimumRange`。对于负值则科技类型会尽可能保持在该距离附近,就像它有一个开火后的特殊 " "`Range`。此外如果有效射程区间太小单位将被视为无法开火。最好有一个 1.0 长度的有效射程,对步兵而言为 2.0。" -#: ../../New-or-Enhanced-Logics.md:2206 +#: ../../New-or-Enhanced-Logics.md:2238 msgid "" "`KeepRange.AllowAI` controls whether this function is effective for " "computer." msgstr "`KeepRange.AllowAI` 控制此功能是否对 AI 玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2207 +#: ../../New-or-Enhanced-Logics.md:2239 msgid "" "`KeepRange.AllowPlayer` controls whether this function is effective for " "human." msgstr "`KeepRange.AllowPlayer` 控制此功能是否对人类玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2210 +#: ../../New-or-Enhanced-Logics.md:2242 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -7902,23 +7979,23 @@ msgstr "" "KeepRange.AllowAI=false ; boolean\n" "KeepRange.AllowPlayer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2217 +#: ../../New-or-Enhanced-Logics.md:2249 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2219 +#: ../../New-or-Enhanced-Logics.md:2251 msgid "" "The unit will try to turn the body to target even firing with " "`OmniFire=yes`." msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" -#: ../../New-or-Enhanced-Logics.md:2220 +#: ../../New-or-Enhanced-Logics.md:2252 msgid "" "Jumpjets are recommended to have the same value of body `ROT` and " "`JumpjetTurnRate`." msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" -#: ../../New-or-Enhanced-Logics.md:2223 +#: ../../New-or-Enhanced-Logics.md:2255 msgid "" "[SOMEWEAPON] ; WeaponType\n" "OmniFire=yes\n" @@ -7928,11 +8005,11 @@ msgstr "" "OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2229 +#: ../../New-or-Enhanced-Logics.md:2261 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2231 +#: ../../New-or-Enhanced-Logics.md:2263 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -7942,11 +8019,11 @@ msgstr "" "除了允许自定义辐射类型外还有对于默认辐射类型 `[Radiation]` 的增强,例如可以设置所有者与开火者或对建筑造成伤害。详见[自定义辐射类型" "](#custom-radiation-types)。" -#: ../../New-or-Enhanced-Logics.md:2233 +#: ../../New-or-Enhanced-Logics.md:2265 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2235 +#: ../../New-or-Enhanced-Logics.md:2267 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -7955,11 +8032,11 @@ msgstr "" "![image](_static/images/strafing-01.gif) " "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的自定义战机扫射武器*" -#: ../../New-or-Enhanced-Logics.md:2238 +#: ../../New-or-Enhanced-Logics.md:2270 msgid "Some of the behavior of strafing aircraft weapons can now be customized." msgstr "现在可以自定义战机扫射武器的一些行为。" -#: ../../New-or-Enhanced-Logics.md:2239 +#: ../../New-or-Enhanced-Logics.md:2271 msgid "" "`Strafing` controls if the aircraft can strafe when firing at the target." " Default to `true` if the projectile's `ROT` < 2 and `Inviso=false`, " @@ -7968,7 +8045,7 @@ msgstr "" "`Strafing` 控制战机在目标射击时是否可以扫射。如果抛射体 `ROT` < 2 且 `Inviso=false` 则默认为 `true` " "其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:2240 +#: ../../New-or-Enhanced-Logics.md:2272 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at" @@ -7977,7 +8054,7 @@ msgstr "" "`Strafing.Shots` 控制在单词扫射过程中武器发射的次数,如果未设置则默认为 5。`Ammo` " "只会在扫射结束后扣除一次,无论实际多少次。" -#: ../../New-or-Enhanced-Logics.md:2241 +#: ../../New-or-Enhanced-Logics.md:2273 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -7986,14 +8063,14 @@ msgstr "" "`Strafing.SimulateBurst` 控制在扫射过程中发射的武器是否模拟 `Burst` 的行为,即允许交替开火坐标。仅当武器 " "`Burst` 设置为 1 或未定义时才有效。" -#: ../../New-or-Enhanced-Logics.md:2242 +#: ../../New-or-Enhanced-Logics.md:2274 msgid "" "`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour" " of only deducting ammo after a strafing run and instead doing it after " "each individual shot." msgstr "`Strafing.UseAmmoPerShot` 如果设为 `true` 将在每次开火后都扣除弹药而不是通常的仅在扫射结束后才扣除弹药。" -#: ../../New-or-Enhanced-Logics.md:2243 +#: ../../New-or-Enhanced-Logics.md:2275 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -8008,7 +8085,7 @@ msgstr "" "Speed`。注意对于弹药量足够进行多次扫射的战机而言过短的间隔可能导致并不理想的行为例如四处游走或朝向怪异的方向,具体取决于 " "`[WeaponType] -> ROF` 和/或 `[AircraftType] -> Speed` 等其他因素。" -#: ../../New-or-Enhanced-Logics.md:2244 +#: ../../New-or-Enhanced-Logics.md:2276 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -8019,7 +8096,7 @@ msgstr "" "对于 `Type=SpyPlane` 超级武器生成的战机在 `SpyPlane Approach` 或 `SpyPlane Overfly` " "任务中的情况 `Strafing.Shots` 只有在其主武器上手动设置才会生效并决定地图揭示效果的最大次数而无视其他因素。" -#: ../../New-or-Enhanced-Logics.md:2247 +#: ../../New-or-Enhanced-Logics.md:2279 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -8035,11 +8112,11 @@ msgstr "" "Strafing.UseAmmoPerShot=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2256 +#: ../../New-or-Enhanced-Logics.md:2288 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2258 +#: ../../New-or-Enhanced-Logics.md:2290 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -8048,7 +8125,7 @@ msgstr "" "现在你可以在 `VisualScatter` 设为 true " "时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)添加一个随机偏移。" -#: ../../New-or-Enhanced-Logics.md:2261 +#: ../../New-or-Enhanced-Logics.md:2293 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -8064,7 +8141,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2271 +#: ../../New-or-Enhanced-Logics.md:2303 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -8074,11 +8151,11 @@ msgstr "" "此功能仅叠加到**视觉效果**原本的散布上,也就是说它独立于 `BallisticScatter.(Min/Max)` " "且可共同使用,不会影响抛射体实际爆点的散布。" -#: ../../New-or-Enhanced-Logics.md:2274 +#: ../../New-or-Enhanced-Logics.md:2306 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2276 +#: ../../New-or-Enhanced-Logics.md:2308 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -8089,21 +8166,21 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的武器瞄准筛选 - " "就像分别对单位和建筑使用那样对敌军和友军使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:2279 +#: ../../New-or-Enhanced-Logics.md:2311 msgid "" "You can now specify which targets or houses a weapon can fire at. This " "also affects weapon selection, other than certain special cases where the" " selection is fixed." msgstr "现在你可以指定武器可以开火的目标或所属方。这还会影响武器选择,除了某些特殊情况下的固定选择。" -#: ../../New-or-Enhanced-Logics.md:2280 +#: ../../New-or-Enhanced-Logics.md:2312 msgid "" "Note that `CanTarget` explicitly requires either `all` or `empty` to be " "listed for the weapon to be able to fire at cells containing no " "TechnoTypes." msgstr "注意 `CanTarget` 要求明确列出 `all` 或 `empty` 才能对不包含任何科技类型的单元格开火。" -#: ../../New-or-Enhanced-Logics.md:2283 +#: ../../New-or-Enhanced-Logics.md:2315 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index 24aa6082ad..a74a5d9d84 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-17 21:14+0800\n" +"POT-Creation-Date: 2025-04-22 22:32+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -44,8 +44,8 @@ msgid "" "argument followed by absolute or relative path to an `*.ico` file (f. ex." " `gamemd.exe -icon Resources/clienticon.ico`)." msgstr "" -"你可以通过 `-icon` 命令行参数(例如 `gamemd.exe -icon Resources/clienticon.ico` )" -"指定自定义一个绝对或相对路径中的 `*.ico` 文件作为 `gamemd.exe` 的图标。" +"你可以通过 `-icon` 命令行参数(例如 `gamemd.exe -icon Resources/clienticon.ico` " +")指定自定义一个绝对或相对路径中的 `*.ico` 文件作为 `gamemd.exe` 的图标。" #: ../../User-Interface.md:9 msgid "" @@ -107,16 +107,16 @@ msgid "You can now specify which soundtrack themes would play on win or lose." msgstr "现在你可以指定在胜利或失败时播放哪些音轨的主题曲。" #: ../../User-Interface.md:23 ../../User-Interface.md:52 -#: ../../User-Interface.md:107 ../../User-Interface.md:126 -#: ../../User-Interface.md:139 ../../User-Interface.md:162 -#: ../../User-Interface.md:187 ../../User-Interface.md:241 -#: ../../User-Interface.md:260 ../../User-Interface.md:270 -#: ../../User-Interface.md:293 ../../User-Interface.md:377 -#: ../../User-Interface.md:392 ../../User-Interface.md:412 -#: ../../User-Interface.md:440 ../../User-Interface.md:485 -#: ../../User-Interface.md:520 ../../User-Interface.md:530 -#: ../../User-Interface.md:549 ../../User-Interface.md:592 -#: ../../User-Interface.md:612 +#: ../../User-Interface.md:111 ../../User-Interface.md:147 +#: ../../User-Interface.md:166 ../../User-Interface.md:179 +#: ../../User-Interface.md:202 ../../User-Interface.md:227 +#: ../../User-Interface.md:281 ../../User-Interface.md:300 +#: ../../User-Interface.md:310 ../../User-Interface.md:333 +#: ../../User-Interface.md:417 ../../User-Interface.md:432 +#: ../../User-Interface.md:452 ../../User-Interface.md:480 +#: ../../User-Interface.md:525 ../../User-Interface.md:560 +#: ../../User-Interface.md:570 ../../User-Interface.md:589 +#: ../../User-Interface.md:632 ../../User-Interface.md:652 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -146,9 +146,9 @@ msgstr "" "补充仓库](https://github.com/Phobos-developers/PhobosSupplementaries) 示例 " "Shape 文件的默认配置。*" -#: ../../User-Interface.md:34 ../../User-Interface.md:121 -#: ../../User-Interface.md:420 ../../User-Interface.md:465 -#: ../../User-Interface.md:508 ../../User-Interface.md:568 +#: ../../User-Interface.md:34 ../../User-Interface.md:161 +#: ../../User-Interface.md:460 ../../User-Interface.md:505 +#: ../../User-Interface.md:548 ../../User-Interface.md:608 msgid "image" msgstr "图像" @@ -193,7 +193,7 @@ msgstr "`HideMaxValue=yes` 将使计数器仅显示当前值(例如 `20`), msgid "`Percentage=yes` changes the format to `percent%` (i.e. `50%`)." msgstr "`Percentage=yes` 将格式更改为 `百分比 %`(例如 `50%`)。" -#: ../../User-Interface.md:43 +#: ../../User-Interface.md:43 ../../User-Interface.md:108 msgid "" "`VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to " "specific players." @@ -233,7 +233,7 @@ msgstr "" msgid "" "Default `Offset.ShieldDelta` for `InfoType=Shield` is `0,-10`, `0,0` for " "others." -msgstr "对于 `InfoType=Shield` 其默认 `Offset.ShieldDelta` 为 `0,-10`,其他为 `0,0`。" +msgstr "对于 `InfoType=Shield` 其默认为 `Offset.ShieldDelta` 为 `0,-10`,其他为 `0,0`。" #: ../../User-Interface.md:49 msgid "Default `Shape.Spacing` for buildings is `4,-2`, `4,0` for others." @@ -344,13 +344,13 @@ msgstr "" "DigitalDisplay.Disable=false ; boolean\n" "DigitalDisplayTypes= ; List of DigitalDisplayTypes\n" -#: ../../User-Interface.md:92 ../../User-Interface.md:113 -#: ../../User-Interface.md:149 ../../User-Interface.md:170 -#: ../../User-Interface.md:212 ../../User-Interface.md:227 -#: ../../User-Interface.md:250 ../../User-Interface.md:451 -#: ../../User-Interface.md:496 ../../User-Interface.md:556 -#: ../../User-Interface.md:600 ../../User-Interface.md:624 -#: ../../User-Interface.md:636 +#: ../../User-Interface.md:92 ../../User-Interface.md:153 +#: ../../User-Interface.md:189 ../../User-Interface.md:210 +#: ../../User-Interface.md:252 ../../User-Interface.md:267 +#: ../../User-Interface.md:290 ../../User-Interface.md:491 +#: ../../User-Interface.md:536 ../../User-Interface.md:596 +#: ../../User-Interface.md:640 ../../User-Interface.md:664 +#: ../../User-Interface.md:676 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" @@ -371,22 +371,127 @@ msgstr "" "developers/PhobosSupplementaries) 找到数字化显示的示例 Shape 文件。" #: ../../User-Interface.md:102 +msgid "Select Box" +msgstr "自定义选择框" + +#: ../../User-Interface.md:104 +msgid "" +"Now you can use and customize select box for infantry, vehicle and " +"aircraft. No select box for buildings in default case, but you still can " +"specific for some building if you want." +msgstr "" +"现在你可以为每个单位自定义选择框。默认建筑没有选择框但你可以为其开启。" + +#: ../../User-Interface.md:105 +msgid "" +"`Frames` can be used to list frames of `Shape` file that'll be drawn as a" +" select box when the TechnoType's health is at or below full health/the " +"percentage defined in `[AudioVisual] -> ConditionYellow/ConditionRed`, " +"respectively." +msgstr "" +"`Frames` 可用于列举 `Shape` 文件中用于绘制选择框的帧,对应单位生命值处于满血/低于 `[AudioVisual] -> ConditionYellow/ConditionRed` 的百分比时的不同状态。" + +#: ../../User-Interface.md:106 +msgid "" +"If `Grounded` set to true, the select box will be drawn on the ground " +"below the TechnoType." +msgstr "" +"如果 `Grounded` 设为 true 那么选择框将绘制在单位正下方的地面上。" + +#: ../../User-Interface.md:107 +msgid "Select box's translucency setting can be adjusted via `Translucency`." +msgstr "选择框的半透明效果可以通过 `Translucency` 来进行调整。" + +#: ../../User-Interface.md:109 +msgid "" +"`DrawAboveTechno` specific whether the select box will be drawn before " +"drawing the TechnoType. If set to false, the select box can be obscured " +"by the TechnoType, and the draw location will ignore " +"`PixelSelectionBracketDelta`." +msgstr "" +"`DrawAboveTechno` 决定选择框是否在相对于单位本体更高的图层绘制。若为 false 则选择框可以被单位本体遮挡,且绘制位置将忽略 `PixelSelectionBracketDelta`。" + +#: ../../User-Interface.md:112 +msgid "" +"[SelectBoxTypes]\n" +"0=SOMESELECTBOXTYPE\n" +"\n" +"[AudioVisual]\n" +"DefaultInfantrySelectBox= ; Select box for infantry\n" +"DefaultUnitSelectBox= ; Select box for vehicle and " +"aircraft\n" +"\n" +"[SOMESELECTBOXTYPE] ; Select box Type name\n" +"Shape=select.shp ; filename with .shp extension\n" +"Palette=palette.pal ; filename with .pal extension\n" +"Frames= ; list of integer, default 1,1,1 " +"for infantry, 0,0,0 for vehicle and aircraft\n" +"Grounded=false ; boolean\n" +"Offset=0,0 ; integers - horizontal, vertical" +"\n" +"Translucency=0 ; translucency level (0/25/50/75)" +"\n" +"VisibleToHouses=all ; Affected House Enumeration " +"(none|owner/self|allies/ally|team|enemies/enemy|all)\n" +"VisibleToHouses.Observer=true ; boolean\n" +"DrawAboveTechno=true ; boolean\n" +"\n" +"[SOMETECHNO] ; TechnoType\n" +"SelectBox= ; Select box\n" +"HideSelectBox=false ; boolean\n" +msgstr "" +"[SelectBoxTypes]\n" +"0=SOMESELECTBOXTYPE\n" +"\n" +"[AudioVisual]\n" +"DefaultInfantrySelectBox= ; Select box for infantry\n" +"DefaultUnitSelectBox= ; Select box for vehicle and " +"aircraft\n" +"\n" +"[SOMESELECTBOXTYPE] ; Select box Type name\n" +"Shape=select.shp ; filename with .shp extension\n" +"Palette=palette.pal ; filename with .pal extension\n" +"Frames= ; list of integer, default 1,1,1 " +"for infantry, 0,0,0 for vehicle and aircraft\n" +"Grounded=false ; boolean\n" +"Offset=0,0 ; integers - horizontal, vertical" +"\n" +"Translucency=0 ; translucency level (0/25/50/75)" +"\n" +"VisibleToHouses=all ; Affected House Enumeration " +"(none|owner/self|allies/ally|team|enemies/enemy|all)\n" +"VisibleToHouses.Observer=true ; boolean\n" +"DrawAboveTechno=true ; boolean\n" +"\n" +"[SOMETECHNO] ; TechnoType\n" +"SelectBox= ; Select box\n" +"HideSelectBox=false ; boolean\n" + +#: ../../User-Interface.md:137 +msgid "" +"[Phobos]\n" +"EnableSelectBox=false ; boolean\n" +msgstr "" +"[Phobos]\n" +"EnableSelectBox=false ; boolean\n" + +#: ../../User-Interface.md:142 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../User-Interface.md:104 +#: ../../User-Interface.md:144 msgid "" "Selecting technos, controlled by player, now may show a flash effect by " "setting `SelectionFlashDuration` parameter higher than 0." msgstr "现在可以通过设置一个大于 0 的 `SelectionFlashDuration` 来让由玩家控制的单位在被选中时可以出现闪烁效果。" -#: ../../User-Interface.md:105 +#: ../../User-Interface.md:145 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowFlashOnSelecting` setting in `RA2MD.INI`." msgstr "此功能可以在 mod 中于 `RA2MD.INI` 设置 `ShowFlashOnSelecting` 来由用户自行开关。" -#: ../../User-Interface.md:108 +#: ../../User-Interface.md:148 msgid "" "[AudioVisual]\n" "SelectionFlashDuration=0 ; integer, number of frames\n" @@ -394,7 +499,7 @@ msgstr "" "[AudioVisual]\n" "SelectionFlashDuration=0 ; integer, number of frames\n" -#: ../../User-Interface.md:114 +#: ../../User-Interface.md:154 msgid "" "[Phobos]\n" "ShowFlashOnSelecting=false ; boolean\n" @@ -402,11 +507,11 @@ msgstr "" "[Phobos]\n" "ShowFlashOnSelecting=false ; boolean\n" -#: ../../User-Interface.md:119 +#: ../../User-Interface.md:159 msgid "Hide health bars" msgstr "隐藏血条" -#: ../../User-Interface.md:121 +#: ../../User-Interface.md:161 msgid "" "![image](_static/images/healthbar.hide-01.png) *Health bars hidden in " "[CnC: Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -414,35 +519,35 @@ msgstr "" "![image](_static/images/healthbar.hide-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中的隐藏血条使用实例*" -#: ../../User-Interface.md:124 +#: ../../User-Interface.md:164 msgid "" "Health bar display can now be turned off as needed, hiding both the " "health bar box and health pips." msgstr "现在可以根据需要关闭血条显示,这会隐藏血条框和生命值点数。" -#: ../../User-Interface.md:127 +#: ../../User-Interface.md:167 msgid "" "[SOMENAME] ; TechnoType\n" "HealthBar.Hide=false ; boolean\n" msgstr "" -#: ../../User-Interface.md:132 +#: ../../User-Interface.md:172 msgid "Light flash effect toggling" msgstr "闪光效果切换" -#: ../../User-Interface.md:134 +#: ../../User-Interface.md:174 msgid "" "It is possible to toggle certain light flash effects off. These light " "flash effects include:" msgstr "可以关闭某些闪光效果。这些闪光效果包括:" -#: ../../User-Interface.md:135 +#: ../../User-Interface.md:175 msgid "" "Combat light effects (`Bright=true`) and everything that uses same " "functionality e.g Iron Curtain / Force Field impact flashes." msgstr "战斗闪光效果(`Bright=true`)以及使用相同逻辑的所有效果,例如铁幕/力场护盾受击闪光。" -#: ../../User-Interface.md:136 +#: ../../User-Interface.md:176 msgid "" "Alpha images attached to ParticleSystems or Particles that are generated " "through a Warhead's `Particle` if `[AudioVisual] -> " @@ -454,7 +559,7 @@ msgstr "" "`Particle.AlphaImageIsLightFlash` 设为 true,那么计入那些附加在由弹头 `Particle` " "生成的粒子系统或粒子上的 AlphaImage 光效。" -#: ../../User-Interface.md:137 +#: ../../User-Interface.md:177 msgid "" "Additionally these alpha images are not created if `[AudioVisual] -> " "LightFlashAlphaImageDetailLevel` is higher than current detail level, " @@ -463,7 +568,7 @@ msgstr "" "此外如果 `[AudioVisual] -> LightFlashAlphaImageDetailLevel` 高于当前画质级别,那么无论 " "`HideLightFlashEffects` 设置如何,这些 AlphaImage 都不会被创建。" -#: ../../User-Interface.md:140 +#: ../../User-Interface.md:180 msgid "" "[AudioVisual]\n" "WarheadParticleAlphaImageIsLightFlash=false ; boolean\n" @@ -479,7 +584,7 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Particle.AlphaImageIsLightFlash= ; boolean\n" -#: ../../User-Interface.md:150 +#: ../../User-Interface.md:190 msgid "" "[Phobos]\n" "HideLightFlashEffects=false ; boolean\n" @@ -487,11 +592,11 @@ msgstr "" "[Phobos]\n" "HideLightFlashEffects=false ; boolean\n" -#: ../../User-Interface.md:155 +#: ../../User-Interface.md:195 msgid "Low priority for box selection" msgstr "低优先级框选" -#: ../../User-Interface.md:157 +#: ../../User-Interface.md:197 msgid "" "![smartvesters](_static/images/lowpriority-01.gif) *Harvesters not " "selected together with battle units in [Rise of the " @@ -500,11 +605,11 @@ msgstr "" "![智能矿车](_static/images/lowpriority-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的矿车不会与作战单位一同被选中*" -#: ../../User-Interface.md:157 +#: ../../User-Interface.md:197 msgid "smartvesters" msgstr "智能矿车" -#: ../../User-Interface.md:160 +#: ../../User-Interface.md:200 msgid "" "You can now set lower priority for an ingame object (currently has effect" " on units mostly), which means it will be excluded from box selection if " @@ -517,7 +622,7 @@ msgstr "" "现在你可以为游戏中的对象设置较低的优先级(目前主要影响单位),这意味着如果框选区域内至少有一个正常优先级的单位,则该对象将被排除在框选结果之外。否则它会被正常地选中。适用于带类型选择框选(类型选择快捷键" " + 拖动)和普通框选。如果要添加的单位中不存在正常优先级的单位那么 Shift 框选时正常将低优先级单位添加到选中的组中。" -#: ../../User-Interface.md:163 +#: ../../User-Interface.md:203 msgid "" "[SOMETECHNO] ; TechnoType\n" "LowSelectionPriority=false ; boolean\n" @@ -525,14 +630,14 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "LowSelectionPriority=false ; boolean\n" -#: ../../User-Interface.md:168 ../../User-Interface.md:210 -#: ../../User-Interface.md:225 +#: ../../User-Interface.md:208 ../../User-Interface.md:250 +#: ../../User-Interface.md:265 msgid "" "This behavior is designed to be toggleable by users. For now you can only" " do that externally via client or manually." msgstr "此行为设计为可由用户切换。目前你只能通过客户端或进行手动设置。" -#: ../../User-Interface.md:171 +#: ../../User-Interface.md:211 msgid "" "[Phobos]\n" "PrioritySelectionFiltering=true ; boolean\n" @@ -540,11 +645,11 @@ msgstr "" "[Phobos]\n" "PrioritySelectionFiltering=true ; boolean\n" -#: ../../User-Interface.md:176 +#: ../../User-Interface.md:216 msgid "Placement preview" msgstr "放置预览" -#: ../../User-Interface.md:178 +#: ../../User-Interface.md:218 msgid "" "![placepreview](_static/images/placepreview.png) *Building placement " "preview using 50% translucency in [Rise of the " @@ -553,11 +658,11 @@ msgstr "" "![放置预览](_static/images/placepreview.png) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中使用 50% 透明度的建筑放置预览*" -#: ../../User-Interface.md:178 +#: ../../User-Interface.md:218 msgid "placepreview" msgstr "放置预览" -#: ../../User-Interface.md:181 +#: ../../User-Interface.md:221 msgid "" "Building previews can now be enabled when placing a building for " "construction. This can be enabled on a global basis with `[AudioVisual] " @@ -567,7 +672,7 @@ msgstr "" "现在放置建筑进行建造时可以启用建筑预览。这可以通过在全局设置 `[AudioVisual] -> PlacementPreview` " "和每个建筑上设置 `[BuildingType] -> PlacementPreview` 来进一步自定义开启。" -#: ../../User-Interface.md:182 +#: ../../User-Interface.md:222 msgid "" "The building placement grid (`place.shp`) translucency setting can be " "adjusted via `PlacementGrid.Translucency` if `PlacementPreview` is " @@ -577,7 +682,7 @@ msgstr "" "可以调整建筑放置网格(`place.shp`)的透明度,如果 `PlacementPreview` 被启用,那么由 " "`PlacementGrid.TranslucencyWithPreview` 来进行调整。" -#: ../../User-Interface.md:183 +#: ../../User-Interface.md:223 msgid "" "If using the building's appropriate `Buildup` is not desired, " "customizations allow for you to choose the exact SHP and frame you'd " @@ -588,14 +693,14 @@ msgstr "" "`PlacementPreview.Shape`、`PlacementPreview.ShapeFrame` 和 " "`PlacementPreview.Palette` 来选择你希望显示的确切 Shape 文件和帧。" -#: ../../User-Interface.md:184 +#: ../../User-Interface.md:224 msgid "" "You can specify theater-specific palettes and shapes by putting three `~`" " marks to the theater specific part of the filename. `~~~` is replaced " "with the theater’s three-letter extension." msgstr "你可以通过在文件名的特定部分添加三个 `~` 标记来指定特定气候的色盘和 Shape 文件。`~~~` 将被替换为气候的三字母扩展名。" -#: ../../User-Interface.md:185 +#: ../../User-Interface.md:225 msgid "" "`PlacementPreview.ShapeFrame` tag defaults to building's artmd.ini " "`Buildup` entry's last non-shadow frame. If there is no 'Buildup' " @@ -605,7 +710,7 @@ msgstr "" "`PlacementPreview.ShapeFrame` 标签默认为建筑 `artmd.ini` 中 `Buildup` " "条目的最后一个非阴影帧。如果没有指定 `Buildup` 那么它会尝试使用建筑本体的第一帧(动画帧和 Bib 不包括在此预览效果中)作为默认值。" -#: ../../User-Interface.md:188 +#: ../../User-Interface.md:228 msgid "" "[AudioVisual]\n" "PlacementGrid.Translucency=0 ; translucency level (0/25/50/75)" @@ -657,7 +762,7 @@ msgstr "" "PlacementPreview.Translucency= ; translucency level (0/25/50/75), " "defaults to [AudioVisual] -> PlacementPreview.Translucency\n" -#: ../../User-Interface.md:207 +#: ../../User-Interface.md:247 msgid "" "The `PlacementPreview.Palette` option is not used when " "`PlacementPreview.Remap` is set to yes. This may change in future." @@ -665,7 +770,7 @@ msgstr "" "当 `PlacementPreview.Remap` 设为 yes 时 `PlacementPreview.Palette` " "不会被使用。这在未来可能进行更改。" -#: ../../User-Interface.md:213 +#: ../../User-Interface.md:253 msgid "" "[Phobos]\n" "ShowPlacementPreview=yes ; boolean\n" @@ -673,17 +778,17 @@ msgstr "" "[Phobos]\n" "ShowPlacementPreview=yes ; boolean\n" -#: ../../User-Interface.md:218 +#: ../../User-Interface.md:258 msgid "Real time timers" msgstr "实时计时器" -#: ../../User-Interface.md:220 +#: ../../User-Interface.md:260 msgid "" "Timers can now display values in real time, taking game speed into " "account. This can be enabled with `RealTimeTimers=true`." msgstr "计时器现在可以实时显示值,同时考虑游戏速度。这可以通过 `RealTimeTimers=true` 来启用。" -#: ../../User-Interface.md:221 +#: ../../User-Interface.md:261 msgid "" "By default, time is calculated relative to desired framerate. Enabling " "`RealTimeTimers.Adaptive` (always true for unlimited FPS and custom " @@ -693,17 +798,17 @@ msgstr "" "默认情况下,时间是根据期望的帧率计算的。当启用 `RealTimeTimers.Adaptive`(对于无限制 FPS 和自定义速度始终为 " "true)时,时间将根据 *当前* FPS 计算,同时考虑延迟。" -#: ../../User-Interface.md:222 +#: ../../User-Interface.md:262 msgid "" "When playing with unlimited FPS (or custom speed above 60 FPS), the " "timers might constantly change value because of the unstable nature." msgstr "在使用无限制 FPS(或自定义速度高于 60 FPS)时,计时器可能会因为不稳定而不断改变数值。" -#: ../../User-Interface.md:223 +#: ../../User-Interface.md:263 msgid "This option respects custom game speeds." msgstr "此选项尊重自定义游戏速度。" -#: ../../User-Interface.md:228 +#: ../../User-Interface.md:268 msgid "" "[Phobos]\n" "RealTimeTimers=false ; boolean\n" @@ -713,11 +818,11 @@ msgstr "" "RealTimeTimers=false ; boolean\n" "RealTimeTimers.Adaptive=false ; boolean\n" -#: ../../User-Interface.md:234 +#: ../../User-Interface.md:274 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../User-Interface.md:236 +#: ../../User-Interface.md:276 msgid "" "It is now possible to display range of designator and inhibitor units " "when in super weapon targeting mode. Each instance of player owned techno" @@ -727,7 +832,7 @@ msgstr "" "现在可以在超级武器瞄准模式下显示指示者和抑制者单位的范围。