From 439eece6cf4520657a1ac3f61f24efb45d67f14b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 01:54:45 +0800 Subject: [PATCH 01/80] [en] fix [cn] update Sinking improvement & `FireAngle` fix --- docs/Fixed-or-Improved-Logics.md | 8 +- docs/Whats-New.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 83 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 1293 ++++++----- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2043 ++++++++--------- 5 files changed, 1677 insertions(+), 1752 deletions(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 3f16e3c79a..e353d93698 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -1346,10 +1346,10 @@ KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in cells In `rulesmd.ini`: ```ini -[SOMEVEHICLE] ; VehicleType -Sinkable= ; bool -SinkSpeed=5 ; integer, lepton per frame -Sinkable.SquidGrab=true ; bool +[SOMEVEHICLE] ; VehicleType +Sinkable= ; boolean +SinkSpeed=5 ; integer, leptons per frame +Sinkable.SquidGrab=true ; boolean ``` ### Stationary vehicles diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 543aa50321..00fa1c96fd 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -625,7 +625,7 @@ Vanilla fixes: - Fixed `Hospital=yes` building can't kick out infantry after loading a save (by FlyStar) - Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt (by Starkku) - Fixed an issue where `FireAngle` would not work properly under certain circumstances (by TaranDahl) - + Phobos fixes: - Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy) - Add `ImmuneToCrit` for shields (by Trsdy) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 2f8433c716..023c946422 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: 2025-03-28 23:57+0800\n" +"POT-Creation-Date: 2025-03-31 00:30+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1765,117 +1765,128 @@ msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" #: ../../../CREDITS.md:447 +msgid "Sinkablity and sinking speed customization" +msgstr "自定义能否沉没以及沉没速度" + +#: ../../../CREDITS.md:448 +msgid "" +"Fixed 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:449 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:450 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:449 +#: ../../../CREDITS.md:451 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:450 +#: ../../../CREDITS.md:452 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:451 +#: ../../../CREDITS.md:453 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:452 +#: ../../../CREDITS.md:454 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:453 +#: ../../../CREDITS.md:455 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:454 +#: ../../../CREDITS.md:456 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:455 +#: ../../../CREDITS.md:457 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:456 +#: ../../../CREDITS.md:458 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:457 +#: ../../../CREDITS.md:459 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:458 +#: ../../../CREDITS.md:460 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:461 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:460 +#: ../../../CREDITS.md:462 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:463 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:464 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:463 +#: ../../../CREDITS.md:465 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:464 +#: ../../../CREDITS.md:466 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:465 +#: ../../../CREDITS.md:467 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:466 +#: ../../../CREDITS.md:468 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:467 +#: ../../../CREDITS.md:469 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:470 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:471 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:472 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:473 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -1883,33 +1894,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:474 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:473 +#: ../../../CREDITS.md:475 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:474 +#: ../../../CREDITS.md:476 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:477 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:476 +#: ../../../CREDITS.md:478 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:479 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 *三重* 奖章" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:480 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -1917,7 +1928,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:481 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -1931,15 +1942,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:482 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:483 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:484 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" 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 d9470a8221..534cf1a73a 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: 2025-03-29 00:23+0800\n" +"POT-Creation-Date: 2025-03-31 00:30+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:454 ../../Fixed-or-Improved-Logics.md:693 -#: ../../Fixed-or-Improved-Logics.md:718 ../../Fixed-or-Improved-Logics.md:1071 -#: ../../Fixed-or-Improved-Logics.md:1136 -#: ../../Fixed-or-Improved-Logics.md:1308 -#: ../../Fixed-or-Improved-Logics.md:1623 -#: ../../Fixed-or-Improved-Logics.md:1668 -#: ../../Fixed-or-Improved-Logics.md:1693 +#: ../../Fixed-or-Improved-Logics.md:455 ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:719 ../../Fixed-or-Improved-Logics.md:1072 +#: ../../Fixed-or-Improved-Logics.md:1137 +#: ../../Fixed-or-Improved-Logics.md:1309 +#: ../../Fixed-or-Improved-Logics.md:1638 +#: ../../Fixed-or-Improved-Logics.md:1683 +#: ../../Fixed-or-Improved-Logics.md:1708 msgid "image" msgstr "图像" @@ -1052,9 +1052,7 @@ msgid "" "constrained to `[Units]` list in map files and is no longer thrown off by" " vehicles that could not be created or created vehicles having other " "vehicles as initial passengers." -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。" +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。" #: ../../Fixed-or-Improved-Logics.md:171 msgid "" @@ -1223,17 +1221,24 @@ msgid "" "correctly for more than one concurrent electric bolt." 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。" -#: ../../Fixed-or-Improved-Logics.md:199 +#: ../../Fixed-or-Improved-Logics.md:198 +msgid "" +"Fixed 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。" + +#: ../../Fixed-or-Improved-Logics.md:200 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:201 +#: ../../Fixed-or-Improved-Logics.md:202 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:202 +#: ../../Fixed-or-Improved-Logics.md:203 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1241,38 +1246,38 @@ 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:203 +#: ../../Fixed-or-Improved-Logics.md:204 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:204 +#: ../../Fixed-or-Improved-Logics.md:205 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:205 +#: ../../Fixed-or-Improved-Logics.md:206 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:206 +#: ../../Fixed-or-Improved-Logics.md:207 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:207 +#: ../../Fixed-or-Improved-Logics.md:208 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:208 +#: ../../Fixed-or-Improved-Logics.md:209 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " @@ -1281,13 +1286,13 @@ 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 `Grinding=true` 建筑的 " "`ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:209 +#: ../../Fixed-or-Improved-Logics.md:210 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:210 +#: ../../Fixed-or-Improved-Logics.md:211 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1296,106 +1301,107 @@ 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:211 +#: ../../Fixed-or-Improved-Logics.md:212 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:212 +#: ../../Fixed-or-Improved-Logics.md:213 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:213 +#: ../../Fixed-or-Improved-Logics.md:214 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." msgstr "允许 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物了。" -#: ../../Fixed-or-Improved-Logics.md:215 +#: ../../Fixed-or-Improved-Logics.md:216 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:217 +#: ../../Fixed-or-Improved-Logics.md:218 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:219 +#: ../../Fixed-or-Improved-Logics.md:220 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:221 ../../Fixed-or-Improved-Logics.md:235 -#: ../../Fixed-or-Improved-Logics.md:246 ../../Fixed-or-Improved-Logics.md:258 -#: ../../Fixed-or-Improved-Logics.md:377 ../../Fixed-or-Improved-Logics.md:387 -#: ../../Fixed-or-Improved-Logics.md:398 ../../Fixed-or-Improved-Logics.md:420 -#: ../../Fixed-or-Improved-Logics.md:436 ../../Fixed-or-Improved-Logics.md:446 -#: ../../Fixed-or-Improved-Logics.md:468 ../../Fixed-or-Improved-Logics.md:485 -#: ../../Fixed-or-Improved-Logics.md:500 ../../Fixed-or-Improved-Logics.md:513 -#: ../../Fixed-or-Improved-Logics.md:525 ../../Fixed-or-Improved-Logics.md:537 -#: ../../Fixed-or-Improved-Logics.md:563 ../../Fixed-or-Improved-Logics.md:588 -#: ../../Fixed-or-Improved-Logics.md:598 ../../Fixed-or-Improved-Logics.md:610 -#: ../../Fixed-or-Improved-Logics.md:620 ../../Fixed-or-Improved-Logics.md:638 -#: ../../Fixed-or-Improved-Logics.md:665 ../../Fixed-or-Improved-Logics.md:676 -#: ../../Fixed-or-Improved-Logics.md:698 ../../Fixed-or-Improved-Logics.md:710 -#: ../../Fixed-or-Improved-Logics.md:724 ../../Fixed-or-Improved-Logics.md:744 -#: ../../Fixed-or-Improved-Logics.md:768 ../../Fixed-or-Improved-Logics.md:811 -#: ../../Fixed-or-Improved-Logics.md:824 ../../Fixed-or-Improved-Logics.md:835 -#: ../../Fixed-or-Improved-Logics.md:847 ../../Fixed-or-Improved-Logics.md:862 -#: ../../Fixed-or-Improved-Logics.md:885 ../../Fixed-or-Improved-Logics.md:904 -#: ../../Fixed-or-Improved-Logics.md:915 ../../Fixed-or-Improved-Logics.md:930 -#: ../../Fixed-or-Improved-Logics.md:957 ../../Fixed-or-Improved-Logics.md:987 -#: ../../Fixed-or-Improved-Logics.md:1001 -#: ../../Fixed-or-Improved-Logics.md:1021 -#: ../../Fixed-or-Improved-Logics.md:1035 -#: ../../Fixed-or-Improved-Logics.md:1078 -#: ../../Fixed-or-Improved-Logics.md:1096 -#: ../../Fixed-or-Improved-Logics.md:1117 -#: ../../Fixed-or-Improved-Logics.md:1143 -#: ../../Fixed-or-Improved-Logics.md:1162 -#: ../../Fixed-or-Improved-Logics.md:1177 -#: ../../Fixed-or-Improved-Logics.md:1189 -#: ../../Fixed-or-Improved-Logics.md:1202 -#: ../../Fixed-or-Improved-Logics.md:1216 -#: ../../Fixed-or-Improved-Logics.md:1234 -#: ../../Fixed-or-Improved-Logics.md:1248 -#: ../../Fixed-or-Improved-Logics.md:1259 -#: ../../Fixed-or-Improved-Logics.md:1277 -#: ../../Fixed-or-Improved-Logics.md:1297 -#: ../../Fixed-or-Improved-Logics.md:1315 -#: ../../Fixed-or-Improved-Logics.md:1333 -#: ../../Fixed-or-Improved-Logics.md:1348 -#: ../../Fixed-or-Improved-Logics.md:1361 -#: ../../Fixed-or-Improved-Logics.md:1392 -#: ../../Fixed-or-Improved-Logics.md:1423 -#: ../../Fixed-or-Improved-Logics.md:1447 -#: ../../Fixed-or-Improved-Logics.md:1469 -#: ../../Fixed-or-Improved-Logics.md:1481 -#: ../../Fixed-or-Improved-Logics.md:1497 -#: ../../Fixed-or-Improved-Logics.md:1509 -#: ../../Fixed-or-Improved-Logics.md:1527 -#: ../../Fixed-or-Improved-Logics.md:1549 -#: ../../Fixed-or-Improved-Logics.md:1560 -#: ../../Fixed-or-Improved-Logics.md:1577 -#: ../../Fixed-or-Improved-Logics.md:1591 -#: ../../Fixed-or-Improved-Logics.md:1603 -#: ../../Fixed-or-Improved-Logics.md:1615 -#: ../../Fixed-or-Improved-Logics.md:1626 -#: ../../Fixed-or-Improved-Logics.md:1637 -#: ../../Fixed-or-Improved-Logics.md:1650 -#: ../../Fixed-or-Improved-Logics.md:1660 -#: ../../Fixed-or-Improved-Logics.md:1676 -#: ../../Fixed-or-Improved-Logics.md:1698 -#: ../../Fixed-or-Improved-Logics.md:1709 -#: ../../Fixed-or-Improved-Logics.md:1725 -#: ../../Fixed-or-Improved-Logics.md:1747 +#: ../../Fixed-or-Improved-Logics.md:222 ../../Fixed-or-Improved-Logics.md:236 +#: ../../Fixed-or-Improved-Logics.md:247 ../../Fixed-or-Improved-Logics.md:259 +#: ../../Fixed-or-Improved-Logics.md:378 ../../Fixed-or-Improved-Logics.md:388 +#: ../../Fixed-or-Improved-Logics.md:399 ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:437 ../../Fixed-or-Improved-Logics.md:447 +#: ../../Fixed-or-Improved-Logics.md:469 ../../Fixed-or-Improved-Logics.md:486 +#: ../../Fixed-or-Improved-Logics.md:501 ../../Fixed-or-Improved-Logics.md:514 +#: ../../Fixed-or-Improved-Logics.md:526 ../../Fixed-or-Improved-Logics.md:538 +#: ../../Fixed-or-Improved-Logics.md:564 ../../Fixed-or-Improved-Logics.md:589 +#: ../../Fixed-or-Improved-Logics.md:599 ../../Fixed-or-Improved-Logics.md:611 +#: ../../Fixed-or-Improved-Logics.md:621 ../../Fixed-or-Improved-Logics.md:639 +#: ../../Fixed-or-Improved-Logics.md:666 ../../Fixed-or-Improved-Logics.md:677 +#: ../../Fixed-or-Improved-Logics.md:699 ../../Fixed-or-Improved-Logics.md:711 +#: ../../Fixed-or-Improved-Logics.md:725 ../../Fixed-or-Improved-Logics.md:745 +#: ../../Fixed-or-Improved-Logics.md:769 ../../Fixed-or-Improved-Logics.md:812 +#: ../../Fixed-or-Improved-Logics.md:825 ../../Fixed-or-Improved-Logics.md:836 +#: ../../Fixed-or-Improved-Logics.md:848 ../../Fixed-or-Improved-Logics.md:863 +#: ../../Fixed-or-Improved-Logics.md:886 ../../Fixed-or-Improved-Logics.md:905 +#: ../../Fixed-or-Improved-Logics.md:916 ../../Fixed-or-Improved-Logics.md:931 +#: ../../Fixed-or-Improved-Logics.md:958 ../../Fixed-or-Improved-Logics.md:988 +#: ../../Fixed-or-Improved-Logics.md:1002 +#: ../../Fixed-or-Improved-Logics.md:1022 +#: ../../Fixed-or-Improved-Logics.md:1036 +#: ../../Fixed-or-Improved-Logics.md:1079 +#: ../../Fixed-or-Improved-Logics.md:1097 +#: ../../Fixed-or-Improved-Logics.md:1118 +#: ../../Fixed-or-Improved-Logics.md:1144 +#: ../../Fixed-or-Improved-Logics.md:1163 +#: ../../Fixed-or-Improved-Logics.md:1178 +#: ../../Fixed-or-Improved-Logics.md:1190 +#: ../../Fixed-or-Improved-Logics.md:1203 +#: ../../Fixed-or-Improved-Logics.md:1217 +#: ../../Fixed-or-Improved-Logics.md:1235 +#: ../../Fixed-or-Improved-Logics.md:1249 +#: ../../Fixed-or-Improved-Logics.md:1260 +#: ../../Fixed-or-Improved-Logics.md:1278 +#: ../../Fixed-or-Improved-Logics.md:1298 +#: ../../Fixed-or-Improved-Logics.md:1316 +#: ../../Fixed-or-Improved-Logics.md:1334 +#: ../../Fixed-or-Improved-Logics.md:1347 +#: ../../Fixed-or-Improved-Logics.md:1363 +#: ../../Fixed-or-Improved-Logics.md:1376 +#: ../../Fixed-or-Improved-Logics.md:1407 +#: ../../Fixed-or-Improved-Logics.md:1438 +#: ../../Fixed-or-Improved-Logics.md:1462 +#: ../../Fixed-or-Improved-Logics.md:1484 +#: ../../Fixed-or-Improved-Logics.md:1496 +#: ../../Fixed-or-Improved-Logics.md:1512 +#: ../../Fixed-or-Improved-Logics.md:1524 +#: ../../Fixed-or-Improved-Logics.md:1542 +#: ../../Fixed-or-Improved-Logics.md:1564 +#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1592 +#: ../../Fixed-or-Improved-Logics.md:1606 +#: ../../Fixed-or-Improved-Logics.md:1618 +#: ../../Fixed-or-Improved-Logics.md:1630 +#: ../../Fixed-or-Improved-Logics.md:1641 +#: ../../Fixed-or-Improved-Logics.md:1652 +#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1675 +#: ../../Fixed-or-Improved-Logics.md:1691 +#: ../../Fixed-or-Improved-Logics.md:1713 +#: ../../Fixed-or-Improved-Logics.md:1724 +#: ../../Fixed-or-Improved-Logics.md:1740 +#: ../../Fixed-or-Improved-Logics.md:1762 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:222 +#: ../../Fixed-or-Improved-Logics.md:223 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1403,28 +1409,28 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:227 +#: ../../Fixed-or-Improved-Logics.md:228 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:229 +#: ../../Fixed-or-Improved-Logics.md:230 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:230 +#: ../../Fixed-or-Improved-Logics.md:231 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。" -#: ../../Fixed-or-Improved-Logics.md:231 +#: ../../Fixed-or-Improved-Logics.md:232 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:232 +#: ../../Fixed-or-Improved-Logics.md:233 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -1434,14 +1440,14 @@ 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:233 +#: ../../Fixed-or-Improved-Logics.md:234 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:236 +#: ../../Fixed-or-Improved-Logics.md:237 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -1449,11 +1455,11 @@ msgstr "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:241 +#: ../../Fixed-or-Improved-Logics.md:242 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:243 +#: ../../Fixed-or-Improved-Logics.md:244 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1463,7 +1469,7 @@ 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:244 +#: ../../Fixed-or-Improved-Logics.md:245 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1472,18 +1478,18 @@ 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:247 +#: ../../Fixed-or-Improved-Logics.md:248 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:253 +#: ../../Fixed-or-Improved-Logics.md:254 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:255 +#: ../../Fixed-or-Improved-Logics.md:256 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1495,13 +1501,13 @@ 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:256 +#: ../../Fixed-or-Improved-Logics.md:257 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:259 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -1511,15 +1517,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:265 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:266 +#: ../../Fixed-or-Improved-Logics.md:267 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:268 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1528,7 +1534,7 @@ 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:269 +#: ../../Fixed-or-Improved-Logics.md:270 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 " @@ -1539,7 +1545,7 @@ 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:270 +#: ../../Fixed-or-Improved-Logics.md:271 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 " @@ -1555,7 +1561,7 @@ 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:271 +#: ../../Fixed-or-Improved-Logics.md:272 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1567,17 +1573,17 @@ 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:273 ../../Fixed-or-Improved-Logics.md:290 -#: ../../Fixed-or-Improved-Logics.md:305 ../../Fixed-or-Improved-Logics.md:331 -#: ../../Fixed-or-Improved-Logics.md:355 ../../Fixed-or-Improved-Logics.md:365 -#: ../../Fixed-or-Improved-Logics.md:409 ../../Fixed-or-Improved-Logics.md:750 -#: ../../Fixed-or-Improved-Logics.md:1055 -#: ../../Fixed-or-Improved-Logics.md:1128 -#: ../../Fixed-or-Improved-Logics.md:1367 +#: ../../Fixed-or-Improved-Logics.md:274 ../../Fixed-or-Improved-Logics.md:291 +#: ../../Fixed-or-Improved-Logics.md:306 ../../Fixed-or-Improved-Logics.md:332 +#: ../../Fixed-or-Improved-Logics.md:356 ../../Fixed-or-Improved-Logics.md:366 +#: ../../Fixed-or-Improved-Logics.md:410 ../../Fixed-or-Improved-Logics.md:751 +#: ../../Fixed-or-Improved-Logics.md:1056 +#: ../../Fixed-or-Improved-Logics.md:1129 +#: ../../Fixed-or-Improved-Logics.md:1382 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:274 +#: ../../Fixed-or-Improved-Logics.md:275 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -1591,7 +1597,7 @@ msgstr "" "Damage.DealtByInvoker=false ; boolean\n" "Damage.ApplyOncePerLoop=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:283 +#: ../../Fixed-or-Improved-Logics.md:284 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1600,18 +1606,18 @@ 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:286 +#: ../../Fixed-or-Improved-Logics.md:287 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:288 +#: ../../Fixed-or-Improved-Logics.md:289 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:291 +#: ../../Fixed-or-Improved-Logics.md:292 msgid "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" @@ -1619,11 +1625,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:296 ../../Fixed-or-Improved-Logics.md:1458 +#: ../../Fixed-or-Improved-Logics.md:297 ../../Fixed-or-Improved-Logics.md:1473 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:298 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1632,7 +1638,7 @@ 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:299 +#: ../../Fixed-or-Improved-Logics.md:300 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 " @@ -1641,7 +1647,7 @@ 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:300 +#: ../../Fixed-or-Improved-Logics.md:301 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1650,7 +1656,7 @@ 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:301 +#: ../../Fixed-or-Improved-Logics.md:302 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1659,7 +1665,7 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1668,13 +1674,13 @@ 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:303 +#: ../../Fixed-or-Improved-Logics.md:304 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:306 +#: ../../Fixed-or-Improved-Logics.md:307 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -1692,11 +1698,11 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:316 +#: ../../Fixed-or-Improved-Logics.md:317 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:318 +#: ../../Fixed-or-Improved-Logics.md:319 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1705,14 +1711,14 @@ 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:319 +#: ../../Fixed-or-Improved-Logics.md:320 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:320 +#: ../../Fixed-or-Improved-Logics.md:321 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1721,7 +1727,7 @@ 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:321 +#: ../../Fixed-or-Improved-Logics.md:322 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1730,7 +1736,7 @@ 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:322 +#: ../../Fixed-or-Improved-Logics.md:323 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1739,13 +1745,13 @@ 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:323 +#: ../../Fixed-or-Improved-Logics.md:324 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:324 +#: ../../Fixed-or-Improved-Logics.md:325 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1756,7 +1762,7 @@ 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:325 +#: ../../Fixed-or-Improved-Logics.md:326 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1768,19 +1774,19 @@ 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:326 +#: ../../Fixed-or-Improved-Logics.md:327 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:327 +#: ../../Fixed-or-Improved-Logics.md:328 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:328 +#: ../../Fixed-or-Improved-Logics.md:329 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1789,7 +1795,7 @@ 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:329 +#: ../../Fixed-or-Improved-Logics.md:330 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1799,7 +1805,7 @@ 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:332 +#: ../../Fixed-or-Improved-Logics.md:333 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -1839,25 +1845,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:349 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:351 +#: ../../Fixed-or-Improved-Logics.md:352 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:353 +#: ../../Fixed-or-Improved-Logics.md:354 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:356 +#: ../../Fixed-or-Improved-Logics.md:357 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -1865,11 +1871,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:361 +#: ../../Fixed-or-Improved-Logics.md:362 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:363 +#: ../../Fixed-or-Improved-Logics.md:364 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -1878,7 +1884,7 @@ 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:366 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -1886,15 +1892,15 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:371 +#: ../../Fixed-or-Improved-Logics.md:372 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:374 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:375 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -1909,7 +1915,7 @@ 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:378 +#: ../../Fixed-or-Improved-Logics.md:379 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -1917,11 +1923,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:383 +#: ../../Fixed-or-Improved-Logics.md:384 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:385 +#: ../../Fixed-or-Improved-Logics.md:386 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 " @@ -1931,7 +1937,7 @@ 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:388 +#: ../../Fixed-or-Improved-Logics.md:389 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AllowAirstrike= ; boolean\n" @@ -1939,11 +1945,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AllowAirstrike= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:393 +#: ../../Fixed-or-Improved-Logics.md:394 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:395 +#: ../../Fixed-or-Improved-Logics.md:396 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -1952,13 +1958,13 @@ 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:396 +#: ../../Fixed-or-Improved-Logics.md:397 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:399 +#: ../../Fixed-or-Improved-Logics.md:400 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -1968,11 +1974,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:405 +#: ../../Fixed-or-Improved-Logics.md:406 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:407 +#: ../../Fixed-or-Improved-Logics.md:408 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" @@ -1984,7 +1990,7 @@ 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:410 +#: ../../Fixed-or-Improved-Logics.md:411 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -1992,11 +1998,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:415 +#: ../../Fixed-or-Improved-Logics.md:416 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:417 +#: ../../Fixed-or-Improved-Logics.md:418 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2008,13 +2014,13 @@ 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:418 +#: ../../Fixed-or-Improved-Logics.md:419 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:421 +#: ../../Fixed-or-Improved-Logics.md:422 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2022,11 +2028,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:426 +#: ../../Fixed-or-Improved-Logics.md:427 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:428 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2038,39 +2044,39 @@ 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:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:437 +#: ../../Fixed-or-Improved-Logics.md:438 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2078,13 +2084,13 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:442 +#: ../../Fixed-or-Improved-Logics.md:443 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:444 +#: ../../Fixed-or-Improved-Logics.md:445 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2094,7 +2100,7 @@ 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:447 +#: ../../Fixed-or-Improved-Logics.md:448 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2102,11 +2108,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:452 +#: ../../Fixed-or-Improved-Logics.md:453 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:454 +#: ../../Fixed-or-Improved-Logics.md:455 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2115,38 +2121,38 @@ 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:457 +#: ../../Fixed-or-Improved-Logics.md:458 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:458 +#: ../../Fixed-or-Improved-Logics.md:459 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:459 +#: ../../Fixed-or-Improved-Logics.md:460 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:460 +#: ../../Fixed-or-Improved-Logics.md:461 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:461 +#: ../../Fixed-or-Improved-Logics.md:462 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:462 +#: ../../Fixed-or-Improved-Logics.md:463 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." @@ -2154,7 +2160,7 @@ 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 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:463 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -2162,7 +2168,7 @@ 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:464 +#: ../../Fixed-or-Improved-Logics.md:465 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` " @@ -2171,14 +2177,14 @@ 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:465 +#: ../../Fixed-or-Improved-Logics.md:466 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:466 +#: ../../Fixed-or-Improved-Logics.md:467 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2187,7 +2193,7 @@ 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:469 +#: ../../Fixed-or-Improved-Logics.md:470 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2213,17 +2219,17 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:481 +#: ../../Fixed-or-Improved-Logics.md:482 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:483 +#: ../../Fixed-or-Improved-Logics.md:484 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:486 +#: ../../Fixed-or-Improved-Logics.md:487 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -2231,11 +2237,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:493 +#: ../../Fixed-or-Improved-Logics.md:494 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2243,7 +2249,7 @@ 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:494 +#: ../../Fixed-or-Improved-Logics.md:495 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2255,19 +2261,19 @@ msgstr "" "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 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:495 +#: ../../Fixed-or-Improved-Logics.md:496 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。" -#: ../../Fixed-or-Improved-Logics.md:496 +#: ../../Fixed-or-Improved-Logics.md:497 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`。" -#: ../../Fixed-or-Improved-Logics.md:497 +#: ../../Fixed-or-Improved-Logics.md:498 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " @@ -2277,13 +2283,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:498 +#: ../../Fixed-or-Improved-Logics.md:499 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。" -#: ../../Fixed-or-Improved-Logics.md:501 +#: ../../Fixed-or-Improved-Logics.md:502 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -2297,17 +2303,17 @@ msgstr "" "Units.RepairPercent= ; floating point value, percents or absolute\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:509 +#: ../../Fixed-or-Improved-Logics.md:510 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:511 +#: ../../Fixed-or-Improved-Logics.md:512 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:514 +#: ../../Fixed-or-Improved-Logics.md:515 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -2315,15 +2321,15 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:519 +#: ../../Fixed-or-Improved-Logics.md:520 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:521 +#: ../../Fixed-or-Improved-Logics.md:522 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:523 +#: ../../Fixed-or-Improved-Logics.md:524 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -2333,7 +2339,7 @@ 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:526 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -2341,19 +2347,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:531 +#: ../../Fixed-or-Improved-Logics.md:532 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:533 +#: ../../Fixed-or-Improved-Logics.md:534 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:535 +#: ../../Fixed-or-Improved-Logics.md:536 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:538 +#: ../../Fixed-or-Improved-Logics.md:539 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -2361,53 +2367,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:543 +#: ../../Fixed-or-Improved-Logics.md:544 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:545 +#: ../../Fixed-or-Improved-Logics.md:546 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:547 +#: ../../Fixed-or-Improved-Logics.md:548 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:548 +#: ../../Fixed-or-Improved-Logics.md:549 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:549 +#: ../../Fixed-or-Improved-Logics.md:550 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:550 +#: ../../Fixed-or-Improved-Logics.md:551 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:551 +#: ../../Fixed-or-Improved-Logics.md:552 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:552 +#: ../../Fixed-or-Improved-Logics.md:553 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:553 +#: ../../Fixed-or-Improved-Logics.md:554 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -2416,7 +2422,7 @@ 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:554 +#: ../../Fixed-or-Improved-Logics.md:555 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -2430,7 +2436,7 @@ msgstr "" "所填武器的[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:555 +#: ../../Fixed-or-Improved-Logics.md:556 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2440,24 +2446,24 @@ 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:556 +#: ../../Fixed-or-Improved-Logics.md:557 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:557 +#: ../../Fixed-or-Improved-Logics.md:558 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:558 +#: ../../Fixed-or-Improved-Logics.md:559 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:559 +#: ../../Fixed-or-Improved-Logics.md:560 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " @@ -2466,7 +2472,7 @@ msgstr "" "`Airburst.RandomClusters` 如果设为 " "true,则受影响的单元格将由随机选取。