每个玩家拥有的、列在 `[SuperWeapon] -> SW.Designators`" " 中的科技类型将显示一个半径由 `[TechnoType] -> DesignatorRange` 或 `Sight` 设置的圆。" -#: ../../User-Interface.md:237 +#: ../../User-Interface.md:277 msgid "" "In a similar manner, each instance of enemy owned techno types listed in " "`[SuperWeapon] -> SW.Inhibitors` will display a circle with radius set in" @@ -736,7 +841,7 @@ msgstr "" "类似的,每个敌方拥有的、列在 `[SuperWeapon] -> SW.Inhibitors` 中的科技类型将显示一个半径由 " "`[TechnoType] -> InhibitorRange` 或 `Sight` 设置的圆。" -#: ../../User-Interface.md:238 +#: ../../User-Interface.md:278 msgid "" "This feature can be disabled globally with `[AudioVisual] -> " "ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon] -> " @@ -745,16 +850,16 @@ msgstr "" "可以通过全局的 `[AudioVisual] -> ShowDesignatorRange=false` 或超级武器类型上的 " "`[SuperWeapon] -> ShowDesignatorRange=false` 来禁用此功能。" -#: ../../User-Interface.md:239 +#: ../../User-Interface.md:279 msgid "" "This feature can be toggled *by the player* (if enabled in the mod) with " "`ShowDesignatorRange` in `RA2MD.INI` or with [\"Toggle Designator Range\"" " hotkey](#toggle-designator-range) in \"Interface\" category." msgstr "" -"此功能可以 *由玩家* 通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` " -"或 “界面” 类别中的 [“开启指示者范围显示” 快捷键](#toggle-designator-range)来切换(如果在 mod 中启用)。" +"此功能可以 *由玩家* 通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` 或 “界面” 类别中的 " +"[“开启指示者范围显示” 快捷键](#toggle-designator-range)来切换(如果在 mod 中启用)。" -#: ../../User-Interface.md:242 +#: ../../User-Interface.md:282 msgid "" "[AudioVisual]\n" "ShowDesignatorRange=true ; boolean\n" @@ -768,7 +873,7 @@ msgstr "" "[SOMESW] ; SuperWeaponType\n" "ShowDesignatorRange=true ; boolean\n" -#: ../../User-Interface.md:251 +#: ../../User-Interface.md:291 msgid "" "[Phobos]\n" "ShowDesignatorRange=false ; boolean\n" @@ -776,17 +881,17 @@ msgstr "" "[Phobos]\n" "ShowDesignatorRange=false ; boolean\n" -#: ../../User-Interface.md:256 +#: ../../User-Interface.md:296 msgid "SuperWeapon ShowTimer sorting" msgstr "超级武器计时器优先级" -#: ../../User-Interface.md:258 +#: ../../User-Interface.md:298 msgid "" "You can now sort the timers of superweapons in ascending order from top " "to bottom according to a given priority value." msgstr "现在你可以根据给定的优先级数值将超级武器的计时器从上到下按升序排列。" -#: ../../User-Interface.md:261 +#: ../../User-Interface.md:301 msgid "" "[SOMESW] ; SuperWeaponType\n" "ShowTimer=yes\n" @@ -796,11 +901,11 @@ msgstr "" "ShowTimer=yes\n" "ShowTimer.Priority=0 ; integer\n" -#: ../../User-Interface.md:267 +#: ../../User-Interface.md:307 msgid "Type select for buildings" msgstr "建筑同类选择" -#: ../../User-Interface.md:268 +#: ../../User-Interface.md:308 msgid "" "In vanilla game, type select can almost only be used on 1x1 buildings " "with `UndeploysInto`. Now it's possible to use it on all buildings if " @@ -809,7 +914,7 @@ msgstr "" "在原本的游戏中,类型选择几乎只能用于拥有 `UndeploysInto` 的 1x1 建筑。现在如果将 " "`BuildingTypeSelectable` 设为 true,那么也可以对所有建筑使用类型选择。" -#: ../../User-Interface.md:271 +#: ../../User-Interface.md:311 msgid "" "[General]\n" "BuildingTypeSelectable=false ; boolean\n" @@ -817,7 +922,7 @@ msgstr "" "[General]\n" "BuildingTypeSelectable=false ; boolean\n" -#: ../../User-Interface.md:277 +#: ../../User-Interface.md:317 msgid "" "In Vanilla, you can type select a building by holding down the T key in " "advance and then clicking on the building. However, other type selection " @@ -828,36 +933,36 @@ msgstr "" "在原版中,你可以通过提前按住 `T` 键然后点击建筑来进行类型选择。然而,其他类型选择方法(例如先选择建筑再按 `T` " "键,或者先选择建筑再按底边栏的类型选择按钮)对建筑无效。" -#: ../../User-Interface.md:281 +#: ../../User-Interface.md:321 msgid "" "Due to technical limitations, this feature is forcibly disabled without " "Ares." msgstr "由于技术限制,没有 Ares 的情况此功能将被强制禁用。" -#: ../../User-Interface.md:284 +#: ../../User-Interface.md:324 msgid "Visual indication of income from grinders and refineries" msgstr "从回收站和矿场获得收入的视觉提示" -#: ../../User-Interface.md:286 +#: ../../User-Interface.md:326 msgid "" "`DisplayIncome` can be set to display the amount of credits acquired when" " a building is grinding units / receiving ore dump from harvesters or " "slaves." msgstr "`DisplayIncome` 可以设置为显示建筑在回收单位或从矿车或奴隶接受矿石时获得的资金点数。" -#: ../../User-Interface.md:287 +#: ../../User-Interface.md:327 msgid "" "Multiple income within less than one in-game second have their amounts " "coalesced into single display." msgstr "在游戏内不到一秒的时间内多次收入的金额将会合并成一个来显示。" -#: ../../User-Interface.md:288 +#: ../../User-Interface.md:328 msgid "" "`DisplayIncome.Houses` determines which houses can see the credits " "display." msgstr "`DisplayIncome.Houses` 决定哪些所属方可以看到资金点数显示。" -#: ../../User-Interface.md:289 +#: ../../User-Interface.md:329 msgid "" "If you don't want players to see how AI cheats with `VirtualPurifiers` " "for example, `DisplayIncome.AllowAI` can be set to false to disable the " @@ -866,23 +971,23 @@ msgstr "" "例如如果你不希望玩家看到 AI 如何通过 `VirtualPurifiers` 作弊,可以将 `DisplayIncome.AllowAI` 设为" " false 以禁用。覆盖上一条选项。" -#: ../../User-Interface.md:290 +#: ../../User-Interface.md:330 msgid "" "`DisplayIncome.Offset` is additional pixel offset for the center of the " "credits display, by default `0,0` at building's center." -msgstr "`DisplayIncome.Offset` 是资金点数显示中心以像素为单位的额外偏移,默认 `0,0` 即建筑的中心。" +msgstr "`DisplayIncome.Offset` 是资金点数显示中心以像素为单位的额外偏移,默认为 `0,0` 即建筑的中心。" -#: ../../User-Interface.md:291 +#: ../../User-Interface.md:331 msgid "" "`[AudioVisual] -> DisplayIncome` also allows to display the amount of " "credits when selling a unit on a repair bay." msgstr "`[AudioVisual] -> DisplayIncome` 还允许在维修厂出售单位时显示资金点数。" -#: ../../User-Interface.md:294 +#: ../../User-Interface.md:334 msgid "" "[AudioVisual]\n" "DisplayIncome=false ; boolean\n" -"DisplayIncome.Houses=All ; Affected House Enumeration " +"DisplayIncome.Houses=all ; Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "DisplayIncome.AllowAI=yes ; boolean\n" "\n" @@ -895,7 +1000,7 @@ msgid "" msgstr "" "[AudioVisual]\n" "DisplayIncome=false ; boolean\n" -"DisplayIncome.Houses=All ; Affected House Enumeration " +"DisplayIncome.Houses=all ; Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "DisplayIncome.AllowAI=yes ; boolean\n" "\n" @@ -906,37 +1011,37 @@ msgstr "" "[AudioVisual] -> DisplayIncome.Houses\n" "DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../User-Interface.md:306 +#: ../../User-Interface.md:346 msgid "Hotkey Commands" msgstr "快捷键命令" -#: ../../User-Interface.md:308 +#: ../../User-Interface.md:348 msgid "`[ ]` Display Damage Numbers" msgstr "`[ ]` 显示伤害数字" -#: ../../User-Interface.md:310 +#: ../../User-Interface.md:350 msgid "" "Switches on/off floating numbers when dealing damage. See " "[this](Miscellanous.md#display-damage-numbers) for details." msgstr "切换在造成杀伤时显示/隐藏浮动数字。详见 [此处](Miscellanous.md#display-damage-numbers) 以了解。" -#: ../../User-Interface.md:311 +#: ../../User-Interface.md:351 msgid "" "For localization add `TXT_DISPLAY_DAMAGE` and `TXT_DISPLAY_DAMAGE_DESC` " "into your `.csf` file." msgstr "为了本地化请将 `TXT_DISPLAY_DAMAGE` 和 `TXT_DISPLAY_DAMAGE_DESC` 添加到你的 `.csf` 文件。" -#: ../../User-Interface.md:313 +#: ../../User-Interface.md:353 msgid "`[ ]` Dump Object Info" msgstr "`[ ]` 输出对象信息" -#: ../../User-Interface.md:315 +#: ../../User-Interface.md:355 msgid "" "Writes currently hovered or last selected object info in log and shows a " "message. See [this](Miscellanous.md#dump-object-info) for details." msgstr "将当前悬停或最后选中的对象的信息写入日志并显示消息。详见 [此处](Miscellanous.md#dump-object-info) 以了解。" -#: ../../User-Interface.md:316 +#: ../../User-Interface.md:356 msgid "" "For localization add `TXT_DUMP_OBJECT_INFO` and " "`TXT_DUMP_OBJECT_INFO_DESC` into your `.csf` file." @@ -944,15 +1049,15 @@ msgstr "" "为了本地化请将 `TXT_DUMP_OBJECT_INFO` 和 `TXT_DUMP_OBJECT_INFO_DESC` 添加到你的 `.csf`" " 文件。" -#: ../../User-Interface.md:318 +#: ../../User-Interface.md:358 msgid "`[ ]` Toggle Frame By Frame Mode" msgstr "`[ ]` 开关逐帧模式" -#: ../../User-Interface.md:320 +#: ../../User-Interface.md:360 msgid "Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in)." msgstr "开关[逐帧模式](Miscellanous.md#frame-step-in)。" -#: ../../User-Interface.md:321 +#: ../../User-Interface.md:361 msgid "" "For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` " "into your `.csf` file." @@ -960,11 +1065,11 @@ msgstr "" "为了本地化,请将 `TXT_FRAME_BY_FRAME` 和 `TXT_FRAME_BY_FRAME_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:323 +#: ../../User-Interface.md:363 msgid "`[ ]` Save Variables" msgstr "`[ ]` 保存变量" -#: ../../User-Interface.md:325 +#: ../../User-Interface.md:365 msgid "" "Save local & global variables to an INI file. See [this](Miscellanous.md" "#save-variables-to-file) for details." @@ -972,7 +1077,7 @@ msgstr "" "将局部变量和全局变量保存到一个 INI 文件。参见 [此处](Miscellanous.md#save-variables-to-file) " "以了解。" -#: ../../User-Interface.md:326 +#: ../../User-Interface.md:366 msgid "" "For localization add `TXT_SAVE_VARIABLES` and `TXT_SAVE_VARIABLES_DESC` " "into your `.csf` file." @@ -980,17 +1085,17 @@ msgstr "" "为了本地化,请将 `TXT_SAVE_VARIABLES` 和 `TXT_SAVE_VARIABLES_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:328 +#: ../../User-Interface.md:368 msgid "`[ ]` Toggle Designator Range" msgstr "`[ ]` 切换指示范围" -#: ../../User-Interface.md:330 +#: ../../User-Interface.md:370 msgid "" "Switches on/off super weapon designator range indicator. See [this" "](#show-designator--inhibitor-range) for details." msgstr "切换超级武器指示者范围指示器开关。参见 [此处](#show-designator--inhibitor-range) 以了解。" -#: ../../User-Interface.md:331 +#: ../../User-Interface.md:371 msgid "" "For localization add `TXT_DESIGNATOR_RANGE` and " "`TXT_DESIGNATOR_RANGE_DESC` into your `.csf` file." @@ -998,15 +1103,15 @@ msgstr "" "为了本地化,请将 `TXT_DESIGNATOR_RANGE` 和 `TXT_DESIGNATOR_RANGE_DESC` 添加到你的 " "`.csf` 文件中。" -#: ../../User-Interface.md:333 +#: ../../User-Interface.md:373 msgid "`[ ]` Toggle Digital Display" msgstr "`[ ]` 开关数字化显示" -#: ../../User-Interface.md:335 +#: ../../User-Interface.md:375 msgid "Switches on/off [digital display types](#digital-display)." msgstr "开关[数字化显示类型](#digital-display)。" -#: ../../User-Interface.md:336 +#: ../../User-Interface.md:376 msgid "" "For localization add `TXT_DIGITAL_DISPLAY` and `TXT_DIGITAL_DISPLAY_DESC`" " into your `.csf` file." @@ -1014,17 +1119,17 @@ msgstr "" "为了本地化,请将 `TXT_DIGITAL_DISPLAY` 和 `TXT_DIGITAL_DISPLAY_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:338 +#: ../../User-Interface.md:378 msgid "`[ ]` Next Idle Harvester" msgstr "`[ ]` 下一个空闲矿车" -#: ../../User-Interface.md:340 +#: ../../User-Interface.md:380 msgid "" "Selects and centers the camera on the next TechnoType that is counted via" " the [harvester counter](#harvester-counter) and is currently idle." msgstr "选择并将镜头中心转移到下一个被 [矿车计数器](#harvester-counter) 计入且处于空闲状态的科技类型。" -#: ../../User-Interface.md:341 +#: ../../User-Interface.md:381 msgid "" "For localization add `TXT_NEXT_IDLE_HARVESTER` and " "`TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file." @@ -1032,15 +1137,15 @@ msgstr "" "为了本地化请将 `TXT_NEXT_IDLE_HARVESTER` 和 `TXT_NEXT_IDLE_HARVESTER_DESC` 添加到你的 " "`.csf` 文件。" -#: ../../User-Interface.md:343 +#: ../../User-Interface.md:383 msgid "`[ ]` Quicksave" msgstr "`[ ]` 快速保存" -#: ../../User-Interface.md:345 +#: ../../User-Interface.md:385 msgid "Save the current singleplayer game." msgstr "保存当前的单人游戏" -#: ../../User-Interface.md:346 +#: ../../User-Interface.md:386 msgid "" "For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, " "`TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your " @@ -1049,7 +1154,7 @@ msgstr "" "为了本地化,请将 `TXT_QUICKSAVE`、`TXT_QUICKSAVE_DESC`、`TXT_QUICKSAVE_SUFFIX` 和 " "`MSG:NotAvailableInMultiplayer` 添加到你的 `.csf` 文件中。" -#: ../../User-Interface.md:347 +#: ../../User-Interface.md:387 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -1057,73 +1162,73 @@ msgstr "" "这些原有 CSF 条目将会被使用:`TXT_SAVING_GAME`、`TXT_GAME_WAS_SAVED` 和 " "`TXT_ERROR_SAVING_GAME`。" -#: ../../User-Interface.md:348 +#: ../../User-Interface.md:388 msgid "" "The save should be looks like `Allied Mission 25: Esther's Money - " "QuickSaved`." msgstr "保存的文件名应当类似于 `Allied Mission 25: Esther's Money - QuickSaved`。" -#: ../../User-Interface.md:350 +#: ../../User-Interface.md:390 msgid "Loading screen" msgstr "载入图" -#: ../../User-Interface.md:352 +#: ../../User-Interface.md:392 msgid "PCX files can now be used as loadscreen images." msgstr "现在可以使用 PCX 文件作为载入图图像。" -#: ../../User-Interface.md:353 +#: ../../User-Interface.md:393 msgid "You can specify custom loadscreen with Ares tag `File.LoadScreen`." msgstr "你可以使用 Ares 标签 `File.LoadScreen` 指定自定义载入图。" -#: ../../User-Interface.md:354 +#: ../../User-Interface.md:394 msgid "" "Campaign loading screen (`missionmd.ini -> [LS800BkgdName]`) can also use" " PCX image." msgstr "战役载入图(`missionmd.ini -> [LS800BkgdName]`) 也可以使用 PCX 图像。" -#: ../../User-Interface.md:355 +#: ../../User-Interface.md:395 msgid "" "Observer loading screen can use `ls800obs.pcx` *(or `ls640obs.pcx` when " "screen width is 640)* for this feature." msgstr "观察者载入图可以使用 `ls800obs.pcx`(当屏幕宽度为 640 时使用 `ls640obs.pcx`)。" -#: ../../User-Interface.md:356 +#: ../../User-Interface.md:396 msgid "" "The loadscreen size can now be different from the default `800x600` one; " "if the image is bigger than the screen it's centered and cropped." msgstr "载入图的大小现在可以与默认的 `800x600` 不同;如果图像比屏幕大,它将被居中并裁剪。" -#: ../../User-Interface.md:357 +#: ../../User-Interface.md:397 msgid "" "This feature works in conjunction with CnCNet5 spawner DLL which resizes " "loadscreen window to actual monitor size and places the image in center. " "If there's no CnCNet5 spawner loaded, the window resolution will be " "always `800x600`." msgstr "" -"此功能与 CnCNet5 Spawner DLL 相结合,它将把载入界面固定为当前游戏分辨率大小并把载入图置于中间。如果没有 CnCNet5" -" Spanwer,那么载入分辨率将被锁定为 `800x600`。" +"此功能与 CnCNet5 Spawner DLL 相结合,它将把载入界面固定为当前游戏分辨率大小并把载入图置于中间。如果没有 CnCNet5 " +"Spanwer,那么载入分辨率将被锁定为 `800x600`。" -#: ../../User-Interface.md:358 +#: ../../User-Interface.md:398 msgid "" "Same applies to campaign loading screen (`missionmd.ini -> " "[LS800BkgdName]`)." msgstr "同样适用于战役载入图(`missionmd.ini -> [LS800BkgdName]`)。" -#: ../../User-Interface.md:359 +#: ../../User-Interface.md:399 msgid "" "You can now disable hardcoded black dots that YR engine shows over empty " "spawn locations, which allows to use prettier and more correctly placed " "markers that are produced by Map Renderer instead." msgstr "现在你可以禁用 YR 引擎在空置出生点显示的黑点,这允许使用由地图渲染器生成的更没关且位置正确的标记。" -#: ../../User-Interface.md:361 ../../User-Interface.md:402 -#: ../../User-Interface.md:431 ../../User-Interface.md:477 -#: ../../User-Interface.md:514 ../../User-Interface.md:543 -#: ../../User-Interface.md:580 +#: ../../User-Interface.md:401 ../../User-Interface.md:442 +#: ../../User-Interface.md:471 ../../User-Interface.md:517 +#: ../../User-Interface.md:554 ../../User-Interface.md:583 +#: ../../User-Interface.md:620 msgid "In `uimd.ini`:" msgstr "在 `uimd.ini`:" -#: ../../User-Interface.md:362 +#: ../../User-Interface.md:402 msgid "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" @@ -1131,27 +1236,27 @@ msgstr "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" -#: ../../User-Interface.md:367 +#: ../../User-Interface.md:407 msgid "Sidebar / Battle UI" msgstr "侧边栏/战斗界面 UI" -#: ../../User-Interface.md:370 ../../User-Interface.md:372 +#: ../../User-Interface.md:410 ../../User-Interface.md:412 msgid "Building Production Queue" msgstr "建筑生产队列" -#: ../../User-Interface.md:372 +#: ../../User-Interface.md:412 msgid "" "![Building Production Queue](_static/images/buildingQueue.png) *Queueing " "multiple buildings*" msgstr "![Building Production Queue](_static/images/buildingQueue.png) *列队多个建筑*" -#: ../../User-Interface.md:375 +#: ../../User-Interface.md:415 msgid "" "Buildings can now be queued for construction like other units if " "`BuildingProductionQueue` is set to true." msgstr "现在如果 `BuildingProductionQueue` 设置为 true 那么建筑可以像其他单位一样列队建造。" -#: ../../User-Interface.md:378 +#: ../../User-Interface.md:418 msgid "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" @@ -1159,40 +1264,40 @@ msgstr "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" -#: ../../User-Interface.md:384 +#: ../../User-Interface.md:424 msgid "" "When the building becomes ready to be placed, the next building's " "construction will not begin until the player places the current building." msgstr "当建筑准备好放置时,下一个建筑的建造直到玩家摆下当前建筑前并不会开始。" -#: ../../User-Interface.md:387 +#: ../../User-Interface.md:427 msgid "Cameo Sorting" msgstr "图标排序" -#: ../../User-Interface.md:389 +#: ../../User-Interface.md:429 msgid "" "You can now specify Cameo Priority for any TechnoType/SuperWeaponType. " "Vanilla sorting rules are " "[here](https://modenc.renegadeprojects.com/Cameo_Sorting)." msgstr "现在你可以为任何科技类型/超级武器类型指定图标优先级。原版排序规则可见[此处](https://modenc.renegadeprojects.com/Cameo_Sorting)。" -#: ../../User-Interface.md:390 +#: ../../User-Interface.md:430 msgid "" "The Cameo Priority is checked just before evevything vanilla. Greater " "`CameoPriority` wins." msgstr "图标优先级在原版所有内容之前检查。更高的 `CameoPriority` 具有更高优先级。" -#: ../../User-Interface.md:393 +#: ../../User-Interface.md:433 msgid "" "[SOMENAME] ; TechnoType / SuperWeaponType\n" "CameoPriority=0 ; integer\n" msgstr "" -#: ../../User-Interface.md:398 +#: ../../User-Interface.md:438 msgid "Center pause menu background" msgstr "暂停菜单背景居中" -#: ../../User-Interface.md:400 +#: ../../User-Interface.md:440 msgid "" "Pause menu background (`bkgdXX(y).shp`) can now optionally be centered on" " the center of the available space instead of top-left corner. This " @@ -1200,7 +1305,7 @@ msgid "" " `1024x768` in mind." msgstr "现在可以选择将暂停菜单背景(`bkgdXX(y).shp`) 居中而不是丢在左上角。这允许背景在分辨率大于 `1024x768` 的时候更好地设计。" -#: ../../User-Interface.md:403 +#: ../../User-Interface.md:443 msgid "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" @@ -1208,15 +1313,15 @@ msgstr "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" -#: ../../User-Interface.md:408 +#: ../../User-Interface.md:448 msgid "Custom Missing Cameo (`XXICON.SHP`)" msgstr "自定义缺省图标(`XXICON.SHP`)" -#: ../../User-Interface.md:410 +#: ../../User-Interface.md:450 msgid "You can now specify any SHP/PCX file as `XXICON.SHP` for missing cameo." msgstr "现在你可以指定任何 SHP/PCX 文件作为缺省图标使用的 `XXICON.SHP` 。" -#: ../../User-Interface.md:413 +#: ../../User-Interface.md:453 msgid "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" @@ -1224,11 +1329,11 @@ msgstr "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" -#: ../../User-Interface.md:418 +#: ../../User-Interface.md:458 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../User-Interface.md:420 +#: ../../User-Interface.md:460 msgid "" "![image](_static/images/harvestercounter-01.gif) *Harvester Counter in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -1236,13 +1341,13 @@ msgstr "" "![image](_static/images/harvestercounter-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的矿车计数器*" -#: ../../User-Interface.md:423 +#: ../../User-Interface.md:463 msgid "" "An additional counter for your active / total harvesters can be added " "near the credits indicator." msgstr "可以在资金示数器附近添加一个额外的计数器用于显示你的活动(工作中)矿车的数量/总矿车数量。" -#: ../../User-Interface.md:424 +#: ../../User-Interface.md:464 msgid "" "You can specify which TechnoType should be counted as a Harvester with " "`Harvester.Counted`. If not set, the techno with `Harvester=yes` or " @@ -1251,25 +1356,25 @@ msgstr "" "你可以使用 `Harvester.Counted` 指定哪些科技类型被视为矿车。若未设置,带有 `Harvester=yes` 或 " "`Enslaves=SOMESLAVE` 的单位将被计入。" -#: ../../User-Interface.md:425 +#: ../../User-Interface.md:465 msgid "" "Can be set to true on buildings with `ProduceCashAmount` to count them as" " active 'harvesters' while generating credits." msgstr "可以在使用 `ProduceCashAmount` 的建筑上设置为 true 以便在其生成资金时计为工作中的 “矿车”。" -#: ../../User-Interface.md:426 +#: ../../User-Interface.md:466 msgid "" "The counter is displayed with the format of `Label(Active " "Harvesters)/(Total Harvesters)`. The label is `⛏ U+26CF` by default." msgstr "计数器以 `标签(活动矿车数/总矿车数)` 的格式显示,标签默认为 `⛏ U+26CF`。" -#: ../../User-Interface.md:427 +#: ../../User-Interface.md:467 msgid "" "You can adjust counter position by `Sidebar.HarvesterCounter.Offset`, " "negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.HarvesterCounter.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:428 +#: ../../User-Interface.md:468 msgid "" "By setting `HarvesterCounter.ConditionYellow` and " "`HarvesterCounter.ConditionRed`, the game will warn player by changing " @@ -1281,13 +1386,13 @@ msgstr "" "`HarvesterCounter.ConditionRed`,当矿车活动百分比小于或等于它们时,游戏将通过改变计数器颜色来警告玩家,就像 HP " "达到 `ConditionYellow` 和 `ConditionRed` 改变颜色一样。" -#: ../../User-Interface.md:429 +#: ../../User-Interface.md:469 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowHarvesterCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowHarvesterCounter` 来由用户自行开关。" -#: ../../User-Interface.md:432 +#: ../../User-Interface.md:472 msgid "" "[Sidebar]\n" "HarvesterCounter.Show=false ; boolean\n" @@ -1301,7 +1406,7 @@ msgstr "" "HarvesterCounter.ConditionYellow=99% ; floating point value, percents\n" "HarvesterCounter.ConditionRed=50% ; floating point value, percents\n" -#: ../../User-Interface.md:441 +#: ../../User-Interface.md:481 msgid "" "[SOMETECHNO] ; TechnoType\n" "Harvester.Counted= ; boolean\n" @@ -1321,7 +1426,7 @@ msgstr "" "Sidebar.HarvesterCounter.ColorYellow=255,255,0 ; integer - R,G,B\n" "Sidebar.HarvesterCounter.ColorRed=255,0,0 ; integer - R,G,B\n" -#: ../../User-Interface.md:452 +#: ../../User-Interface.md:492 msgid "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" @@ -1329,7 +1434,7 @@ msgstr "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" -#: ../../User-Interface.md:458 ../../User-Interface.md:503 +#: ../../User-Interface.md:498 ../../User-Interface.md:543 msgid "" "If you use the vanilla font in your mod, you can use the improved font " "(v4 and higher; can be found on [Phobos supplementaries " @@ -1345,17 +1450,17 @@ msgstr "" ".arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D) " "绘制它们。" -#: ../../User-Interface.md:460 +#: ../../User-Interface.md:500 msgid "" "Additionally, default position for harvester counter overlaps with [weeds" " counter](#weeds-counter)." msgstr "此外,默认的矿车计数器位置与[废矿计数器](#weeds-counter)重叠。" -#: ../../User-Interface.md:463 +#: ../../User-Interface.md:503 msgid "Power delta counter" msgstr "电力差值计数器" -#: ../../User-Interface.md:465 +#: ../../User-Interface.md:505 msgid "" "![image](_static/images/powerdelta-01.gif) *Power delta Counter in " "[Assault Amerika](https://www.moddb.com/mods/assault-amerika)*" @@ -1363,19 +1468,19 @@ msgstr "" "![image](_static/images/powerdelta-01.gif) *[Assault " "Amerika](https://www.moddb.com/mods/assault-amerika) 中的电力差值计数器*" -#: ../../User-Interface.md:468 +#: ../../User-Interface.md:508 msgid "" "An additional counter for your power delta (surplus) can be added near " "the credits indicator." msgstr "可以在资金示数器旁边追加一个电力差值计数器以显示你的电力差值(盈余)。" -#: ../../User-Interface.md:469 +#: ../../User-Interface.md:509 msgid "" "The counter is displayed with the format of `Label(sign)(Power Delta)`. " "The label is `PowerLabel` used in `ToolTips` (by default `⚡ U+26A1`)." msgstr "计数器以 `Label(sign)(电力差值)` 的格式显示,标签默认为 `PowerLabel`(在 `ToolTips` 中使用)。" -#: ../../User-Interface.md:470 +#: ../../User-Interface.md:510 msgid "" "When the power of the player is blacked-out by a spy or force-shield, " "`PowerBlackoutLabel` in `ToolTips` is displayed instead (by default ⚡❌ " @@ -1384,13 +1489,13 @@ msgstr "" "当玩家的电力被间谍或力场护盾中断时,在 `ToolTips` 中显示的会换成 `PowerBlackoutLabel` (默认为 `⚡❌ " "U+26A1 U+274C`),文本颜色为 `Sidebar.PowerDelta.ColorGrey`。" -#: ../../User-Interface.md:471 +#: ../../User-Interface.md:511 msgid "" "You can adjust counter position by `Sidebar.PowerDelta.Offset`, negative " "means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.PowerDelta.