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:560 +#: ../../Fixed-or-Improved-Logics.md:561 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2476,7 +2482,7 @@ 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:561 +#: ../../Fixed-or-Improved-Logics.md:562 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2485,7 +2491,7 @@ 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:564 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -2523,7 +2529,7 @@ msgstr "" "AroundTarget= ; boolean\n" "AirburstWeapon.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:581 +#: ../../Fixed-or-Improved-Logics.md:582 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2534,15 +2540,15 @@ 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:584 +#: ../../Fixed-or-Improved-Logics.md:585 msgid "Bomb parachute anim deglobalization" msgstr "自定义抛射体降落伞动画" -#: ../../Fixed-or-Improved-Logics.md:586 +#: ../../Fixed-or-Improved-Logics.md:587 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:589 +#: ../../Fixed-or-Improved-Logics.md:590 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BombParachute= ; AnimationType, default to [General] -> " @@ -2552,11 +2558,11 @@ msgstr "" "BombParachute= ; AnimationType, default to [General] -> " "BombParachute\n" -#: ../../Fixed-or-Improved-Logics.md:594 +#: ../../Fixed-or-Improved-Logics.md:595 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:596 +#: ../../Fixed-or-Improved-Logics.md:597 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2566,7 +2572,7 @@ 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:599 +#: ../../Fixed-or-Improved-Logics.md:600 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -2576,15 +2582,15 @@ 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:605 +#: ../../Fixed-or-Improved-Logics.md:606 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:607 +#: ../../Fixed-or-Improved-Logics.md:608 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:608 +#: ../../Fixed-or-Improved-Logics.md:609 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 " @@ -2594,7 +2600,7 @@ 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:611 +#: ../../Fixed-or-Improved-Logics.md:612 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -2602,11 +2608,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:616 +#: ../../Fixed-or-Improved-Logics.md:617 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:619 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by " "random distance (in cells) from 0 to `[CombatDamage] -> " @@ -2618,7 +2624,7 @@ 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:621 +#: ../../Fixed-or-Improved-Logics.md:622 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -2628,15 +2634,15 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:627 +#: ../../Fixed-or-Improved-Logics.md:628 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:629 +#: ../../Fixed-or-Improved-Logics.md:630 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:631 +#: ../../Fixed-or-Improved-Logics.md:632 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2647,7 +2653,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:632 +#: ../../Fixed-or-Improved-Logics.md:633 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2655,7 +2661,7 @@ 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:633 +#: ../../Fixed-or-Improved-Logics.md:634 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 " @@ -2665,7 +2671,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:634 +#: ../../Fixed-or-Improved-Logics.md:635 msgid "" "`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize " "the pixel offsets for the displayed pips, individually for infantry, " @@ -2674,7 +2680,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:635 +#: ../../Fixed-or-Improved-Logics.md:636 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -2683,7 +2689,7 @@ 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:636 +#: ../../Fixed-or-Improved-Logics.md:637 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -2694,7 +2700,7 @@ 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:639 +#: ../../Fixed-or-Improved-Logics.md:640 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -2746,11 +2752,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:657 +#: ../../Fixed-or-Improved-Logics.md:658 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:659 +#: ../../Fixed-or-Improved-Logics.md:660 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -2759,7 +2765,7 @@ 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:660 +#: ../../Fixed-or-Improved-Logics.md:661 msgid "" "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" " animation would be shown at each of the `MuzzleFlashX` coordinates. This" @@ -2769,7 +2775,7 @@ 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` " "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:661 +#: ../../Fixed-or-Improved-Logics.md:662 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -2780,7 +2786,7 @@ 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:662 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -2790,14 +2796,14 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:663 +#: ../../Fixed-or-Improved-Logics.md:664 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:666 +#: ../../Fixed-or-Improved-Logics.md:667 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -2811,18 +2817,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:672 +#: ../../Fixed-or-Improved-Logics.md:673 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:674 +#: ../../Fixed-or-Improved-Logics.md:675 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:677 +#: ../../Fixed-or-Improved-Logics.md:678 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -2840,7 +2846,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -2849,11 +2855,11 @@ 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:691 +#: ../../Fixed-or-Improved-Logics.md:692 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:693 +#: ../../Fixed-or-Improved-Logics.md:694 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -2861,13 +2867,13 @@ 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:696 +#: ../../Fixed-or-Improved-Logics.md:697 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:699 +#: ../../Fixed-or-Improved-Logics.md:700 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -2879,11 +2885,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:706 +#: ../../Fixed-or-Improved-Logics.md:707 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:708 +#: ../../Fixed-or-Improved-Logics.md:709 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -2899,7 +2905,7 @@ 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:711 +#: ../../Fixed-or-Improved-Logics.md:712 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -2909,11 +2915,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:716 +#: ../../Fixed-or-Improved-Logics.md:717 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:718 +#: ../../Fixed-or-Improved-Logics.md:719 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -2923,18 +2929,18 @@ 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:721 +#: ../../Fixed-or-Improved-Logics.md:722 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:722 +#: ../../Fixed-or-Improved-Logics.md:723 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:725 +#: ../../Fixed-or-Improved-Logics.md:726 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; Anim (played when Techno warping out), default " @@ -2970,18 +2976,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:737 +#: ../../Fixed-or-Improved-Logics.md:738 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:739 +#: ../../Fixed-or-Improved-Logics.md:740 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:740 +#: ../../Fixed-or-Improved-Logics.md:741 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 " @@ -2990,19 +2996,19 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(不带扩展名)。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:741 +#: ../../Fixed-or-Improved-Logics.md:742 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:742 +#: ../../Fixed-or-Improved-Logics.md:743 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:745 +#: ../../Fixed-or-Improved-Logics.md:746 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -3010,7 +3016,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:751 +#: ../../Fixed-or-Improved-Logics.md:752 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -3020,15 +3026,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:756 +#: ../../Fixed-or-Improved-Logics.md:757 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:759 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:759 +#: ../../Fixed-or-Improved-Logics.md:760 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -3037,7 +3043,7 @@ 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:760 +#: ../../Fixed-or-Improved-Logics.md:761 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -3047,7 +3053,7 @@ 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:761 +#: ../../Fixed-or-Improved-Logics.md:762 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -3056,7 +3062,7 @@ 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:762 +#: ../../Fixed-or-Improved-Logics.md:763 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -3066,7 +3072,7 @@ 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:763 +#: ../../Fixed-or-Improved-Logics.md:764 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -3075,13 +3081,13 @@ 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:764 +#: ../../Fixed-or-Improved-Logics.md:765 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:765 +#: ../../Fixed-or-Improved-Logics.md:766 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -3092,7 +3098,7 @@ 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:766 +#: ../../Fixed-or-Improved-Logics.md:767 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -3102,7 +3108,7 @@ 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:769 +#: ../../Fixed-or-Improved-Logics.md:770 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -3210,7 +3216,7 @@ msgstr "" "(zero-based) or -1 for default\n" "Insignia.ShowEnemy= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:803 +#: ../../Fixed-or-Improved-Logics.md:804 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -3219,23 +3225,23 @@ 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:806 +#: ../../Fixed-or-Improved-Logics.md:807 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:808 +#: ../../Fixed-or-Improved-Logics.md:809 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:809 +#: ../../Fixed-or-Improved-Logics.md:810 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:812 +#: ../../Fixed-or-Improved-Logics.md:813 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -3253,11 +3259,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:819 +#: ../../Fixed-or-Improved-Logics.md:820 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:821 +#: ../../Fixed-or-Improved-Logics.md:822 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -3266,11 +3272,11 @@ 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:822 +#: ../../Fixed-or-Improved-Logics.md:823 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:825 +#: ../../Fixed-or-Improved-Logics.md:826 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -3278,18 +3284,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:830 +#: ../../Fixed-or-Improved-Logics.md:831 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:832 +#: ../../Fixed-or-Improved-Logics.md:833 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:833 +#: ../../Fixed-or-Improved-Logics.md:834 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -3298,7 +3304,7 @@ 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:836 +#: ../../Fixed-or-Improved-Logics.md:837 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -3312,11 +3318,11 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:842 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:844 +#: ../../Fixed-or-Improved-Logics.md:845 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -3325,7 +3331,7 @@ 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:845 +#: ../../Fixed-or-Improved-Logics.md:846 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -3336,7 +3342,7 @@ 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:848 +#: ../../Fixed-or-Improved-Logics.md:849 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -3350,30 +3356,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:856 +#: ../../Fixed-or-Improved-Logics.md:857 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:858 +#: ../../Fixed-or-Improved-Logics.md:859 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:859 +#: ../../Fixed-or-Improved-Logics.md:860 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:860 +#: ../../Fixed-or-Improved-Logics.md:861 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:863 +#: ../../Fixed-or-Improved-Logics.md:864 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -3399,11 +3405,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:876 +#: ../../Fixed-or-Improved-Logics.md:877 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:878 +#: ../../Fixed-or-Improved-Logics.md:879 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -3415,24 +3421,24 @@ 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:879 +#: ../../Fixed-or-Improved-Logics.md:880 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:880 +#: ../../Fixed-or-Improved-Logics.md:881 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:881 +#: ../../Fixed-or-Improved-Logics.md:882 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:882 +#: ../../Fixed-or-Improved-Logics.md:883 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -3443,11 +3449,11 @@ 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:883 +#: ../../Fixed-or-Improved-Logics.md:884 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:886 +#: ../../Fixed-or-Improved-Logics.md:887 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -3483,17 +3489,17 @@ msgstr "" " | invulnerable | ignore)\n" "ForceShield.KillWarhead= ; WarheadType\n" -#: ../../Fixed-or-Improved-Logics.md:900 +#: ../../Fixed-or-Improved-Logics.md:901 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:902 +#: ../../Fixed-or-Improved-Logics.md:903 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:905 +#: ../../Fixed-or-Improved-Logics.md:906 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -3503,17 +3509,17 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:912 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:913 +#: ../../Fixed-or-Improved-Logics.md:914 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:916 +#: ../../Fixed-or-Improved-Logics.md:917 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -3521,25 +3527,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:922 +#: ../../Fixed-or-Improved-Logics.md:923 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:925 +#: ../../Fixed-or-Improved-Logics.md:926 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:927 +#: ../../Fixed-or-Improved-Logics.md:928 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "像航空母舰那样生成子机的 `Powered=yes` 结构将在断电时停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:928 +#: ../../Fixed-or-Improved-Logics.md:929 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:931 +#: ../../Fixed-or-Improved-Logics.md:932 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -3547,17 +3553,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:936 +#: ../../Fixed-or-Improved-Logics.md:937 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:938 +#: ../../Fixed-or-Improved-Logics.md:939 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:939 +#: ../../Fixed-or-Improved-Logics.md:940 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -3567,17 +3573,17 @@ 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:940 +#: ../../Fixed-or-Improved-Logics.md:941 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:941 +#: ../../Fixed-or-Improved-Logics.md:942 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:942 +#: ../../Fixed-or-Improved-Logics.md:943 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 " @@ -3586,7 +3592,7 @@ 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:943 +#: ../../Fixed-or-Improved-Logics.md:944 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -3596,21 +3602,21 @@ 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:944 +#: ../../Fixed-or-Improved-Logics.md:945 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:945 +#: ../../Fixed-or-Improved-Logics.md:946 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:946 +#: ../../Fixed-or-Improved-Logics.md:947 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:947 +#: ../../Fixed-or-Improved-Logics.md:948 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -3619,7 +3625,7 @@ 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:948 +#: ../../Fixed-or-Improved-Logics.md:949 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -3627,19 +3633,19 @@ 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:949 +#: ../../Fixed-or-Improved-Logics.md:950 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:950 +#: ../../Fixed-or-Improved-Logics.md:951 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:951 +#: ../../Fixed-or-Improved-Logics.md:952 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 " @@ -3649,13 +3655,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:952 +#: ../../Fixed-or-Improved-Logics.md:953 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。" -#: ../../Fixed-or-Improved-Logics.md:953 +#: ../../Fixed-or-Improved-Logics.md:954 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -3665,7 +3671,7 @@ 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:954 +#: ../../Fixed-or-Improved-Logics.md:955 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` " @@ -3674,13 +3680,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:955 +#: ../../Fixed-or-Improved-Logics.md:956 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:958 +#: ../../Fixed-or-Improved-Logics.md:959 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -3760,17 +3766,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:983 +#: ../../Fixed-or-Improved-Logics.md:984 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:985 +#: ../../Fixed-or-Improved-Logics.md:986 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:988 +#: ../../Fixed-or-Improved-Logics.md:989 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -3786,21 +3792,21 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:996 +#: ../../Fixed-or-Improved-Logics.md:997 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:998 +#: ../../Fixed-or-Improved-Logics.md:999 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:999 +#: ../../Fixed-or-Improved-Logics.md:1000 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:1002 +#: ../../Fixed-or-Improved-Logics.md:1003 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -3810,7 +3816,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1009 +#: ../../Fixed-or-Improved-Logics.md:1010 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -3821,18 +3827,18 @@ 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:1012 +#: ../../Fixed-or-Improved-Logics.md:1013 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1014 +#: ../../Fixed-or-Improved-Logics.md:1015 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:1015 +#: ../../Fixed-or-Improved-Logics.md:1016 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -3840,7 +3846,7 @@ 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:1016 +#: ../../Fixed-or-Improved-Logics.md:1017 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -3850,23 +3856,23 @@ 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:1017 +#: ../../Fixed-or-Improved-Logics.md:1018 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:1018 +#: ../../Fixed-or-Improved-Logics.md:1019 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:1019 +#: ../../Fixed-or-Improved-Logics.md:1020 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1022 +#: ../../Fixed-or-Improved-Logics.md:1023 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -3880,17 +3886,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1030 +#: ../../Fixed-or-Improved-Logics.md:1031 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1032 +#: ../../Fixed-or-Improved-Logics.md:1033 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:1033 +#: ../../Fixed-or-Improved-Logics.md:1034 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -3901,7 +3907,7 @@ 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:1036 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -3923,17 +3929,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1047 +#: ../../Fixed-or-Improved-Logics.md:1048 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:1050 +#: ../../Fixed-or-Improved-Logics.md:1051 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1052 +#: ../../Fixed-or-Improved-Logics.md:1053 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 " @@ -3945,7 +3951,7 @@ 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:1053 +#: ../../Fixed-or-Improved-Logics.md:1054 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -3957,7 +3963,7 @@ 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:1056 +#: ../../Fixed-or-Improved-Logics.md:1057 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -3969,11 +3975,11 @@ 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:1063 +#: ../../Fixed-or-Improved-Logics.md:1064 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1065 +#: ../../Fixed-or-Improved-Logics.md:1066 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 " @@ -3982,7 +3988,7 @@ 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:1068 +#: ../../Fixed-or-Improved-Logics.md:1069 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -3993,7 +3999,7 @@ 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:1071 +#: ../../Fixed-or-Improved-Logics.md:1072 msgid "" "![image](_static/images/VoxelLightSourceComparison.png) *Applying " "`VoxelLightSource=0.02,-0.69,0.36` (assuming " @@ -4008,19 +4014,19 @@ 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:1074 +#: ../../Fixed-or-Improved-Logics.md:1075 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:1075 +#: ../../Fixed-or-Improved-Logics.md:1076 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:1076 +#: ../../Fixed-or-Improved-Logics.md:1077 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -4028,7 +4034,7 @@ 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:1079 +#: ../../Fixed-or-Improved-Logics.md:1080 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -4040,7 +4046,7 @@ 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:1086 +#: ../../Fixed-or-Improved-Logics.md:1087 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -4053,18 +4059,18 @@ 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:1088 +#: ../../Fixed-or-Improved-Logics.md:1089 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:1091 +#: ../../Fixed-or-Improved-Logics.md:1092 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1093 +#: ../../Fixed-or-Improved-Logics.md:1094 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -4074,7 +4080,7 @@ 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:1094 +#: ../../Fixed-or-Improved-Logics.md:1095 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -4091,7 +4097,7 @@ 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:1097 +#: ../../Fixed-or-Improved-Logics.md:1098 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -4109,15 +4115,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1107 +#: ../../Fixed-or-Improved-Logics.md:1108 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1109 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1111 +#: ../../Fixed-or-Improved-Logics.md:1112 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -4125,11 +4131,11 @@ 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:1111 +#: ../../Fixed-or-Improved-Logics.md:1112 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1115 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -4138,7 +4144,7 @@ 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:1115 +#: ../../Fixed-or-Improved-Logics.md:1116 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -4148,7 +4154,7 @@ 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:1118 +#: ../../Fixed-or-Improved-Logics.md:1119 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -4156,35 +4162,35 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1123 +#: ../../Fixed-or-Improved-Logics.md:1124 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1125 +#: ../../Fixed-or-Improved-Logics.md:1126 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:1126 +#: ../../Fixed-or-Improved-Logics.md:1127 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:1129 +#: ../../Fixed-or-Improved-Logics.md:1130 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:1134 +#: ../../Fixed-or-Improved-Logics.md:1135 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1136 +#: ../../Fixed-or-Improved-Logics.md:1137 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -4192,18 +4198,18 @@ 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:1139 +#: ../../Fixed-or-Improved-Logics.md:1140 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:1140 +#: ../../Fixed-or-Improved-Logics.md:1141 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:1141 +#: ../../Fixed-or-Improved-Logics.md:1142 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" @@ -4211,7 +4217,7 @@ 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:1144 +#: ../../Fixed-or-Improved-Logics.md:1145 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -4225,11 +4231,11 @@ 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:1152 +#: ../../Fixed-or-Improved-Logics.md:1153 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1154 +#: ../../Fixed-or-Improved-Logics.md:1155 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 " @@ -4239,7 +4245,7 @@ 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:1155 +#: ../../Fixed-or-Improved-Logics.md:1156 