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:472 +#: ../../User-Interface.md:512 msgid "" "You can adjust counter text alignment by `Sidebar.PowerDelta.Align`, " "acceptable values are left, right, center/centre." @@ -1398,7 +1503,7 @@ msgstr "" "你可以通过 `Sidebar.PowerDelta.Align` " "调整计数器对齐方式,可接受的值为左对齐(`left`)、右对齐(`right`)或居中对齐(`center`/`centre`)。" -#: ../../User-Interface.md:473 +#: ../../User-Interface.md:513 msgid "" "By setting `PowerDelta.ConditionYellow` and `PowerDelta.ConditionRed`, " "the game will warn player by changing the color of counter whenever the " @@ -1409,19 +1514,19 @@ msgstr "" "`PowerDelta.ConditionRed`,当电力使用率超过指定值时,游戏将通过改变计数器颜色来警告玩家(例如,当负载与输出功率之比大于 " "100% 时,计数器会变为红色)。" -#: ../../User-Interface.md:474 +#: ../../User-Interface.md:514 msgid "" "The exception for this rule is when both power output and drain are 0 - " "in this case the counter will default to yellow." msgstr "此规则的例外情况是当负载和输出功率均为 0 时 - 这种情况下计数器将默认为黄色。" -#: ../../User-Interface.md:475 +#: ../../User-Interface.md:515 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowPowerDelta` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowPowerDelta` 来由用户自行开关。" -#: ../../User-Interface.md:478 +#: ../../User-Interface.md:518 msgid "" "[Sidebar]\n" "PowerDelta.Show=false ; boolean\n" @@ -1433,7 +1538,7 @@ msgstr "" "PowerDelta.ConditionYellow=75% ; floating point value, percents\n" "PowerDelta.ConditionRed=100% ; floating point value, percents\n" -#: ../../User-Interface.md:486 +#: ../../User-Interface.md:526 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.PowerDelta.Offset=0,0 ; X,Y, pixels relative to " @@ -1455,7 +1560,7 @@ msgstr "" "Sidebar.PowerDelta.Align=left ; Alignment enumeration - left " "| center/centre | right\n" -#: ../../User-Interface.md:497 +#: ../../User-Interface.md:537 msgid "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" @@ -1463,11 +1568,11 @@ msgstr "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" -#: ../../User-Interface.md:506 +#: ../../User-Interface.md:546 msgid "Producing Progress" msgstr "生产进度" -#: ../../User-Interface.md:508 +#: ../../User-Interface.md:548 msgid "" "![image](_static/images/producing-progress-01.gif) *Producing Progress " "bars in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -1476,17 +1581,17 @@ msgstr "" "![image](_static/images/producing-progress-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的生产进度条*" -#: ../../User-Interface.md:511 +#: ../../User-Interface.md:551 msgid "You can now know your factories' status via sidebar!" msgstr "现在你可以通过侧边栏了解到你的工厂的状态了!" -#: ../../User-Interface.md:512 +#: ../../User-Interface.md:552 msgid "" "You need to draw your own assets (`tab0xpp.shp`, x is replaced by 0-3) " "and put them into `sidec0x.mix`." msgstr "你需要自己绘制资源(`tab0xpp.shp`,x 替换为 0-3)并将它们放入 `sidec0x.mix` 中。" -#: ../../User-Interface.md:515 +#: ../../User-Interface.md:555 msgid "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" @@ -1494,17 +1599,17 @@ msgstr "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" -#: ../../User-Interface.md:521 +#: ../../User-Interface.md:561 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.ProducingProgress.Offset=0,0 ; X,Y, pixels relative to default\n" msgstr "" -#: ../../User-Interface.md:526 +#: ../../User-Interface.md:566 msgid "Specify Sidebar style" msgstr "指定侧边栏样式" -#: ../../User-Interface.md:528 +#: ../../User-Interface.md:568 msgid "" "It's now possible to switch hardcoded sidebar button coords to use GDI " "sidebar coords by setting `Sidebar.GDIPosition`. Defaults to true for " @@ -1513,17 +1618,17 @@ msgstr "" "现在可以通过设置 `Sidebar.GDIPosition` 来切换硬编码的侧边栏按钮坐标为 GDI " "阵营(原版盟军)侧边栏坐标。默认情况下,第一个阵营为 true,其他阵营为 false。" -#: ../../User-Interface.md:531 +#: ../../User-Interface.md:571 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.GDIPositions= ; boolean\n" msgstr "" -#: ../../User-Interface.md:536 +#: ../../User-Interface.md:576 msgid "Weeds counter" msgstr "废矿计数器" -#: ../../User-Interface.md:538 +#: ../../User-Interface.md:578 msgid "" "Counter for amount of [weeds in storage](Fixed-or-Improved-" "Logics.md#weeds--weed-eaters) can be added near the credits indicator." @@ -1531,25 +1636,25 @@ msgstr "" "你可以在资金示数器附近添加一个额外的计数器用于显示[存储的泰伯利亚废矿](Fixed-or-Improved-Logics.md#weeds" "--weed-eaters)的数量。" -#: ../../User-Interface.md:539 +#: ../../User-Interface.md:579 msgid "" "You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-" "side setting), negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.WeedsCounter.Offset`(每个阵营的设置)调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:540 +#: ../../User-Interface.md:580 msgid "" "Counter is by default displayed in side's tooltip color, which can be " "overridden per side by setting `Sidebar.WeedsCounter.Color`." msgstr "计数器默认为每个阵营拓展工具条的颜色,可以通过设置 `Sidebar.WeedsCounter.Color` 来为每个阵营独立覆盖设置。" -#: ../../User-Interface.md:541 +#: ../../User-Interface.md:581 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowWeedsCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowWeedsCounter` 来由用户自行开关。" -#: ../../User-Interface.md:544 +#: ../../User-Interface.md:584 msgid "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" @@ -1557,7 +1662,7 @@ msgstr "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" -#: ../../User-Interface.md:550 +#: ../../User-Interface.md:590 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" @@ -1567,7 +1672,7 @@ msgstr "" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" "Sidebar.WeedsCounter.Color= ; integer - R,G,B\n" -#: ../../User-Interface.md:557 +#: ../../User-Interface.md:597 msgid "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" @@ -1575,17 +1680,17 @@ msgstr "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" -#: ../../User-Interface.md:563 +#: ../../User-Interface.md:603 msgid "" "Default position for weeds counter overlaps with [harvester counter" "](#harvester-counter)." msgstr "默认的废矿计数器位置与[矿车计数器](#harvester-counter)重叠。" -#: ../../User-Interface.md:566 +#: ../../User-Interface.md:606 msgid "Tooltips" msgstr "拓展工具条" -#: ../../User-Interface.md:568 +#: ../../User-Interface.md:608 msgid "" "![image](_static/images/tooltips-01.png) *Extended tooltips used in [CnC:" " Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -1593,7 +1698,7 @@ msgstr "" "![image](_static/images/tooltips-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中的拓展拓展工具条*" -#: ../../User-Interface.md:571 +#: ../../User-Interface.md:611 msgid "" "Sidebar tooltips can now display extended information about the " "TechnoType/SWType when hovered over it's cameo. In addition the low " @@ -1603,19 +1708,19 @@ msgstr "" "现在当鼠标悬停在图标上时侧边栏拓展工具条提示可以显示关于科技类型/超级武器类型的拓展信息。此外当通过相应标签启用此功能时低字符限制将被取消从而允许长达" " 1024 字符长度的工具提示信息。" -#: ../../User-Interface.md:572 +#: ../../User-Interface.md:612 msgid "" "TechnoType's tooltip would display it's name, cost, power, build time and" " description (when applicable)." msgstr "科技类型的拓展工具条将显示其名称、成本、电力、建造时间和描述(如果适用)。" -#: ../../User-Interface.md:573 +#: ../../User-Interface.md:613 msgid "" "SWType's tooltip would display it's name, cost, and recharge time (when " "applicable)." msgstr "超级武器类型的拓展工具条将显示其名称、成本和充能时间(如果适用)。" -#: ../../User-Interface.md:574 +#: ../../User-Interface.md:614 #, python-format msgid "" "If `SW.Shots` from Ares is used, a C-style format string default to " @@ -1626,7 +1731,7 @@ msgstr "" "如果使用了 Ares 的 `SW.Shots`,那么将会附加一个 C 语言风格的格式化字符,默认为 `Shots: %d`。格式可以在 csf " "中自定义。如果使用双参数格式(例如 `还剩 %d/%d 发`),第二个整数是 `SW.Shots`。" -#: ../../User-Interface.md:575 +#: ../../User-Interface.md:615 msgid "" "Extended tooltips don't use `TXT_MONEY_FORMAT_1` and " "`TXT_MONEY_FORMAT_2`. Instead you can specify cost, power and time labels" @@ -1637,27 +1742,29 @@ msgstr "" "`TXT_MONEY_FORMAT_2`。但你可以使用对应的标签指定成本、电力和时间标签(在对应值前显示)。默认为 `$ U+0024`,`⚡ " "U+26A1` 和 `⌚ U+231A`。" -#: ../../User-Interface.md:576 +#: ../../User-Interface.md:616 msgid "" "Fixed a bug when switching build queue tabs via QWER didn't make tooltips" " disappear as they should, resulting in stuck tooltips." msgstr "修复了一个通过 QWER 切换建造队列标签时拓展工具条没有消失的问题,这导致拓展工具条卡住。" -#: ../../User-Interface.md:577 +#: ../../User-Interface.md:617 msgid "" "The tooltips can now go over the sidebar bounds to accommodate for longer" " contents. You can control maximum text width with a new tag (paddings " "are excluded from the number you specify)." msgstr "现在拓展工具条可以超出侧边栏边界以容纳更长的内容。你可以使用新增的标签控制最大文本宽度(不包括边框)。" -#: ../../User-Interface.md:578 +#: ../../User-Interface.md:618 msgid "" "`AnchoredToolTips` positions the tooltip always to the left of sidebar, " "only applies to if `ExtendedToolTips` is set to true and they are enabled" " in user settings." -msgstr "`AnchoredToolTips` 将拓展工具条始终定到侧边栏左侧,仅在 `ExtendedToolTips` 设置为 true 且用户启用时生效。" +msgstr "" +"`AnchoredToolTips` 将拓展工具条始终定到侧边栏左侧,仅在 `ExtendedToolTips` 设置为 true " +"且用户启用时生效。" -#: ../../User-Interface.md:581 +#: ../../User-Interface.md:621 msgid "" "[ToolTips]\n" "ExtendedToolTips=false ; boolean\n" @@ -1679,7 +1786,7 @@ msgstr "" "SWShotsFormat= ; CSF entry key\n" "MaxWidth=0 ; integer, pixels\n" -#: ../../User-Interface.md:593 +#: ../../User-Interface.md:633 msgid "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" @@ -1687,13 +1794,13 @@ msgstr "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" -#: ../../User-Interface.md:598 +#: ../../User-Interface.md:638 msgid "" "The descriptions are designed to be toggleable by users. For now you can " "only do that externally via client or manually." msgstr "描述设计可由用户自行切换。目前你只能通过客户端或进行手动设置。" -#: ../../User-Interface.md:601 +#: ../../User-Interface.md:641 msgid "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" @@ -1701,7 +1808,7 @@ msgstr "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" -#: ../../User-Interface.md:607 +#: ../../User-Interface.md:647 msgid "" "Same as with harvester counter, you can download the improved font (v4 " "and higher; can be found on [Phobos supplementaries " @@ -1711,13 +1818,13 @@ msgstr "" "与矿车计数器相同,你可以下载改进的字体(v4 或更高版本;可以在 [Phobos 补充仓库](https://github.com/Phobos-" "developers/PhobosSupplementaries) 中找到)否则你需要自己编辑字库文件。" -#: ../../User-Interface.md:610 +#: ../../User-Interface.md:650 msgid "" "The background color and opacity of tooltips can now be customized " "globally or per side." msgstr "现在可以全局或按阵营自定义拓展工具条的背景色和不透明度。" -#: ../../User-Interface.md:613 +#: ../../User-Interface.md:653 msgid "" "[SOMESIDE] ; Side\n" "ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to " @@ -1737,13 +1844,13 @@ msgstr "" "ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual] ->" " ToolTip.Background.BlurSize, which defaults to `0.0`\n" -#: ../../User-Interface.md:621 +#: ../../User-Interface.md:661 msgid "" "The blur effect is resource intensive. Please make sure you really want " "to enable this effect, otherwise leave it to 0.0 so it stays disabled." msgstr "模糊效果非常占用资源,请确保你的确想要启用此效果,否则请保持 0.0 以禁用。" -#: ../../User-Interface.md:625 +#: ../../User-Interface.md:665 msgid "" "[Phobos]\n" "ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be" @@ -1753,24 +1860,25 @@ msgstr "" "ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be" " enabled.\n" -#: ../../User-Interface.md:630 +#: ../../User-Interface.md:670 msgid "Miscellanous" msgstr "杂项" -#: ../../User-Interface.md:632 +#: ../../User-Interface.md:672 msgid "Skip saving game on starting a new campaign" msgstr "开始新战役时跳过保存游戏" -#: ../../User-Interface.md:634 +#: ../../User-Interface.md:674 msgid "" "When starting a new campaign, the game automatically saves the game. Now " "you can decide whether you want that to happen or not." msgstr "在开始新战役时游戏会自动保存游戏。现在你可以自行决定是否要进行保存。" -#: ../../User-Interface.md:637 +#: ../../User-Interface.md:677 msgid "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" msgstr "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" + diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index b811b6a169..a8ce85f1e9 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-04-21 19:19+0800\n" +"POT-Creation-Date: 2025-04-28 02:14+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -328,7 +328,7 @@ msgid "" msgstr "" "`PassengerDeletion.SoylentFriendlies` 已被替换为 " "`PassengerDeletion.SoylentAllowedHouses`。目前设定默认值 " -"`PassengerDeletion.SoylentAllowedHouses=enemies` 对应原本默认 " +"`PassengerDeletion.SoylentAllowedHouses=enemies` 对应原本默认为 " "`PassengerDeletion.SoylentFriendlies=false` 的行为。" #: ../../Whats-New.md:49 @@ -654,6 +654,13 @@ msgid "" "Coordinate Y=-1 means random,0,1,506\n" "510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set " "MCVRedeploys to the given value,0,1,510\n" +"606=Edit hate-value (Phobos),0,2,55,6,0,0,0,0,0, Edit the hate-value that" +" trigger houses to other houses. -1 works for all houses.,0,1,606\n" +"607=Clear hate-value (Phobos),0,2,0,0,0,0,0,0,0, Clear the hate-value " +"that trigger houses to other houses. -1 works for all houses.,0,1,607\n" +"608=Set force enemy (Phobos),0,0,2,0,0,0,0,0,0, Force an enemy, it will " +"not change with the change of hate-value. -1 will remove the forced " +"enemy, -2 will never have any enemies.,0,1,608\n" "\n" "; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)\n" "[ScriptTypeLists]\n" @@ -893,6 +900,13 @@ msgstr "" "Coordinate Y=-1 means random,0,1,506\n" "510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set " "MCVRedeploys to the given value,0,1,510\n" +"606=Edit hate-value (Phobos),0,2,55,6,0,0,0,0,0, Edit the hate-value that" +" trigger houses to other houses. -1 works for all houses.,0,1,606\n" +"607=Clear hate-value (Phobos),0,2,0,0,0,0,0,0,0, Clear the hate-value " +"that trigger houses to other houses. -1 works for all houses.,0,1,607\n" +"608=Set force enemy (Phobos),0,0,2,0,0,0,0,0,0, Force an enemy, it will " +"not change with the change of hate-value. -1 will remove the forced " +"enemy, -2 will never have any enemies.,0,1,608\n" "\n" "; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)\n" "[ScriptTypeLists]\n" @@ -1024,21 +1038,21 @@ msgstr "" "26=Global variables,-5\n" "27=Global variables,-6\n" -#: ../../Whats-New.md:306 +#: ../../Whats-New.md:309 msgid "Changelog" msgstr "更新日志" -#: ../../Whats-New.md:308 +#: ../../Whats-New.md:311 msgid "Version TBD (develop branch nightly builds)" msgstr "待定版本(开发分支每夜构建)" -#: ../../Whats-New.md:314 ../../Whats-New.md:398 ../../Whats-New.md:744 -#: ../../Whats-New.md:775 ../../Whats-New.md:978 ../../Whats-New.md:1006 -#: ../../Whats-New.md:1023 ../../Whats-New.md:1081 +#: ../../Whats-New.md:317 ../../Whats-New.md:407 ../../Whats-New.md:756 +#: ../../Whats-New.md:787 ../../Whats-New.md:990 ../../Whats-New.md:1018 +#: ../../Whats-New.md:1035 ../../Whats-New.md:1093 msgid "New:" msgstr "新增内容:" -#: ../../Whats-New.md:315 +#: ../../Whats-New.md:318 msgid "" "[Allow using waypoints, area guard and attack move with aircraft](Fixed-" "or-Improved-Logics.md#extended-aircraft-missions) (by CrimRecya)" @@ -1046,19 +1060,19 @@ msgstr "" "[允许战机使用路径点、区域警戒和移动攻击](Fixed-or-Improved-Logics.md#extended-aircraft-" "missions)(by CrimRecya)" -#: ../../Whats-New.md:316 +#: ../../Whats-New.md:319 msgid "" "[Enhanced Straight trajectory](New-or-Enhanced-Logics.md#straight-" "trajectory) (by CrimRecya)" msgstr "[增强的直线轨迹](New-or-Enhanced-Logics.md#straight-trajectory)(by CrimRecya)" -#: ../../Whats-New.md:317 +#: ../../Whats-New.md:320 msgid "" "[Enable building production queue](User-Interface.md#building-production-" "queue) (by CrimRecya)" msgstr "[启用建筑生产队列](User-Interface.md#building-production-queue)(by CrimRecya)" -#: ../../Whats-New.md:318 +#: ../../Whats-New.md:321 msgid "" "[Custom exit cell for infantry factory](Fixed-or-Improved-Logics.md" "#custom-exit-cell-for-infantry-factory) (by Starkku)" @@ -1066,7 +1080,7 @@ msgstr "" "[自定义兵营退出单元格](Fixed-or-Improved-Logics.md#custom-exit-cell-for-infantry-" "factory)(by Starkku)" -#: ../../Whats-New.md:319 +#: ../../Whats-New.md:322 msgid "" "[Option for vehicles to keep target when issued move command](Fixed-or-" "Improved-Logics.md#retain-target-on-movement-command) (by Starkku)" @@ -1074,7 +1088,7 @@ msgstr "" "[设置载具在发出移动命令时是否保持目标](Fixed-or-Improved-Logics.md#retain-target-on-" "movement-command)(by Starkku)" -#: ../../Whats-New.md:320 +#: ../../Whats-New.md:323 msgid "" "[Skip anim delay for burst fire](Fixed-or-Improved-Logics.md#skip-anim-" "delay-for-burst-fire) (by TaranDahl)" @@ -1082,7 +1096,7 @@ msgstr "" "[为有 `Burst` 的武器跳过建筑开火前摇动画](Fixed-or-Improved-Logics.md#skip-anim-delay-" "for-burst-fire)(by TaranDahl)" -#: ../../Whats-New.md:321 +#: ../../Whats-New.md:324 msgid "" "[Extending `Power` to all TechnoTypes](Fixed-or-Improved-Logics.md#power-" "drain-for-units) (by Morton)" @@ -1090,13 +1104,13 @@ msgstr "" "[将 `Power` 拓展到所有科技类型](Fixed-or-Improved-Logics.md#power-drain-for-" "units)(by Morton)" -#: ../../Whats-New.md:322 +#: ../../Whats-New.md:325 msgid "" "[New Parabola trajectory](New-or-Enhanced-Logics.md#parabola-trajectory) " "(by CrimRecya)" msgstr "[新的抛物线轨迹](New-or-Enhanced-Logics.md#parabola-trajectory)(by CrimRecya)" -#: ../../Whats-New.md:323 +#: ../../Whats-New.md:326 msgid "" "[Type select for buildings](User-Interface.md#type-select-for-buildings) " "(code by TaranDahl, doc by Ollerus)" @@ -1104,7 +1118,7 @@ msgstr "" "[建筑的类型选择](User-Interface.md#type-select-for-buildings)(代码 By TaranDahl,文档" " by Ollerus)" -#: ../../Whats-New.md:324 +#: ../../Whats-New.md:327 msgid "" "[Raise alert when technos are taking damage](New-or-Enhanced-Logics.md" "#raise-alert-when-technos-are-taking-damage) (by TaranDahl)" @@ -1112,7 +1126,7 @@ msgstr "" "[当科技类型受到伤害时发出警报](New-or-Enhanced-Logics.md#raise-alert-when-technos-are-" "taking-damage)(by TaranDahl)" -#: ../../Whats-New.md:325 +#: ../../Whats-New.md:328 msgid "" "[Enhanced Bombard trajectory](New-or-Enhanced-Logics.md#bombard-" "trajectory) (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)" @@ -1120,7 +1134,7 @@ msgstr "" "[增强的轰击轨迹](New-or-Enhanced-Logics.md#bombard-trajectory)(by CrimRecya 与 " "Ollerus,基于 NaotoYuuki 的知识)" -#: ../../Whats-New.md:326 +#: ../../Whats-New.md:329 msgid "" "[Toggle waypoint for building](Fixed-or-Improved-Logics.md#waypoints-for-" "buildings) (by TaranDahl)" @@ -1128,7 +1142,7 @@ msgstr "" "[建筑路径点开关](Fixed-or-Improved-Logics.md#waypoints-for-buildings)(by " "TaranDahl)" -#: ../../Whats-New.md:327 +#: ../../Whats-New.md:330 msgid "" "[Bunkerable checks dehardcode](Fixed-or-Improved-Logics.md#bunker-" "entering-check-dehardcode) (by TaranDahl)" @@ -1136,7 +1150,7 @@ msgstr "" "[坦克碉堡准入检查的去硬编码化](Fixed-or-Improved-Logics.md#bunker-entering-check-" "dehardcode)(by TaranDahl)" -#: ../../Whats-New.md:328 +#: ../../Whats-New.md:331 msgid "" "[No turret unit turn to the target](Fixed-or-Improved-Logics.md#unit-" "without-turret-always-turn-to-target) (by CrimRecya & TaranDahl)" @@ -1144,7 +1158,7 @@ msgstr "" "[无炮塔单位转向目标](Fixed-or-Improved-Logics.md#unit-without-turret-always-turn-" "to-target)(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:329 +#: ../../Whats-New.md:332 msgid "" "[Damage multiplier for different houses](New-or-Enhanced-Logics.md" "#damage-multiplier-for-different-houses) (by CrimRecya)" @@ -1152,15 +1166,15 @@ msgstr "" "[对不同所属方的伤害修正比](New-or-Enhanced-Logics.md#damage-multiplier-for-different-" "houses)(by CrimRecya)" -#: ../../Whats-New.md:330 +#: ../../Whats-New.md:333 msgid "Customizable duration for electric bolts (by Starkku)" msgstr "自定义 EBolt 电弧持续时间(by Starkku)" -#: ../../Whats-New.md:331 +#: ../../Whats-New.md:334 msgid "Customizable FLH tracking for electric bolts (by Starkku)" msgstr "自定义 EBolt 跟随 FLH(by Starkku)" -#: ../../Whats-New.md:332 +#: ../../Whats-New.md:335 msgid "" "[Extended gattling rate down logic](New-or-Enhanced-Logics.md#extended-" "gattling-rate-down-logic) (by CrimRecya)" @@ -1168,7 +1182,7 @@ msgstr "" "[拓展的盖特掉档逻辑](New-or-Enhanced-Logics.md#extended-gattling-rate-down-" "logic)(by CrimRecya)" -#: ../../Whats-New.md:333 +#: ../../Whats-New.md:336 msgid "" "[Sell or undeploy building on impact](New-or-Enhanced-Logics.md#sell-or-" "undeploy-building-on-impact) (by CrimRecya)" @@ -1176,7 +1190,7 @@ msgstr "" "[弹头将建筑出售或反部署](New-or-Enhanced-Logics.md#sell-or-undeploy-building-on-" "impact)(by CrimRecya)" -#: ../../Whats-New.md:334 +#: ../../Whats-New.md:337 msgid "" "[No rearm and reload in EMP or temporal](New-or-Enhanced-Logics.md#no-" "rearm-and-reload-in-emp-or-temporal) (by CrimRecya)" @@ -1184,7 +1198,7 @@ msgstr "" "[EMP 或超时空停止 CD](New-or-Enhanced-Logics.md#no-rearm-and-reload-in-emp-or-" "temporal)(by CrimRecya)" -#: ../../Whats-New.md:335 +#: ../../Whats-New.md:338 msgid "" "[Technos recount current burst index when change the firing weapon](New-" "or-Enhanced-Logics.md#recount-burst-index) (by CrimRecya)" @@ -1192,11 +1206,11 @@ msgstr "" "[科技类型在更换开火武器时重置当前连发索引](New-or-Enhanced-Logics.md#recount-burst-index)(by " "CrimRecya)" -#: ../../Whats-New.md:336 +#: ../../Whats-New.md:339 msgid "Shield armor inheritance customization (by Ollerus)" msgstr "自定义护盾继承单位护甲(by Ollerus)" -#: ../../Whats-New.md:337 +#: ../../Whats-New.md:340 msgid "" "[Damaged unit image changes](New-or-Enhanced-Logics.md#damaged-unit-" "image-changes) (by Fryone)" @@ -1204,7 +1218,7 @@ msgstr "" "[单位伤残更换图像](New-or-Enhanced-Logics.md#damaged-unit-image-changes)(by " "Fryone)" -#: ../../Whats-New.md:338 +#: ../../Whats-New.md:341 msgid "" "[Customizable spawns queue](New-or-Enhanced-Logics.md#customizable-" "spawns-queue) (by TwinkleStar)" @@ -1212,13 +1226,13 @@ msgstr "" "[自定义子机序列](New-or-Enhanced-Logics.md#customizable-spawns-queue)(by " "TwinkleStar)" -#: ../../Whats-New.md:339 +#: ../../Whats-New.md:342 msgid "" "[Initial spawns number](New-or-Enhanced-Logics.md#initial-spawns-number) " "(by TwinkleStar)" msgstr "[初始子机数量](New-or-Enhanced-Logics.md#initial-spawns-number)(by TwinkleStar)" -#: ../../Whats-New.md:340 +#: ../../Whats-New.md:343 msgid "" "[Override target under EMP attack behavior](New-or-Enhanced-Logics.md" "#forcing-specific-weapon-against-certain-targets) (By FS-21)" @@ -1226,7 +1240,7 @@ msgstr "" "[覆盖对被 EMP 瘫痪的目标的攻击行为](New-or-Enhanced-Logics.md#forcing-specific-weapon-" "against-certain-targets)(by FS-21)" -#: ../../Whats-New.md:341 +#: ../../Whats-New.md:344 msgid "" "[Aircraft spawner recycling improvements (custom offset, animation etc" ".)](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by " @@ -1235,7 +1249,7 @@ msgstr "" "[子机回收增强(自定义坐标、动画等)](New-or-Enhanced-Logics.md#aircraft-spawner-" "customizations)(by TaranDahl)" -#: ../../Whats-New.md:342 +#: ../../Whats-New.md:345 msgid "" "[Technos can maintain a suitable distance after firing](New-or-Enhanced-" "Logics.md#keep-range-after-firing) (by CrimRecya)" @@ -1243,7 +1257,7 @@ msgstr "" "[单位在开火后与目标保持适当的距离](New-or-Enhanced-Logics.md#keep-range-after-firing)(by " "CrimRecya)" -#: ../../Whats-New.md:343 +#: ../../Whats-New.md:346 msgid "" "[Projectile subject to ground check before firing](New-or-Enhanced-" "Logics.md#projectiles-blocked-by-land-or-water) (by CrimRecya)" @@ -1251,7 +1265,7 @@ msgstr "" "[开火前检查抛射体是否抢地](New-or-Enhanced-Logics.md#projectiles-blocked-by-land-or-" "water)(by CrimRecya)" -#: ../../Whats-New.md:344 +#: ../../Whats-New.md:347 msgid "" "[Delay automatic attack on the controlled unit](Fixed-or-Improved-" "Logics.md#delay-automatic-attack-on-the-controlled-unit) (by CrimRecya)" @@ -1259,7 +1273,7 @@ msgstr "" "[攻击被心控单位的延迟](Fixed-or-Improved-Logics.md#delay-automatic-attack-on-the-" "controlled-unit)(by CrimRecya)" -#: ../../Whats-New.md:345 +#: ../../Whats-New.md:348 msgid "" "[`BombParachute` deglobalization](Fixed-or-Improved-Logics.md#bomb-" "parachute-anim-deglobalization) (by TaranDahl)" @@ -1267,7 +1281,7 @@ msgstr "" "[抛射体自定义 `BombParachute`](Fixed-or-Improved-Logics.md#bomb-parachute-anim-" "deglobalization)(by TaranDahl)" -#: ../../Whats-New.md:346 +#: ../../Whats-New.md:349 msgid "" "[Sinkablity and sinking speed customization](Fixed-or-Improved-Logics.md" "#sinking-behavior-dehardcode) (by TaranDahl)" @@ -1275,23 +1289,23 @@ msgstr "" "[自定义能否沉没以及沉没速度](Fixed-or-Improved-Logics.md#sinking-behavior-" "dehardcode)(by TaranDahl)" -#: ../../Whats-New.md:347 +#: ../../Whats-New.md:350 msgid "" "[Fast access vehicle](New-or-Enhanced-Logics.md#fast-access-vehicle) (by " "CrimRecya)" msgstr "[快速上车](New-or-Enhanced-Logics.md#fast-access-vehicle)(by CrimRecya)" -#: ../../Whats-New.md:348 +#: ../../Whats-New.md:351 msgid "Laser, electric bolt and rad beam scatter (by CrimRecya)" msgstr "激光、EBolt 和辐射波的散布(by CrimRecya)" -#: ../../Whats-New.md:349 +#: ../../Whats-New.md:352 msgid "" "[Airburst weapon firing/source coordinate customizations](Fixed-or-" "Improved-Logics.md#airburst--splits) (by Starkku)" msgstr "[自定义空爆武器中心坐标](Fixed-or-Improved-Logics.md#airburst--splits)(by Starkku)" -#: ../../Whats-New.md:350 +#: ../../Whats-New.md:353 msgid "" "[AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-" "flh-customizations) (by Starkku)" @@ -1299,7 +1313,7 @@ msgstr "" "[AlternateFLH 跟随炮塔开关](Fixed-or-Improved-Logics.md#alternate-flh-" "customizations)(by Starkku)" -#: ../../Whats-New.md:351 +#: ../../Whats-New.md:354 msgid "" "[Fire weapon when Warhead kills something](New-or-Enhanced-Logics.md" "#fire-weapon-when-warhead-kills-something) (by Ollerus)" @@ -1307,7 +1321,7 @@ msgstr "" "[击杀武器](New-or-Enhanced-Logics.md#fire-weapon-when-warhead-kills-" "something)(by Ollerus)" -#: ../../Whats-New.md:352 +#: ../../Whats-New.md:355 msgid "" "[Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-" "customization) (by TaranDahl)" @@ -1315,7 +1329,7 @@ msgstr "" "[自定义匍匐速度](Fixed-or-Improved-Logics.md#prone-speed-customization)(by " "TaranDahl)" -#: ../../Whats-New.md:353 +#: ../../Whats-New.md:356 msgid "" "[Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-" "Logics.md#damaged-speed-customization) (by NetsuNegi)" @@ -1323,7 +1337,7 @@ msgstr "" "[自定义单位 `Locomotor=(Drive/Ship)` 且处于伤残状态时的速度比率](Fixed-or-Improved-" "Logics.md#damaged-speed-customization)(by NetsuNegi)" -#: ../../Whats-New.md:354 +#: ../../Whats-New.md:357 msgid "" "[Customize overpower logic](Fixed-or-Improved-Logics.md#customize-" "overpower-logic) (by NetsuNegi)" @@ -1331,13 +1345,13 @@ msgstr "" "[自定义过载逻辑](Fixed-or-Improved-Logics.md#customize-overpower-logic)(by " "NetsuNegi)" -#: ../../Whats-New.md:355 +#: ../../Whats-New.md:358 msgid "" "[Promotion animation deglobalization](New-or-Enhanced-Logics.md" "#promotion-animation) (by Ollerus)" msgstr "[自定义升级动画](New-or-Enhanced-Logics.md#promotion-animation)(by Ollerus)" -#: ../../Whats-New.md:356 +#: ../../Whats-New.md:359 msgid "" "Enhanced [reveal](New-or-Enhanced-Logics.md#reveal-map-for-owner-on-" "impact) & [gap](New-or-Enhanced-Logics.md#shroud-map-for-enemies-on-" @@ -1347,7 +1361,7 @@ msgstr "" "impact\">揭示弹与[黑幕弹](New-or-Enhanced-Logics.md#shroud-map-for-enemies-" "on-impact)(by NetsuNegi)" -#: ../../Whats-New.md:357 +#: ../../Whats-New.md:360 msgid "" "[Forcing specific weapon by range](New-or-Enhanced-Logics.md#forcing-" "specific-weapon-against-certain-targets) (by Ollerus)" @@ -1355,7 +1369,7 @@ msgstr "" "[根据射程选取武器](New-or-Enhanced-Logics.md#forcing-specific-weapon-against-" "certain-targets)(by Ollerus)" -#: ../../Whats-New.md:358 +#: ../../Whats-New.md:361 msgid "" "[Jumpjet Tilts While Moving](New-or-Enhanced-Logics.md#jumpjet-tilts-" "while-moving) (by CrimRecya)" @@ -1363,7 +1377,7 @@ msgstr "" "[Jumpjet 在移动时倾斜](New-or-Enhanced-Logics.md#jumpjet-tilts-while-moving)(by" " CrimRecya)" -#: ../../Whats-New.md:359 +#: ../../Whats-New.md:362 msgid "" "[Spawned aircraft facing to match turret toggle](New-or-Enhanced-" "Logics.md#aircraft-spawner-customizations) (by Starkku)" @@ -1371,19 +1385,19 @@ msgstr "" "[子机生成时对齐炮塔方向的开关](New-or-Enhanced-Logics.md#aircraft-spawner-" "customizations)(by Starkku)" -#: ../../Whats-New.md:360 +#: ../../Whats-New.md:363 msgid "" "[Removed dependency on `blowfish.dll`](Miscellanous.md#blowfish-" "dependency) (by ZivDero)" msgstr "[移除 `blowfish.dll` 依赖](Miscellanous.md#blowfish-dependency)(by ZivDero)" -#: ../../Whats-New.md:361 +#: ../../Whats-New.md:364 msgid "" "[Warhead that can not kill](New-or-Enhanced-Logics.md#warhead-that-can-" "not-kill) (by FS-21)" msgstr "[弹头击杀限制](New-or-Enhanced-Logics.md#warhead-that-can-not-kill)(by FS-21)" -#: ../../Whats-New.md:362 +#: ../../Whats-New.md:365 msgid "" "[Customize parasite culling targets](Fixed-or-Improved-Logics.md" "#customizing-parasite-culling-targets) (by NetsuNegi)" @@ -1391,69 +1405,105 @@ msgstr "" "[自定义寄生秒杀目标](Fixed-or-Improved-Logics.md#customizing-parasite-culling-" "targets)(by NetsuNegi)" -#: ../../Whats-New.md:363 +#: ../../Whats-New.md:366 msgid "" "[Overload characteristic dehardcoded](New-or-Enhanced-Logics.md#overload-" "characteristic-dehardcoded) (by Otamaa)" msgstr "" -"[过载特性去硬编码](New-or-Enhanced-Logics.md#overload-" -"characteristic-dehardcoded)(by Otamaa)" +"[过载特性去硬编码](New-or-Enhanced-Logics.md#overload-characteristic-" +"dehardcoded)(by Otamaa)" -#: ../../Whats-New.md:364 +#: ../../Whats-New.md:367 msgid "" "[RadarInvisible for non-enemy house](Fixed-or-Improved-Logics.md" "#radarinvisible-for-non-enemy-house) (By TaranDahl)" msgstr "" -"[不仅限于敌方的 `RadarInvisible`](Fixed-or-Improved-Logics.md" -"#radarinvisible-for-non-enemy-house)(By TaranDahl)" +"[不仅限于敌方的 `RadarInvisible`](Fixed-or-Improved-Logics.md#radarinvisible-" +"for-non-enemy-house)(By TaranDahl)" -#: ../../Whats-New.md:365 +#: ../../Whats-New.md:368 msgid "" "New `Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for " "shields (by FS-21)" -msgstr "" -"护盾新增功能 `Pips.HideIfNoStrength` 与 `SelfHealing.EnabledBy`(by FS-21)" +msgstr "护盾新增功能 `Pips.HideIfNoStrength` 与 `SelfHealing.EnabledBy`(by FS-21)" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:369 msgid "" "[Customize harvester dump amount](Fixed-or-Improved-Logics.md#customize-" "harvester-dump-amount) (by NetsuNegi)" msgstr "" -"[自定单次倒矿量](Fixed-or-Improved-Logics.md#customize-" -"harvester-dump-amount)(by NetsuNegi)" +"[自定单次倒矿量](Fixed-or-Improved-Logics.md#customize-harvester-dump-amount)(by" +" NetsuNegi)" + +#: ../../Whats-New.md:370 +msgid "[Select box logic](User-Interface.md#select-box) (by NetsuNegi)" +msgstr "[选择框逻辑](User-Interface.md#select-box)(by NetsuNegi)" + +#: ../../Whats-New.md:371 +msgid "" +"[Customize airstrike targets](Fixed-or-Improved-Logics.md#airstrike-" +"target-eligibility) (by NetsuNegi)" +msgstr "" +"[自定义空袭目标](Fixed-or-Improved-Logics.md#airstrike-target-eligibility)(by " +"NetsuNegi)" + +#: ../../Whats-New.md:372 +msgid "" +"[Aggressive attack move mission](New-or-Enhanced-Logics.md#aggressive-" +"attack-move-mission) (by CrimRecya)" +msgstr "" +"[侵略性移动攻击命令](New-or-Enhanced-Logics.md#aggressive-attack-move-mission)(by " +"CrimRecya)" + +#: ../../Whats-New.md:373 +msgid "" +"[Amphibious access vehicle](New-or-Enhanced-Logics.md#amphibious-access-" +"vehicle) (by CrimRecya)" +msgstr "" +"[两栖载具装载拓展](New-or-Enhanced-Logics.md#amphibious-access-vehicle)(by " +"CrimRecya)" + +#: ../../Whats-New.md:374 +msgid "" +"[Allow miners do area guard](Fixed-or-Improved-Logics.md#allow-miners-do-" +"area-guard) (by TaranDahl)" +msgstr "" +"[允许矿车区域警戒](Fixed-or-Improved-Logics.md#allow-miners-do-area-guard)(by " +"TaranDahl)" + +#: ../../Whats-New.md:375 +msgid "" +"[Make harvesters do addtional scan after unload](Fixed-or-Improved-" +"Logics.md#make-harvesters-do-addtional-scan-after-unload) (by TaranDahl)" +msgstr "" +"[使矿车卸载后重新扫描较近的矿区](Fixed-or-Improved-Logics.md#make-harvesters-do-" +"addtional-scan-after-unload)(by TaranDahl)" -#: ../../Whats-New.md:368 ../../Whats-New.md:562 ../../Whats-New.md:875 -#: ../../Whats-New.md:984 ../../Whats-New.md:1009 ../../Whats-New.md:1048 -#: ../../Whats-New.md:1093 +#: ../../Whats-New.md:377 ../../Whats-New.md:571 ../../Whats-New.md:887 +#: ../../Whats-New.md:996 ../../Whats-New.md:1021 ../../Whats-New.md:1060 +#: ../../Whats-New.md:1105 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:369 +#: ../../Whats-New.md:378 msgid "" "Fixed sidebar not updating queued unit numbers when adding or removing " "units when the production is on hold (by CrimRecya)" msgstr "修复侧边栏在生产暂停时添加或去除订单未能更新预购单位队列数量的问题(by CrimRecya)" -#: ../../Whats-New.md:370 +#: ../../Whats-New.md:379 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker (by TaranDahl)" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡(by TaranDahl)" -#: ../../Whats-New.md:371 -msgid "" -"Fixed an issue that harvesters with amphibious movement zone can not " -"automatically return to refineries with `WaterBound` on water surface (by" -" NetsuNegi)" -msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题(by NetsuNegi)" - -#: ../../Whats-New.md:372 +#: ../../Whats-New.md:380 msgid "" "Buildings with foundation bigger than 1x1 can now recycle spawned " "correctly (by TaranDahl)" msgstr "占地面积超过 1x1 的建筑现在可以正常回收子机(by TaranDahl)" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:381 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -1462,7 +1512,7 @@ msgstr "" "修复了 `MovementZone=AmphibiousDestroyer` 与 `MovementZone=AmphibiousCrusher`" " 的单位无法进入水上建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:374 +#: ../../Whats-New.md:382 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -1471,7 +1521,7 @@ msgstr "" "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题(by " "CrimRecya)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:383 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -1479,321 +1529,324 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:376 +#: ../../Whats-New.md:384 msgid "" "Fixed the bug that harvester dont stop unloading and cannot unload cargos" " anymore when lifting by `IsLocomotor=yes` warhead (by NetsuNegi)" -msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug(by NetsuNegi)" +msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:377 +#: ../../Whats-New.md:385 msgid "" "Fixed an issue that units on the slope tilted at an excessive angle (by " "CrimRecya & NetsuNegi)" msgstr "修复了单位在斜坡上倾斜角度过大的问题(by CrimRecya 与 NetsuNegi)" -#: ../../Whats-New.md:378 +#: ../../Whats-New.md:386 msgid "" "Fixed an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding (by" " CrimRecya)" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题(by CrimRecya)" -#: ../../Whats-New.md:379 +#: ../../Whats-New.md:387 msgid "" "Fixed an issue that impassable invisible barrier generated by the " "behavior of infantry continuously entering vehicles (by CrimRecya)" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题(by CrimRecya)" -#: ../../Whats-New.md:380 +#: ../../Whats-New.md:388 msgid "" "Fixed an issue that teleport units board transport vehicles on the bridge" " will create an impassable invisible barrier, which may cause the game to" " freeze or even crash (by NetsuNegi)" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题(by NetsuNegi)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:389 msgid "" "Fixed an issue that moving MCV with Teleport locomotion will cause " "reconnection error (by CrimRecya)" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题(by CrimRecya)" -#: ../../Whats-New.md:382 +#: ../../Whats-New.md:390 msgid "" "Fixed wrong shadow when a vehicle has hover locomotor and is being lifted" " by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影(by NetsuNegi)" -#: ../../Whats-New.md:383 +#: ../../Whats-New.md:391 msgid "" -"Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " -"enter an occupiable building that has been removed and is not real dead " -"(by CrimRecya)" -msgstr "" -"修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)(by CrimRecya)" +"Separated the AirstrikeClass pointer between the attacker/aircraft and " +"the target to avoid erroneous overwriting issues (by NetsuNegi)" +msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题(by NetsuNegi)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:392 msgid "" -"Fixed an issue that game crashes when spawnee has been removed and is not" -" real dead (by CrimRecya)" -msgstr "" -"修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题(by CrimRecya)" +"Fixed the bug that buildings will always be tinted as airstrike owner (by" +" NetsuNegi)" +msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug(by NetsuNegi)" + +#: ../../Whats-New.md:393 +msgid "" +"Fixed the issue where computer players did not search for new enemies " +"after defeating them or forming alliances with them (by FlyStar)" +msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题(FlyStar)" -#: ../../Whats-New.md:386 ../../Whats-New.md:670 ../../Whats-New.md:747 -#: ../../Whats-New.md:911 ../../Whats-New.md:952 ../../Whats-New.md:964 -#: ../../Whats-New.md:987 ../../Whats-New.md:997 ../../Whats-New.md:1013 -#: ../../Whats-New.md:1061 ../../Whats-New.md:1072 +#: ../../Whats-New.md:395 ../../Whats-New.md:682 ../../Whats-New.md:759 +#: ../../Whats-New.md:923 ../../Whats-New.md:964 ../../Whats-New.md:976 +#: ../../Whats-New.md:999 ../../Whats-New.md:1009 ../../Whats-New.md:1025 +#: ../../Whats-New.md:1073 ../../Whats-New.md:1084 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:387 +#: ../../Whats-New.md:396 msgid "" -"Fixed an issue that MCV will self-destruct when using trigger 107 to " -"teleport (by CrimRecya)" -msgstr "修复了使用 107 号触发传送时 MCV 会自毁的问题(by CrimRecya)" +"Fixed the bug that `AllowAirstrike=no` cannot completely prevent air " +"strikes from being launched against it (by NetsuNegi)" +msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:389 ../../Whats-New.md:722 ../../Whats-New.md:940 +#: ../../Whats-New.md:398 ../../Whats-New.md:734 ../../Whats-New.md:952 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:399 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades (by Ollerus)" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" -#: ../../Whats-New.md:391 ../../Whats-New.md:736 +#: ../../Whats-New.md:400 ../../Whats-New.md:748 msgid "" "Taking over Ares' AlphaImage respawn logic to reduce lags from it (by " "NetsuNegi)" msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿(by NetsuNegi)" -#: ../../Whats-New.md:394 +#: ../../Whats-New.md:403 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:408 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:400 +#: ../../Whats-New.md:409 msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" msgstr "在目标单元格处引爆弹头或武器(by Starkku)" -#: ../../Whats-New.md:401 +#: ../../Whats-New.md:410 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:402 +#: ../../Whats-New.md:411 msgid "Launching Super Weapons on building infiltration (by Morton)" msgstr "允许在建筑被渗透时发射超级武器(by Morton)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:412 msgid "Building airstrike target eligibility customization (by Starkku)" msgstr "自定义建筑能否作为空袭目标(by Starkku)" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:413 msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" msgstr "伊文炸弹引爆与图像显示于建筑中心(by Starkku)" -#: ../../Whats-New.md:405 +#: ../../Whats-New.md:414 msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" msgstr "强制对隐形或伪装中的目标使用特定武器(by Starkku)" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:415 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:416 msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘(by ststl)" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:417 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:409 +#: ../../Whats-New.md:418 msgid "Shields can inherit Techno ArmorType (by Starkku)" msgstr "护盾可以继承科技类型护甲(by Starkku)" -#: ../../Whats-New.md:410 +#: ../../Whats-New.md:419 msgid "" "Income money flying-string display when harvesters or slaves are docking " "to refineries or when spies steal credits (by Trsdy)" msgstr "矿车、奴隶对接矿场或间谍窃取资金时的 flying-string 显示(by Trsdy)" -#: ../../Whats-New.md:411 +#: ../../Whats-New.md:420 msgid "Allow random crates to be generated only on lands (by Trsdy)" msgstr "允许随机工具箱仅生成在陆地(by Trsdy)" -#: ../../Whats-New.md:412 +#: ../../Whats-New.md:421 msgid "Iron-curtain effects on infantries and organic units (by ststl)" msgstr "允许在步兵和生物单位上使用铁幕效果(by ststl)" -#: ../../Whats-New.md:413 +#: ../../Whats-New.md:422 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:414 +#: ../../Whats-New.md:423 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:415 +#: ../../Whats-New.md:424 msgid "Customizable priority of superweapons timer sorting(by ststl)" msgstr "自定义超武计时器优先级(by ststl)" -#: ../../Whats-New.md:416 +#: ../../Whats-New.md:425 msgid "Customizable aircraft spawner spawn delay (by Starkku)" msgstr "自定义子机发射器生成间隔(by Starkku)" -#: ../../Whats-New.md:417 +#: ../../Whats-New.md:426 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:418 +#: ../../Whats-New.md:427 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:428 msgid "" "Customizable debris & meteor impact and warhead detonation behaviour (by " "Starkku & Otamaa)" msgstr "自定义碎片 & 流星撞击以及弹头引爆行为(by Starkku 与 Otamaa)" -#: ../../Whats-New.md:420 +#: ../../Whats-New.md:429 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:421 +#: ../../Whats-New.md:430 msgid "" "Multiple burst shots / burst delay within infantry firing sequence (by " "Starkku)" msgstr "步兵开火序列的多发 Burst/Burst 间隔(by Starkku)" -#: ../../Whats-New.md:422 +#: ../../Whats-New.md:431 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:432 msgid "" "Removal of hardcoded AA & Gattling weapon selection restrictions (by " "Starkku)" msgstr "移除硬编码的对空与盖特逻辑的武器选用限制(by Starkku)" -#: ../../Whats-New.md:424 +#: ../../Whats-New.md:433 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:425 +#: ../../Whats-New.md:434 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:426 +#: ../../Whats-New.md:435 msgid "" "Default campaign game speed override and custom campaign game speed FPS " "(by Morton)" msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS(by Morton)" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:436 msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" msgstr "允许/禁止 MCV 重部署的触发结果(by Trsdy)" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:437 msgid "" "`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" " (by Starkku)" msgstr "由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" -#: ../../Whats-New.md:429 +#: ../../Whats-New.md:438 msgid "Including INI files and inheriting INI sections (by Morton)" msgstr "包含 INI 文件与继承 INI 节(by Morton)" -#: ../../Whats-New.md:430 +#: ../../Whats-New.md:439 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:431 +#: ../../Whats-New.md:440 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:441 msgid "" "TechnoType target evaluation map zone check behaviour customization (by " "Starkku)" msgstr "自定义目标评估地图区域检查行为(by Starkku)" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:442 msgid "`CanC4=false` building zero damage toggle (by Starkku)" msgstr "`CanC4=false` 建筑的 0 伤害开关(by Starkku)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:443 msgid "OpenTopped transport target sharing customization (by Starkku)" msgstr "自定义 OpenTopped 运输工具共享目标(by Starkku)" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:444 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:445 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:446 msgid "" "`CreateUnit` improvements & additions (can spawn infantry and aircraft, " "units spawning in air, spawn animation) (by Starkku)" msgstr "`CreateUnit` 改进与增强(可以生成步兵和战机、单位可以在空中生成、生成动画)(by Starkku)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:447 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:448 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:440 +#: ../../Whats-New.md:449 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:450 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:451 msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" msgstr "允许加载物逻辑更改 SpySat 效果(by Otamaa)" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:452 msgid "" "Allow `ZShapePointMove` to apply during buildup via " "`ZShapePointMove.OnBuildup` (by Starkku)" msgstr "允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" -#: ../../Whats-New.md:444 +#: ../../Whats-New.md:453 msgid "" "`UndeploysInto` building selling buildup sequence length customization " "(by Starkku)" msgstr "自定义可反部署建筑出售序列动画长度(by Starkku)" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:454 msgid "" "Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" " (by Starkku)" msgstr "允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" -#: ../../Whats-New.md:446 +#: ../../Whats-New.md:455 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:447 +#: ../../Whats-New.md:456 msgid "TechnoType conversion on ownership change (by Trsdy)" msgstr "科技类型根据操作者改变而变形(by Trsdy)" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:457 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:458 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -1802,35 +1855,35 @@ msgstr "" "围绕目标旋转的自定义运动模式示例实现(注:仅限开发者使用)(by Kerbiter、CCHyper,Otamaa 提供协助;基于 CnCVK " "的早期尝试)" -#: ../../Whats-New.md:450 +#: ../../Whats-New.md:459 msgid "" "Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" " & Trsdy)" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:460 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:452 +#: ../../Whats-New.md:461 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:453 +#: ../../Whats-New.md:462 msgid "" "Chrono sparkle animation display customization and improvements (by " "Starkku)" msgstr "超时空闪烁动画显示的自定义与改进(by Starkku)" -#: ../../Whats-New.md:454 +#: ../../Whats-New.md:463 msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "超时空传送到敌方基地的动作脚本(by Starkku)" -#: ../../Whats-New.md:455 +#: ../../Whats-New.md:464 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:456 +#: ../../Whats-New.md:465 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -1838,37 +1891,37 @@ msgstr "" "数字化显示生命值和护盾值(by ststl、FlyStar、NaotoYuuki、Saigyouji、JunJacobYoung,基于 " "DeathFish 的知识)" -#: ../../Whats-New.md:457 +#: ../../Whats-New.md:466 msgid "" "PipScale pip customizations (size, ammo / spawn / tiberium frames or " "offsets) (by Starkku)" msgstr "自定义各 PipScale 的 pip(大小、弹药/子机/矿石帧或偏移)(by Starkku)" -#: ../../Whats-New.md:458 +#: ../../Whats-New.md:467 msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" msgstr "根据弹药自动部署/阻止部署(by Fryone)" -#: ../../Whats-New.md:459 +#: ../../Whats-New.md:468 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:460 +#: ../../Whats-New.md:469 msgid "Unhardcoded timer blinking color scheme (by Starkku)" msgstr "对计时器闪烁的配色方案去硬编码(by Starkku)" -#: ../../Whats-New.md:461 +#: ../../Whats-New.md:470 msgid "" "Customizing shield self-healing timer restart when shield is damaged (by " "Starkku)" msgstr "自定义护盾受击重置自愈计时器(by Starkku)" -#: ../../Whats-New.md:462 +#: ../../Whats-New.md:471 msgid "" "Customizing minimum & maximum amount of damage shield can take from a " "single hit (by Starkku)" msgstr "自定义护盾单次可承受的最小与最大伤害(by Starkku)" -#: ../../Whats-New.md:463 +#: ../../Whats-New.md:472 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -1876,39 +1929,39 @@ msgstr "" "`AutoDeath.Technos(Dont)Exist` 可计入 Limbo 状态(不在地图上,例如在运输工具中等)的科技类型(by " "Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:473 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:465 +#: ../../Whats-New.md:474 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:466 +#: ../../Whats-New.md:475 msgid "Owner-only sound on unit creation (by Fryone)" msgstr "单位创建时仅对所有者播放音效(by Fryone)" -#: ../../Whats-New.md:467 +#: ../../Whats-New.md:476 msgid "" "Allow using `Secondary` weapon against walls if `Primary` cannot target " "them (by Starkku)" msgstr "如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:477 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:478 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下快捷键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:479 msgid "" "\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " "events (by Morton)" msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件(by Morton)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:480 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -1916,23 +1969,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:481 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" msgstr "自定义直线轨迹引爆和瞬移距离以及穿透选项(by Starkku)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:482 msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" msgstr "空袭与间谍飞机固定生成距离与高度(by Starkku)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:483 msgid "" "Allow enabling application of `Verses` and `PercentAtMax` for negative " "damage (by Starkku)" msgstr "允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:484 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -1941,250 +1994,250 @@ msgstr "" "除 `PlacementGrid.Translucency` 外允许在启用 `PlacementPreview` 时使用 " "`PlacementGrid.TranslucencyWithPreview` 设置预览格子的透明度(by Belonit)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:485 msgid "Show briefing screen on singleplayer mission start (by Starkku)" msgstr "单人任务开始时显示简报屏幕(by Starkku)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:486 msgid "" "Allow setting mission par times and related messages in `missionmd.ini` " "(by Starkku)" msgstr "允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:487 msgid "" "Allow setting default singleplayer map loading screen and briefing " "offsets (by Starkku)" msgstr "允许设置单人游戏载入图与简报的偏移(by Starkku)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:488 msgid "" "Allow toggling whether or not fire particle systems adjust target " "coordinates when firer rotates (by Starkku)" msgstr "允许开关 Fire 粒子系统是否在开火者旋转时调整目标坐标(by Starkku)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:489 msgid "`AmbientDamage` warhead & main target ignore customization (by Starkku)" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标(by Starkku)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:490 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:491 msgid "Customizable DropPod properties on a per-InfantryType basis (by Trsdy)" msgstr "自定义每个步兵的 DropPod 参数(by Trsdy)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:492 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:493 msgid "" "Allow customizing aircraft landing direction per aircraft or per dock (by" " Starkku)" msgstr "允许每个战机和机场自定义战机着陆方向(by Starkku)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:494 msgid "" "Allow animations to play sounds detached from audio event handler (by " "Starkku)" msgstr "允许动画播放独立于音频事件处理程序的音效(by Starkku)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:495 msgid "Game save option when starting campaigns (by Trsdy)" msgstr "开始游戏时是否自动存档的开关(by Trsdy)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:496 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:497 msgid "" "Option to have `Grinding.Weapon` require accumulated credits from " "grinding (by Starkku)" msgstr "可以设置 `Grinding.Weapon` 需要通过回收来积累足够的资金(by Starkku)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:498 msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑(by ZivDero)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:499 msgid "" "Recreate the weed-charging of SWs like the TS Chemical Missile (by " "ZivDero)" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果(by ZivDero)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:500 msgid "Allow to change the speed of gas particles (by ZivDero)" msgstr "允许更改 gas 粒子的速度(by ZivDero)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:501 msgid "" "Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" " keys (by Starkku)" msgstr "允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:502 msgid "" "Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" " being sold (by Starkku)" msgstr "独立设置 `Explodes=true` 的建筑是否在拔起和出售时是否爆炸的开关(by Starkku)" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:503 msgid "" "Toggleable height-based shadow scaling for voxel air units (by Trsdy & " "Starkku)" msgstr "可开关的 Voxel 空中单位影子随高度缩放效果(by Trsdy 与 Starkku)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:504 msgid "" "User setting toggles for harvester counter & power delta indicator (by " "Starkku)" msgstr "用于矿车计数器和电力变动指示器的用户设置开关(by Starkku)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:505 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:497 +#: ../../Whats-New.md:506 msgid "" "Restore functionality of `[CrateRules] -> FreeMCV` with customizable " "credits threshold (by Starkku)" msgstr "复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:507 msgid "" "Allow customizing the number of vehicles required for unit crates to turn" " into money crates (by Starkku)" msgstr "允许自定义单位箱子转为钱箱所判定的载具数量阈值(by Starkku)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:508 msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" msgstr "每个 `CrateGoodie=true` 载具独立定义的重新随机概率(by Starkku)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:509 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:510 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:511 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:512 msgid "" "AttachEffect types with new features like custom tint and weapon range " "modifier (by Starkku)" msgstr "AE 类型支持自定义染色和武器射程修正等新功能(by Starkku)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:513 msgid "" "Force shield effect sync on deploy & vs. organic targets effect " "customization to complement the Iron Curtain ones (by Starkku)" msgstr "力场护盾在(反)部署时继承及针对有生物体的自定义铁幕功能补充(by Starkku)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:514 msgid "" "Map trigger action `41 Play Animation At...` now uses additional " "parameter to determine if animation can play sound, deal damage etc. (by " "Starkku)" msgstr "地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:515 msgid "" "Allow restricting how many times per frame a single radiation site can " "damage a building (by Starkku)" msgstr "允许限制同一辐射每帧对一个建筑造成杀伤的次数(by Starkku)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:516 msgid "" "Allow explicitly setting the superweapons AI uses for Chronoshift script " "actions (by Starkku)" msgstr "允许明确定义 AI 使用超时空传送脚本动作时所使用的超级武器(by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:517 msgid "" "Allow customizing Aircraft weapon strafing regardless of `ROT` and " "`Strafing.Shots` values beyond 5 (by Trsdy)" msgstr "允许自定义战机武器扫射功能不受 `ROT` 值限制且 `Strafing.Shots` 可以超过 5(by Trsdy)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:518 msgid "" "Allow strafing weapons to deduct ammo per shot instead of per strafing " "run (by Starkku)" msgstr "允许扫射武器按每次开火而非每次扫射扣除弹药(by Starkku)" -#: ../../Whats-New.md:510 +#: ../../Whats-New.md:519 msgid "" "Allow `CloakVisible=true` laser trails optinally be seen only if unit is " "detected (by Starkku)" msgstr "允许 `CloakVisible=true` 的激光尾迹仅在单位被检测到时可见(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:520 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode (by TaranDahl)" msgstr "遭遇战 AI「卖家冲锋」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:521 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by TaranDahl)" msgstr "遭遇战 AI「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:522 msgid "" "Customizing whether passengers are kicked out when an aircraft fires (by " "ststl)" msgstr "自定义战机开火时是否踹出乘客(by ststl)" -#: ../../Whats-New.md:514 +#: ../../Whats-New.md:523 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:524 msgid "" "Option to scatter `(Anim/Splash)List` animations around impact " "coordinates (by Starkku)" msgstr "自定义 `(Anim/Splash)List` 在引爆坐标周围散布(by Starkku)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:525 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:526 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:527 msgid "" "AI script action to jump back to previous script after picking a random " "script (by handama)" msgstr "随机跳转回先前步骤的 AI 脚本动作(by handama)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:528 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:529 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:530 msgid "" "Allow different technos to share build limit in a group (by ststl & " "Ollerus)" msgstr "允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:531 msgid "" "Map events `604-605` for checking if a specific Techno enters in a cell " "(by FS-21)" msgstr "用于检查特定科技类型是否进入单元格的 `604-605` 号地图触发条件(by FS-21)" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:532 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -2192,270 +2245,270 @@ msgstr "" "当 `[GlobalControls] -> DebugPlanningPaths=yes` " "时为玩家控制的所有单位绘制路径点路径而不是仅限玩家所属方的(by Trsdy)" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:533 msgid "`RemoveDisguise` now works on vehicle disguises (by Trsdy)" msgstr "允许 `RemoveDisguise` 作用于载具伪装效果(by Trsdy)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:534 msgid "" "Allow anchoring extended tooltips to the left side of the sidebar (by " "Trsdy)" msgstr "允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" -#: ../../Whats-New.md:526 +#: ../../Whats-New.md:535 msgid "" "Toggle to allow spawned aircraft to attack immediately after being " "spawned (by Starkku)" msgstr "子机生成后是否等待集结的开关(by Starkku)" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:536 msgid "`ZAdjust` for OverlayTypes (by Starkku)" msgstr "让覆盖物可以读取 `ZAdjust` 标签的值(by Starkku)" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:537 msgid "" "Allow customizing extra tint intensity for Iron Curtain & Force Shield " "(by Starkku)" msgstr "允许自定义铁幕和力场护盾的额外染色强度(by Starkku)" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:538 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565 (by Starkku)" msgstr "允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:539 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" msgstr "自定义钻地单位的地下水平移动高度和速度(by Starkku)" -#: ../../Whats-New.md:531 +#: ../../Whats-New.md:540 msgid "" "Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " "Starkku)" msgstr "允许弹头穿透铁幕或力场护盾(by Starkku)" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:541 msgid "Option for Warhead to remove all shield types at once (by Starkku)" msgstr "允许弹头一次性移除所有护盾类型(by Starkku)" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:542 msgid "" "Allow customizing voxel light source position (by Kerbiter & Morton, " "based on knowledge of thomassnedon)" msgstr "自定义 Voxel 光照角度(by Kerbiter 与 Morton,基于 thomassnedon 的知识)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:543 msgid "" "Option to fix voxel light source being offset and incorrectly tilting on " "slopes (by Kerbiter)" msgstr "允许使用无额外调整的 Voxel 光照角度计算方式,原版算法会导致在斜坡上使用错误的倾斜角度(by Kerbiter)" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:544 msgid "AI superweapon delay timer customization (by Starkku)" msgstr "自定义 AI 超级武器发射延迟(by Starkku)" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:545 msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" msgstr "排除特定工厂的多工厂加成(by Starkku)" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:546 msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" msgstr "自定义单位被超时空传送超武传送的延迟(by Starkku)" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:547 msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" msgstr "`FactoryPlant` 效果的受益类型限制(by Starkku)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:548 msgid "" "Customizable damage & 'crumbling' (destruction) frames for TerrainTypes " "(by Starkku)" msgstr "自定义地形对象残损与倒坍(摧毁)帧(by Starkku)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:549 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:550 msgid "Forbidding parallel AI queues for specific TechnoTypes (by Starkku)" msgstr "禁止特定科技类型的 AI 并行生产队列(by Starkku)" -#: ../../Whats-New.md:542 +#: ../../Whats-New.md:551 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:543 ../../Whats-New.md:548 +#: ../../Whats-New.md:552 ../../Whats-New.md:557 msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" msgstr "允许建筑被视为可摧毁的寻路障碍(by Starkku)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:553 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:545 +#: ../../Whats-New.md:554 msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" msgstr "自定义超级武器所在栏(by NetsuNegi)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:555 msgid "Customizing effect of level lighting on air units (by Starkku)" msgstr "自定义光照等级对空中单位的影响(by Starkku)" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:556 msgid "" "Reimplemented `Airburst` & `Splits` logic with more customization options" " (by Starkku)" msgstr "重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:558 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:559 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:560 msgid "Building unit repair customizations (by Starkku)" msgstr "在建筑上自定义单位维修参数(by Starkku)" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:561 msgid "" "Toggle to disallow buildings from providing build area during buildup (by" " Starkku)" msgstr "允许禁用建筑还在建造过程中就提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:562 msgid "" "Allow customizing which building types provide build area for a building " "(by Starkku)" msgstr "允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:563 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:555 +#: ../../Whats-New.md:564 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:565 msgid "Allow infantry to use land sequences in water (by Starkku)" msgstr "允许步兵在水中使用陆地序列(by Starkku)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:566 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps (by Starkku)" msgstr "`` 现在可以作为遭遇战/多人游戏地图预置对象的所有者(by Starkku)" -#: ../../Whats-New.md:558 +#: ../../Whats-New.md:567 msgid "Allow customizing charge turret delays per burst on a weapon (by Starkku)" msgstr "允许武器自定义充能炮塔变换间隔(by Starkku)" -#: ../../Whats-New.md:559 +#: ../../Whats-New.md:568 msgid "Draw visual effects for airburst weapons (by CrimRecya)" msgstr "空爆武器正常绘制武器特效(by CrimRecya)" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:569 msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" msgstr "现在单位的 `Speed` 支持小数(by Starkku)" -#: ../../Whats-New.md:563 +#: ../../Whats-New.md:572 msgid "" "Allow AI to repair structures built from base nodes/trigger action 125/SW" " delivery in single player missions (by Trsdy)" msgstr "允许 AI 在单人任务中修复由基地节点/125 号触发结果/超级武器所投送的建筑(by Trsdy)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:573 #, python-format msgid "" "Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " "(by Trsdy)" msgstr "令载具在 `OpenTopped` 运输工具中使用**运输工具的** `AlternateFLH%d`(by Trsdy)" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:574 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map. (by Trsdy, based on TwinkleStar's work)" msgstr "改进了升级工具箱在可见地图区域内生成位置的统计分布(by Trsdy,基于 TwinkleStar 的工作)" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:575 msgid "" "Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " "logic normally (by Trsdy)" msgstr "通过触发结果 7/80/107 生成的小队现在可以正常使用 IFV 和 `OpenTopped` 逻辑(by Trsdy)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:576 msgid "" "Prevented units from retaining previous order after ownership change (by " "Trsdy)" msgstr "单位在所属变更后不再保留原指令(by Trsdy)" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:577 msgid "" "Break the mind-control link when capturing a mind-controlled building " "with an engineer (by Trsdy)" msgstr "工程师占领被心灵控制的建筑时切断心灵控制链接(by Trsdy)" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:578 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations (by Starkku)" msgstr "修复了建造动画较长的建筑其 BibShape 会在建造过程中闪现的问题(by Starkku)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:579 msgid "Cloaked & disguised objects displaying to observers (by Starkku)" msgstr "观察者现在可以看到隐形和伪装的对象(by Starkku)" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:580 msgid "" "Cloaked objects from allies displaying to player in single player " "missions (by Trsdy)" msgstr "单人任务中玩家可以看到友军的隐形对象(by Trsdy)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:581 msgid "" "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" " (by Trsdy)" msgstr "地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" -#: ../../Whats-New.md:573 +#: ../../Whats-New.md:582 msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" msgstr "现在 `Suicide=yes` 的武器可以确保击杀开火者(by Trsdy)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:583 msgid "" "Made sure that vxl units being flipped over get killed instead of " "rotating up and down (by Trsdy)" msgstr "现在确保了被翻转的 Voxel 单位会被击杀而不是占据原单元格持续翻滚(不死亡)(by Trsdy)" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:584 msgid "" "Allow jumpjet units to visually tilt or be flipped over on the ground " "even if `TiltCrashJumpjet=no` (by Trsdy)" msgstr "允许 Jumpjet 单位即便 `TiltCrashJumpjet=no` 也可以显示倾斜或翻转效果(by Trsdy)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:585 msgid "" "Fixed the range for number of debris spawned by Warhead to use MaxDebris " "instead of MaxDebris - 1 (by Starkku)" msgstr "现在弹头碎片生成量上线正确使用 `MaxDebris` 而非 `MaxDebris - 1`(by Starkku)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:586 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land (by Starkku)" msgstr "修复了 `LandTargeting=1` 没有禁止瞄准陆地上的地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:587 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water (by Starkku)" msgstr "修复了 `NavalTargeting=6` 没有禁止瞄准空白水域或水上地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:579 +#: ../../Whats-New.md:588 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -2464,22 +2517,22 @@ msgstr "" "修复了 `NavalTargeting=7` 和/或 `LandTargeting=2` 仍允许使用主武器对陆地上的地形对象(树等)的问题(by " "Starkku)" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:589 msgid "" "Fixed an issue that causes objects in layers outside ground layer to not " "be sorted correctly (caused issues with animation and jumpjet layering " "for an instance) (by Starkku)" msgstr "修复非 ground 层物体排序异常所导致的问题(例如导致动画和 Jumpjet 图层排序错误)(by Starkku)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:590 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:591 msgid "Allow MCV to redeploy in campaigns (by Trsdy)" msgstr "允许 MCV 在战役中重部署(by Trsdy)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:592 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -2487,13 +2540,13 @@ msgstr "" "允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` " "的情况下被出售(by Trsdy)" -#: ../../Whats-New.md:584 +#: ../../Whats-New.md:593 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water (by Starkku)" msgstr "修复了无 `C4=true` 的步兵通过空降/超时空等方式进入水域会死亡的问题。即便它们正常情况下进入水域(by Starkku)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:594 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -2502,23 +2555,23 @@ msgstr "" "修复了 `WaterBound=true` 且拥有 `UndeployInto` 的建筑在反部署时无法正常设置载具移动位置的问题(by " "Starkku)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:595 msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" msgstr "允许 `AlternateFLH` 条目超过 5 个(by ststl)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:596 msgid "" "Buildings with `CanC4=false` will no longer take 1 point of positive " "damage if hit by negative damage (by Starkku)" msgstr "拥有 `CanC4=false` 的建筑在受到负值杀伤时不再获得 1 点正值伤害(by Starkku)" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:597 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" msgstr "使用抛射体 `AG=false` 的主武器的建筑现在在选中时正常显示攻击光标(by Starkku)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:598 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -2527,59 +2580,59 @@ msgstr "" "现在 `OpenTopped=true` 且拥有大于 1 的 `Burst` 的武器的运输工具其载员开火不再由于连发的序数而改变侧向偏移位置(by" " Starkku)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:599 msgid "" "Light tint created by a building is now able to be removed after loading " "the game (by Trsdy)" msgstr "现在建筑灯光效果可以正常在读档后移除(by Trsdy)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:600 msgid "Prevented crashing jumpjet units from firing (by Trsdy)" msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug(by Trsdy)" -#: ../../Whats-New.md:592 +#: ../../Whats-New.md:601 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed (by Starkku)" msgstr "修复了伪装的步兵在必要时没有使用自定义色盘来绘制伪装图像的问题(by Starkku)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:602 msgid "" "Reenabled the obsolete `[General] -> WarpIn` as default anim type when " "units are warping in (by Trsdy)" msgstr "重启废弃的 `[General] -> WarpIn` 作为单位超时空传送来的默认动画类型(by Trsdy)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:603 msgid "" "Fixed permanent health bar display for units targeted by temporal weapons" " upon mouse hover (by Trsdy)" msgstr "修复了被超时空武器攻击的单位其血条在鼠标掠过其上后不会消失的 Bug(by Trsdy)" -#: ../../Whats-New.md:595 +#: ../../Whats-New.md:604 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map (by Starkku)" msgstr "地图上预先放置的超级武器类建筑在游戏开始时不再显示 `SuperAnimThree`(by Starkku)" -#: ../../Whats-New.md:596 +#: ../../Whats-New.md:605 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do (by Starkku)" msgstr "现在 AI 玩家可以像人类玩家一样同时建造 `Naval=true` 与 `Naval=false` 的载具(by Starkku)" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:606 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (by Kerbiter)" msgstr "修复了 Jumpjet 单位在开始移动时会突然面向右下方向的 Bug(by Kerbiter)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:607 msgid "" "Suppressed the BuildingCaptured EVA events when capturing a building " "considered as a vehicle (by Trsdy)" msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报(by Trsdy)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:608 msgid "" "Objects with `Palette` set now have their color tint adjusted accordingly" " by superweapons, map retint actions etc. if they belong to a house using" @@ -2589,14 +2642,14 @@ msgstr "" "现在拥有 `Palette` 设置的对象可以正常根据超级武器、地图重绘光照行为等调整其色调。