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -4249,7 +4255,7 @@ 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:1156 +#: ../../Fixed-or-Improved-Logics.md:1157 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -4258,13 +4264,13 @@ 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:1157 +#: ../../Fixed-or-Improved-Logics.md:1158 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:1158 +#: ../../Fixed-or-Improved-Logics.md:1159 msgid "" "Note that the number of regular & damage frames considered for this " "depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes," @@ -4275,19 +4281,19 @@ 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:1159 +#: ../../Fixed-or-Improved-Logics.md:1160 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:1160 +#: ../../Fixed-or-Improved-Logics.md:1161 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:1163 +#: ../../Fixed-or-Improved-Logics.md:1164 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value\n" @@ -4305,18 +4311,18 @@ msgstr "" "HasCrumblingFrames=false\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1173 -#: ../../Fixed-or-Improved-Logics.md:1198 +#: ../../Fixed-or-Improved-Logics.md:1174 +#: ../../Fixed-or-Improved-Logics.md:1199 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1175 +#: ../../Fixed-or-Improved-Logics.md:1176 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:1178 +#: ../../Fixed-or-Improved-Logics.md:1179 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4324,29 +4330,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1183 +#: ../../Fixed-or-Improved-Logics.md:1184 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:1185 +#: ../../Fixed-or-Improved-Logics.md:1186 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:1186 +#: ../../Fixed-or-Improved-Logics.md:1187 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:1187 +#: ../../Fixed-or-Improved-Logics.md:1188 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:1190 +#: ../../Fixed-or-Improved-Logics.md:1191 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -4356,17 +4362,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1196 +#: ../../Fixed-or-Improved-Logics.md:1197 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1200 +#: ../../Fixed-or-Improved-Logics.md:1201 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:1203 +#: ../../Fixed-or-Improved-Logics.md:1204 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4374,15 +4380,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1208 +#: ../../Fixed-or-Improved-Logics.md:1209 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "Bunker entering check dehardcode" msgstr "进入坦克碉堡去除硬编码检查" -#: ../../Fixed-or-Improved-Logics.md:1212 +#: ../../Fixed-or-Improved-Logics.md:1213 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -4392,17 +4398,17 @@ 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:1213 +#: ../../Fixed-or-Improved-Logics.md:1214 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:1214 +#: ../../Fixed-or-Improved-Logics.md:1215 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:1217 +#: ../../Fixed-or-Improved-Logics.md:1218 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -4410,7 +4416,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1223 +#: ../../Fixed-or-Improved-Logics.md:1224 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -4421,11 +4427,11 @@ 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:1227 +#: ../../Fixed-or-Improved-Logics.md:1228 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1229 +#: ../../Fixed-or-Improved-Logics.md:1230 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -4439,7 +4445,7 @@ 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:1230 +#: ../../Fixed-or-Improved-Logics.md:1231 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -4449,13 +4455,13 @@ 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:1231 +#: ../../Fixed-or-Improved-Logics.md:1232 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:1232 +#: ../../Fixed-or-Improved-Logics.md:1233 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -4464,7 +4470,7 @@ 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:1235 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -4480,11 +4486,11 @@ msgstr "" "CrushOverlayExtraForwardTilt=0.02 ; floating point value\n" "CrushSlowdownMultiplier=0.2 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1244 +#: ../../Fixed-or-Improved-Logics.md:1245 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1246 +#: ../../Fixed-or-Improved-Logics.md:1247 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -4495,7 +4501,7 @@ 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:1249 +#: ../../Fixed-or-Improved-Logics.md:1250 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -4505,17 +4511,17 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1256 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1257 +#: ../../Fixed-or-Improved-Logics.md:1258 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:1260 +#: ../../Fixed-or-Improved-Logics.md:1261 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -4523,7 +4529,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1266 +#: ../../Fixed-or-Improved-Logics.md:1267 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares’" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -4535,37 +4541,37 @@ 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:1269 +#: ../../Fixed-or-Improved-Logics.md:1270 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:1271 +#: ../../Fixed-or-Improved-Logics.md:1272 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:1272 +#: ../../Fixed-or-Improved-Logics.md:1273 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:1273 +#: ../../Fixed-or-Improved-Logics.md:1274 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:1274 +#: ../../Fixed-or-Improved-Logics.md:1275 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:1275 +#: ../../Fixed-or-Improved-Logics.md:1276 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:1278 +#: ../../Fixed-or-Improved-Logics.md:1279 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -4579,7 +4585,7 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1287 +#: ../../Fixed-or-Improved-Logics.md:1288 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -4589,11 +4595,11 @@ 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:1290 +#: ../../Fixed-or-Improved-Logics.md:1291 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1292 +#: ../../Fixed-or-Improved-Logics.md:1293 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -4602,26 +4608,26 @@ 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:1293 +#: ../../Fixed-or-Improved-Logics.md:1294 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:1294 +#: ../../Fixed-or-Improved-Logics.md:1295 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:1295 +#: ../../Fixed-or-Improved-Logics.md:1296 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:1298 +#: ../../Fixed-or-Improved-Logics.md:1299 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DeployingAnim.AllowAnyDirection=false ; boolean\n" @@ -4635,32 +4641,32 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1306 +#: ../../Fixed-or-Improved-Logics.md:1307 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:1308 +#: ../../Fixed-or-Improved-Logics.md:1309 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:1311 +#: ../../Fixed-or-Improved-Logics.md:1312 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:1312 +#: ../../Fixed-or-Improved-Logics.md:1313 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:1313 +#: ../../Fixed-or-Improved-Logics.md:1314 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:1316 +#: ../../Fixed-or-Improved-Logics.md:1317 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -4684,29 +4690,29 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1326 +#: ../../Fixed-or-Improved-Logics.md:1327 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:1329 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:1329 +#: ../../Fixed-or-Improved-Logics.md:1330 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:1330 +#: ../../Fixed-or-Improved-Logics.md:1331 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:1331 +#: ../../Fixed-or-Improved-Logics.md:1332 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -4715,7 +4721,7 @@ 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:1334 +#: ../../Fixed-or-Improved-Logics.md:1335 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -4727,11 +4733,52 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1340 +#: ../../Fixed-or-Improved-Logics.md:1341 +msgid "Sinking behavior dehardcode" +msgstr "自定义沉没行为" + +#: ../../Fixed-or-Improved-Logics.md:1343 +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:1344 +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:1345 +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 " +"instead of sinking directly at that time (and thus obey `Sinkable` " +"settings)." +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:1348 +msgid "" +"[SOMEVEHICLE] ; VehicleType\n" +"Sinkable= ; boolean\n" +"SinkSpeed=5 ; integer, leptons per frame\n" +"Sinkable.SquidGrab=true ; boolean\n" +msgstr "" +"[SOMEVEHICLE] ; VehicleType\n" +"Sinkable= ; boolean\n" +"SinkSpeed=5 ; integer, leptons per frame\n" +"Sinkable.SquidGrab=true ; boolean\n" + +#: ../../Fixed-or-Improved-Logics.md:1355 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1342 +#: ../../Fixed-or-Improved-Logics.md:1357 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -4741,11 +4788,11 @@ 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:1344 +#: ../../Fixed-or-Improved-Logics.md:1359 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:1346 +#: ../../Fixed-or-Improved-Logics.md:1361 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" @@ -4754,7 +4801,7 @@ 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:1349 +#: ../../Fixed-or-Improved-Logics.md:1364 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -4770,11 +4817,11 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1357 +#: ../../Fixed-or-Improved-Logics.md:1372 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1359 +#: ../../Fixed-or-Improved-Logics.md:1374 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -4783,7 +4830,7 @@ 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:1362 +#: ../../Fixed-or-Improved-Logics.md:1377 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -4791,7 +4838,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1368 +#: ../../Fixed-or-Improved-Logics.md:1383 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -4799,44 +4846,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1373 +#: ../../Fixed-or-Improved-Logics.md:1388 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1375 +#: ../../Fixed-or-Improved-Logics.md:1390 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1377 +#: ../../Fixed-or-Improved-Logics.md:1392 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:1378 +#: ../../Fixed-or-Improved-Logics.md:1393 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:1379 +#: ../../Fixed-or-Improved-Logics.md:1394 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:1380 +#: ../../Fixed-or-Improved-Logics.md:1395 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:1381 +#: ../../Fixed-or-Improved-Logics.md:1396 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:1382 +#: ../../Fixed-or-Improved-Logics.md:1397 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:1383 +#: ../../Fixed-or-Improved-Logics.md:1398 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -4845,7 +4892,7 @@ 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:1386 +#: ../../Fixed-or-Improved-Logics.md:1401 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -4868,7 +4915,7 @@ 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:1393 +#: ../../Fixed-or-Improved-Logics.md:1408 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -4918,7 +4965,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1420 +#: ../../Fixed-or-Improved-Logics.md:1435 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 " @@ -4929,7 +4976,7 @@ 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:1424 +#: ../../Fixed-or-Improved-Logics.md:1439 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -4941,55 +4988,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1431 +#: ../../Fixed-or-Improved-Logics.md:1446 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1433 +#: ../../Fixed-or-Improved-Logics.md:1448 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:1434 +#: ../../Fixed-or-Improved-Logics.md:1449 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:1435 +#: ../../Fixed-or-Improved-Logics.md:1450 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:1436 +#: ../../Fixed-or-Improved-Logics.md:1451 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:1437 +#: ../../Fixed-or-Improved-Logics.md:1452 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:1439 +#: ../../Fixed-or-Improved-Logics.md:1454 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1441 +#: ../../Fixed-or-Improved-Logics.md:1456 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:1444 +#: ../../Fixed-or-Improved-Logics.md:1459 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:1448 +#: ../../Fixed-or-Improved-Logics.md:1463 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -5014,11 +5061,11 @@ 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:1456 +#: ../../Fixed-or-Improved-Logics.md:1471 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -5030,15 +5077,15 @@ 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:1462 +#: ../../Fixed-or-Improved-Logics.md:1477 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1464 +#: ../../Fixed-or-Improved-Logics.md:1479 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1466 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -5048,14 +5095,14 @@ 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:1467 +#: ../../Fixed-or-Improved-Logics.md:1482 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:1470 +#: ../../Fixed-or-Improved-Logics.md:1485 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -5063,11 +5110,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1475 +#: ../../Fixed-or-Improved-Logics.md:1490 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1477 +#: ../../Fixed-or-Improved-Logics.md:1492 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -5076,20 +5123,20 @@ 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:1478 +#: ../../Fixed-or-Improved-Logics.md:1493 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:1479 +#: ../../Fixed-or-Improved-Logics.md:1494 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:1482 +#: ../../Fixed-or-Improved-Logics.md:1497 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -5109,11 +5156,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1492 +#: ../../Fixed-or-Improved-Logics.md:1507 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:1494 +#: ../../Fixed-or-Improved-Logics.md:1509 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -5123,7 +5170,7 @@ 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:1495 +#: ../../Fixed-or-Improved-Logics.md:1510 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -5131,7 +5178,7 @@ 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:1498 +#: ../../Fixed-or-Improved-Logics.md:1513 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -5141,22 +5188,22 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1504 +#: ../../Fixed-or-Improved-Logics.md:1519 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1506 +#: ../../Fixed-or-Improved-Logics.md:1521 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:1507 +#: ../../Fixed-or-Improved-Logics.md:1522 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:1510 +#: ../../Fixed-or-Improved-Logics.md:1525 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; double\n" @@ -5166,11 +5213,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; double\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1516 +#: ../../Fixed-or-Improved-Logics.md:1531 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1518 +#: ../../Fixed-or-Improved-Logics.md:1533 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -5182,7 +5229,7 @@ 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:1519 +#: ../../Fixed-or-Improved-Logics.md:1534 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 " @@ -5192,7 +5239,7 @@ 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:1520 +#: ../../Fixed-or-Improved-Logics.md:1535 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 " @@ -5207,14 +5254,14 @@ 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:1521 +#: ../../Fixed-or-Improved-Logics.md:1536 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:1522 +#: ../../Fixed-or-Improved-Logics.md:1537 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -5223,7 +5270,7 @@ 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:1523 +#: ../../Fixed-or-Improved-Logics.md:1538 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -5232,7 +5279,7 @@ 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:1524 +#: ../../Fixed-or-Improved-Logics.md:1539 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -5241,7 +5288,7 @@ 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:1525 +#: ../../Fixed-or-Improved-Logics.md:1540 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -5253,7 +5300,7 @@ 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:1528 +#: ../../Fixed-or-Improved-Logics.md:1543 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -5293,17 +5340,17 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1545 +#: ../../Fixed-or-Improved-Logics.md:1560 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1547 +#: ../../Fixed-or-Improved-Logics.md:1562 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:1550 +#: ../../Fixed-or-Improved-Logics.md:1565 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -5311,11 +5358,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1555 +#: ../../Fixed-or-Improved-Logics.md:1570 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:1557 +#: ../../Fixed-or-Improved-Logics.md:1572 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 " @@ -5326,13 +5373,13 @@ msgstr "" "`MindControl.ThreatDelay` 参数控制,默认取自 `[General] -> " "MindControl.ThreatDelay`。" -#: ../../Fixed-or-Improved-Logics.md:1558 +#: ../../Fixed-or-Improved-Logics.md:1573 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:1561 +#: ../../Fixed-or-Improved-Logics.md:1576 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -5346,41 +5393,41 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.ThreatDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1569 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1571 +#: ../../Fixed-or-Improved-Logics.md:1586 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:1572 +#: ../../Fixed-or-Improved-Logics.md:1587 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:1573 +#: ../../Fixed-or-Improved-Logics.md:1588 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:1574 +#: ../../Fixed-or-Improved-Logics.md:1589 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:1575 +#: ../../Fixed-or-Improved-Logics.md:1590 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:1578 +#: ../../Fixed-or-Improved-Logics.md:1593 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -5388,24 +5435,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1584 +#: ../../Fixed-or-Improved-Logics.md:1599 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:1587 +#: ../../Fixed-or-Improved-Logics.md:1602 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1589 +#: ../../Fixed-or-Improved-Logics.md:1604 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:1592 +#: ../../Fixed-or-Improved-Logics.md:1607 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -5413,15 +5460,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1597 +#: ../../Fixed-or-Improved-Logics.md:1612 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1599 +#: ../../Fixed-or-Improved-Logics.md:1614 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1601 +#: ../../Fixed-or-Improved-Logics.md:1616 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -5430,7 +5477,7 @@ 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:1604 +#: ../../Fixed-or-Improved-Logics.md:1619 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -5440,11 +5487,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1610 +#: ../../Fixed-or-Improved-Logics.md:1625 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1612 +#: ../../Fixed-or-Improved-Logics.md:1627 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -5458,13 +5505,13 @@ 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:1613 +#: ../../Fixed-or-Improved-Logics.md:1628 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:1616 +#: ../../Fixed-or-Improved-Logics.md:1631 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -5472,19 +5519,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1621 +#: ../../Fixed-or-Improved-Logics.md:1636 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1623 +#: ../../Fixed-or-Improved-Logics.md:1638 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1624 +#: ../../Fixed-or-Improved-Logics.md:1639 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:1627 +#: ../../Fixed-or-Improved-Logics.md:1642 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; floating point value\n" @@ -5494,18 +5541,18 @@ msgstr "" "DiskLaser.Radius=240 ; floating point value\n" " ; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1648 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1635 +#: ../../Fixed-or-Improved-Logics.md:1650 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:1638 +#: ../../Fixed-or-Improved-Logics.md:1653 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -5523,17 +5570,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game frames)" "\n" -#: ../../Fixed-or-Improved-Logics.md:1646 +#: ../../Fixed-or-Improved-Logics.md:1661 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:1648 +#: ../../Fixed-or-Improved-Logics.md:1663 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:1651 +#: ../../Fixed-or-Improved-Logics.md:1666 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -5541,11 +5588,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1671 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1658 +#: ../../Fixed-or-Improved-Logics.md:1673 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -5555,7 +5602,7 @@ 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:1661 +#: ../../Fixed-or-Improved-Logics.md:1676 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -5563,11 +5610,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1666 +#: ../../Fixed-or-Improved-Logics.md:1681 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1668 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -5576,13 +5623,13 @@ 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:1671 +#: ../../Fixed-or-Improved-Logics.md:1686 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:1672 +#: ../../Fixed-or-Improved-Logics.md:1687 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" @@ -5591,14 +5638,14 @@ 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:1673 +#: ../../Fixed-or-Improved-Logics.md:1688 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:1674 +#: ../../Fixed-or-Improved-Logics.md:1689 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 " @@ -5608,7 +5655,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:1677 +#: ../../Fixed-or-Improved-Logics.md:1692 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -5626,7 +5673,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1688 +#: ../../Fixed-or-Improved-Logics.md:1703 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -5637,11 +5684,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:1691 +#: ../../Fixed-or-Improved-Logics.md:1706 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1693 +#: ../../Fixed-or-Improved-Logics.md:1708 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -5651,7 +5698,7 @@ 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:1696 +#: ../../Fixed-or-Improved-Logics.md:1711 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -5661,7 +5708,7 @@ 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:1699 +#: ../../Fixed-or-Improved-Logics.md:1714 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -5669,18 +5716,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1704 +#: ../../Fixed-or-Improved-Logics.md:1719 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1706 +#: ../../Fixed-or-Improved-Logics.md:1721 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:1710 +#: ../../Fixed-or-Improved-Logics.md:1725 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -5690,28 +5737,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:1715 +#: ../../Fixed-or-Improved-Logics.md:1730 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1717 +#: ../../Fixed-or-Improved-Logics.md:1732 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:1718 +#: ../../Fixed-or-Improved-Logics.md:1733 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:1719 +#: ../../Fixed-or-Improved-Logics.md:1734 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:1720 +#: ../../Fixed-or-Improved-Logics.md:1735 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -5720,7 +5767,7 @@ 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:1721 +#: ../../Fixed-or-Improved-Logics.md:1736 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -5730,13 +5777,13 @@ 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:1722 +#: ../../Fixed-or-Improved-Logics.md:1737 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:1723 +#: ../../Fixed-or-Improved-Logics.md:1738 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -5746,7 +5793,7 @@ 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:1726 +#: ../../Fixed-or-Improved-Logics.md:1741 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -5768,52 +5815,52 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:1737 +#: ../../Fixed-or-Improved-Logics.md:1752 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1739 +#: ../../Fixed-or-Improved-Logics.md:1754 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:1740 +#: ../../Fixed-or-Improved-Logics.md:1755 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:1741 +#: ../../Fixed-or-Improved-Logics.md:1756 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:1742 +#: ../../Fixed-or-Improved-Logics.md:1757 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:1743 +#: ../../Fixed-or-Improved-Logics.md:1758 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:1744 +#: ../../Fixed-or-Improved-Logics.md:1759 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:1745 +#: ../../Fixed-or-Improved-Logics.md:1760 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:1748 +#: ../../Fixed-or-Improved-Logics.md:1763 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -5861,7 +5908,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:1765 +#: ../../Fixed-or-Improved-Logics.md:1780 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/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index dd50d107e7..d2ce9bcbe7 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: 2025-03-28 23:57+0800\n" +"POT-Creation-Date: 2025-03-31 01:49+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -127,7 +127,8 @@ msgid "" " now be customized explicitly by setting `Strafing.EndDelay` on the " "weapon." msgstr "" -"武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。" +"武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 " +"的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。" #: ../../Whats-New.md:25 msgid "" @@ -1027,9 +1028,9 @@ msgstr "更新日志" 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:364 ../../Whats-New.md:700 -#: ../../Whats-New.md:731 ../../Whats-New.md:936 ../../Whats-New.md:966 -#: ../../Whats-New.md:983 ../../Whats-New.md:1043 +#: ../../Whats-New.md:314 ../../Whats-New.md:365 ../../Whats-New.md:702 +#: ../../Whats-New.md:733 ../../Whats-New.md:938 ../../Whats-New.md:968 +#: ../../Whats-New.md:985 ../../Whats-New.md:1045 msgid "New:" msgstr "新增内容:" @@ -1081,8 +1082,7 @@ msgstr "当科技类型受到伤害时发出警报(by TaranDahl)" msgid "" "Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge " "of NaotoYuuki)" -msgstr "" -"增强的轰击轨迹(by CrimRecya 与 Ollerus,基于 NaotoYuuki 的知识)" +msgstr "增强的轰击轨迹(by CrimRecya 与 Ollerus,基于 NaotoYuuki 的知识)" #: ../../Whats-New.md:326 msgid "Toggle waypoint for building (by TaranDahl)" @@ -1178,1399 +1178,1304 @@ msgstr "攻击被心控单位的延迟(by CrimRecya)" msgid "`BombParachute` deglobalization (by TaranDahl)" msgstr "抛射体自定义 `BombParachute`(by TaranDahl)" -#: ../../Whats-New.md:350 ../../Whats-New.md:528 ../../Whats-New.md:831 -#: ../../Whats-New.md:942 ../../Whats-New.md:969 ../../Whats-New.md:1008 -#: ../../Whats-New.md:1055 +#: ../../Whats-New.md:349 +msgid "Sinkablity and sinking speed customization (by TaranDahl)" +msgstr "自定义能否沉没以及沉没速度(by TaranDahl)" + +#: ../../Whats-New.md:351 ../../Whats-New.md:529 ../../Whats-New.md:833 +#: ../../Whats-New.md:944 ../../Whats-New.md:971 ../../Whats-New.md:1010 +#: ../../Whats-New.md:1057 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:351 +#: ../../Whats-New.md:352 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)" +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:352 +#: ../../Whats-New.md:353 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)" +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:353 +#: ../../Whats-New.md:354 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)" +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:355 ../../Whats-New.md:679 ../../Whats-New.md:895 +#: ../../Whats-New.md:356 ../../Whats-New.md:681 ../../Whats-New.md:897 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:356 +#: ../../Whats-New.md:357 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)" +msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" -#: ../../Whats-New.md:359 +#: ../../Whats-New.md:360 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:365 +#: ../../Whats-New.md:366 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:367 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:367 +#: ../../Whats-New.md:368 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:368 +#: ../../Whats-New.md:369 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:369 +#: ../../Whats-New.md:370 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:370 +#: ../../Whats-New.md:371 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:371 +#: ../../Whats-New.md:372 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:372 +#: ../../Whats-New.md:373 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:374 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:374 +#: ../../Whats-New.md:375 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:376 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:376 +#: ../../Whats-New.md:377 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)" +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:377 +#: ../../Whats-New.md:378 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:378 +#: ../../Whats-New.md:379 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:379 +#: ../../Whats-New.md:380 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:380 +#: ../../Whats-New.md:381 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:382 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:382 +#: ../../Whats-New.md:383 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:383 +#: ../../Whats-New.md:384 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:385 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:386 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)" +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:386 +#: ../../Whats-New.md:387 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:387 +#: ../../Whats-New.md:388 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:388 +#: ../../Whats-New.md:389 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:389 +#: ../../Whats-New.md:390 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)" +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:390 +#: ../../Whats-New.md:391 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:391 +#: ../../Whats-New.md:392 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:393 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)" +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:393 +#: ../../Whats-New.md:394 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:394 +#: ../../Whats-New.md:395 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)" +msgstr "由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" -#: ../../Whats-New.md:395 +#: ../../Whats-New.md:396 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:396 +#: ../../Whats-New.md:397 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:397 +#: ../../Whats-New.md:398 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:398 +#: ../../Whats-New.md:399 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:399 +#: ../../Whats-New.md:400 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:400 +#: ../../Whats-New.md:401 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:401 +#: ../../Whats-New.md:402 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:402 +#: ../../Whats-New.md:403 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:404 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)" +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:404 +#: ../../Whats-New.md:405 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:405 +#: ../../Whats-New.md:406 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:407 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:408 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:409 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:409 +#: ../../Whats-New.md:410 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)" +msgstr "允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" -#: ../../Whats-New.md:410 +#: ../../Whats-New.md:411 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:411 +#: ../../Whats-New.md:412 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)" +msgstr "允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" -#: ../../Whats-New.md:412 +#: ../../Whats-New.md:413 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:413 +#: ../../Whats-New.md:414 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:414 +#: ../../Whats-New.md:415 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:415 +#: ../../Whats-New.md:416 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " "on earlier experiment by CnCVK)" 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)" +"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:416 +#: ../../Whats-New.md:417 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)" +msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" -#: ../../Whats-New.md:417 +#: ../../Whats-New.md:418 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:418 +#: ../../Whats-New.md:419 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:420 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:420 +#: ../../Whats-New.md:421 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:421 +#: ../../Whats-New.md:422 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:422 +#: ../../Whats-New.md:423 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" 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)" +"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:423 +#: ../../Whats-New.md:424 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)" +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:424 +#: ../../Whats-New.md:425 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:425 +#: ../../Whats-New.md:426 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:426 +#: ../../Whats-New.md:427 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:427 +#: ../../Whats-New.md:428 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)" +msgstr "自定义护盾受击重置自愈计时器(by Starkku)" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:429 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:429 +#: ../../Whats-New.md:430 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" 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)" +"`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:430 +#: ../../Whats-New.md:431 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:431 +#: ../../Whats-New.md:432 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:433 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:433 +#: ../../Whats-New.md:434 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)" +msgstr "如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:435 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:436 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下热键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:437 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)" +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:437 +#: ../../Whats-New.md:438 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" msgstr "" -"允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by Starkku)" +"允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " +"Starkku)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:439 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)" +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:439 +#: ../../Whats-New.md:440 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:440 +#: ../../Whats-New.md:441 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)" +msgstr "允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:442 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " "`PlacementGrid.TranslucencyWithPreview` tag (by Belonit)" 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)" +"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:442 +#: ../../Whats-New.md:443 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:443 +#: ../../Whats-New.md:444 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)" +msgstr "允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" -#: ../../Whats-New.md:444 +#: ../../Whats-New.md:445 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)" +msgstr "允许设置单人游戏载入图与简报的偏移(by Starkku)" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:446 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)" +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:446 +#: ../../Whats-New.md:447 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:447 +#: ../../Whats-New.md:448 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:449 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:449 +#: ../../Whats-New.md:450 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:450 +#: ../../Whats-New.md:451 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)" +msgstr "允许每个战机和机场自定义战机着陆方向(by Starkku)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:452 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)" +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:452 +#: ../../Whats-New.md:453 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:453 +#: ../../Whats-New.md:454 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:454 +#: ../../Whats-New.md:455 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)" +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:455 +#: ../../Whats-New.md:456 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:456 +#: ../../Whats-New.md:457 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)" +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:457 +#: ../../Whats-New.md:458 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:458 +#: ../../Whats-New.md:459 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)" +msgstr "允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" -#: ../../Whats-New.md:459 +#: ../../Whats-New.md:460 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)" +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:460 +#: ../../Whats-New.md:461 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)" +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:461 +#: ../../Whats-New.md:462 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)" +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:462 +#: ../../Whats-New.md:463 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:463 +#: ../../Whats-New.md:464 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)" +msgstr "复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:465 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)" +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:465 +#: ../../Whats-New.md:466 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:466 +#: ../../Whats-New.md:467 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:467 +#: ../../Whats-New.md:468 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:469 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:470 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)" +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:470 +#: ../../Whats-New.md:471 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)" +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:471 +#: ../../Whats-New.md:472 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)" +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:472 +#: ../../Whats-New.md:473 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)" +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:473 +#: ../../Whats-New.md:474 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)" +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:474 +#: ../../Whats-New.md:475 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)" +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:475 +#: ../../Whats-New.md:476 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)" +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:476 +#: ../../Whats-New.md:477 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)" +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:477 +#: ../../Whats-New.md:478 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)" +msgstr "遭遇战 AI 「卖家冲锋」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:479 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)" +msgstr "遭遇战 AI 「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:480 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)" +msgstr "自定义战机开火时是否踹出乘客(by ststl)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:481 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:482 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)" +"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:482 +#: ../../Whats-New.md:483 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:484 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:485 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)" +msgstr "随机跳转回先前步骤的 AI 脚本动作(by handama)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:486 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:487 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:488 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)" +msgstr "允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:489 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)" +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:489 +#: ../../Whats-New.md:490 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" 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)" +"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:490 +#: ../../Whats-New.md:491 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:491 +#: ../../Whats-New.md:492 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)" +msgstr "允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:493 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)" +msgstr "子机生成后是否等待集结的开关(by Starkku)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:494 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:494 +#: ../../Whats-New.md:495 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)" +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:495 +#: ../../Whats-New.md:496 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)" +msgstr "允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:497 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)" +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:497 +#: ../../Whats-New.md:498 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)" +msgstr "允许弹头穿透铁幕或力场护盾(by Starkku)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:499 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:499 +#: ../../Whats-New.md:500 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)" +"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:500 +#: ../../Whats-New.md:501 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)" +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:501 +#: ../../Whats-New.md:502 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:502 +#: ../../Whats-New.md:503 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:503 +#: ../../Whats-New.md:504 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:504 +#: ../../Whats-New.md:505 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:505 +#: ../../Whats-New.md:506 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:506 +#: ../../Whats-New.md:507 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:508 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:508 +#: ../../Whats-New.md:509 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:509 ../../Whats-New.md:514 +#: ../../Whats-New.md:510 ../../Whats-New.md:515 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:510 +#: ../../Whats-New.md:511 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:512 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:512 +#: ../../Whats-New.md:513 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:513 +#: ../../Whats-New.md:514 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)" +msgstr "重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:516 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:517 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:518 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:518 +#: ../../Whats-New.md:519 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)" +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:519 +#: ../../Whats-New.md:520 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)" +msgstr "允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:521 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:522 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:523 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:523 +#: ../../Whats-New.md:524 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)" +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:524 +#: ../../Whats-New.md:525 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:525 +#: ../../Whats-New.md:526 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:526 +#: ../../Whats-New.md:527 msgid "Extending `Power` to all TechnoTypes (by Morton)" msgstr "将 `Power` 拓展到所有科技类型(by Morton)" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:530 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)" +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:530 +#: ../../Whats-New.md:531 #, 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)" +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:531 +#: ../../Whats-New.md:532 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)" +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:532 +#: ../../Whats-New.md:533 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)" +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:533 +#: ../../Whats-New.md:534 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)" +msgstr "单位在所属变更后不再保留原指令(by Trsdy)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:535 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)" +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:535 +#: ../../Whats-New.md:536 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)" +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:536 +#: ../../Whats-New.md:537 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:537 +#: ../../Whats-New.md:538 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)" +msgstr "单人任务中玩家可以看到友军的隐形对象(by Trsdy)" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:539 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)" +msgstr "地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:540 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:540 +#: ../../Whats-New.md:541 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)" +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:541 +#: ../../Whats-New.md:542 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)" +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:542 +#: ../../Whats-New.md:543 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)" +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:543 +#: ../../Whats-New.md:544 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)" +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:544 +#: ../../Whats-New.md:545 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)" +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:545 +#: ../../Whats-New.md:546 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " "Starkku)" 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)" +"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:546 +#: ../../Whats-New.md:547 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)" +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:547 +#: ../../Whats-New.md:548 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:549 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:549 +#: ../../Whats-New.md:550 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" msgstr "" -"允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` 的情况下被出售(by Trsdy)" +"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:550 +#: ../../Whats-New.md:551 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)" +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:551 +#: ../../Whats-New.md:552 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " "Starkku)" 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)" +"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:552 +#: ../../Whats-New.md:553 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:553 +#: ../../Whats-New.md:554 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)" +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:554 +#: ../../Whats-New.md:555 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)" +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:555 +#: ../../Whats-New.md:556 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " "lateral position based on burst index (by Starkku)" 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)" +"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:556 +#: ../../Whats-New.md:557 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)" +msgstr "现在建筑灯光效果可以正常在读档后移除(by Trsdy)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:558 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:558 +#: ../../Whats-New.md:559 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)" +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:559 +#: ../../Whats-New.md:560 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)" +"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:560 +#: ../../Whats-New.md:561 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)" +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:561 +#: ../../Whats-New.md:562 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)" +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:562 +#: ../../Whats-New.md:563 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)" +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:563 +#: ../../Whats-New.md:564 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)" +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:564 +#: ../../Whats-New.md:565 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)" +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:565 +#: ../../Whats-New.md:566 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" " any color scheme instead of only those from the first half of `[Colors]`" " list (by Starkku)" 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)" +"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:566 +#: ../../Whats-New.md:567 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)" +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:567 +#: ../../Whats-New.md:568 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " "`WaterBound` buildings (by Starkku)" 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)" +"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:568 +#: ../../Whats-New.md:569 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)" +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:569 +#: ../../Whats-New.md:570 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" 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)" +"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:570 +#: ../../Whats-New.md:571 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)" +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:571 +#: ../../Whats-New.md:572 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:572 +#: ../../Whats-New.md:573 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)" +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:573 +#: ../../Whats-New.md:574 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)" +msgstr "修复导弹目标设置错误导致的图形问题(by Belonit)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:575 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)" +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:575 +#: ../../Whats-New.md:576 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:576 +#: ../../Whats-New.md:577 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)" +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:577 +#: ../../Whats-New.md:578 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)" +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:578 +#: ../../Whats-New.md:579 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)" +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:579 +#: ../../Whats-New.md:580 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:580 +#: ../../Whats-New.md:581 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)" +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:581 +#: ../../Whats-New.md:582 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " "pre-placed buildings, the building's direction (by Starkku)" 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)" +"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:582 +#: ../../Whats-New.md:583 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)" +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:583 +#: ../../Whats-New.md:584 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)" +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:584 +#: ../../Whats-New.md:585 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:585 +#: ../../Whats-New.md:586 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)" +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:586 +#: ../../Whats-New.md:587 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)" +msgstr "跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:588 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)" +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:588 +#: ../../Whats-New.md:589 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)" +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:589 +#: ../../Whats-New.md:590 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)" +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:590 +#: ../../Whats-New.md:591 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)" +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:591 +#: ../../Whats-New.md:592 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)" +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:592 +#: ../../Whats-New.md:593 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)" +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:593 +#: ../../Whats-New.md:594 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)" +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:594 +#: ../../Whats-New.md:595 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)" +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:595 +#: ../../Whats-New.md:596 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)" +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:596 +#: ../../Whats-New.md:597 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " "will instead emerge first like they do for transport unloading (by " "Starkku)" 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)" +"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:597 +#: ../../Whats-New.md:598 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)" +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:598 +#: ../../Whats-New.md:599 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)" +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:599 +#: ../../Whats-New.md:600 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " "Starkku)" 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)" +"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:600 +#: ../../Whats-New.md:601 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)" +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:601 +#: ../../Whats-New.md:602 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)" +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:602 +#: ../../Whats-New.md:603 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)" +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:603 +#: ../../Whats-New.md:604 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)" +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:604 +#: ../../Whats-New.md:605 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -2580,1984 +2485,1946 @@ 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:605 +#: ../../Whats-New.md:606 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" msgstr "" -"修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by Starkku)" +"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:606 +#: ../../Whats-New.md:607 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)" +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:607 +#: ../../Whats-New.md:608 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" " vehicles that could not be created or created vehicles having other " "vehicles as initial passengers (by Starkku)" 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)" +"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:608 +#: ../../Whats-New.md:609 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)" +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:609 +#: ../../Whats-New.md:610 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:610 +#: ../../Whats-New.md:611 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:611 +#: ../../Whats-New.md:612 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)" +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:612 +#: ../../Whats-New.md:613 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)" +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:613 +#: ../../Whats-New.md:614 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)" +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:614 +#: ../../Whats-New.md:615 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " "fixes erratic behavior when vanilla aircraft is ordered to move onto " "water surface and instead the movement order changes to a shore nearby " "(by CrimRecya)" -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)" +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:615 +#: ../../Whats-New.md:616 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)" +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:616 +#: ../../Whats-New.md:617 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)" +msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:618 