只要它们属于使用了任何配色方案的所属方而不仅限于 " "`[Colors]` 列表前半部分那些(by Starkku)" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:609 msgid "" "Animations using `AltPalette` are now remapped to their owner's color " "scheme instead of first listed color scheme and no longer draw over " "shroud (by Starkku)" msgstr "现在使用 `AltPalette` 的动画会被重映射到其所属方的配色方案而不再是被列出的第一个配色方案并且不再绘制于黑幕之上(by Starkku)" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:610 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -2605,13 +2658,13 @@ msgstr "" "修复了 `DeployToFire` 未考虑 `DeploysInto` 建筑的摆放规则并导致该功能无法与 `WaterBound` " "建筑一起正常工作的问题(by Starkku)" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:611 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy (by Starkku)" msgstr "修复了 `DeployToFire` 在当前无法部署时未能重新计算开火者在陆地上所处位置的问题(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:612 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -2619,67 +2672,67 @@ msgstr "" "现在可以通过设置 `Arcing.AllowElevationInaccuracy=false` 来修复 `Arcing=true` " "抛射体在有高程影响下的精度问题(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:613 msgid "" "Fixed position and layer of info tip and reveal production cameo on " "selected building (by Belonit)" msgstr "修复了被选中建筑上信息提示和显示生产图标的位置和图层问题(by Belonit)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:614 msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" msgstr "现在 `TurretOffset` 可以支持 Shape 载具了(by TwinkleStar)" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:615 msgid "" "`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " "when being captured by enemies (by Trsdy)" msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题(by Trsdy)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:616 msgid "" "Fixed a glitch related to incorrect target setting for missiles (by " "Belonit)" msgstr "修复导弹目标设置错误导致的图形问题(by Belonit)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:617 msgid "" "Skipped parsing `[Header]` section of compaign maps which led to " "occasional crashes on Linux (by Trsdy)" msgstr "跳过对战役地图 `[Header]` 小节的解析以修复 Linux 系统偶尔崩溃的问题(by Trsdy)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:618 msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" msgstr "修复了 EMP 状态下炮塔仍可转动炮塔以及 Jumpjet 单位仍旧浮动的问题(by Trsdy)" -#: ../../Whats-New.md:610 +#: ../../Whats-New.md:619 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes (by Starkku)" msgstr "修复了 `AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:620 msgid "" "Fixed railgun and fire particles being cut off by elevation changes (by " "Starkku)" msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:612 +#: ../../Whats-New.md:621 msgid "" "Fixed teleport units' frozen-still timer being reset after load game (by " "Trsdy)" msgstr "修复了超时空单位的僵直计时器在载入游戏后被清空的问题(by Trsdy)" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:622 msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" msgstr "修复了超时空运动模式的单位无法在斜坡上视觉性倾斜的问题(by Trsdy)" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:623 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" msgstr "修复了超时空和钻地单位无法视觉翻转的问题(by Trsdy)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:624 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -2688,89 +2741,89 @@ msgstr "" "现在战机在建筑上停靠时尊重 `[AudioVisual] -> PoseDir` " "作为默认设置而不总是朝向北方,或者在地图预置建筑上面向建筑的方向(by Starkku)" -#: ../../Whats-New.md:616 +#: ../../Whats-New.md:625 msgid "" "Spawned aircraft now align with the spawner's facing when landing (by " "Starkku)" msgstr "现在生成的子机在降落时会与其母舰的朝向对正(by Starkku)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:626 msgid "" "Fixed infantries attempted to entering buildings when waypointing " "together with engineer/agent/occupier/etc (by Trsdy)" msgstr "修复了步兵在与间谍/工程师/可驻军步兵等一起进入路径点时会尝试进入建筑的 Bug(by Trsdy)" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:627 msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果(by NetsuNegi)" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:628 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units (by Starkku)" msgstr "修复了在选中 `DeploysInto` 单位上显示光标时可能引起的不同步问题(by Starkku)" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:629 msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" msgstr "跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:630 msgid "" "Tint effects are now correctly applied to SHP vehicles and all types of " "aircraft as well as building animations regardless of their position (by " "Starkku)" msgstr "现在染色效果无论对象位置如何都会正确对 Shape 载具、所有类型的战机以及建筑动画生效(by Starkku)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:631 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color (by Starkku)" msgstr "现在被铁幕或力场护盾保护的对象将始终使用正确的染色效果(by Starkku)" -#: ../../Whats-New.md:623 +#: ../../Whats-New.md:632 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations (by Starkku)" msgstr "位于无效地图坐标中的对象不再用于初始视图和 AI 基地中心计算(by Starkku)" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:633 msgid "" "Units & buildings with `DecloakToFire=false` weapons can now cloak while " "targeting & reloading (by Starkku)" msgstr "现在拥有 `DecloakToFire=false` 武器的单位和建筑在瞄准和装填时会隐形(by Starkku)" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:634 msgid "" "Units with `Sensors=true` will no longer reveal ally buildings (by " "Starkku)" msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形(by Starkku)" -#: ../../Whats-New.md:626 +#: ../../Whats-New.md:635 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread` (by Starkku)" msgstr "现在具有大范围的目标检索和大 `CellSpread` 的弹头爆炸范围可靠的包含了空中单位(by Starkku)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:636 msgid "" "Weapons with `AA=true` Projectile can now correctly fire at air units " "when both firer and target are over a bridge (by Starkku)" msgstr "现在当开火者和目标都在桥上时拥有 `AA=true` 抛射体的武器可以正确的对空中单位射击(by Starkku)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:637 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette (by NetsuNegi)" msgstr "修复了伪装单位在目标具有自定义调色盘时未使用正确调色盘的问题(by NetsuNegi)" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:638 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible " "(by Starkku)" msgstr "现在建筑加载物将尽可能一致地使用与加载物 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置(by Starkku)" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:639 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -2780,19 +2833,19 @@ msgstr "" "现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` " "那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面(by Starkku)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:640 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry (by Starkku)" msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题(by Starkku)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:641 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast (by NetsuNegi)" msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题(by NetsuNegi)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:642 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -2801,31 +2854,31 @@ msgstr "" "现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化(by" " Starkku)" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:643 msgid "" "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " "Starkku)" msgstr "修复了核弹和心灵支配的光照等级未应用于战机类别的问题(by Starkku)" -#: ../../Whats-New.md:635 +#: ../../Whats-New.md:644 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " "infantries (by Trsdy)" msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果(by Trsdy)" -#: ../../Whats-New.md:636 +#: ../../Whats-New.md:645 msgid "" "Projectiles created from `AirburstWeapon` now remember their WeaponType " "and can apply radiation etc. (by Starkku)" msgstr "现在由 `AirburstWeapon` 创建的抛射体会保留完整 WeaponType 并且可以应用辐射等效果(by Starkku)" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:646 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first (by Starkku)" msgstr "修复了受损的战机除非先降落于 `UnitReload=true` 的停靠点上否则不能修复的问题(by Starkku)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:647 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -2835,7 +2888,7 @@ msgstr "" "来切换某些全局地块索引(`ShorePieces`、`WaterSet`、`CliffSet`、`WaterCliffs`、`WaterBridge`、`BridgeSet`" " 和 `WoodBridgeSet`)以解析月球场景(by Starkku)" -#: ../../Whats-New.md:639 +#: ../../Whats-New.md:648 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -2843,13 +2896,13 @@ msgstr "" "修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by " "Starkku)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:649 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings (by Starkku)" msgstr "修复了目标为友军单位且 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑(by Starkku)" -#: ../../Whats-New.md:641 +#: ../../Whats-New.md:650 msgid "" "Follower vehicle index for preplaced vehicles in maps is now explicitly " "constrained to `[Units]` list in map files and is no longer thrown off by" @@ -2859,42 +2912,42 @@ msgstr "" "现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` " "列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰(by Starkku)" -#: ../../Whats-New.md:642 +#: ../../Whats-New.md:651 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix (by tyuah8)" msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题(by tyuah8)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:652 msgid "Fixed `Stop` command not working so well in some cases (by CrimRecya)" msgstr "修复了 `停止` 命令有时候不灵光的问题(by CrimRecya)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:653 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination (by CrimRecya)" msgstr "现在作为小队成员的空中单位将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地(by CrimRecya)" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:654 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" msgstr "现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成(by Starkku)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:655 msgid "" "Fixed an issue where a unit will leave an impassable invisible barrier in" " its original position when it is teleported by ChronoSphere onto an " "uncrushable unit and self destruct (by NetsuNegi)" msgstr "修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题(by NetsuNegi)" -#: ../../Whats-New.md:647 +#: ../../Whats-New.md:656 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied (by TaranDahl)" msgstr "修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug(by TaranDahl)" -#: ../../Whats-New.md:648 +#: ../../Whats-New.md:657 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -2905,38 +2958,38 @@ msgstr "" "战机现在会根据其 `MovementZone` 和 `SpeedType` " "在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为(by CrimRecya)" -#: ../../Whats-New.md:649 +#: ../../Whats-New.md:658 msgid "" "Fixed the bug that destroyed unit may leaves sensors (by tyuah8 & " "NetsuNegi)" msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题(by tyuah8 与 NetsuNegi)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:659 msgid "" "`FreeUnit` uses its own `SpeedType` to determine where to spawn (by " "NetsuNegi)" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" -#: ../../Whats-New.md:651 +#: ../../Whats-New.md:660 msgid "" "Fixed the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land (by NetsuNegi)" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:661 msgid "" "Fixed the bug where pathfinding issues occur when a building performs " "undeploy (by NetsuNegi)" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" -#: ../../Whats-New.md:653 +#: ../../Whats-New.md:662 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory (by CrimRecya & " "TaranDahl)" msgstr "单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:654 +#: ../../Whats-New.md:663 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -2945,32 +2998,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:664 msgid "" "Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, " "Xkein, ZivDero)" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:665 msgid "" "Fixed issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../Whats-New.md:657 +#: ../../Whats-New.md:666 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance (by Starkku)" msgstr "修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题(by Starkku)" -#: ../../Whats-New.md:658 +#: ../../Whats-New.md:667 msgid "" "Fixed `Hospital=yes` building can't kick out infantry after loading a " "save (by FlyStar)" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题(by FlyStar)" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:668 msgid "" "Electric bolts that are supposed to update their position based on units " "current firing coords (by default, those fired by vehicles) now do so " @@ -2979,93 +3032,114 @@ msgstr "" "现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效(by " "Starkku)" -#: ../../Whats-New.md:660 +#: ../../Whats-New.md:669 msgid "" "Fixed an issue where `FireAngle` would not work properly under certain " "circumstances (by TaranDahl)" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题(by TaranDahl)" -#: ../../Whats-New.md:661 +#: ../../Whats-New.md:670 msgid "" "Fixed the bug that healing weapons could not automatically acquire aerial" " targets (by TaranDahl)" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug(by TaranDahl)" -#: ../../Whats-New.md:662 +#: ../../Whats-New.md:671 msgid "" "Technos are no longer unable to stop when it is above the elevated " "bridge, and they are still not allowed to stop moving under the elevated " "bridge, but can stop other missions (by CrimRecya)" msgstr "单位不再会因为在桥上而无法停止,目前它们在桥下还无法停止移动,但可以停止其他任务(by CrimRecya)" -#: ../../Whats-New.md:663 +#: ../../Whats-New.md:672 msgid "" "Fixed an issue that aircraft carriers can not find suitable locations for" " attacks when under elevated bridges on their own (by CrimRecya)" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题(by CrimRecya)" -#: ../../Whats-New.md:664 +#: ../../Whats-New.md:673 msgid "" "Fixed an issue that in air aircraft carriers being unable to attack when " "it is near by elevated bridges (by CrimRecya & TaranDahl)" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:674 msgid "" "Fixed an issue that aircraft carriers cannot retract its spawned aircraft" " when on the bridge (by CrimRecya)" msgstr "修复了航空母舰在桥上无法回收子机的问题(by CrimRecya)" -#: ../../Whats-New.md:666 +#: ../../Whats-New.md:675 msgid "" "Fixed an issue where the shadow of jumpjet remained on the ground when it" " was above the elevated bridge (by CrimRecya)" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题(by CrimRecya)" -#: ../../Whats-New.md:667 +#: ../../Whats-New.md:676 msgid "" "Fixed an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc. (by " "TaranDahl)" msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题(by TaranDahl)" -#: ../../Whats-New.md:668 -#, fuzzy +#: ../../Whats-New.md:677 msgid "" "Fixed the bug that a unit can overlap with `Teleport` units after it's " "been damaged by a fallen unit lifted by `IsLocomotor=yes` warheads (by " "NetsuNegi)" -msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影(by NetsuNegi)" +msgstr "" +"修复了一个单位被另一个由 `IsLocomotor=yes` 弹头吊起的单位砸过后其所在单元格可以被一个 `Teleport` " +"运动模式的单位作为超时空移动的目的地的问题(by NetsuNegi)" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:678 +msgid "" +"Fixed an issue that harvesters with amphibious movement zone can not " +"automatically return to refineries with `WaterBound` on water surface (by" +" NetsuNegi)" +msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题(by NetsuNegi)" + +#: ../../Whats-New.md:679 +msgid "" +"Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " +"enter an occupiable building that has been removed and is not real dead " +"(by CrimRecya)" +msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)(by CrimRecya)" + +#: ../../Whats-New.md:680 +msgid "" +"Fixed an issue that game crashes when spawnee has been removed and is not" +" real dead (by CrimRecya)" +msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题(by CrimRecya)" + +#: ../../Whats-New.md:683 msgid "" "Fixed a few errors of calling for superweapon launch by `LaunchSW` or " "building infiltration (by Trsdy)" msgstr "修复了通过 `LaunchSW` 或渗透建筑来调用超级武器发射相关的若干错误(by Trsdy)" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:684 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:685 msgid "" "Reimplemented the bugfix for jumpjet units' facing when firing, discard " "the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" msgstr "重新实现了 Jumpjet 开火朝向 Bug 修复,弃用不合适的 `JumpjetTurnToTarget` 标签(by Trsdy)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:686 msgid "" "`Gunner=true` transports now correctly change turret if a passenger is " "removed by `PassengerDeletion` (by Starkku)" msgstr "现在 `Gunner=true` 的运输工具可以在载员被 `PassengerDeletion` 删除时正确更换炮塔图像(by Starkku)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:687 msgid "" "`PassengerDeletion.Soylent` now correctly calculates refund value if " "removed passenger has no explicitly set `Soylent` value (by Starkku)" msgstr "现在 `PassengerDeletion.Soylent` 可以在载员未设置 `Soylent` 的情况下正确计算退款金额(by Starkku)" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:688 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -3074,68 +3148,68 @@ msgstr "" "现在超武的 `Detonate.Weapon` 和 `Detonate.Warhead` 即便找不到发射建筑也会使用发射者的所属方来造成伤害并使用" " Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:689 msgid "" "`CreateUnit` now uses civilian house as owner instead if the intended " "owner house has been defeated (this is in-line with how `MakeInfantry` " "works) (by Starkku)" msgstr "现在 `CreateUnit` 会在目标所属方失败时转为中立所属方(与 `MakeInfantry` 的工作方式一致)(by Starkku)" -#: ../../Whats-New.md:678 +#: ../../Whats-New.md:690 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" msgstr "现在 `IsHouseColor` 的激光尾迹可以在所属方变更时正确改变颜色(by Trsdy)" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:691 msgid "" "Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " "object changes layer (by Starkku)" msgstr "修复了 `Layer.UseObjectLayer=true` 以在所有对象改变层级的情形下都能正确工作(by Starkku)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:692 msgid "" "Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " "armor types (by Starkku)" msgstr "修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:693 msgid "" "Fixed new Phobos script actions not picking team leader correctly based " "on `LeadershipRating` (by Starkku)" msgstr "修复了 Phobos 新增动作脚本未能正确根据 `LeadershipRating` 选择队长的问题(by Starkku)" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:694 msgid "" "Fixed an issue with `Gunner=true` vehicles not correctly using the first " "passenger's mode with multiple passengers inside (by Starkku)" msgstr "修复了 `Gunner=true` 载具存在多名载员时未能正确使用首位载员 `IFVMode` 的问题(by Starkku)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:695 msgid "" "Used `MindControl.Anim` for buildings deployed from mind-controlled " "vehicles (by Trsdy)" msgstr "为从被心灵控制的载具部署而来的建筑应用 `MindControl.Anim` 动画(by Trsdy)" -#: ../../Whats-New.md:684 +#: ../../Whats-New.md:696 msgid "" "Optimized extension class implementation, should improve performance all " "around (by Otamaa & Starkku)" msgstr "优化了扩展类的实现,应该能提高整体性能(by Otamaa 与 Starkku)" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:697 msgid "" "Fixed `Interceptor` not resetting target if the intercepted projectile " "changes type to non-interceptable one afterwards (by Starkku)" msgstr "修复了 `Interceptor` 在拦截的抛射体变为不可拦截抛射体后未能重置目标的问题(by Starkku)" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:698 msgid "" "Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " "INI (by Starkku)" msgstr "修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:699 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -3143,13 +3217,13 @@ msgstr "" "修复使用了 `CreateUnit.Owner` 的 Phobos 动画新增逻辑后导致不再检查 `MakeInfantryOwner` " "的问题(by Starkku)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:700 msgid "" "Fixed `AutoDeath` to consider all conditions for objects in limbo (by " "Starkku)" msgstr "修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" -#: ../../Whats-New.md:689 +#: ../../Whats-New.md:701 msgid "" "Shields will no longer take damage if the parent techno has `Immune=true`" " or has `TypeImmune=true` and the damage comes from instance of same " @@ -3158,42 +3232,42 @@ msgstr "" "护盾现在可以正常根据单位上的 `Immune=true` 和 `TypeImmune=true` 正常忽略这些语句所免疫的伤害(by " "Starkku)" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:702 msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" msgstr "修复了抛射体拦截导致的 Reconnection Error 问题(by Starkku)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:703 msgid "" "Optimized performance for map trigger retint action light source fix (by " "Starkku)" msgstr "优化了地图触发器重绘光源修复的性能表现(by Starkku)" -#: ../../Whats-New.md:692 +#: ../../Whats-New.md:704 msgid "" "Fixed a number of issues with Warhead Shield respawn / self heal rate " "modifiers like timers getting reset unnecessarily, the timer being " "adjusted wrong after the Warhead effect runs out etc. (by Starkku)" msgstr "修复了弹头护盾重生/自愈相关的多个问题例如计时器在不必要的情况下重置以及弹头效果结束后计时器被错误地调整等(by Starkku)" -#: ../../Whats-New.md:693 +#: ../../Whats-New.md:705 msgid "" "Fixed a problem with disguise visibility logic that could cause game to " "crash on loading a map (by Starkku)" msgstr "修复了伪装可见性可能导致地图加载时崩溃的问题(by Starkku)" -#: ../../Whats-New.md:694 +#: ../../Whats-New.md:706 msgid "" "Fixed owned `LimboDelivery` buildings not being saved correctly in " "savegames (by Starkku)" msgstr "修复了已有 `LimboDelivery` 建筑没有正确写入存档的问题(by Starkku)" -#: ../../Whats-New.md:695 +#: ../../Whats-New.md:707 msgid "" "Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " "and related checks (by Starkku)" msgstr "修复了武器选择代码中导致 `NoAmmoWeapon` 及相关检查出错的拼写错误(by Starkku)" -#: ../../Whats-New.md:696 +#: ../../Whats-New.md:708 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -3202,67 +3276,67 @@ msgstr "" "修复了 `DetonateOnAllMapObjects` 在摧毁使用了 Ares 的高级废墟逻辑的建筑上行为异常甚至存在潜在崩溃风险的问题(by" " Starkku)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:709 msgid "" "Fixed game crashing on loading save games if the saved game state had " "active radiation sites (by Starkku)" msgstr "修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" -#: ../../Whats-New.md:698 +#: ../../Whats-New.md:710 msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" msgstr "修复了 air/top 图层排序引发的 Reconnection Error 文件(by Starkku)" -#: ../../Whats-New.md:699 +#: ../../Whats-New.md:711 msgid "" "Fixed heal / repair weapons being unable to remove parasites from " "shielded targets if they were unable to heal / repair the parent unit (by" " Starkku)" msgstr "修复了寄生在无法治疗/维修的单位中的寄生者无法被自愈/维修武器驱逐的问题" -#: ../../Whats-New.md:700 +#: ../../Whats-New.md:712 msgid "" "Fixed `Inviso=true` interceptor projectiles applying damage on " "interceptable, armor type-having projectiles twice (by Starkku)" msgstr "修复了拦截者使用 `Inviso=true` 抛射体会对可拦截且拥有护甲类型的被拦截抛射体造成两次伤害的问题(by Starkku)" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:713 msgid "" "Fixed `AutoDeath` causing crashes when used to kill a parasite unit " "inside an another unit (by Starkku)" msgstr "修复了 `AutoDeath` 在击杀当前寄生在另一个单位中的寄生者时导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:702 +#: ../../Whats-New.md:714 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit (by Starkku)" msgstr "现在 Phobos 弹头效果可以在 `CellSpread` 套住建筑所占据的任意单元格时均可正确作用(by Starkku)" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:715 msgid "" "Phobos Warhead effects on zero-`CellSpread` Warheads no longer apply to " "target if projectile detonates prematurely, far-away from target (by " "Starkku)" msgstr "现在 Phobos 弹头效果在 `CellSpread` 为 0 时不会在抛射体提前引爆的情况下依旧作用于目标(by Starkku)" -#: ../../Whats-New.md:704 +#: ../../Whats-New.md:716 msgid "" "Fixed radiation site damage not taking the radiation level reduction into" " accord (by Starkku)" msgstr "修复了辐射伤害未考虑辐射等级衰减的问题(by Starkku)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:717 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" msgstr "现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾迹的位置(by Starkku)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:718 msgid "" "Fixed `Shield.Respawn.Amount` not defaulting to shield type default if " "not set (by Starkku)" msgstr "修复了 `Shield.Respawn.Amount` 在未设置时未正确使用护盾类型默认值的问题(by Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:719 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -3271,7 +3345,7 @@ msgstr "" "修复了逐帧模式快捷键的消息提示文本读取了 `TXT_DISPLAY_DAMAGE_DESC` 而不是 " "`TXT_FRAME_BY_FRAME_DESC` 的问题(by DeathFish)" -#: ../../Whats-New.md:708 +#: ../../Whats-New.md:720 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -3280,29 +3354,29 @@ msgstr "" "现在被视为载具的建筑(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 " "`Foundation=1x1` 的建筑)在目标类型检查时被视为载具(by Starkku)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:721 msgid "" "Fixed Phobos Warhead effects not reliably being applied on damage area as" " opposed to full weapon-based Warhead detonation (by Starkku)" msgstr "修复了 Phobos 弹头效果未能像由武器引爆的完整弹头那样可靠地作用于伤害区域的问题(by Starkku)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:722 msgid "Fixed `LimboKill` not working reliably (by CrimRecya)" msgstr "修复了 `LimboKill` 未能可靠地移除虚拟建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:723 msgid "" "Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " "Starkku)" msgstr "修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:724 msgid "" "Fixed AircraftTypes gaining self-healing from `UnitsGainSelfHeal` by " "default (while not displaying the pip) when they should not (by Starkku)" msgstr "修复了默认情况下战机类型错误地通过 `UnitsGainSelfHeal` 获得自愈能力(同时也不现实 pip)的问题(by Starkku)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:725 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -3311,14 +3385,14 @@ msgstr "" "修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 " "`IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" -#: ../../Whats-New.md:714 +#: ../../Whats-New.md:726 msgid "" "Type conversion on Warheads and Superweapons will no longer recursively " "convert units if applicable conversion pairs are listed, and only first " "applicable pair takes effect (by Starkku)" msgstr "单位转换弹头和超武在存在有效的转换对应关系时不再递归执行而是仅使用列表中更早读到的那组对应关系(by Starkku)" -#: ../../Whats-New.md:715 +#: ../../Whats-New.md:727 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -3327,39 +3401,39 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:728 msgid "" "Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " "(by Fryone)" msgstr "修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:729 msgid "" "Fixed an issue that caused new attack and move script actions to pick " "buildings with `InvisibleInGame=yes` as targets (by FS-21)" msgstr "修复了新攻击和移动脚本将 `InvisibleInGame=yes` 建筑视为目标的问题(by FS-21)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:730 msgid "Fixed `Insignia.Weapon` failing to parse in map (by Ollerus)" msgstr "修复了地图内置 `Insignia.Weapon` 解析失败的问题(by Ollerus)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:731 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:720 +#: ../../Whats-New.md:732 msgid "" "Fixed `DefaultDisguise` showing wrong house colors for different players " "(by NetsuNegi & Ollerus)" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题(by NetsuNegi 与 Ollerus)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:735 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH (by Starkku)" msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置(by Starkku)" -#: ../../Whats-New.md:724 +#: ../../Whats-New.md:736 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -3367,7 +3441,7 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定(by" " Starkku)" -#: ../../Whats-New.md:725 +#: ../../Whats-New.md:737 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -3376,7 +3450,7 @@ msgstr "" "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` " "的单位在部署后不再会卡住或无限播放移动音效(by Starkku)" -#: ../../Whats-New.md:726 +#: ../../Whats-New.md:738 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -3385,26 +3459,26 @@ msgstr "" "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟(by " "Starkku)" -#: ../../Whats-New.md:727 +#: ../../Whats-New.md:739 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed (by Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`(by Starkku)" -#: ../../Whats-New.md:728 +#: ../../Whats-New.md:740 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted (by " "Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态" -#: ../../Whats-New.md:729 +#: ../../Whats-New.md:741 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" msgstr "现在从由于类型转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:730 +#: ../../Whats-New.md:742 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -3413,23 +3487,23 @@ msgstr "" "修复了 Ares 引入的建筑正在播放 `SpecialAnim` 时被出售/抹除/摧毁会错误恢复 `ActiveAnim` 的问题(by " "Starkku 与 Trsdy)" -#: ../../Whats-New.md:731 +#: ../../Whats-New.md:743 msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" msgstr "允许将 Ares 的 `SW.Shots` 添加至扩展拓展工具条(by Trsdy)" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:744 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles (by Trsdy)" msgstr "修复了 Ares 超时空监狱吸取移动载具时会留下空气墙的问题(by Trsdy)" -#: ../../Whats-New.md:733 +#: ../../Whats-New.md:745 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" " Trsdy)" msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:746 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -3438,43 +3512,43 @@ msgstr "" "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题(by Trsdy,取代了 Aephiex" " 的实现)" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:747 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions (by Trsdy)" msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题(by Trsdy)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:752 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:757 msgid "Additional sync logging in case of desync errors occuring (by Starkku)" msgstr "现在发生 Reconnection Error 时所生成的 `SYNC#.txt` 将记录更多信息(by Starkku)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:760 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:761 msgid "" "Buildings sold by `AutoDeath` no longer play a click sound effect (by " "Trsdy)" msgstr "建筑被 `AutoDeath` 出售时不再播放点击音效(by Trsdy)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:762 msgid "" "Fixed shield animation being hidden while underground or in tunnels fix " "not working correctly (by Starkku)" msgstr "修复了护盾动画在地下或隧道中被隐藏的问题,之前的修复未能解决(by Starkku)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:763 msgid "" "Restore the `MindClearedSound` when deploying a mind-controlled unit into" " a building loses the mind-control (by Trsdy)" msgstr "复原当被心控载具部署成建筑而解除心控时播放的 `MindClearedSound`(by Trsdy)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:764 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -3482,23 +3556,23 @@ msgstr "" "修复了 `RadSiteWarhead.Detonate` 未能在受影响对象上精确引爆(因此需要 `CellSpread`)的问题(by " "Starkku)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:765 msgid "" "Fixed script action 10103 'Load Into Transports' unintentionally skipping" " next action (by FS-21)" msgstr "修复了动作脚本 `10103 - 装载入运输载具` 会意外跳过下一个动作的问题(by FS-21)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:766 msgid "" "Changed mission retry dialog button order to better match old order " "people are used to (by Trsdy)" msgstr "更改了任务重开对话框按钮顺序以更好地符合人们旧有习惯的顺序(by Trsdy)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:767 msgid "Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)" msgstr "允许电厂增幅器受到 EMP 影响(by Trsdy)" -#: ../../Whats-New.md:756 +#: ../../Whats-New.md:768 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -3507,561 +3581,561 @@ msgstr "" "现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` " "即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:769 msgid "" "Fixed a crash when trying to create radiation outside map bounds (by " "Otamaa)" msgstr "修复了尝试在地图边界外创建辐射时导致的崩溃(by Otamaa)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:770 msgid "" "Fixed new AI attack scripts not allowing zero damage weapons to pick " "targets (by Starkku)" msgstr "修复了新的 AI 攻击脚本不允许 0 伤害武器选择目标的问题(by Starkku)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:771 msgid "" "Fixed floating point value parsing precision to match the game (by " "Starkku)" msgstr "修复了浮点值解析精度以匹配游戏(by Starkku)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:772 msgid "" "Power output / drain should now correctly be applied for buildings " "created via `LimboDelivery` in campaigns (by Starkku)" msgstr "现在战役中通过 `LimboDelivery` 创建的建筑的电力/负载可以正确生效(by Starkku)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:773 msgid "" "Fixed shield health bar showing empty bar when shield is still on very " "low health instead of depleted (by Starkku)" msgstr "修复了护盾在丝血状态下会直接显示空血条而非即将耗尽的问题(by Starkku)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:774 msgid "" "Fixed `CanTarget` not considering objects on bridges when checking if " "cell is empty (by Starkku)" msgstr "修复了 `CanTarget` 在检查单元格是否为空时未考虑桥上物体的问题(by Starkku)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:775 msgid "" "Fixed vehicle deploy weapons not working if the unit is cloaked and " "weapon has `DecloakToFire=true` (by NetsuNegi & Starkku)" msgstr "修复了单位在隐形状态无法使用 `DecloakToFire=true` 的武器开火的问题(by NetsuNegi 与 Starkku)" -#: ../../Whats-New.md:764 +#: ../../Whats-New.md:776 msgid "" "Fixed `IsAnimated` terrain not updating correctly in all circumstances " "(by Starkku)" msgstr "修复了 `IsAnimated` 地形对象在所有情况下都不会正确更新的问题(by Starkku)" -#: ../../Whats-New.md:765 +#: ../../Whats-New.md:777 msgid "" "Fixed `CreateUnit` interaction with bridges (spawning under when " "shouldn't etc) (by Starkku)" msgstr "修复了 `CreateUnit` 与桥的交互问题(不应生成在桥下时仍会生成等)(by Starkku)" -#: ../../Whats-New.md:766 +#: ../../Whats-New.md:778 msgid "" "`CanTarget` now considers bridges as land like game's normal weapon " "selection does (by Starkku)" msgstr "现在 `CanTarget` 会像常规武器目标选择逻辑一样将桥梁视为陆地(by Starkku)" -#: ../../Whats-New.md:767 +#: ../../Whats-New.md:779 msgid "" "`AreaFire.Target` now takes cells with bridges into consideration " "depending on firer's elevation (by Starkku)" msgstr "现在 `AreaFire.Target` 会根据开火者所在高度处理桥梁所在的单元格(by Starkku)" -#: ../../Whats-New.md:771 +#: ../../Whats-New.md:783 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:788 msgid "LaserTrails initial implementation (by Kerbiter & ChrisLv_CN)" msgstr "激光尾迹初始实现(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:789 msgid "Anim-to-Unit logic and ability to randomize `DestroyAnim` (by Otamaa)" msgstr "动画生成单位逻辑与随机 `DestroyAnim`(by Otamaa)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:790 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:791 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:792 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:793 msgid "" "Re-enable obsolete `[JumpjetControls]` for TechnoTypes' default Jumpjet " "properties (by Uranusian)" msgstr "重启废弃的`[JumpjetControls]`作为单位的 Jumpjet 参数默认值(by Uranusian)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:794 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:795 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:796 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:785 +#: ../../Whats-New.md:797 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:786 +#: ../../Whats-New.md:798 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:799 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:788 +#: ../../Whats-New.md:800 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:801 msgid "Unlimited Global / Local Variables (by secsome)" msgstr "无限制数量的全局/局部变量(by secsome)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:802 msgid "" "Adds a \"Load Game\" button to the retry dialog on mission failure (by " "secsome)" msgstr "在任务失败的重开对话框中添加了一个「载入游戏」按钮(by secsome)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:803 msgid "Default disguise for individual InfantryTypes (by secsome)" msgstr "步兵类型微观定义默认伪装(by secsome)" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:804 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:805 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:794 +#: ../../Whats-New.md:806 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:795 +#: ../../Whats-New.md:807 msgid "TechnoType's tooltip would display it's build time now (by secsome)" msgstr "现在单位的拓展工具条会显示生产时间(by secsome)" -#: ../../Whats-New.md:796 +#: ../../Whats-New.md:808 msgid "Customizable tooltip background color and opacity (by secsome)" msgstr "可自定义的拓展工具条背景颜色和透明度(by secsome)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:809 msgid "FrameByFrame & FrameStep hotkey command (by secsome)" msgstr "逐帧模式及逐帧步进快捷键(by secsome)" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:810 msgid "" "Allow `NotHuman=yes` infantry to use random `Death` anim sequence (by " "Otamaa)" msgstr "允许 `NotHuman=yes` 的步兵可以使用随机的 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:799 +#: ../../Whats-New.md:811 msgid "" "Ability for warheads to trigger specific `NotHuman=yes` infantry `Death` " "anim sequence (by Otamaa)" msgstr "允许弹头触发 `NotHuman=yes` 步兵的特定 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:812 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:813 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:814 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:815 msgid "Script actions for new AI attacks (by FS-21)" msgstr "新的 AI 攻击动作脚本(by FS-21)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:816 msgid "Script actions for modifying AI Trigger Current Weight (by FS-21)" msgstr "修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:817 msgid "" "Script action for waiting & repeat the same new AI attack if no target " "was found (by FS-21)" msgstr "未发现目标时等待并重复原有动作的 AI 攻击脚本(by FS-21)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:818 msgid "" "Script action that modifies the Team's Trigger Weight when ends the new " "attack action (by FS-21)" msgstr "在当前新攻击动作结束时修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:819 msgid "Script action for picking a random script from a list (by FS-21)" msgstr "从列表中随机选择脚本的动作脚本(by FS-21)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:820 msgid "Script action for new AI movements towards certain objects (by FS-21)" msgstr "向特定对象移动的新 AI 移动脚本(by FS-21)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:821 msgid "" "Script action that modify target distance in the new move actions (by " "FS-21)" msgstr "修改新移动动作中目标距离的动作脚本(by FS-21)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:822 msgid "Script action that modify how ends the new move actions (by FS-21)" msgstr "修改新移动动作结束条件的动作脚本(by FS-21)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:823 msgid "Script action that un-register Team success (by FS-21)" msgstr "取消注册小队成功的脚本动作(by FS-21)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:824 msgid "Script action to regroup temporarily around the Team Leader (by FS-21)" msgstr "围绕队长临时集合的动作脚本(by FS-21)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:825 msgid "Script action to randomly skip next action (by FS-21)" msgstr "随机跳过下一个动作的动作脚本(by FS-21)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:826 msgid "Script action for timed script action jumps (by FS-21)" msgstr "定时跳转脚本动作(by FS-21)" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:827 msgid "ObjectInfo now shows current Target and AI Trigger data (by FS-21)" msgstr "现在 Object 信息可以显示当前的目标和 AI 触发数据(by FS-21)" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:828 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:829 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:830 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:819 +#: ../../Whats-New.md:831 msgid "Image reading in art rules for all TechnoTypes (by Morton)" msgstr "在 art 中为所有科技类型使用 `Image` 指定图像(by Morton)" -#: ../../Whats-New.md:820 +#: ../../Whats-New.md:832 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:821 +#: ../../Whats-New.md:833 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:822 +#: ../../Whats-New.md:834 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:835 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:836 msgid "" "Gates can now link with walls correctly via `NSGates` or `EWGates` (by " "Uranusian)" msgstr "现在由 `NSGates` `EWGates` 设定的闸门可以正常与围墙连接(by Uranusian)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:837 msgid "Per-warhead toggle for decloak of damaged targets (by Starkku)" msgstr "自定义被伤害目标解除隐形(by Starkku)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:838 msgid "" "`DeployFireWeapon=-1` now allows the deployed infantries using both " "weapons as undeployed (by Uranusian)" msgstr "现在 `DeployFireWeapon=-1` 可以让部署状态的步兵像未部署的步兵那样使用两种武器(by Uranusian)" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:839 msgid "Power delta (surplus) counter for sidebar (by Morton)" msgstr "在侧边栏显示电力变动(盈余)计数器(by Morton)" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:840 msgid "Added Production and Money to Dump Object Info command (by FS-21)" msgstr "输出对象信息快捷键现在可以显示建筑生产与资金信息(by FS-21)" -#: ../../Whats-New.md:829 +#: ../../Whats-New.md:841 msgid "`EnemyUIName=` Now also works for other TechnoTypes (by Otamaa)" msgstr "现在 `EnemyUIName=` 已扩展至所有科技类型(by Otamaa)" -#: ../../Whats-New.md:830 +#: ../../Whats-New.md:842 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:831 +#: ../../Whats-New.md:843 msgid "Weapons fired on warping in / out (by Starkku)" msgstr "超时空移动时发射武器(by Starkku)" -#: ../../Whats-New.md:832 +#: ../../Whats-New.md:844 msgid "" "`Storage.TiberiumIndex` for customizing resource storage in structures " "(by FS-21)" msgstr "使用 `Storage.TiberiumIndex` 自定义建筑存储的矿物类型(by FS-21)" -#: ../../Whats-New.md:833 +#: ../../Whats-New.md:845 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:834 +#: ../../Whats-New.md:846 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:835 +#: ../../Whats-New.md:847 msgid "Trigger Action 505 for Firing SW at specified location (by FS-21)" msgstr "触发结果 `505 在坐标释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:848 msgid "Trigger Action 506 for Firing SW at waypoint (by FS-21)" msgstr "触发动作 `506 在路径点释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:849 msgid "" "New behaviors for objects' self-destruction under certain conditions (by " "Trsdy & FS-21)" msgstr "单位在特定情况下自毁的新增行为(by Trsdy 与 FS-21)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:850 msgid "" "Slaves' ownership decision when corresponding slave miner is destroyed " "(by Trsdy)" msgstr "奴隶矿场被毁后的奴隶归属判定(by Trsdy)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:851 msgid "Customize buildings' selling sound and EVA voice (by Trsdy)" msgstr "自定义建筑出售音效与 EVA 播报(by Trsdy)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:852 msgid "" "`ForceWeapon.Naval.Decloacked` for overriding uncloaked underwater attack" " behavior (by FS-21)" msgstr "使用 `ForceWeapon.Naval.Decloacked` 覆盖攻击未隐形水下单位时的行为(by FS-21)" -#: ../../Whats-New.md:841 +#: ../../Whats-New.md:853 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:854 msgid "Shared Ammo for transports to passengers (by FS-21)" msgstr "运输工具与乘客共享弹药(by FS-21)" -#: ../../Whats-New.md:843 +#: ../../Whats-New.md:855 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:856 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:845 +#: ../../Whats-New.md:857 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:846 +#: ../../Whats-New.md:858 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:847 +#: ../../Whats-New.md:859 msgid "TerrainType & ore minimap color customization (by Starkku)" msgstr "自定义地形对象与矿石的小地图颜色(by Starkku)" -#: ../../Whats-New.md:848 +#: ../../Whats-New.md:860 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:849 +#: ../../Whats-New.md:861 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:850 +#: ../../Whats-New.md:862 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:863 msgid "Toggleable display of TransactMoney amounts (by Starkku)" msgstr "可开关的金币弹金额显示(by Starkku)" -#: ../../Whats-New.md:852 +#: ../../Whats-New.md:864 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:853 +#: ../../Whats-New.md:865 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:854 +#: ../../Whats-New.md:866 msgid "Passable & buildable-upon TerrainTypes (by Starkku)" msgstr "可通行和可建造于其上的地形对象(by Starkku)" -#: ../../Whats-New.md:855 +#: ../../Whats-New.md:867 msgid "" "Toggle for passengers to automatically change owner if transport owner " "changes (by Starkku)" msgstr "可开关的载员跟随运输供给转换所属方效果(by Starkku)" -#: ../../Whats-New.md:856 +#: ../../Whats-New.md:868 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:857 +#: ../../Whats-New.md:869 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:858 +#: ../../Whats-New.md:870 msgid "" "Correct owner house for Warhead Anim/SplashList & Play Animation trigger " "animations (by Starkku)" msgstr "现在弹头 `AnimList` 与 `SplashList` 以及播放动画触发所生成的动画均拥有所属方(by Starkku)" -#: ../../Whats-New.md:859 +#: ../../Whats-New.md:871 msgid "Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)" msgstr "自定义步兵匍匐与部署 FLH(by FS-21)" -#: ../../Whats-New.md:860 +#: ../../Whats-New.md:872 msgid "" "Enhanced projectile interception logic, including projectile strength & " "armor types (by Starkku)" msgstr "增强的抛射体拦截逻辑,包括抛射体的 `Strength` 与 `Armor` 设定(by Starkku)" -#: ../../Whats-New.md:861 +#: ../../Whats-New.md:873 msgid "Initial Strength for Cloned Infantry (by FS-21)" msgstr "克隆步兵的初始生命值(by FS-21)" -#: ../../Whats-New.md:862 +#: ../../Whats-New.md:874 msgid "" "OpenTopped transport rangefinding & deactivated state customizations (by " "Starkku)" msgstr "自定义 `OpenTopped` 载具测距与瘫痪状态行为(by Starkku)" -#: ../../Whats-New.md:863 +#: ../../Whats-New.md:875 msgid "Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)" msgstr "按类禁止 AI 克隆生产(by NetsuNegi 与 Trsdy)" -#: ../../Whats-New.md:864 +#: ../../Whats-New.md:876 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:865 +#: ../../Whats-New.md:877 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:866 +#: ../../Whats-New.md:878 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:867 +#: ../../Whats-New.md:879 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:868 +#: ../../Whats-New.md:880 msgid "" "Implemented support for PCX images for campaign loading screen (by " "FlyStar)" msgstr "实现了战役载入图的 PCX 图像支持(by FlyStar)" -#: ../../Whats-New.md:869 +#: ../../Whats-New.md:881 msgid "" "Implemented support for PCX images for observer loading screen (by " "Uranusian)" msgstr "实现了观察者载入图的 PCX支持(by Uranusian)" -#: ../../Whats-New.md:870 +#: ../../Whats-New.md:882 msgid "Animated (non-tiberium spawning) TerrainTypes (by Starkku)" msgstr "可动(且非矿柱的)地形对象(by Starkku)" -#: ../../Whats-New.md:871 +#: ../../Whats-New.md:883 msgid "Toggleable passenger killing for `Explodes=true` units (by Starkku)" msgstr "可开关的 `Explodes=true` 单位乘客祭天(by Starkku)" -#: ../../Whats-New.md:872 +#: ../../Whats-New.md:884 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist (by FlyStar)" msgstr "当科技类型存在/不存在时自动自毁逻辑的新行为(by FlyStar)" -#: ../../Whats-New.md:873 +#: ../../Whats-New.md:885 msgid "" "For developers: now you can use command line arg to control main " "exception handler (by Multfinite)" msgstr "开发者功能:现在可以通过命令行参数控制主循环的异常处理程序" -#: ../../Whats-New.md:876 +#: ../../Whats-New.md:888 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode (by Kerbiter & ChrisLv_CN)" msgstr "修复了激光绘制代码以允许其可在所属方颜色模式下绘制更粗的激光(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:877 +#: ../../Whats-New.md:889 msgid "Fixed `DeathWeapon` not detonating properly (by Uranusian)" msgstr "修复了 `DeathWeapon` 没有正确引爆的问题(by Uranusian)" -#: ../../Whats-New.md:878 +#: ../../Whats-New.md:890 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use `Burst` (by Starkku)" msgstr "修复了激光和其他特效在使用 `Burst` 的武器上从错误的偏移位置绘制的问题(by Starkku)" -#: ../../Whats-New.md:879 +#: ../../Whats-New.md:891 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了建筑拥有 `Naval=yes` 会无视 `WaterBound=no` 强制只能放置在水域的问题(by Uranusian)" -#: ../../Whats-New.md:880 +#: ../../Whats-New.md:892 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了 Stack Dump 以 0051BB7D 开头的特定情况下超时空武器崩溃(by secsome)" -#: ../../Whats-New.md:881 +#: ../../Whats-New.md:893 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了通过地图触发结果重绘地图光照时建筑光源不正常的 Bug(by secsome)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:894 msgid "" "Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` " "lead to the game fail to draw the preview (by secsome)" msgstr "修复了读取地图时若地图的 `Preview(Pack)` 节被放置于 Map 之后会导致无法绘制预览图的 Bug(by secsome)" -#: ../../Whats-New.md:883 +#: ../../Whats-New.md:895 msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" msgstr "修复了游戏模式选项未能正确保存的 Bug(by secsome)" -#: ../../Whats-New.md:884 +#: ../../Whats-New.md:896 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了 AITriggerTypes 没能识别建筑加载物的 Bug(by Uranusian)" -#: ../../Whats-New.md:885 +#: ../../Whats-New.md:897 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -4069,13 +4143,13 @@ msgstr "" "修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI " "战机对接机场的 Bug(by FS-21)" -#: ../../Whats-New.md:886 +#: ../../Whats-New.md:898 msgid "" "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " "center of the building when `X` goes past 10 (by Otamaa)" msgstr "修复了当驻军建筑的 `MuzzleFlashX` 在 `X` 超过 10 后绘制在建筑中心的 Bug(by Otamaa)" -#: ../../Whats-New.md:887 +#: ../../Whats-New.md:899 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -4083,85 +4157,85 @@ msgstr "" "修复了拥有 `Crashable` 的 Jumpjet 类单位在被 `Locomotor` 弹头牵引时被摧毁则无法正常坠毁的 Bug(by " "Starkku)" -#: ../../Whats-New.md:888 +#: ../../Whats-New.md:900 msgid "" "Fixed aircraft & jumpjet units not being affected by speed modifiers (by " "Starkku)" msgstr "修复了战机与 Jumpjet 单位不受速度加成影响的问题(by Starkku)" -#: ../../Whats-New.md:889 +#: ../../Whats-New.md:901 msgid "Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku)" msgstr "修复了(Voxel 与 Shape)载具不完全遵循 `Palette` 设定的问题(by Starkku)" -#: ../../Whats-New.md:890 +#: ../../Whats-New.md:902 msgid "" "Fixed mind control indicator animations not reappearing on mind " "controlled objects that are cloaked and then uncloaked (by Starkku)" msgstr "修复了心灵控制指示动画在被心控对象隐形并重新显形后未能重新出现的问题(by Starkku)" -#: ../../Whats-New.md:891 +#: ../../Whats-New.md:903 msgid "" "Fixed Nuke carrier and payload weapons not respecting `Bright` setting on" " weapon (by Starkku)" msgstr "修复了核弹载体与载荷武器不尊重过武器 `Bright` 设定的问题(by Starkku)" -#: ../../Whats-New.md:892 +#: ../../Whats-New.md:904 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " "above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" msgstr "修复了建筑自愈恢复到 `[AudioVisual] -> ConditionYellow` 以上却没有恢复非残损图像的问题(by Starkku)" -#: ../../Whats-New.md:893 +#: ../../Whats-New.md:905 msgid "" "Fixed jumpjet units being unable to turn to the target when firing from a" " different direction (by Trsdy)" msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug(by Trsdy)" -#: ../../Whats-New.md:894 +#: ../../Whats-New.md:906 msgid "" "Fixed turreted jumpjet units always facing bottom-right direction when " "stop moving (by Trsdy)" msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug(by Trsdy)" -#: ../../Whats-New.md:895 +#: ../../Whats-New.md:907 msgid "" "Fixed jumpjet objects being unable to detect cloaked objects beneath (by " "Trsdy)" msgstr "修复了 Jumpjet 单位无法探测下方隐形物体的问题(by Trsdy)" -#: ../../Whats-New.md:896 +#: ../../Whats-New.md:908 msgid "" "Anim owner is now set for warhead AnimList/SplashList anims and Play Anim" " at Waypoint trigger animations (by Starkku)" msgstr "现在弹头 `AnimList`/`SplashList` 及在路径点播放动画触发的动画拥有所属方了(by Starkku)" -#: ../../Whats-New.md:897 +#: ../../Whats-New.md:909 msgid "" "Fixed AI script action Deploy getting stuck with vehicles with " "`DeploysInto` if there was no space to deploy at initial location (by " "Starkku)" msgstr "修复了 AI 部署脚本动作导致拥有 `DeploysInto` 的载具在其原位置空间不足而卡住的问题(by Starkku)" -#: ../../Whats-New.md:898 +#: ../../Whats-New.md:910 msgid "" "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by " "Starkku)" msgstr "修复了 `Foundation=0x0` 用于地形对象会导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:899 +#: ../../Whats-New.md:911 msgid "" "Projectiles now remember the house of the firer even if the firer is " "destroyed before the projectile detonates. Does not currently apply to " "Ares-introduced Warhead effects (by Starkku)" msgstr "现在即便开火者在抛射体引爆前被摧毁抛射体也可以保留开火者的所属方。