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)" +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:618 +#: ../../Whats-New.md:619 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)" +msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:620 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)" +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:620 +#: ../../Whats-New.md:621 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" msgstr "" -"干掉了 EBolt 导致的 [EIP 004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by NetsuNegi)" +"干掉了 EBolt 导致的 [EIP " +"004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" +" NetsuNegi)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:622 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)" +msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:623 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)" +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:623 +#: ../../Whats-New.md:624 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)" +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:624 +#: ../../Whats-New.md:625 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)" +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:625 +#: ../../Whats-New.md:626 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 " "correctly for more than one concurrent electric bolt (by Starkku)" 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)" +"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:627 +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:627 ../../Whats-New.md:703 ../../Whats-New.md:866 -#: ../../Whats-New.md:908 ../../Whats-New.md:921 ../../Whats-New.md:945 -#: ../../Whats-New.md:956 ../../Whats-New.md:973 ../../Whats-New.md:1021 -#: ../../Whats-New.md:1033 +#: ../../Whats-New.md:629 ../../Whats-New.md:705 ../../Whats-New.md:868 +#: ../../Whats-New.md:910 ../../Whats-New.md:923 ../../Whats-New.md:947 +#: ../../Whats-New.md:958 ../../Whats-New.md:975 ../../Whats-New.md:1023 +#: ../../Whats-New.md:1035 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:630 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)" +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:629 +#: ../../Whats-New.md:631 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:632 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)" +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:631 +#: ../../Whats-New.md:633 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)" +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:632 +#: ../../Whats-New.md:634 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)" +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:633 +#: ../../Whats-New.md:635 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " "building is found (by Starkku)" 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)" +"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:634 +#: ../../Whats-New.md:636 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)" +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:635 +#: ../../Whats-New.md:637 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)" +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:636 +#: ../../Whats-New.md:638 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)" +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:637 +#: ../../Whats-New.md:639 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)" +msgstr "修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:640 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)" +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:639 +#: ../../Whats-New.md:641 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)" +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:640 +#: ../../Whats-New.md:642 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)" +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:641 +#: ../../Whats-New.md:643 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)" +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:642 +#: ../../Whats-New.md:644 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)" +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:643 +#: ../../Whats-New.md:645 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)" +msgstr "修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:646 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" 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)" +"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:645 +#: ../../Whats-New.md:647 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)" +msgstr "修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:648 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 " "TechnoType owned by same house (by Starkku)" 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)" +"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:647 +#: ../../Whats-New.md:649 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:648 +#: ../../Whats-New.md:650 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)" +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:649 +#: ../../Whats-New.md:651 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)" +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:650 +#: ../../Whats-New.md:652 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)" +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:651 +#: ../../Whats-New.md:653 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)" +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:652 +#: ../../Whats-New.md:654 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)" +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:653 +#: ../../Whats-New.md:655 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " "Starkku)" 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)" +"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:654 +#: ../../Whats-New.md:656 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)" +msgstr "修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:657 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:656 +#: ../../Whats-New.md:658 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" +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:657 +#: ../../Whats-New.md:659 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)" +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:658 +#: ../../Whats-New.md:660 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)" +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:659 +#: ../../Whats-New.md:661 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)" +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:660 +#: ../../Whats-New.md:662 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)" +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:661 +#: ../../Whats-New.md:663 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)" +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:662 +#: ../../Whats-New.md:664 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)" +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:663 +#: ../../Whats-New.md:665 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)" +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:664 +#: ../../Whats-New.md:666 msgid "" -"Fixed an issue where the hotkey message text in frame-by-frame" -" mode incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` " -"instead of `TXT_FRAME_BY_FRAME_DESC`. (by DeathFishAtEase)" +"Fixed an issue where the hotkey message text in frame-by-frame mode " +"incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " +"`TXT_FRAME_BY_FRAME_DESC`. (by DeathFishAtEase)" 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)" +"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:665 +#: ../../Whats-New.md:667 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " "units by affected target enum checks (by Starkku)" 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)" +"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:666 +#: ../../Whats-New.md:668 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)" +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:667 +#: ../../Whats-New.md:669 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:668 +#: ../../Whats-New.md:670 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)" +msgstr "修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:671 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)" +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:670 +#: ../../Whats-New.md:672 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " -"overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` settings (by Ollerus)" +"overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " +"settings (by Ollerus)" msgstr "" -"修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 `IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" +"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:671 +#: ../../Whats-New.md:673 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)" +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:672 +#: ../../Whats-New.md:674 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" msgstr "" -"修复了坦克碉堡内载具的 `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by Fryone)" +"修复了坦克碉堡内载具的 " +"`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " +"Fryone)" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:675 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)" +msgstr "修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:676 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)" +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:675 +#: ../../Whats-New.md:677 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:676 +#: ../../Whats-New.md:678 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:679 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:680 +#: ../../Whats-New.md:682 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)" +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:681 +#: ../../Whats-New.md:683 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" 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)" +"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:682 +#: ../../Whats-New.md:684 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " "(by Starkku)" 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)" +"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:683 +#: ../../Whats-New.md:685 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 (by Starkku)" 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)" +"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:684 +#: ../../Whats-New.md:686 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)" +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:685 +#: ../../Whats-New.md:687 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" +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:686 +#: ../../Whats-New.md:688 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)" +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:687 +#: ../../Whats-New.md:689 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " "and the building was sold, erased or destroyed (by Starkku)" msgstr "" -"修复了 Ares 引入的 `Grinding=true` 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)" +"修复了 Ares 引入的 `Grinding=true` 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)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:690 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:689 +#: ../../Whats-New.md:691 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)" +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:690 +#: ../../Whats-New.md:692 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)" +msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:693 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " "Aephiex impl.)" 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)" +"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:692 +#: ../../Whats-New.md:694 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)" +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:695 +#: ../../Whats-New.md:697 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:703 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:704 +#: ../../Whats-New.md:706 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:707 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)" +msgstr "建筑被 `AutoDeath` 出售时不再播放点击音效(by Trsdy)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:708 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)" +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:707 +#: ../../Whats-New.md:709 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)" +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:708 +#: ../../Whats-New.md:710 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" 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)" +"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:709 +#: ../../Whats-New.md:711 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)" +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:710 +#: ../../Whats-New.md:712 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)" +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:711 +#: ../../Whats-New.md:713 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:712 +#: ../../Whats-New.md:714 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " "invoker is dead when weapon is fired (by Starkku)" 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)" +"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:713 +#: ../../Whats-New.md:715 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)" +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:714 +#: ../../Whats-New.md:716 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)" +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:715 +#: ../../Whats-New.md:717 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)" +msgstr "修复了浮点值解析精度以匹配游戏(by Starkku)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:718 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)" +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:717 +#: ../../Whats-New.md:719 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)" +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:718 +#: ../../Whats-New.md:720 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)" +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:719 +#: ../../Whats-New.md:721 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)" +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:720 +#: ../../Whats-New.md:722 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)" +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:721 +#: ../../Whats-New.md:723 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)" +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:722 +#: ../../Whats-New.md:724 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)" +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:723 +#: ../../Whats-New.md:725 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)" +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:726 +#: ../../Whats-New.md:728 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:734 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:733 +#: ../../Whats-New.md:735 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:734 +#: ../../Whats-New.md:736 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:737 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:738 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:739 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:738 +#: ../../Whats-New.md:740 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:741 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:742 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:743 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:744 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:745 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:746 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:747 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:746 +#: ../../Whats-New.md:748 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:747 +#: ../../Whats-New.md:749 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:748 +#: ../../Whats-New.md:750 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:751 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:752 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:753 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:752 +#: ../../Whats-New.md:754 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:753 +#: ../../Whats-New.md:755 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:754 +#: ../../Whats-New.md:756 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:755 +#: ../../Whats-New.md:757 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:756 +#: ../../Whats-New.md:758 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:759 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:760 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:761 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:760 +#: ../../Whats-New.md:762 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:761 +#: ../../Whats-New.md:763 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:762 +#: ../../Whats-New.md:764 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:763 +#: ../../Whats-New.md:765 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:764 +#: ../../Whats-New.md:766 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:765 +#: ../../Whats-New.md:767 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:766 +#: ../../Whats-New.md:768 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:767 +#: ../../Whats-New.md:769 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:768 +#: ../../Whats-New.md:770 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:769 +#: ../../Whats-New.md:771 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:770 +#: ../../Whats-New.md:772 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:771 +#: ../../Whats-New.md:773 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:772 +#: ../../Whats-New.md:774 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:773 +#: ../../Whats-New.md:775 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:774 +#: ../../Whats-New.md:776 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:777 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:776 +#: ../../Whats-New.md:778 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:779 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:780 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:781 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:782 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:781 +#: ../../Whats-New.md:783 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:782 +#: ../../Whats-New.md:784 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:783 +#: ../../Whats-New.md:785 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:784 +#: ../../Whats-New.md:786 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:785 +#: ../../Whats-New.md:787 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:786 +#: ../../Whats-New.md:788 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:789 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:788 +#: ../../Whats-New.md:790 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:789 +#: ../../Whats-New.md:791 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:792 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:793 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:792 +#: ../../Whats-New.md:794 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:793 +#: ../../Whats-New.md:795 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:794 +#: ../../Whats-New.md:796 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:795 +#: ../../Whats-New.md:797 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:796 +#: ../../Whats-New.md:798 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:797 +#: ../../Whats-New.md:799 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:800 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:799 +#: ../../Whats-New.md:801 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:802 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:803 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:804 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:805 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:804 +#: ../../Whats-New.md:806 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:807 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:808 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:809 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:808 +#: ../../Whats-New.md:810 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:811 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:812 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:811 +#: ../../Whats-New.md:813 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:812 +#: ../../Whats-New.md:814 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:815 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:816 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:815 +#: ../../Whats-New.md:817 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:816 +#: ../../Whats-New.md:818 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:817 +#: ../../Whats-New.md:819 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:818 +#: ../../Whats-New.md:820 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:819 +#: ../../Whats-New.md:821 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:820 +#: ../../Whats-New.md:822 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:821 +#: ../../Whats-New.md:823 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:822 +#: ../../Whats-New.md:824 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:825 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:826 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:825 +#: ../../Whats-New.md:827 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:826 +#: ../../Whats-New.md:828 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:827 +#: ../../Whats-New.md:829 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:828 +#: ../../Whats-New.md:830 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)" +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:829 +#: ../../Whats-New.md:831 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" +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:832 +#: ../../Whats-New.md:834 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:833 +#: ../../Whats-New.md:835 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:834 +#: ../../Whats-New.md:836 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)" +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:835 +#: ../../Whats-New.md:837 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:836 +#: ../../Whats-New.md:838 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:837 +#: ../../Whats-New.md:839 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:838 +#: ../../Whats-New.md:840 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:839 +#: ../../Whats-New.md:841 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:840 +#: ../../Whats-New.md:842 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:841 +#: ../../Whats-New.md:843 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" -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)" +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:842 +#: ../../Whats-New.md:844 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:843 +#: ../../Whats-New.md:845 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" -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)" +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:844 +#: ../../Whats-New.md:846 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:845 +#: ../../Whats-New.md:847 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:846 +#: ../../Whats-New.md:848 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:847 +#: ../../Whats-New.md:849 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:848 +#: ../../Whats-New.md:850 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)" +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:849 +#: ../../Whats-New.md:851 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:850 +#: ../../Whats-New.md:852 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)" +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:851 +#: ../../Whats-New.md:853 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)" +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:852 +#: ../../Whats-New.md:854 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:853 +#: ../../Whats-New.md:855 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:854 -msgid "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by Starkku)" +#: ../../Whats-New.md:856 +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:855 +#: ../../Whats-New.md:857 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:856 +#: ../../Whats-New.md:858 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:857 +#: ../../Whats-New.md:859 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 " "damage) to not be recorded as killed correctly and thus not spring map " "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)" +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:858 +#: ../../Whats-New.md:860 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)" +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:859 +#: ../../Whats-New.md:861 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:860 +#: ../../Whats-New.md:862 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " "(by Starkku)" 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)" +"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:861 +#: ../../Whats-New.md:863 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)" +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:862 +#: ../../Whats-New.md:864 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)" +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:863 +#: ../../Whats-New.md:865 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)" +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:864 +#: ../../Whats-New.md:866 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:867 +#: ../../Whats-New.md:869 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:868 +#: ../../Whats-New.md:870 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:869 +#: ../../Whats-New.md:871 msgid "" -"Fixed `SplashList` animations playing when a unit is hit on a bridge over " -"water (by Uranusian)" +"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:870 +#: ../../Whats-New.md:872 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:871 +#: ../../Whats-New.md:873 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" -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)" +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:872 +#: ../../Whats-New.md:874 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:873 +#: ../../Whats-New.md:875 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" -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)" +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:874 +#: ../../Whats-New.md:876 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:875 +#: ../../Whats-New.md:877 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:876 +#: ../../Whats-New.md:878 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:877 +#: ../../Whats-New.md:879 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:878 +#: ../../Whats-New.md:880 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:879 +#: ../../Whats-New.md:881 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)" +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:880 +#: ../../Whats-New.md:882 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)" +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:881 +#: ../../Whats-New.md:883 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " "`EMEffect=true` (by Starkku)" 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)" +"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:882 +#: ../../Whats-New.md:884 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:883 +#: ../../Whats-New.md:885 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)" +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:884 +#: ../../Whats-New.md:886 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)" +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:885 +#: ../../Whats-New.md:887 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)" +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:886 +#: ../../Whats-New.md:888 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:887 +#: ../../Whats-New.md:889 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:888 +#: ../../Whats-New.md:890 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:889 +#: ../../Whats-New.md:891 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)" +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:890 +#: ../../Whats-New.md:892 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)" +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:891 +#: ../../Whats-New.md:893 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)" +"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:892 +#: ../../Whats-New.md:894 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)" +msgstr "更正了定义 `DiskLaser.Radius` 错误解释的问题(by Trsdy)" -#: ../../Whats-New.md:893 +#: ../../Whats-New.md:895 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:896 +#: ../../Whats-New.md:898 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" 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)" +"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:898 +#: ../../Whats-New.md:900 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:899 +#: ../../Whats-New.md:901 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:903 +#: ../../Whats-New.md:905 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:909 +#: ../../Whats-New.md:911 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:910 +#: ../../Whats-New.md:912 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:911 +#: ../../Whats-New.md:913 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:912 +#: ../../Whats-New.md:914 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:916 +#: ../../Whats-New.md:918 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:922 +#: ../../Whats-New.md:924 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:923 +#: ../../Whats-New.md:925 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:924 +#: ../../Whats-New.md:926 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:925 +#: ../../Whats-New.md:927 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" -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)" +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:926 +#: ../../Whats-New.md:928 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:927 +#: ../../Whats-New.md:929 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:931 +#: ../../Whats-New.md:933 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:939 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:938 +#: ../../Whats-New.md:940 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:939 +#: ../../Whats-New.md:941 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:940 +#: ../../Whats-New.md:942 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:943 +#: ../../Whats-New.md:945 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:946 +#: ../../Whats-New.md:948 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:947 +#: ../../Whats-New.md:949 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:951 +#: ../../Whats-New.md:953 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:959 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:961 +#: ../../Whats-New.md:963 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:969 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:970 +#: ../../Whats-New.md:972 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:971 +#: ../../Whats-New.md:973 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" -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)" +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:974 +#: ../../Whats-New.md:976 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:978 +#: ../../Whats-New.md:980 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:984 +#: ../../Whats-New.md:986 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:985 +#: ../../Whats-New.md:987 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:986 +#: ../../Whats-New.md:988 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:987 +#: ../../Whats-New.md:989 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:988 +#: ../../Whats-New.md:990 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:989 +#: ../../Whats-New.md:991 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:990 +#: ../../Whats-New.md:992 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:991 +#: ../../Whats-New.md:993 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:992 +#: ../../Whats-New.md:994 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:993 +#: ../../Whats-New.md:995 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:994 +#: ../../Whats-New.md:996 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:995 +#: ../../Whats-New.md:997 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:996 +#: ../../Whats-New.md:998 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:997 +#: ../../Whats-New.md:999 msgid "" -"Multiple mind controllers can now release units on overload (by " -"Uranusian & secsome)" +"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:998 +#: ../../Whats-New.md:1000 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:999 +#: ../../Whats-New.md:1001 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:1000 +#: ../../Whats-New.md:1002 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:1001 +#: ../../Whats-New.md:1003 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:1002 +#: ../../Whats-New.md:1004 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:1003 +#: ../../Whats-New.md:1005 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:1004 +#: ../../Whats-New.md:1006 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:1005 +#: ../../Whats-New.md:1007 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:1006 +#: ../../Whats-New.md:1008 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:1011 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:1010 +#: ../../Whats-New.md:1012 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1013 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:1012 +#: ../../Whats-New.md:1014 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:1013 +#: ../../Whats-New.md:1015 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:1014 +#: ../../Whats-New.md:1016 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:1015 +#: ../../Whats-New.md:1017 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:1016 +#: ../../Whats-New.md:1018 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:1017 +#: ../../Whats-New.md:1019 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:1018 +#: ../../Whats-New.md:1020 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:1019 +#: ../../Whats-New.md:1021 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" -msgstr "修复了 `DeployFire` 逻辑(现在 `DeployFireWeapon`、`FireOnce`、停止命令可以正常工作)(by Starkku)" +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:1022 +#: ../../Whats-New.md:1024 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:1023 +#: ../../Whats-New.md:1025 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" -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)" +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:1024 +#: ../../Whats-New.md:1026 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:1028 +#: ../../Whats-New.md:1030 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1034 -msgid "Fixed an occasional crash when selecting units with a selection box (by Kerbiter)" +#: ../../Whats-New.md:1036 +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:1038 +#: ../../Whats-New.md:1040 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1044 +#: ../../Whats-New.md:1046 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:1047 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:1046 +#: ../../Whats-New.md:1048 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:1047 +#: ../../Whats-New.md:1049 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1048 +#: ../../Whats-New.md:1050 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1049 +#: ../../Whats-New.md:1051 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:1050 +#: ../../Whats-New.md:1052 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:1051 +#: ../../Whats-New.md:1053 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:1052 +#: ../../Whats-New.md:1054 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:1053 +#: ../../Whats-New.md:1055 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:1056 +#: ../../Whats-New.md:1058 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:1057 +#: ../../Whats-New.md:1059 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:1058 +#: ../../Whats-New.md:1060 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:1059 +#: ../../Whats-New.md:1061 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:1060 +#: ../../Whats-New.md:1062 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:1061 +#: ../../Whats-New.md:1063 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)" + From fdd8d9823e5ec39ff8a954d6df15a126e14b129a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 01:55:36 +0800 Subject: [PATCH 02/80] [cn] fix --- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 2 +- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 023c946422..f2134a33c7 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1701,7 +1701,7 @@ msgstr "`RepairBaseNodes` 的全局值" #: ../../../CREDITS.md:432 msgid "Skip anim delay for burst fire" -msgstr "为 Burst 武器跳过建筑开火前摇动画" +msgstr "为有 `Burst` 的武器跳过建筑开火前摇动画" #: ../../../CREDITS.md:433 msgid "Type select for buildings (code)" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index d2ce9bcbe7..d1833a6a99 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1064,7 +1064,7 @@ msgstr "设置载具在发出移动命令时是否保持目标(by Starkku)" #: ../../Whats-New.md:321 msgid "Skip anim delay for burst fire (by TaranDahl)" -msgstr "为 Burst 武器跳过建筑开火前摇动画(by TaranDahl)" +msgstr "为有 `Burst` 的武器跳过建筑开火前摇动画(by TaranDahl)" #: ../../Whats-New.md:322 msgid "New Parabola trajectory (by CrimRecya)" From 4c267a54545838e0d130b8a64ee5151cfb8ddb2b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 13:40:00 +0800 Subject: [PATCH 03/80] [General] -> SubterraneanSpeed default to 7.5?? --- docs/Fixed-or-Improved-Logics.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 4 ++-- 2 files changed, 3 insertions(+), 3 deletions(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index e353d93698..22c33ca099 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -1037,7 +1037,7 @@ In `rulesmd.ini`: ```ini [General] SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell) -SubterraneanSpeed=7.5 ; floating point value +SubterraneanSpeed=19 ; floating point value [SOMETECHNO] ; TechnoType SubterraneanHeight= ; integer, height in leptons (1/256th of a cell) 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 534cf1a73a..fc74a37b60 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 @@ -3912,7 +3912,7 @@ msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" "\n" -"SubterraneanSpeed=7.5 ; floating point value\n" +"SubterraneanSpeed=19 ; floating point value\n" "\n" "[SOMETECHNO] ; TechnoType\n" "SubterraneanHeight= ; integer, height in leptons (1/256th of a cell)" @@ -3922,7 +3922,7 @@ msgstr "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" "\n" -"SubterraneanSpeed=7.5 ; floating point value\n" +"SubterraneanSpeed=19 ; floating point value\n" "\n" "[SOMETECHNO] ; TechnoType\n" "SubterraneanHeight= ; integer, height in leptons (1/256th of a cell)" From 3f6dc0b1b18b21b0816fc741b8677f0973861aeb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 18:12:44 +0800 Subject: [PATCH 04/80] [cn] update #1475 & #1596 --- docs/New-or-Enhanced-Logics.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 145 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 1317 +++++++++-------- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 431 +++--- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 1229 +++++++-------- 5 files changed, 1589 insertions(+), 1535 deletions(-) diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 7899307c2d..47a3915ee7 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -1681,7 +1681,7 @@ WarpOutWeapon= ; WeaponType ### Fast access vehicle -- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. Defaults to `[General]->NoQueueUpToEnter` or `[General]->NoQueueUpToUnload`. +- Now you can let infantry or vehicle passengers quickly enter or leave the transport vehicles without queuing. Defaults to `[General] -> NoQueueUpToEnter` or `[General] -> NoQueueUpToUnload`. In `rulesmd.ini`: ```ini diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index f2134a33c7..f09c006bb3 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: 2025-03-31 00:30+0800\n" +"POT-Creation-Date: 2025-03-31 13:41+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1441,7 +1441,7 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:365 ../../../CREDITS.md:425 +#: ../../../CREDITS.md:365 ../../../CREDITS.md:426 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" @@ -1497,7 +1497,7 @@ msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子" msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:379 ../../../CREDITS.md:420 +#: ../../../CREDITS.md:379 ../../../CREDITS.md:421 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" @@ -1574,8 +1574,8 @@ 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:399 -msgid "Fix `Stop` command not working so well in some cases" -msgstr "修复 `停止` 命令某些情况下不工作的问题" +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:400 msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" @@ -1607,11 +1607,11 @@ 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 msgid "New Parabola trajectory" msgstr "新的抛物线轨迹" -#: ../../../CREDITS.md:407 ../../../CREDITS.md:423 +#: ../../../CREDITS.md:407 ../../../CREDITS.md:424 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击轨迹" -#: ../../../CREDITS.md:408 ../../../CREDITS.md:439 +#: ../../../CREDITS.md:408 ../../../CREDITS.md:440 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" @@ -1652,241 +1652,244 @@ msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" #: ../../../CREDITS.md:418 +msgid "Fast access vehicle" +msgstr "快速上车" + +#: ../../../CREDITS.md:419 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:420 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:422 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:422 +#: ../../../CREDITS.md:423 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:425 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:427 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:428 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:428 +#: ../../../CREDITS.md:429 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:429 +#: ../../../CREDITS.md:430 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:430 +#: ../../../CREDITS.md:431 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:431 +#: ../../../CREDITS.md:432 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:433 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:433 +#: ../../../CREDITS.md:434 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:435 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:435 +#: ../../../CREDITS.md:436 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:437 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:438 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:439 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:440 +#: ../../../CREDITS.md:441 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:441 +#: ../../../CREDITS.md:442 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:442 +#: ../../../CREDITS.md:443 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:443 +#: ../../../CREDITS.md:444 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:444 +#: ../../../CREDITS.md:445 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:445 +#: ../../../CREDITS.md:446 msgid "" "Fixed 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:446 +#: ../../../CREDITS.md:447 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:447 +#: ../../../CREDITS.md:448 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:449 msgid "" "Fixed 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" +msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题" -#: ../../../CREDITS.md:449 +#: ../../../CREDITS.md:450 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:450 +#: ../../../CREDITS.md:451 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:451 +#: ../../../CREDITS.md:452 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:452 +#: ../../../CREDITS.md:453 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:453 +#: ../../../CREDITS.md:454 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:454 +#: ../../../CREDITS.md:455 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:455 +#: ../../../CREDITS.md:456 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:456 +#: ../../../CREDITS.md:457 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:457 +#: ../../../CREDITS.md:458 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:459 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:460 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:460 +#: ../../../CREDITS.md:461 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:462 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:463 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:463 +#: ../../../CREDITS.md:464 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:465 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:465 +#: ../../../CREDITS.md:466 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:466 +#: ../../../CREDITS.md:467 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:468 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:468 +#: ../../../CREDITS.md:469 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:469 +#: ../../../CREDITS.md:470 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:471 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:472 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:473 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:473 +#: ../../../CREDITS.md:474 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -1894,33 +1897,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:475 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:475 +#: ../../../CREDITS.md:476 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:476 +#: ../../../CREDITS.md:477 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:478 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:478 +#: ../../../CREDITS.md:479 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:480 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 *三重* 奖章" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:481 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -1928,7 +1931,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:482 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -1942,15 +1945,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:483 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:484 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:485 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" 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 fc74a37b60..d462b60e3b 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: 2025-03-31 00:30+0800\n" +"POT-Creation-Date: 2025-03-31 13:41+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:455 ../../Fixed-or-Improved-Logics.md:694 -#: ../../Fixed-or-Improved-Logics.md:719 ../../Fixed-or-Improved-Logics.md:1072 -#: ../../Fixed-or-Improved-Logics.md:1137 -#: ../../Fixed-or-Improved-Logics.md:1309 -#: ../../Fixed-or-Improved-Logics.md:1638 -#: ../../Fixed-or-Improved-Logics.md:1683 -#: ../../Fixed-or-Improved-Logics.md:1708 +#: ../../Fixed-or-Improved-Logics.md:457 ../../Fixed-or-Improved-Logics.md:696 +#: ../../Fixed-or-Improved-Logics.md:721 ../../Fixed-or-Improved-Logics.md:1074 +#: ../../Fixed-or-Improved-Logics.md:1139 +#: ../../Fixed-or-Improved-Logics.md:1311 +#: ../../Fixed-or-Improved-Logics.md:1640 +#: ../../Fixed-or-Improved-Logics.md:1685 +#: ../../Fixed-or-Improved-Logics.md:1710 msgid "image" msgstr "图像" @@ -1085,10 +1085,21 @@ msgid "Aircraft no longer briefly pause in the air before returning." msgstr "战机在返回前不再在空中端在停留" #: ../../Fixed-or-Improved-Logics.md:178 -msgid "Aircraft with `AirportBound=no` continue moving forward." -msgstr "拥有 `AirportBound=no` 的战机继续向前移动" +msgid "Aircraft with `AirportBound=no` no longer continue moving forward." +msgstr "拥有 `AirportBound=no` 的战机不再会继续向前移动" #: ../../Fixed-or-Improved-Logics.md:179 +msgid "Technos are no longer unable to stop when it is above the elevated bridge." +msgstr "科技类型在桥上时不再无法停止。" + +#: ../../Fixed-or-Improved-Logics.md:180 +msgid "" +"Technos are still not allowed to stop moving under the elevated bridge, " +"but can stop other missions." +msgstr "" +"科技类型在桥下时仍然无法停止移动,但可以停止其他任务。" + +#: ../../Fixed-or-Improved-Logics.md:181 msgid "" "Now in air team members will use the 2D distance instead of the 3D " "distance to judge whether have reached the mission destination, so as to " @@ -1098,7 +1109,7 @@ 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,以防止任务卡住且无法继续的问题(例如 Jumpjet " "单位停在建筑上时)。" -#: ../../Fixed-or-Improved-Logics.md:180 +#: ../../Fixed-or-Improved-Logics.md:182 msgid "" "Unit `Speed` setting now accepts floating-point values. Internally parsed" " values are clamped down to maximum of 100, multiplied by 256 and divided" @@ -1109,7 +1120,7 @@ msgstr "" "现在单位的 `Speed` 设置接受小数。内部解析的值被限制为最大 100,乘以 256 并除以 100,结果(此时转换为整数)被限制为最大 " "255,从而获得有效内部速度值范围 0 到 255,例如以 leptons 为单位每帧移动的距离。" -#: ../../Fixed-or-Improved-Logics.md:181 +#: ../../Fixed-or-Improved-Logics.md:183 msgid "" "`AirburstWeapon` now supports `IsLaser`, `IsElectricBolt` (without Ares " "`Bolt.Color1`, `Bolt.Color2`, `Bolt.Color3`), `IsRadBeam`, and " @@ -1119,13 +1130,13 @@ msgstr "" "`Bolt.Color1`、`Bolt.Color2`、`Bolt.Color3`)、`IsRadBeam` 等视觉效果并允许粒子武器正常创建 " "`AttachedParticleSystem` 的粒子系统。" -#: ../../Fixed-or-Improved-Logics.md:182 +#: ../../Fixed-or-Improved-Logics.md:184 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc." 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。" -#: ../../Fixed-or-Improved-Logics.md:183 +#: ../../Fixed-or-Improved-Logics.md:185 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -1135,42 +1146,42 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:184 +#: ../../Fixed-or-Improved-Logics.md:186 msgid "Allowed `AuxBuilding` to count building upgrades." msgstr "允许 `AuxBuilding` 计入建筑加载物。" -#: ../../Fixed-or-Improved-Logics.md:185 +#: ../../Fixed-or-Improved-Logics.md:187 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied." 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。" -#: ../../Fixed-or-Improved-Logics.md:186 +#: ../../Fixed-or-Improved-Logics.md:188 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker." msgstr "防止拥有会导致问题的运动方式的单位进入坦克碉堡。" -#: ../../Fixed-or-Improved-Logics.md:187 +#: ../../Fixed-or-Improved-Logics.md:189 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:188 +#: ../../Fixed-or-Improved-Logics.md:190 msgid "Fixed the bug that destroyed unit may leaves sensors." msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题。" -#: ../../Fixed-or-Improved-Logics.md:189 +#: ../../Fixed-or-Improved-Logics.md:191 msgid "`FreeUnit` uses the unit's own `SpeedType` to find the spawn location." msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置。" -#: ../../Fixed-or-Improved-Logics.md:190 +#: ../../Fixed-or-Improved-Logics.md:192 msgid "The bug where naval ships as StartUnit might spawn on land has been fixed." msgstr "修复初始船只可能生成在陆地上的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:191 +#: ../../Fixed-or-Improved-Logics.md:193 msgid "" "When a building is transformed into a vehicle via `UndeploysInto`, the " "`SpeedType` and `MovementZone` of the target VehicleType will determine " @@ -1179,7 +1190,7 @@ msgstr "" "建筑通过 `UndeploysInto` 反部署时使用目标载具的 `SpeedType` 和 `MovementZone` " "来决定能否向目标单元格移动。" -#: ../../Fixed-or-Improved-Logics.md:192 +#: ../../Fixed-or-Improved-Logics.md:194 msgid "" "Fixed an issue that harvesters with amphibious movement zone can not " "automatically return to refineries with `WaterBound` on water surface. " @@ -1189,56 +1200,55 @@ msgstr "" "修复了两栖矿车无法自动返回水上 `WaterBound` 矿场的问题。拥有 `Teleporter=true` 的单位不受影响,因为它们只要矿场的" " `Naval` 为 false 就可以正常工作。" -#: ../../Fixed-or-Improved-Logics.md:193 +#: ../../Fixed-or-Improved-Logics.md:195 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory." 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。" -#: ../../Fixed-or-Improved-Logics.md:194 +#: ../../Fixed-or-Improved-Logics.md:196 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/安置的 C4 炸弹/发射的抛射体获得经验)。" -#: ../../Fixed-or-Improved-Logics.md:195 +#: ../../Fixed-or-Improved-Logics.md:197 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance." 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。" -#: ../../Fixed-or-Improved-Logics.md:196 +#: ../../Fixed-or-Improved-Logics.md:198 msgid "" "Buildings with foundation bigger than 1x1 can now recycle spawner " "correctly." msgstr "占地面积超过 1x1 的建筑现在可以正常回收子机。" -#: ../../Fixed-or-Improved-Logics.md:197 +#: ../../Fixed-or-Improved-Logics.md:199 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 " "correctly for more than one concurrent electric bolt." 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。" -#: ../../Fixed-or-Improved-Logics.md:198 +#: ../../Fixed-or-Improved-Logics.md:200 msgid "" "Fixed 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。" +msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题。" -#: ../../Fixed-or-Improved-Logics.md:200 +#: ../../Fixed-or-Improved-Logics.md:202 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:202 +#: ../../Fixed-or-Improved-Logics.md:204 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:203 +#: ../../Fixed-or-Improved-Logics.md:205 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1246,38 +1256,38 @@ 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:204 +#: ../../Fixed-or-Improved-Logics.md:206 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:205 +#: ../../Fixed-or-Improved-Logics.md:207 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:206 +#: ../../Fixed-or-Improved-Logics.md:208 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:207 +#: ../../Fixed-or-Improved-Logics.md:209 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:208 +#: ../../Fixed-or-Improved-Logics.md:210 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:209 +#: ../../Fixed-or-Improved-Logics.md:211 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " @@ -1286,13 +1296,13 @@ 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 `Grinding=true` 建筑的 " "`ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:210 +#: ../../Fixed-or-Improved-Logics.md:212 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:211 +#: ../../Fixed-or-Improved-Logics.md:213 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1301,107 +1311,107 @@ 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:212 +#: ../../Fixed-or-Improved-Logics.md:214 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:213 +#: ../../Fixed-or-Improved-Logics.md:215 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:214 +#: ../../Fixed-or-Improved-Logics.md:216 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." msgstr "允许 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物了。" -#: ../../Fixed-or-Improved-Logics.md:216 +#: ../../Fixed-or-Improved-Logics.md:218 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:218 +#: ../../Fixed-or-Improved-Logics.md:220 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:220 +#: ../../Fixed-or-Improved-Logics.md:222 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:222 ../../Fixed-or-Improved-Logics.md:236 -#: ../../Fixed-or-Improved-Logics.md:247 ../../Fixed-or-Improved-Logics.md:259 -#: ../../Fixed-or-Improved-Logics.md:378 ../../Fixed-or-Improved-Logics.md:388 -#: ../../Fixed-or-Improved-Logics.md:399 ../../Fixed-or-Improved-Logics.md:421 -#: ../../Fixed-or-Improved-Logics.md:437 ../../Fixed-or-Improved-Logics.md:447 -#: ../../Fixed-or-Improved-Logics.md:469 ../../Fixed-or-Improved-Logics.md:486 -#: ../../Fixed-or-Improved-Logics.md:501 ../../Fixed-or-Improved-Logics.md:514 -#: ../../Fixed-or-Improved-Logics.md:526 ../../Fixed-or-Improved-Logics.md:538 -#: ../../Fixed-or-Improved-Logics.md:564 ../../Fixed-or-Improved-Logics.md:589 -#: ../../Fixed-or-Improved-Logics.md:599 ../../Fixed-or-Improved-Logics.md:611 -#: ../../Fixed-or-Improved-Logics.md:621 ../../Fixed-or-Improved-Logics.md:639 -#: ../../Fixed-or-Improved-Logics.md:666 ../../Fixed-or-Improved-Logics.md:677 -#: ../../Fixed-or-Improved-Logics.md:699 ../../Fixed-or-Improved-Logics.md:711 -#: ../../Fixed-or-Improved-Logics.md:725 ../../Fixed-or-Improved-Logics.md:745 -#: ../../Fixed-or-Improved-Logics.md:769 ../../Fixed-or-Improved-Logics.md:812 -#: ../../Fixed-or-Improved-Logics.md:825 ../../Fixed-or-Improved-Logics.md:836 -#: ../../Fixed-or-Improved-Logics.md:848 ../../Fixed-or-Improved-Logics.md:863 -#: ../../Fixed-or-Improved-Logics.md:886 ../../Fixed-or-Improved-Logics.md:905 -#: ../../Fixed-or-Improved-Logics.md:916 ../../Fixed-or-Improved-Logics.md:931 -#: ../../Fixed-or-Improved-Logics.md:958 ../../Fixed-or-Improved-Logics.md:988 -#: ../../Fixed-or-Improved-Logics.md:1002 -#: ../../Fixed-or-Improved-Logics.md:1022 -#: ../../Fixed-or-Improved-Logics.md:1036 -#: ../../Fixed-or-Improved-Logics.md:1079 -#: ../../Fixed-or-Improved-Logics.md:1097 -#: ../../Fixed-or-Improved-Logics.md:1118 -#: ../../Fixed-or-Improved-Logics.md:1144 -#: ../../Fixed-or-Improved-Logics.md:1163 -#: ../../Fixed-or-Improved-Logics.md:1178 -#: ../../Fixed-or-Improved-Logics.md:1190 -#: ../../Fixed-or-Improved-Logics.md:1203 -#: ../../Fixed-or-Improved-Logics.md:1217 -#: ../../Fixed-or-Improved-Logics.md:1235 -#: ../../Fixed-or-Improved-Logics.md:1249 -#: ../../Fixed-or-Improved-Logics.md:1260 -#: ../../Fixed-or-Improved-Logics.md:1278 -#: ../../Fixed-or-Improved-Logics.md:1298 -#: ../../Fixed-or-Improved-Logics.md:1316 -#: ../../Fixed-or-Improved-Logics.md:1334 -#: ../../Fixed-or-Improved-Logics.md:1347 -#: ../../Fixed-or-Improved-Logics.md:1363 -#: ../../Fixed-or-Improved-Logics.md:1376 -#: ../../Fixed-or-Improved-Logics.md:1407 -#: ../../Fixed-or-Improved-Logics.md:1438 -#: ../../Fixed-or-Improved-Logics.md:1462 -#: ../../Fixed-or-Improved-Logics.md:1484 -#: ../../Fixed-or-Improved-Logics.md:1496 -#: ../../Fixed-or-Improved-Logics.md:1512 -#: ../../Fixed-or-Improved-Logics.md:1524 -#: ../../Fixed-or-Improved-Logics.md:1542 -#: ../../Fixed-or-Improved-Logics.md:1564 -#: ../../Fixed-or-Improved-Logics.md:1575 -#: ../../Fixed-or-Improved-Logics.md:1592 -#: ../../Fixed-or-Improved-Logics.md:1606 -#: ../../Fixed-or-Improved-Logics.md:1618 -#: ../../Fixed-or-Improved-Logics.md:1630 -#: ../../Fixed-or-Improved-Logics.md:1641 -#: ../../Fixed-or-Improved-Logics.md:1652 -#: ../../Fixed-or-Improved-Logics.md:1665 -#: ../../Fixed-or-Improved-Logics.md:1675 -#: ../../Fixed-or-Improved-Logics.md:1691 -#: ../../Fixed-or-Improved-Logics.md:1713 -#: ../../Fixed-or-Improved-Logics.md:1724 -#: ../../Fixed-or-Improved-Logics.md:1740 -#: ../../Fixed-or-Improved-Logics.md:1762 +#: ../../Fixed-or-Improved-Logics.md:224 ../../Fixed-or-Improved-Logics.md:238 +#: ../../Fixed-or-Improved-Logics.md:249 ../../Fixed-or-Improved-Logics.md:261 +#: ../../Fixed-or-Improved-Logics.md:380 ../../Fixed-or-Improved-Logics.md:390 +#: ../../Fixed-or-Improved-Logics.md:401 ../../Fixed-or-Improved-Logics.md:423 +#: ../../Fixed-or-Improved-Logics.md:439 ../../Fixed-or-Improved-Logics.md:449 +#: ../../Fixed-or-Improved-Logics.md:471 ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:503 ../../Fixed-or-Improved-Logics.md:516 +#: ../../Fixed-or-Improved-Logics.md:528 ../../Fixed-or-Improved-Logics.md:540 +#: ../../Fixed-or-Improved-Logics.md:566 ../../Fixed-or-Improved-Logics.md:591 +#: ../../Fixed-or-Improved-Logics.md:601 ../../Fixed-or-Improved-Logics.md:613 +#: ../../Fixed-or-Improved-Logics.md:623 ../../Fixed-or-Improved-Logics.md:641 +#: ../../Fixed-or-Improved-Logics.md:668 ../../Fixed-or-Improved-Logics.md:679 +#: ../../Fixed-or-Improved-Logics.md:701 ../../Fixed-or-Improved-Logics.md:713 +#: ../../Fixed-or-Improved-Logics.md:727 ../../Fixed-or-Improved-Logics.md:747 +#: ../../Fixed-or-Improved-Logics.md:771 ../../Fixed-or-Improved-Logics.md:814 +#: ../../Fixed-or-Improved-Logics.md:827 ../../Fixed-or-Improved-Logics.md:838 +#: ../../Fixed-or-Improved-Logics.md:850 ../../Fixed-or-Improved-Logics.md:865 +#: ../../Fixed-or-Improved-Logics.md:888 ../../Fixed-or-Improved-Logics.md:907 +#: ../../Fixed-or-Improved-Logics.md:918 ../../Fixed-or-Improved-Logics.md:933 +#: ../../Fixed-or-Improved-Logics.md:960 ../../Fixed-or-Improved-Logics.md:990 +#: ../../Fixed-or-Improved-Logics.md:1004 +#: ../../Fixed-or-Improved-Logics.md:1024 +#: ../../Fixed-or-Improved-Logics.md:1038 +#: ../../Fixed-or-Improved-Logics.md:1081 +#: ../../Fixed-or-Improved-Logics.md:1099 +#: ../../Fixed-or-Improved-Logics.md:1120 +#: ../../Fixed-or-Improved-Logics.md:1146 +#: ../../Fixed-or-Improved-Logics.md:1165 +#: ../../Fixed-or-Improved-Logics.md:1180 +#: ../../Fixed-or-Improved-Logics.md:1192 +#: ../../Fixed-or-Improved-Logics.md:1205 +#: ../../Fixed-or-Improved-Logics.md:1219 +#: ../../Fixed-or-Improved-Logics.md:1237 +#: ../../Fixed-or-Improved-Logics.md:1251 +#: ../../Fixed-or-Improved-Logics.md:1262 +#: ../../Fixed-or-Improved-Logics.md:1280 +#: ../../Fixed-or-Improved-Logics.md:1300 +#: ../../Fixed-or-Improved-Logics.md:1318 +#: ../../Fixed-or-Improved-Logics.md:1336 +#: ../../Fixed-or-Improved-Logics.md:1349 +#: ../../Fixed-or-Improved-Logics.md:1365 +#: ../../Fixed-or-Improved-Logics.md:1378 +#: ../../Fixed-or-Improved-Logics.md:1409 +#: ../../Fixed-or-Improved-Logics.md:1440 +#: ../../Fixed-or-Improved-Logics.md:1464 +#: ../../Fixed-or-Improved-Logics.md:1486 +#: ../../Fixed-or-Improved-Logics.md:1498 +#: ../../Fixed-or-Improved-Logics.md:1514 +#: ../../Fixed-or-Improved-Logics.md:1526 +#: ../../Fixed-or-Improved-Logics.md:1544 +#: ../../Fixed-or-Improved-Logics.md:1566 +#: ../../Fixed-or-Improved-Logics.md:1577 +#: ../../Fixed-or-Improved-Logics.md:1594 +#: ../../Fixed-or-Improved-Logics.md:1608 +#: ../../Fixed-or-Improved-Logics.md:1620 +#: ../../Fixed-or-Improved-Logics.md:1632 +#: ../../Fixed-or-Improved-Logics.md:1643 +#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:1667 +#: ../../Fixed-or-Improved-Logics.md:1677 +#: ../../Fixed-or-Improved-Logics.md:1693 +#: ../../Fixed-or-Improved-Logics.md:1715 +#: ../../Fixed-or-Improved-Logics.md:1726 +#: ../../Fixed-or-Improved-Logics.md:1742 +#: ../../Fixed-or-Improved-Logics.md:1764 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:223 +#: ../../Fixed-or-Improved-Logics.md:225 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1409,28 +1419,28 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:228 +#: ../../Fixed-or-Improved-Logics.md:230 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:230 +#: ../../Fixed-or-Improved-Logics.md:232 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:231 +#: ../../Fixed-or-Improved-Logics.md:233 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。" -#: ../../Fixed-or-Improved-Logics.md:232 +#: ../../Fixed-or-Improved-Logics.md:234 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:233 +#: ../../Fixed-or-Improved-Logics.md:235 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -1440,14 +1450,14 @@ 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:234 +#: ../../Fixed-or-Improved-Logics.md:236 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:237 +#: ../../Fixed-or-Improved-Logics.md:239 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -1455,11 +1465,11 @@ msgstr "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:242 +#: ../../Fixed-or-Improved-Logics.md:244 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:244 +#: ../../Fixed-or-Improved-Logics.md:246 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1469,7 +1479,7 @@ 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:245 +#: ../../Fixed-or-Improved-Logics.md:247 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1478,18 +1488,18 @@ 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:248 +#: ../../Fixed-or-Improved-Logics.md:250 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:254 +#: ../../Fixed-or-Improved-Logics.md:256 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:256 +#: ../../Fixed-or-Improved-Logics.md:258 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1501,13 +1511,13 @@ 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:257 +#: ../../Fixed-or-Improved-Logics.md:259 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:260 +#: ../../Fixed-or-Improved-Logics.md:262 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -1517,15 +1527,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:265 +#: ../../Fixed-or-Improved-Logics.md:267 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:267 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:269 +#: ../../Fixed-or-Improved-Logics.md:271 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1534,7 +1544,7 @@ 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:270 +#: ../../Fixed-or-Improved-Logics.md:272 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 " @@ -1545,7 +1555,7 @@ 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:271 +#: ../../Fixed-or-Improved-Logics.md:273 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 " @@ -1561,7 +1571,7 @@ 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:272 +#: ../../Fixed-or-Improved-Logics.md:274 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1573,17 +1583,17 @@ 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:274 ../../Fixed-or-Improved-Logics.md:291 -#: ../../Fixed-or-Improved-Logics.md:306 ../../Fixed-or-Improved-Logics.md:332 -#: ../../Fixed-or-Improved-Logics.md:356 ../../Fixed-or-Improved-Logics.md:366 -#: ../../Fixed-or-Improved-Logics.md:410 ../../Fixed-or-Improved-Logics.md:751 -#: ../../Fixed-or-Improved-Logics.md:1056 -#: ../../Fixed-or-Improved-Logics.md:1129 -#: ../../Fixed-or-Improved-Logics.md:1382 +#: ../../Fixed-or-Improved-Logics.md:276 ../../Fixed-or-Improved-Logics.md:293 +#: ../../Fixed-or-Improved-Logics.md:308 ../../Fixed-or-Improved-Logics.md:334 +#: ../../Fixed-or-Improved-Logics.md:358 ../../Fixed-or-Improved-Logics.md:368 +#: ../../Fixed-or-Improved-Logics.md:412 ../../Fixed-or-Improved-Logics.md:753 +#: ../../Fixed-or-Improved-Logics.md:1058 +#: ../../Fixed-or-Improved-Logics.md:1131 +#: ../../Fixed-or-Improved-Logics.md:1384 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:275 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -1597,7 +1607,7 @@ msgstr "" "Damage.DealtByInvoker=false ; boolean\n" "Damage.ApplyOncePerLoop=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:284 +#: ../../Fixed-or-Improved-Logics.md:286 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1606,18 +1616,18 @@ 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:287 +#: ../../Fixed-or-Improved-Logics.md:289 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:289 +#: ../../Fixed-or-Improved-Logics.md:291 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:292 +#: ../../Fixed-or-Improved-Logics.md:294 msgid "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" @@ -1625,11 +1635,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "UseCenterCoordsIfAttached=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:297 ../../Fixed-or-Improved-Logics.md:1473 +#: ../../Fixed-or-Improved-Logics.md:299 ../../Fixed-or-Improved-Logics.md:1475 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:299 +#: ../../Fixed-or-Improved-Logics.md:301 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1638,7 +1648,7 @@ 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:300 +#: ../../Fixed-or-Improved-Logics.md:302 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 " @@ -1647,7 +1657,7 @@ 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:301 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1656,7 +1666,7 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:304 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1665,7 +1675,7 @@ 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:303 +#: ../../Fixed-or-Improved-Logics.md:305 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1674,13 +1684,13 @@ 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:304 +#: ../../Fixed-or-Improved-Logics.md:306 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:307 +#: ../../Fixed-or-Improved-Logics.md:309 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -1698,11 +1708,11 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:317 +#: ../../Fixed-or-Improved-Logics.md:319 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:319 +#: ../../Fixed-or-Improved-Logics.md:321 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1711,14 +1721,14 @@ 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:320 +#: ../../Fixed-or-Improved-Logics.md:322 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:321 +#: ../../Fixed-or-Improved-Logics.md:323 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1727,7 +1737,7 @@ 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:322 +#: ../../Fixed-or-Improved-Logics.md:324 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1736,7 +1746,7 @@ 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:323 +#: ../../Fixed-or-Improved-Logics.md:325 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1745,13 +1755,13 @@ 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:324 +#: ../../Fixed-or-Improved-Logics.md:326 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:325 +#: ../../Fixed-or-Improved-Logics.md:327 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1762,7 +1772,7 @@ 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:326 +#: ../../Fixed-or-Improved-Logics.md:328 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1774,19 +1784,19 @@ 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:327 +#: ../../Fixed-or-Improved-Logics.md:329 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:328 +#: ../../Fixed-or-Improved-Logics.md:330 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:329 +#: ../../Fixed-or-Improved-Logics.md:331 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1795,7 +1805,7 @@ 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:330 +#: ../../Fixed-or-Improved-Logics.md:332 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1805,7 +1815,7 @@ 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:333 +#: ../../Fixed-or-Improved-Logics.md:335 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -1845,25 +1855,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:349 +#: ../../Fixed-or-Improved-Logics.md:351 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:352 +#: ../../Fixed-or-Improved-Logics.md:354 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:354 +#: ../../Fixed-or-Improved-Logics.md:356 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:357 +#: ../../Fixed-or-Improved-Logics.md:359 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -1871,11 +1881,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:362 +#: ../../Fixed-or-Improved-Logics.md:364 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:364 +#: ../../Fixed-or-Improved-Logics.md:366 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -1884,7 +1894,7 @@ 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:367 +#: ../../Fixed-or-Improved-Logics.md:369 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -1892,15 +1902,15 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:372 +#: ../../Fixed-or-Improved-Logics.md:374 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:374 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:376 +#: ../../Fixed-or-Improved-Logics.md:378 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -1915,7 +1925,7 @@ 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:379 +#: ../../Fixed-or-Improved-Logics.md:381 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -1923,11 +1933,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:384 +#: ../../Fixed-or-Improved-Logics.md:386 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:386 +#: ../../Fixed-or-Improved-Logics.md:388 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 " @@ -1937,7 +1947,7 @@ 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:389 +#: ../../Fixed-or-Improved-Logics.md:391 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AllowAirstrike= ; boolean\n" @@ -1945,11 +1955,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AllowAirstrike= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:394 +#: ../../Fixed-or-Improved-Logics.md:396 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:396 +#: ../../Fixed-or-Improved-Logics.md:398 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -1958,13 +1968,13 @@ 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:397 +#: ../../Fixed-or-Improved-Logics.md:399 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:400 +#: ../../Fixed-or-Improved-Logics.md:402 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -1974,11 +1984,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:406 +#: ../../Fixed-or-Improved-Logics.md:408 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:408 +#: ../../Fixed-or-Improved-Logics.md:410 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" @@ -1990,7 +2000,7 @@ 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:411 +#: ../../Fixed-or-Improved-Logics.md:413 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -1998,11 +2008,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:416 +#: ../../Fixed-or-Improved-Logics.md:418 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:418 +#: ../../Fixed-or-Improved-Logics.md:420 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2014,13 +2024,13 @@ 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:419 +#: ../../Fixed-or-Improved-Logics.md:421 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:422 +#: ../../Fixed-or-Improved-Logics.md:424 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2028,11 +2038,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:427 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:429 +#: ../../Fixed-or-Improved-Logics.md:431 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2044,39 +2054,39 @@ 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:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:438 +#: ../../Fixed-or-Improved-Logics.md:440 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2084,13 +2094,13 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:445 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:445 +#: ../../Fixed-or-Improved-Logics.md:447 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2100,7 +2110,7 @@ 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:448 +#: ../../Fixed-or-Improved-Logics.md:450 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2108,11 +2118,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:453 +#: ../../Fixed-or-Improved-Logics.md:455 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:455 +#: ../../Fixed-or-Improved-Logics.md:457 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2121,38 +2131,38 @@ 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:458 +#: ../../Fixed-or-Improved-Logics.md:460 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:459 +#: ../../Fixed-or-Improved-Logics.md:461 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:460 +#: ../../Fixed-or-Improved-Logics.md:462 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:461 +#: ../../Fixed-or-Improved-Logics.md:463 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:462 +#: ../../Fixed-or-Improved-Logics.md:464 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:463 +#: ../../Fixed-or-Improved-Logics.md:465 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." @@ -2160,7 +2170,7 @@ 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 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:464 +#: ../../Fixed-or-Improved-Logics.md:466 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -2168,7 +2178,7 @@ 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:465 +#: ../../Fixed-or-Improved-Logics.md:467 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` " @@ -2177,14 +2187,14 @@ 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:466 +#: ../../Fixed-or-Improved-Logics.md:468 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:467 +#: ../../Fixed-or-Improved-Logics.md:469 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2193,7 +2203,7 @@ 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:470 +#: ../../Fixed-or-Improved-Logics.md:472 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2219,17 +2229,17 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:482 +#: ../../Fixed-or-Improved-Logics.md:484 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:484 +#: ../../Fixed-or-Improved-Logics.md:486 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:487 +#: ../../Fixed-or-Improved-Logics.md:489 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -2237,11 +2247,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:492 +#: ../../Fixed-or-Improved-Logics.md:494 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:494 +#: ../../Fixed-or-Improved-Logics.md:496 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2249,7 +2259,7 @@ 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:495 +#: ../../Fixed-or-Improved-Logics.md:497 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2261,19 +2271,19 @@ msgstr "" "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 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:496 +#: ../../Fixed-or-Improved-Logics.md:498 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。" -#: ../../Fixed-or-Improved-Logics.md:497 +#: ../../Fixed-or-Improved-Logics.md:499 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`。" -#: ../../Fixed-or-Improved-Logics.md:498 +#: ../../Fixed-or-Improved-Logics.md:500 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " @@ -2283,13 +2293,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:499 +#: ../../Fixed-or-Improved-Logics.md:501 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。" -#: ../../Fixed-or-Improved-Logics.md:502 +#: ../../Fixed-or-Improved-Logics.md:504 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -2303,17 +2313,17 @@ msgstr "" "Units.RepairPercent= ; floating point value, percents or absolute\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:510 +#: ../../Fixed-or-Improved-Logics.md:512 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:512 +#: ../../Fixed-or-Improved-Logics.md:514 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:515 +#: ../../Fixed-or-Improved-Logics.md:517 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -2321,15 +2331,15 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:520 +#: ../../Fixed-or-Improved-Logics.md:522 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:522 +#: ../../Fixed-or-Improved-Logics.md:524 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:524 +#: ../../Fixed-or-Improved-Logics.md:526 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -2339,7 +2349,7 @@ 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:527 +#: ../../Fixed-or-Improved-Logics.md:529 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -2347,19 +2357,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:532 +#: ../../Fixed-or-Improved-Logics.md:534 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:534 +#: ../../Fixed-or-Improved-Logics.md:536 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:536 +#: ../../Fixed-or-Improved-Logics.md:538 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:539 +#: ../../Fixed-or-Improved-Logics.md:541 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -2367,53 +2377,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:544 +#: ../../Fixed-or-Improved-Logics.md:546 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:546 +#: ../../Fixed-or-Improved-Logics.md:548 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:548 +#: ../../Fixed-or-Improved-Logics.md:550 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:549 +#: ../../Fixed-or-Improved-Logics.md:551 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:550 +#: ../../Fixed-or-Improved-Logics.md:552 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:551 +#: ../../Fixed-or-Improved-Logics.md:553 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:552 +#: ../../Fixed-or-Improved-Logics.md:554 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:553 +#: ../../Fixed-or-Improved-Logics.md:555 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:554 +#: ../../Fixed-or-Improved-Logics.md:556 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -2422,7 +2432,7 @@ 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:555 +#: ../../Fixed-or-Improved-Logics.md:557 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -2436,7 +2446,7 @@ msgstr "" "所填武器的[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:556 +#: ../../Fixed-or-Improved-Logics.md:558 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2446,24 +2456,24 @@ 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:557 +#: ../../Fixed-or-Improved-Logics.md:559 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:558 +#: ../../Fixed-or-Improved-Logics.md:560 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:559 +#: ../../Fixed-or-Improved-Logics.md:561 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:560 +#: ../../Fixed-or-Improved-Logics.md:562 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " @@ -2472,7 +2482,7 @@ msgstr "" "`Airburst.RandomClusters` 如果设为 " "true,则受影响的单元格将由随机选取。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:561 +#: ../../Fixed-or-Improved-Logics.md:563 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2482,7 +2492,7 @@ 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:562 +#: ../../Fixed-or-Improved-Logics.md:564 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2491,7 +2501,7 @@ 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:565 +#: ../../Fixed-or-Improved-Logics.md:567 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -2529,7 +2539,7 @@ msgstr "" "AroundTarget= ; boolean\n" "AirburstWeapon.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:582 +#: ../../Fixed-or-Improved-Logics.md:584 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2540,15 +2550,15 @@ 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:585 +#: ../../Fixed-or-Improved-Logics.md:587 msgid "Bomb parachute anim deglobalization" msgstr "自定义抛射体降落伞动画" -#: ../../Fixed-or-Improved-Logics.md:587 +#: ../../Fixed-or-Improved-Logics.md:589 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:590 +#: ../../Fixed-or-Improved-Logics.md:592 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BombParachute= ; AnimationType, default to [General] -> " @@ -2558,11 +2568,11 @@ msgstr "" "BombParachute= ; AnimationType, default to [General] -> " "BombParachute\n" -#: ../../Fixed-or-Improved-Logics.md:595 +#: ../../Fixed-or-Improved-Logics.md:597 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:597 +#: ../../Fixed-or-Improved-Logics.md:599 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2572,7 +2582,7 @@ 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:600 +#: ../../Fixed-or-Improved-Logics.md:602 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -2582,15 +2592,15 @@ 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:606 +#: ../../Fixed-or-Improved-Logics.md:608 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:608 +#: ../../Fixed-or-Improved-Logics.md:610 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:609 +#: ../../Fixed-or-Improved-Logics.md:611 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 " @@ -2600,7 +2610,7 @@ 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:612 +#: ../../Fixed-or-Improved-Logics.md:614 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -2608,11 +2618,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:617 +#: ../../Fixed-or-Improved-Logics.md:619 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:619 +#: ../../Fixed-or-Improved-Logics.md:621 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by " "random distance (in cells) from 0 to `[CombatDamage] -> " @@ -2624,7 +2634,7 @@ 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:622 +#: ../../Fixed-or-Improved-Logics.md:624 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -2634,15 +2644,15 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:628 +#: ../../Fixed-or-Improved-Logics.md:630 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:630 +#: ../../Fixed-or-Improved-Logics.md:632 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:632 +#: ../../Fixed-or-Improved-Logics.md:634 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2653,7 +2663,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:633 +#: ../../Fixed-or-Improved-Logics.md:635 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2661,7 +2671,7 @@ 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:634 +#: ../../Fixed-or-Improved-Logics.md:636 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 " @@ -2671,7 +2681,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:635 +#: ../../Fixed-or-Improved-Logics.md:637 msgid "" "`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize " "the pixel offsets for the displayed pips, individually for infantry, " @@ -2680,7 +2690,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:636 +#: ../../Fixed-or-Improved-Logics.md:638 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -2689,7 +2699,7 @@ 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:637 +#: ../../Fixed-or-Improved-Logics.md:639 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -2700,7 +2710,7 @@ 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:640 +#: ../../Fixed-or-Improved-Logics.md:642 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -2752,11 +2762,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:658 +#: ../../Fixed-or-Improved-Logics.md:660 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:660 +#: ../../Fixed-or-Improved-Logics.md:662 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -2765,7 +2775,7 @@ 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:661 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "" "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" " animation would be shown at each of the `MuzzleFlashX` coordinates. This" @@ -2775,7 +2785,7 @@ 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` " "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:662 +#: ../../Fixed-or-Improved-Logics.md:664 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -2786,7 +2796,7 @@ 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:663 +#: ../../Fixed-or-Improved-Logics.md:665 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -2796,14 +2806,14 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:664 +#: ../../Fixed-or-Improved-Logics.md:666 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:667 +#: ../../Fixed-or-Improved-Logics.md:669 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -2817,18 +2827,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:673 +#: ../../Fixed-or-Improved-Logics.md:675 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:675 +#: ../../Fixed-or-Improved-Logics.md:677 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:678 +#: ../../Fixed-or-Improved-Logics.md:680 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -2846,7 +2856,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:689 +#: ../../Fixed-or-Improved-Logics.md:691 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -2855,11 +2865,11 @@ 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:692 +#: ../../Fixed-or-Improved-Logics.md:694 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -2867,13 +2877,13 @@ 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:697 +#: ../../Fixed-or-Improved-Logics.md:699 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:700 +#: ../../Fixed-or-Improved-Logics.md:702 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -2885,11 +2895,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:707 +#: ../../Fixed-or-Improved-Logics.md:709 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:709 +#: ../../Fixed-or-Improved-Logics.md:711 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -2905,7 +2915,7 @@ 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:712 +#: ../../Fixed-or-Improved-Logics.md:714 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -2915,11 +2925,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:717 +#: ../../Fixed-or-Improved-Logics.md:719 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:719 +#: ../../Fixed-or-Improved-Logics.md:721 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -2929,18 +2939,18 @@ 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:722 +#: ../../Fixed-or-Improved-Logics.md:724 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:723 +#: ../../Fixed-or-Improved-Logics.md:725 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:726 +#: ../../Fixed-or-Improved-Logics.md:728 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; Anim (played when Techno warping out), default " @@ -2976,18 +2986,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:738 +#: ../../Fixed-or-Improved-Logics.md:740 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:740 +#: ../../Fixed-or-Improved-Logics.md:742 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:741 +#: ../../Fixed-or-Improved-Logics.md:743 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 " @@ -2996,19 +3006,19 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(不带扩展名)。