目前暂不适用于某些 Ares 引入的弹头效果(by Starkku)" -#: ../../Whats-New.md:900 +#: ../../Whats-New.md:912 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon (by Starkku)" msgstr "现在建筑可以正确的使用副武器设置的激光参数而不再是从主武器读取(by Starkku)" -#: ../../Whats-New.md:901 +#: ../../Whats-New.md:913 msgid "" "Fixed an issue that caused vehicles killed by damage dealt by a known " "house but without a known source TechnoType (f.ex animation warhead " @@ -4169,21 +4243,21 @@ msgid "" "trigger events etc. (by Starkku)" msgstr "修复了只有所属方但没有开火者的杀伤击杀载具时未能正确记录因而无法触发地图事件等问题(by Starkku)" -#: ../../Whats-New.md:902 +#: ../../Whats-New.md:914 msgid "" "Translucent RLE SHPs will now be drawn using a more precise and " "performant algorithm that has no green tint and banding (only applies to " "Z-aware drawing mode for now) (by Apollo)" msgstr "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹(by Apollo)" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:915 msgid "" "Fixed transports recursively put into each other not having a correct " "killer set after second transport when being killed by something (by " "Kerbiter)" msgstr "修复了被递归嵌套放置的运输工具被击杀时从第二层运输工具开始击杀来源设置不正确的问题(by Kerbiter)" -#: ../../Whats-New.md:904 +#: ../../Whats-New.md:916 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -4192,56 +4266,56 @@ msgstr "" "修复了带有 `Inviso=true` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " "的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:905 +#: ../../Whats-New.md:917 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry (by Otamaa)" msgstr "修复了 `MakeInfantry` 逻辑在 BombClass(伊文炸弹)上导致生成 `Neutral` 阵营步兵的 Bug(by Otamaa)" -#: ../../Whats-New.md:906 +#: ../../Whats-New.md:918 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges (by" " Starkku)" msgstr "修复了轨道炮粒子对于具有非默认 `TargetCoordOffset` 的建筑或在桥上强制开火时被绘制到错误坐标的问题(by Starkku)" -#: ../../Whats-New.md:907 +#: ../../Whats-New.md:919 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines (by Starkku)" msgstr "修复了建筑 `TargetCoordOffset` 未将开火角度和目标指示线考虑在内的问题(by Starkku)" -#: ../../Whats-New.md:908 +#: ../../Whats-New.md:920 msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" -#: ../../Whats-New.md:909 +#: ../../Whats-New.md:921 msgid "" "Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by " "NetsuNegi)" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`(by NetsuNegi)" -#: ../../Whats-New.md:912 +#: ../../Whats-New.md:924 msgid "" "Fixed shields being able to take damage when the parent TechnoType was " "under effects of a `Temporal` Warhead (by Starkku)" msgstr "修复了单位被 `Temporal` 弹头冻结时其护盾仍可受伤的问题(by Starkku)" -#: ../../Whats-New.md:913 +#: ../../Whats-New.md:925 msgid "Improved shield behavior for forced damage (by Uranusian)" msgstr "改进了护盾在强制承受伤害时的行为(by Uranusian)" -#: ../../Whats-New.md:914 +#: ../../Whats-New.md:926 msgid "" "Fixed `SplashList` animations playing when a unit is hit on a bridge over" " water (by Uranusian)" msgstr "修复了命中桥上单位时会播放 `SplashList` 动画的问题(by Uranusian)" -#: ../../Whats-New.md:915 +#: ../../Whats-New.md:927 msgid "Fixed shielded objects not decloaking if shield takes damage (by Starkku)" msgstr "修复了带有护盾的物体在受击时不会解除隐形的问题(by Starkku)" -#: ../../Whats-New.md:916 +#: ../../Whats-New.md:928 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -4249,13 +4323,13 @@ msgstr "" "修复了即便修复了由于 `Crit.Affects` 或`ImmuneToCrit` 设定未能造成暴击伤害时仍会播放暴击动画的问题(by " "Starkku)" -#: ../../Whats-New.md:917 +#: ../../Whats-New.md:929 msgid "" "Fixed `RemoveDisguise` not working on `PermaDisguise` infantry (by " "Starkku)" msgstr "修复了 `RemoveDisguise` 未能在 `PermaDisguise` 步兵上工作的问题(by Starkku)" -#: ../../Whats-New.md:918 +#: ../../Whats-New.md:930 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -4263,47 +4337,47 @@ msgstr "" "修复了单色激光(`IsHouseColor`、`IsSingleColor`、LaserTrails)的光照算法以保持与原版效果一致(by " "Starkku)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:931 msgid "" "Fixed a potential cause of crashes concerning shield animations (such in " "conjunction with cloaking) (by Starkku)" msgstr "修复了一个可能导致崩溃的护盾动画问题(by Starkku)" -#: ../../Whats-New.md:920 +#: ../../Whats-New.md:932 msgid "" "Fixed interceptors intercepting projectiles fired by friendly objects if " "the said object died after firing the projectile (by Starkku)" msgstr "修复了友军对象在死亡后其发射的抛射体会被抛射体拦截逻辑视为应拦截目标的问题(by Starkku)" -#: ../../Whats-New.md:921 +#: ../../Whats-New.md:933 msgid "" "Fixed interceptor weapons with `Inviso=true` projectiles detonating the " "projectile at wrong coordinates (by Starkku)" msgstr "修复了 `Inviso=true` 抛射体拦截武器在错误左边处引爆的问题(by Starkku)" -#: ../../Whats-New.md:922 +#: ../../Whats-New.md:934 msgid "" "Fixed some possible configuration reading issues when using Phobos with " "patches that rename `uimd.ini` (by Belonit)" msgstr "修复了 Phobos 与重命名 `uimd.ini` 的补丁共用时可能出现的配置文件读取文件(by Belonit)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:935 msgid "Fixed a game crash when using the Map Snapshot command (by Otamaa)" msgstr "修复了抓取地图快捷键导致的游戏崩溃(by Otamaa)" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:936 msgid "" "Fixed issue with incorrect input in edit dialog element when using IME " "(by Belonit)" msgstr "修复了使用输入法时编辑对话框内容输入错误的问题(by Belonit)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:937 msgid "" "Fixed an issue where tooltip text could be clipped by tooltip rectangle " "border if using `MaxWidth` > 0 (by Starkku)" msgstr "修复了 `MaxWidth` > 0 时拓展工具条文本可能被拓展工具条矩形边框截断的问题(by Starkku)" -#: ../../Whats-New.md:926 +#: ../../Whats-New.md:938 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -4312,75 +4386,75 @@ msgstr "" "修复了带有 `Trajectory=Straight` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " "的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:927 +#: ../../Whats-New.md:939 msgid "Minor performance optimization related to shields (by Trsdy)" msgstr "对护盾进行了轻微的性能优化(by Trsdy)" -#: ../../Whats-New.md:928 +#: ../../Whats-New.md:940 msgid "" "Fixed teleporting miners (Chrono Miner) considered to be idle by " "harvester counter, improved related game performance (by Trsdy)" msgstr "修复了超时空矿车被矿车计数器误判为摆烂的问题,并进行了相关的性能优化(by Trsdy)" -#: ../../Whats-New.md:929 +#: ../../Whats-New.md:941 msgid "" "Fixed negative damage weapons considering shield health when evaluating " "targets even if Warhead had `Shield.Penetrate` set to true (by Starkku)" msgstr "修复了负伤害武器在选择目标时即便在弹头 `Shield.Penetrate` 设为 true 也仍会考虑护盾值的问题(by Starkku)" -#: ../../Whats-New.md:930 +#: ../../Whats-New.md:942 msgid "" "Fixed engineers considering shield health instead of building health when" " determining if they can repair or capture a building (by Starkku)" msgstr "修复了工程师在判断能否维修/占领建筑时考虑护盾值而非建筑生命值的问题(by Starkku)" -#: ../../Whats-New.md:931 +#: ../../Whats-New.md:943 msgid "" "Fixed shield animations (`IdleAnim`, `BreakAnim` and `HitAnim`) showing " "up even if the object shield is attached to is currently underground (by " "Starkku)" msgstr "修复了护盾动画(`IdleAnim`、`BreakAnim` 和 `HitAnim`)在其附着对象处于地下时仍然显示的问题(by Starkku)" -#: ../../Whats-New.md:932 +#: ../../Whats-New.md:944 msgid "" "Fixed shields not being removed from sinking units until they have fully " "finished sinking (by Starkku)" msgstr "修复了护盾在单位完全沉没前未被移除的问题(by Starkku)" -#: ../../Whats-New.md:933 +#: ../../Whats-New.md:945 msgid "Fixed techno-extdata update after type conversion (by Trsdy)" msgstr "修复了单位转换后的数据更新问题(by Trsdy)" -#: ../../Whats-New.md:934 +#: ../../Whats-New.md:946 msgid "" "Fixed Phobos Warhead effects (crits, new shield modifiers etc.) " "considering sinking units valid targets (by Starkku)" msgstr "修复了 Phobos 弹头效果(暴击、护盾修改等)将正在下沉的单位视为有效目标的问题(by Starkku)" -#: ../../Whats-New.md:935 +#: ../../Whats-New.md:947 msgid "" "Fixed an issue where `FireOnce=yes` deploy weapons on vehicles would " "still fire multiple times if deploy command is issued repeatedly or when " "not idle (by Starkku)" msgstr "修复了拥有 `FireOnce=yes` 的部署武器在重复下达部署质量或非闲置状态仍会多次开火的问题(by Starkku)" -#: ../../Whats-New.md:936 +#: ../../Whats-New.md:948 msgid "" "Fixed a game crash when checking `BuildLimit` if Phobos is running " "without Ares (by Belonit)" msgstr "修复了当 Phobos 未与 Ares 共同使用时检查 `BuildLimit` 会导致游戏崩溃的问题(by Belonit)" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:949 msgid "" "Corrected the misinterpretation in the definition of `DiskLaser.Radius` " "(by Trsdy)" msgstr "更正了定义 `DiskLaser.Radius` 错误解释的问题(by Trsdy)" -#: ../../Whats-New.md:938 +#: ../../Whats-New.md:950 msgid "Fixed GlobalVariables failed working among scenarios (by Trsdy)" msgstr "修复了全局变量在多个场景失效的问题(by Trsdy)" -#: ../../Whats-New.md:941 +#: ../../Whats-New.md:953 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -4388,57 +4462,57 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射(by Starkku)" -#: ../../Whats-New.md:943 +#: ../../Whats-New.md:955 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:944 +#: ../../Whats-New.md:956 msgid "" "Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to " "use latest Phobos tags (by Kerbiter)" msgstr "做了一个 sed 脚本工具来半自动的更新 INI 内容为最新版 Phobos 的对应标签(by Kerbiter)" -#: ../../Whats-New.md:948 +#: ../../Whats-New.md:960 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:965 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息未能正确保存的问题(by Uranusian)" -#: ../../Whats-New.md:954 +#: ../../Whats-New.md:966 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了拓展的建筑加载物逻辑与 Ares 的 BuildLimit 检查交互异常的问题(by Uranusian)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:967 msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" msgstr "修复了更多由 `CameoPriority` 导致的随机崩溃问题(by Uranusian)" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:968 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了战机开火后 Burst 索引未能正确重置导致的游戏卡死问题(by Starkku)" -#: ../../Whats-New.md:960 +#: ../../Whats-New.md:972 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:965 +#: ../../Whats-New.md:977 msgid "Fixed random crashes about `CameoPriority` (by Uranusian)" msgstr "修复了 `CameoPriority` 导致的随机崩溃(by Uranusian)" -#: ../../Whats-New.md:966 +#: ../../Whats-New.md:978 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发结果 125 号未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:979 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了范围弹头的所属问题(by Otamaa)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:980 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -4446,83 +4520,83 @@ msgstr "" "对 `FootClass` 的钩子进行调整以支持 Ares 的 `RadImmune` 相关逻辑;同时对辐射/辐射工兵进行了多项修复(by " "Otamaa)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:981 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了 `Crit.Affects` 未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:970 +#: ../../Whats-New.md:982 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了建造在其他所属方建筑上的加载物会导致本应战败的所属方保持存活的问题(by Kerbiter)" -#: ../../Whats-New.md:974 +#: ../../Whats-New.md:986 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:979 +#: ../../Whats-New.md:991 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "自定义像 CNC 重置版那样的生产进度「条」(by Uranusian)" -#: ../../Whats-New.md:980 +#: ../../Whats-New.md:992 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:981 +#: ../../Whats-New.md:993 msgid "Customizable harvester ore gathering animation (by secsome, Uranusian)" msgstr "自定义矿车采矿动画(by secsome, Uranusian)" -#: ../../Whats-New.md:982 +#: ../../Whats-New.md:994 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许设置单位无法被下达移动指令(by Uranusian)" -#: ../../Whats-New.md:985 +#: ../../Whats-New.md:997 msgid "" "Fixed non-IME keyboard input to be working correctly for languages / " "keyboard layouts that use character ranges other than Basic Latin and " "Latin-1 Supplement (by Belonit)" msgstr "修复了非输入法键盘输入在基础拉丁或拉丁 -1 以外的语言/键盘布局中无法正常工作的问题(by Belonit)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:1000 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑无法正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:989 +#: ../../Whats-New.md:1001 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了执行停止命令时游戏崩溃的 Bug(by Uranusian)" -#: ../../Whats-New.md:993 +#: ../../Whats-New.md:1005 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:1010 msgid "" "Fixed occasional crashes introduced by `Speed=0` stationary vehicles code" " (by Starkku)" msgstr "修复了由 `Speed=0` 静止载具代码引起的偶发性崩溃问题(by Starkku)" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:1014 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1007 +#: ../../Whats-New.md:1019 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary " "(by Starkku)" msgstr "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止(by Starkku)" -#: ../../Whats-New.md:1010 +#: ../../Whats-New.md:1022 msgid "" "Fixed the bug when after a failed placement the building/defence tab " "hotkeys won't trigger placement mode again (by Uranusian)" msgstr "修复了在摆放失败后使用切换到建筑栏和防御栏的快捷键无法再次进入放置模式的问题(by Uranusian)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1023 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -4530,189 +4604,189 @@ msgstr "" "修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题(by " "secsome)" -#: ../../Whats-New.md:1014 +#: ../../Whats-New.md:1026 msgid "" "Fixed the bug when trigger action `125 Build At...` wasn't actually " "producing a building when the target cells were occupied (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 在目标单元格被占用时无法生产建筑的问题(by secsome)" -#: ../../Whats-New.md:1019 +#: ../../Whats-New.md:1031 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1024 +#: ../../Whats-New.md:1036 msgid "" "Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with " "warhead additions (by Starkku)" msgstr "护盾逻辑(by Uranusian、secsome、Belonit)及对应新增弹头功能(by Starkku)" -#: ../../Whats-New.md:1025 +#: ../../Whats-New.md:1037 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1026 +#: ../../Whats-New.md:1038 msgid "" "New ScriptType actions `71 Timed Area Guard`, `72 Load Onto Transports`, " "`73 Wait until ammo is full` (by FS-21)" msgstr "新增动作脚本 `71 区域警戒(时间计数)`、`72 装载入运输载具`、`73 等待弹药装满`(by FS-21)" -#: ../../Whats-New.md:1027 +#: ../../Whats-New.md:1039 msgid "" "Ore drills now have customizable ore type, range, ore growth stage and " "amount of cells generated (by Kerbiter)" msgstr "现在矿柱可以自定义矿石的类型、范围、生长阶段和生长的单元格数(by Kerbiter)" -#: ../../Whats-New.md:1028 +#: ../../Whats-New.md:1040 msgid "" "Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, " "Erzoid/SukaHati)" msgstr "基础的抛射体拦截逻辑(by AutoGavy、ChrisLv_CN、Kerbiter、Erzoid/SukaHati)" -#: ../../Whats-New.md:1029 +#: ../../Whats-New.md:1041 msgid "" "Customizable harvester active/total counter next to credits counter (by " "Uranusian)" msgstr "在资金计数器旁自定义「工作矿车/矿车总量」计数器(by Uranusian)" -#: ../../Whats-New.md:1030 +#: ../../Whats-New.md:1042 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一个空闲矿车快捷键(by Kerbiter)" -#: ../../Whats-New.md:1031 +#: ../../Whats-New.md:1043 msgid "Dump Object Info hotkey command (by secsome & FS-21)" msgstr "输出对象信息快捷键(by secsome 与 FS-21)" -#: ../../Whats-New.md:1032 +#: ../../Whats-New.md:1044 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" msgstr "解除伪装和解除心控弹头效果(by secsome)" -#: ../../Whats-New.md:1033 +#: ../../Whats-New.md:1045 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1034 +#: ../../Whats-New.md:1046 msgid "" "`AnimList.PickRandom` used to randomize `AnimList` with no side effects " "(by secsome)" msgstr "添加了 `AnimList.PickRandom` 用于实现没有副作用的随机 `AnimList`(by secsome)" -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:1047 msgid "Chance-based critical damage system on warheads (by AutoGavy)" msgstr "基于概率的弹头暴击伤害系统(by AutoGavy)" -#: ../../Whats-New.md:1036 +#: ../../Whats-New.md:1048 msgid "Optional mind control range limit (by Uranusian)" msgstr "自定义心控有效距离上限(by Uranusian)" -#: ../../Whats-New.md:1037 +#: ../../Whats-New.md:1049 msgid "" "Multiple mind controllers can now release units on overload (by Uranusian" " & secsome)" msgstr "多重心控单位(原版脑车)可以在过载时及时释放单位(by Uranusian & secsome)" -#: ../../Whats-New.md:1038 +#: ../../Whats-New.md:1050 msgid "" "Spawns now can be killed on low power and have limited pursuing range (by" " FS-21)" msgstr "现在子机可以在母舰断电时坠毁并且具有有限的追击范围(by FS-21)" -#: ../../Whats-New.md:1039 +#: ../../Whats-New.md:1051 msgid "Spawns can now have the same exp. level as owner techno (by Uranusian)" msgstr "现在子机可以同步母舰的经验等级(by Uranusian)" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1052 msgid "" "`TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` " "value (by Kerbiter)" msgstr "现在 `TurretOffset` 可以接受 `F,L,H` 和 `F,L` 那样的值而不仅限于一个 `F`(by Kerbiter)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1053 msgid "ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)" msgstr "现在可以单独关闭 EBolt 特效中的特定电弧(by Otamaa)" -#: ../../Whats-New.md:1042 +#: ../../Whats-New.md:1054 msgid "Semantic locomotor aliases for modder convenience (by Belonit)" msgstr "为 modder 们添加了简化的 Locomotor 别称(by Belonit)" -#: ../../Whats-New.md:1043 +#: ../../Whats-New.md:1055 msgid "" "Ability to specify amount of shots for strafing aircraft and burst " "simulation (by Starkku)" msgstr "可以为战机扫射指定次数以及模拟 `Burst`(by Starkku)" -#: ../../Whats-New.md:1044 +#: ../../Whats-New.md:1056 msgid "" "Customizeable Teleport/Chrono Locomotor properties per TechnoType (by " "Otamaa)" msgstr "自定义超时空运动模式的参数(by Otamaa)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:1057 msgid "Maximum waypoints amount increased from 702 to 2147483647 (by secsome)" msgstr "路径点数量上限由 702 提升到 2147483647(by secsome)" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:1058 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1049 +#: ../../Whats-New.md:1061 msgid "" "Map previews with zero size won't crash the game anymore (by Kerbiter & " "Belonit)" msgstr "0 尺寸的地图预览图不再会导致游戏崩溃(by Kerbiter 与 Belonit)" -#: ../../Whats-New.md:1050 +#: ../../Whats-New.md:1062 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1051 +#: ../../Whats-New.md:1063 msgid "" "Fixed fatal errors when `Blowfish.dll` couldn't be registered in the " "system properly due to missing admin rights (by Belonit)" msgstr "修复了由于确实管理员权限导致 `Blowfish.dll` 无法正确注册而引发的 Fatal Error(by Belonit)" -#: ../../Whats-New.md:1052 +#: ../../Whats-New.md:1064 msgid "" "Fix to take Burst into account for aircraft weapon shots beyond the first" " one (by Starkku)" msgstr "修复了战机扫射武器仅有第一发考虑 `Burst` 的问题(by Starkku)" -#: ../../Whats-New.md:1053 +#: ../../Whats-New.md:1065 msgid "" "Fixed the bug when units are already dead but still in map (for sinking, " "crashing, dying animation, etc.), they could die again (by Uranusian)" msgstr "修复了已经死亡但仍存在于地图上的单位(例如沉没、坠毁、播放死亡动画等)可以再次死亡的 Bug(by Uranusian)" -#: ../../Whats-New.md:1054 +#: ../../Whats-New.md:1066 msgid "" "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon" " (by Otamaa)" msgstr "修复了隐形的辐射工兵无法部署发射武器的 Bug(by Otamaa)" -#: ../../Whats-New.md:1055 +#: ../../Whats-New.md:1067 msgid "" "Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-" "release the victim to control new one (by Uranusian)" msgstr "修复了 `InfiniteMindControl` 在 `Damage=1` 的情况下只能控制 1 个单位的问题(by Uranusian)" -#: ../../Whats-New.md:1056 +#: ../../Whats-New.md:1068 msgid "" "Fixed the bug that script action `Move to cell` was still using leftover " "cell calculations from previous games (by secsome)" msgstr "修复了脚本动作 `移动到单元格` 使用先代游戏残留单元格算法的 Bug(by secsome)" -#: ../../Whats-New.md:1057 +#: ../../Whats-New.md:1069 msgid "" "Fixed the bug when trigger action `125 Build At...` didn't play buildup " "anim (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 不播放建造动画的 Bug(by secsome)" -#: ../../Whats-New.md:1058 +#: ../../Whats-New.md:1070 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore) (by Otamaa)" msgstr "修复了 `DebrisMaximums`(生成的碎片不再超过其对应的最大数量)(by Otamaa)" -#: ../../Whats-New.md:1059 +#: ../../Whats-New.md:1071 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -4720,13 +4794,13 @@ msgstr "" "修复了 `DeployFire` 逻辑(现在 `DeployFireWeapon`、`FireOnce`、停止命令可以正常工作)(by " "Starkku)" -#: ../../Whats-New.md:1062 +#: ../../Whats-New.md:1074 msgid "" "Properly rewritten a fix for mind-controlled vehicles deploying into " "buildings (by FS-21)" msgstr "彻底重写了被心控载具部署成建筑的修复方案(by FS-21)" -#: ../../Whats-New.md:1063 +#: ../../Whats-New.md:1075 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -4734,97 +4808,96 @@ msgstr "" "彻底重写了 `DeployToFire` 的修复,标签 `Deployed.RememberTarget` 已弃用,现在总是启用(by " "Kerbiter)" -#: ../../Whats-New.md:1064 +#: ../../Whats-New.md:1076 msgid "New warheads now work with Ares' `GenericWarhead` superweapon (by Belonit)" msgstr "现在新的弹头效果可以用于 Ares 的 `GenericWarhead` 类超级武器(by Belonit)" -#: ../../Whats-New.md:1068 +#: ../../Whats-New.md:1080 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1073 +#: ../../Whats-New.md:1085 msgid "" "Fixed an occasional crash when selecting units with a selection box (by " "Kerbiter)" msgstr "修复了框选单位时偶尔崩溃的问题(by Kerbiter)" -#: ../../Whats-New.md:1077 +#: ../../Whats-New.md:1089 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1082 +#: ../../Whats-New.md:1094 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1083 +#: ../../Whats-New.md:1095 msgid "Support for PCX loading screens of any size (by Belonit)" msgstr "支持了任意尺寸的 PCX 载入图(by Belonit)" -#: ../../Whats-New.md:1084 +#: ../../Whats-New.md:1096 msgid "" "Extended sidebar tooltips with descriptions, recharge time and power " "consumption/generation (by Kerbiter & Belonit)" msgstr "扩展侧边栏拓展工具条时其带有描述、充能时间和电力能耗/产出(by Kerbiter 与 Belonit)" -#: ../../Whats-New.md:1085 +#: ../../Whats-New.md:1097 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1086 +#: ../../Whats-New.md:1098 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1087 +#: ../../Whats-New.md:1099 msgid "Custom game icon command line arg (by Belonit)" msgstr "使用命令行参数自定义游戏图标(by Belonit)" -#: ../../Whats-New.md:1088 +#: ../../Whats-New.md:1100 msgid "Ability to disable black spawn position dots on map preview (by Belonit)" msgstr "允许禁用空置出生点黑点(by Belonit)" -#: ../../Whats-New.md:1089 +#: ../../Whats-New.md:1101 msgid "" "Ability to specify applicable building owner for building upgrades (by " "Kerbiter)" msgstr "允许为建筑加载物指定适当的建筑所属方,也就是可以建造在别人的建筑上(by Kerbiter)" -#: ../../Whats-New.md:1090 +#: ../../Whats-New.md:1102 msgid "Customizable disk laser radius (by Belonit & Kerbiter)" msgstr "自定义飞碟激光半径(by Belonit 与 Kerbiter)" -#: ../../Whats-New.md:1091 +#: ../../Whats-New.md:1103 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" msgstr "允许为任意阵营 UI 切换 GDI 式侧边栏布局(by Belonit)" -#: ../../Whats-New.md:1094 +#: ../../Whats-New.md:1106 msgid "" "Deploying mind-controlled TechnoTypes won't make them permanently mind-" "controlled anymore (unfinished fix by DCoder)" msgstr "部署被心灵控制的单位不再会时其永远处于被心控状态(实际上直接刷漆了)(DCoder 未完成的修复)" -#: ../../Whats-New.md:1095 +#: ../../Whats-New.md:1107 msgid "" "SHP debris hardcoded shadows now respect `Shadow=no` tag value (by " "Kerbiter)" msgstr "SHP 碎片硬编码显示的阴影现在遵守 `Shadow=no` 设置(by Kerbiter)" -#: ../../Whats-New.md:1096 +#: ../../Whats-New.md:1108 msgid "" "`DeployToFire` vehicles won't lose target on deploy anymore (unfinished " "fix by DCoder)" msgstr "`DeployToFire` 的载具不再会于部署时丢失目标(DCoder 未完成的修复)" -#: ../../Whats-New.md:1097 +#: ../../Whats-New.md:1109 msgid "" "Fixed QWER hotkey tab switching not hiding the displayed tooltip as it " "should (by Belonit)" msgstr "修复了当通过 QWER 快捷键切换标签页时未能正确隐藏拓展工具条的问题(by Belonit)" -#: ../../Whats-New.md:1098 +#: ../../Whats-New.md:1110 msgid "Sidebar tooltips now can go over sidebar bounds (by Belonit)" msgstr "现在侧边栏拓展工具条可以超出侧边栏边界(by Belonit)" -#: ../../Whats-New.md:1099 +#: ../../Whats-New.md:1111 msgid "Lifted stupidly small limit for tooltip character amount (by Belonit)" msgstr "解除了拓展工具条字符数量小得愚蠢的上限(by Belonit)" - diff --git a/docs/requirements.txt b/docs/requirements.txt index 2b0dca4269..79e20149f1 100644 --- a/docs/requirements.txt +++ b/docs/requirements.txt @@ -1,4 +1,4 @@ myst-parser==4.0.0 Sphinx==7.4.7 sphinx-rtd-theme==2.0.0 -sphinx-design +sphinx-design==0.6.1