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:742 +#: ../../Fixed-or-Improved-Logics.md:744 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:743 +#: ../../Fixed-or-Improved-Logics.md:745 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:746 +#: ../../Fixed-or-Improved-Logics.md:748 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -3016,7 +3026,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:752 +#: ../../Fixed-or-Improved-Logics.md:754 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -3026,15 +3036,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:757 +#: ../../Fixed-or-Improved-Logics.md:759 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:759 +#: ../../Fixed-or-Improved-Logics.md:761 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:760 +#: ../../Fixed-or-Improved-Logics.md:762 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -3043,7 +3053,7 @@ 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:761 +#: ../../Fixed-or-Improved-Logics.md:763 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -3053,7 +3063,7 @@ 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:762 +#: ../../Fixed-or-Improved-Logics.md:764 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -3062,7 +3072,7 @@ 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:763 +#: ../../Fixed-or-Improved-Logics.md:765 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -3072,7 +3082,7 @@ 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:764 +#: ../../Fixed-or-Improved-Logics.md:766 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -3081,13 +3091,13 @@ 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:765 +#: ../../Fixed-or-Improved-Logics.md:767 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:766 +#: ../../Fixed-or-Improved-Logics.md:768 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -3098,7 +3108,7 @@ 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:767 +#: ../../Fixed-or-Improved-Logics.md:769 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -3108,7 +3118,7 @@ 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:770 +#: ../../Fixed-or-Improved-Logics.md:772 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -3216,7 +3226,7 @@ msgstr "" "(zero-based) or -1 for default\n" "Insignia.ShowEnemy= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:804 +#: ../../Fixed-or-Improved-Logics.md:806 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -3225,23 +3235,23 @@ 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:807 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:809 +#: ../../Fixed-or-Improved-Logics.md:811 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:810 +#: ../../Fixed-or-Improved-Logics.md:812 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:813 +#: ../../Fixed-or-Improved-Logics.md:815 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -3259,11 +3269,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:820 +#: ../../Fixed-or-Improved-Logics.md:822 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:822 +#: ../../Fixed-or-Improved-Logics.md:824 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -3272,11 +3282,11 @@ 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:823 +#: ../../Fixed-or-Improved-Logics.md:825 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:826 +#: ../../Fixed-or-Improved-Logics.md:828 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -3284,18 +3294,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:831 +#: ../../Fixed-or-Improved-Logics.md:833 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:833 +#: ../../Fixed-or-Improved-Logics.md:835 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:834 +#: ../../Fixed-or-Improved-Logics.md:836 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -3304,7 +3314,7 @@ 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:837 +#: ../../Fixed-or-Improved-Logics.md:839 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -3318,11 +3328,11 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:843 +#: ../../Fixed-or-Improved-Logics.md:845 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:845 +#: ../../Fixed-or-Improved-Logics.md:847 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -3331,7 +3341,7 @@ 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:846 +#: ../../Fixed-or-Improved-Logics.md:848 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -3342,7 +3352,7 @@ 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:849 +#: ../../Fixed-or-Improved-Logics.md:851 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -3356,30 +3366,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:857 +#: ../../Fixed-or-Improved-Logics.md:859 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:859 +#: ../../Fixed-or-Improved-Logics.md:861 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:860 +#: ../../Fixed-or-Improved-Logics.md:862 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:861 +#: ../../Fixed-or-Improved-Logics.md:863 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:864 +#: ../../Fixed-or-Improved-Logics.md:866 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -3405,11 +3415,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:877 +#: ../../Fixed-or-Improved-Logics.md:879 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:879 +#: ../../Fixed-or-Improved-Logics.md:881 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -3421,24 +3431,24 @@ 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:880 +#: ../../Fixed-or-Improved-Logics.md:882 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:881 +#: ../../Fixed-or-Improved-Logics.md:883 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:882 +#: ../../Fixed-or-Improved-Logics.md:884 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:883 +#: ../../Fixed-or-Improved-Logics.md:885 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -3449,11 +3459,11 @@ 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:884 +#: ../../Fixed-or-Improved-Logics.md:886 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:887 +#: ../../Fixed-or-Improved-Logics.md:889 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -3489,17 +3499,17 @@ msgstr "" " | invulnerable | ignore)\n" "ForceShield.KillWarhead= ; WarheadType\n" -#: ../../Fixed-or-Improved-Logics.md:901 +#: ../../Fixed-or-Improved-Logics.md:903 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:903 +#: ../../Fixed-or-Improved-Logics.md:905 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:906 +#: ../../Fixed-or-Improved-Logics.md:908 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -3509,17 +3519,17 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:912 +#: ../../Fixed-or-Improved-Logics.md:914 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:914 +#: ../../Fixed-or-Improved-Logics.md:916 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:917 +#: ../../Fixed-or-Improved-Logics.md:919 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -3527,25 +3537,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:923 +#: ../../Fixed-or-Improved-Logics.md:925 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:926 +#: ../../Fixed-or-Improved-Logics.md:928 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:928 +#: ../../Fixed-or-Improved-Logics.md:930 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "像航空母舰那样生成子机的 `Powered=yes` 结构将在断电时停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:929 +#: ../../Fixed-or-Improved-Logics.md:931 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:932 +#: ../../Fixed-or-Improved-Logics.md:934 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -3553,17 +3563,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:937 +#: ../../Fixed-or-Improved-Logics.md:939 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:939 +#: ../../Fixed-or-Improved-Logics.md:941 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:940 +#: ../../Fixed-or-Improved-Logics.md:942 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -3573,17 +3583,17 @@ 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:941 +#: ../../Fixed-or-Improved-Logics.md:943 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:942 +#: ../../Fixed-or-Improved-Logics.md:944 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:943 +#: ../../Fixed-or-Improved-Logics.md:945 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 " @@ -3592,7 +3602,7 @@ 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:944 +#: ../../Fixed-or-Improved-Logics.md:946 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -3602,21 +3612,21 @@ 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:945 +#: ../../Fixed-or-Improved-Logics.md:947 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:946 +#: ../../Fixed-or-Improved-Logics.md:948 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:947 +#: ../../Fixed-or-Improved-Logics.md:949 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:948 +#: ../../Fixed-or-Improved-Logics.md:950 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -3625,7 +3635,7 @@ 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:949 +#: ../../Fixed-or-Improved-Logics.md:951 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -3633,19 +3643,19 @@ 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:950 +#: ../../Fixed-or-Improved-Logics.md:952 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:951 +#: ../../Fixed-or-Improved-Logics.md:953 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:952 +#: ../../Fixed-or-Improved-Logics.md:954 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 " @@ -3655,13 +3665,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:953 +#: ../../Fixed-or-Improved-Logics.md:955 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。" -#: ../../Fixed-or-Improved-Logics.md:954 +#: ../../Fixed-or-Improved-Logics.md:956 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -3671,7 +3681,7 @@ 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:955 +#: ../../Fixed-or-Improved-Logics.md:957 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` " @@ -3680,13 +3690,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:956 +#: ../../Fixed-or-Improved-Logics.md:958 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:959 +#: ../../Fixed-or-Improved-Logics.md:961 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -3766,17 +3776,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:984 +#: ../../Fixed-or-Improved-Logics.md:986 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:986 +#: ../../Fixed-or-Improved-Logics.md:988 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:989 +#: ../../Fixed-or-Improved-Logics.md:991 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -3792,21 +3802,21 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:997 +#: ../../Fixed-or-Improved-Logics.md:999 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:999 +#: ../../Fixed-or-Improved-Logics.md:1001 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:1000 +#: ../../Fixed-or-Improved-Logics.md:1002 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:1003 +#: ../../Fixed-or-Improved-Logics.md:1005 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -3816,7 +3826,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1010 +#: ../../Fixed-or-Improved-Logics.md:1012 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -3827,18 +3837,18 @@ 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:1013 +#: ../../Fixed-or-Improved-Logics.md:1015 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1015 +#: ../../Fixed-or-Improved-Logics.md:1017 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:1016 +#: ../../Fixed-or-Improved-Logics.md:1018 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -3846,7 +3856,7 @@ 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:1017 +#: ../../Fixed-or-Improved-Logics.md:1019 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -3856,23 +3866,23 @@ 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:1018 +#: ../../Fixed-or-Improved-Logics.md:1020 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:1019 +#: ../../Fixed-or-Improved-Logics.md:1021 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:1020 +#: ../../Fixed-or-Improved-Logics.md:1022 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1023 +#: ../../Fixed-or-Improved-Logics.md:1025 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -3886,17 +3896,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1031 +#: ../../Fixed-or-Improved-Logics.md:1033 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1035 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:1034 +#: ../../Fixed-or-Improved-Logics.md:1036 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -3907,7 +3917,7 @@ 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:1037 +#: ../../Fixed-or-Improved-Logics.md:1039 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -3929,17 +3939,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1048 +#: ../../Fixed-or-Improved-Logics.md:1050 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:1051 +#: ../../Fixed-or-Improved-Logics.md:1053 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1053 +#: ../../Fixed-or-Improved-Logics.md:1055 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 " @@ -3951,7 +3961,7 @@ 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:1054 +#: ../../Fixed-or-Improved-Logics.md:1056 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -3963,7 +3973,7 @@ 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:1057 +#: ../../Fixed-or-Improved-Logics.md:1059 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -3975,11 +3985,11 @@ 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:1064 +#: ../../Fixed-or-Improved-Logics.md:1066 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1066 +#: ../../Fixed-or-Improved-Logics.md:1068 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 " @@ -3988,7 +3998,7 @@ 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:1069 +#: ../../Fixed-or-Improved-Logics.md:1071 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -3999,7 +4009,7 @@ 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:1072 +#: ../../Fixed-or-Improved-Logics.md:1074 msgid "" "![image](_static/images/VoxelLightSourceComparison.png) *Applying " "`VoxelLightSource=0.02,-0.69,0.36` (assuming " @@ -4014,19 +4024,19 @@ 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:1075 +#: ../../Fixed-or-Improved-Logics.md:1077 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:1076 +#: ../../Fixed-or-Improved-Logics.md:1078 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:1077 +#: ../../Fixed-or-Improved-Logics.md:1079 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -4034,7 +4044,7 @@ 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:1080 +#: ../../Fixed-or-Improved-Logics.md:1082 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -4046,7 +4056,7 @@ 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:1087 +#: ../../Fixed-or-Improved-Logics.md:1089 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -4059,18 +4069,18 @@ 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:1089 +#: ../../Fixed-or-Improved-Logics.md:1091 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:1092 +#: ../../Fixed-or-Improved-Logics.md:1094 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1094 +#: ../../Fixed-or-Improved-Logics.md:1096 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -4080,7 +4090,7 @@ 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:1095 +#: ../../Fixed-or-Improved-Logics.md:1097 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -4097,7 +4107,7 @@ 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:1098 +#: ../../Fixed-or-Improved-Logics.md:1100 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -4115,15 +4125,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1108 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1110 +#: ../../Fixed-or-Improved-Logics.md:1112 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1112 +#: ../../Fixed-or-Improved-Logics.md:1114 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -4131,11 +4141,11 @@ 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:1112 +#: ../../Fixed-or-Improved-Logics.md:1114 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1115 +#: ../../Fixed-or-Improved-Logics.md:1117 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -4144,7 +4154,7 @@ 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:1116 +#: ../../Fixed-or-Improved-Logics.md:1118 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -4154,7 +4164,7 @@ 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:1119 +#: ../../Fixed-or-Improved-Logics.md:1121 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -4162,35 +4172,35 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1126 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1126 +#: ../../Fixed-or-Improved-Logics.md:1128 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:1127 +#: ../../Fixed-or-Improved-Logics.md:1129 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:1130 +#: ../../Fixed-or-Improved-Logics.md:1132 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1137 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1137 +#: ../../Fixed-or-Improved-Logics.md:1139 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -4198,18 +4208,18 @@ 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:1140 +#: ../../Fixed-or-Improved-Logics.md:1142 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:1141 +#: ../../Fixed-or-Improved-Logics.md:1143 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:1142 +#: ../../Fixed-or-Improved-Logics.md:1144 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" @@ -4217,7 +4227,7 @@ 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:1145 +#: ../../Fixed-or-Improved-Logics.md:1147 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -4231,11 +4241,11 @@ 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:1153 +#: ../../Fixed-or-Improved-Logics.md:1155 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1155 +#: ../../Fixed-or-Improved-Logics.md:1157 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 " @@ -4245,7 +4255,7 @@ 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:1156 +#: ../../Fixed-or-Improved-Logics.md:1158 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -4255,7 +4265,7 @@ 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:1157 +#: ../../Fixed-or-Improved-Logics.md:1159 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -4264,13 +4274,13 @@ 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:1158 +#: ../../Fixed-or-Improved-Logics.md:1160 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:1159 +#: ../../Fixed-or-Improved-Logics.md:1161 msgid "" "Note that the number of regular & damage frames considered for this " "depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes," @@ -4281,19 +4291,19 @@ 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:1160 +#: ../../Fixed-or-Improved-Logics.md:1162 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:1161 +#: ../../Fixed-or-Improved-Logics.md:1163 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:1164 +#: ../../Fixed-or-Improved-Logics.md:1166 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value\n" @@ -4311,18 +4321,18 @@ msgstr "" "HasCrumblingFrames=false\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1174 -#: ../../Fixed-or-Improved-Logics.md:1199 +#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1201 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1178 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:1179 +#: ../../Fixed-or-Improved-Logics.md:1181 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4330,29 +4340,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1186 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:1186 +#: ../../Fixed-or-Improved-Logics.md:1188 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:1187 +#: ../../Fixed-or-Improved-Logics.md:1189 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:1188 +#: ../../Fixed-or-Improved-Logics.md:1190 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:1191 +#: ../../Fixed-or-Improved-Logics.md:1193 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -4362,17 +4372,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1197 +#: ../../Fixed-or-Improved-Logics.md:1199 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1201 +#: ../../Fixed-or-Improved-Logics.md:1203 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:1204 +#: ../../Fixed-or-Improved-Logics.md:1206 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -4380,15 +4390,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1209 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1211 +#: ../../Fixed-or-Improved-Logics.md:1213 msgid "Bunker entering check dehardcode" msgstr "进入坦克碉堡去除硬编码检查" -#: ../../Fixed-or-Improved-Logics.md:1213 +#: ../../Fixed-or-Improved-Logics.md:1215 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -4398,17 +4408,17 @@ 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:1214 +#: ../../Fixed-or-Improved-Logics.md:1216 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:1215 +#: ../../Fixed-or-Improved-Logics.md:1217 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:1218 +#: ../../Fixed-or-Improved-Logics.md:1220 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -4416,7 +4426,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1224 +#: ../../Fixed-or-Improved-Logics.md:1226 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -4427,11 +4437,11 @@ 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:1228 +#: ../../Fixed-or-Improved-Logics.md:1230 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1230 +#: ../../Fixed-or-Improved-Logics.md:1232 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -4445,7 +4455,7 @@ 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:1231 +#: ../../Fixed-or-Improved-Logics.md:1233 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -4455,13 +4465,13 @@ 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:1232 +#: ../../Fixed-or-Improved-Logics.md:1234 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:1233 +#: ../../Fixed-or-Improved-Logics.md:1235 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -4470,7 +4480,7 @@ 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:1236 +#: ../../Fixed-or-Improved-Logics.md:1238 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -4486,11 +4496,11 @@ msgstr "" "CrushOverlayExtraForwardTilt=0.02 ; floating point value\n" "CrushSlowdownMultiplier=0.2 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1245 +#: ../../Fixed-or-Improved-Logics.md:1247 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1247 +#: ../../Fixed-or-Improved-Logics.md:1249 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -4501,7 +4511,7 @@ 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:1250 +#: ../../Fixed-or-Improved-Logics.md:1252 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -4511,17 +4521,17 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1258 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1258 +#: ../../Fixed-or-Improved-Logics.md:1260 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:1261 +#: ../../Fixed-or-Improved-Logics.md:1263 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -4529,7 +4539,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1267 +#: ../../Fixed-or-Improved-Logics.md:1269 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares’" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -4541,37 +4551,37 @@ 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:1270 +#: ../../Fixed-or-Improved-Logics.md:1272 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:1272 +#: ../../Fixed-or-Improved-Logics.md:1274 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:1273 +#: ../../Fixed-or-Improved-Logics.md:1275 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:1274 +#: ../../Fixed-or-Improved-Logics.md:1276 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:1275 +#: ../../Fixed-or-Improved-Logics.md:1277 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:1276 +#: ../../Fixed-or-Improved-Logics.md:1278 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:1279 +#: ../../Fixed-or-Improved-Logics.md:1281 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -4585,7 +4595,7 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1288 +#: ../../Fixed-or-Improved-Logics.md:1290 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -4595,11 +4605,11 @@ 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:1291 +#: ../../Fixed-or-Improved-Logics.md:1293 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1293 +#: ../../Fixed-or-Improved-Logics.md:1295 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -4608,26 +4618,26 @@ 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:1294 +#: ../../Fixed-or-Improved-Logics.md:1296 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:1295 +#: ../../Fixed-or-Improved-Logics.md:1297 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:1296 +#: ../../Fixed-or-Improved-Logics.md:1298 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:1299 +#: ../../Fixed-or-Improved-Logics.md:1301 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DeployingAnim.AllowAnyDirection=false ; boolean\n" @@ -4641,32 +4651,32 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1307 +#: ../../Fixed-or-Improved-Logics.md:1309 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:1309 +#: ../../Fixed-or-Improved-Logics.md:1311 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:1312 +#: ../../Fixed-or-Improved-Logics.md:1314 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:1313 +#: ../../Fixed-or-Improved-Logics.md:1315 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:1314 +#: ../../Fixed-or-Improved-Logics.md:1316 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:1317 +#: ../../Fixed-or-Improved-Logics.md:1319 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -4690,29 +4700,29 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1327 +#: ../../Fixed-or-Improved-Logics.md:1329 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1329 +#: ../../Fixed-or-Improved-Logics.md:1331 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:1330 +#: ../../Fixed-or-Improved-Logics.md:1332 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:1331 +#: ../../Fixed-or-Improved-Logics.md:1333 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:1332 +#: ../../Fixed-or-Improved-Logics.md:1334 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -4721,7 +4731,7 @@ 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:1335 +#: ../../Fixed-or-Improved-Logics.md:1337 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -4733,36 +4743,35 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1343 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1343 +#: ../../Fixed-or-Improved-Logics.md:1345 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。" +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:1344 +#: ../../Fixed-or-Improved-Logics.md:1346 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。" +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:1345 +#: ../../Fixed-or-Improved-Logics.md:1347 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 " "instead of sinking directly at that time (and thus obey `Sinkable` " "settings)." 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)。" +"`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:1348 +#: ../../Fixed-or-Improved-Logics.md:1350 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -4774,11 +4783,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1355 +#: ../../Fixed-or-Improved-Logics.md:1357 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1357 +#: ../../Fixed-or-Improved-Logics.md:1359 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -4788,11 +4797,11 @@ 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:1359 +#: ../../Fixed-or-Improved-Logics.md:1361 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:1361 +#: ../../Fixed-or-Improved-Logics.md:1363 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" @@ -4801,7 +4810,7 @@ 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:1364 +#: ../../Fixed-or-Improved-Logics.md:1366 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -4817,11 +4826,11 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1372 +#: ../../Fixed-or-Improved-Logics.md:1374 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1374 +#: ../../Fixed-or-Improved-Logics.md:1376 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -4830,7 +4839,7 @@ 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:1377 +#: ../../Fixed-or-Improved-Logics.md:1379 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -4838,7 +4847,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1383 +#: ../../Fixed-or-Improved-Logics.md:1385 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -4846,44 +4855,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1388 +#: ../../Fixed-or-Improved-Logics.md:1390 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1390 +#: ../../Fixed-or-Improved-Logics.md:1392 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1392 +#: ../../Fixed-or-Improved-Logics.md:1394 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:1393 +#: ../../Fixed-or-Improved-Logics.md:1395 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:1394 +#: ../../Fixed-or-Improved-Logics.md:1396 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:1395 +#: ../../Fixed-or-Improved-Logics.md:1397 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:1396 +#: ../../Fixed-or-Improved-Logics.md:1398 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:1397 +#: ../../Fixed-or-Improved-Logics.md:1399 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:1398 +#: ../../Fixed-or-Improved-Logics.md:1400 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -4892,7 +4901,7 @@ 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:1401 +#: ../../Fixed-or-Improved-Logics.md:1403 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -4915,7 +4924,7 @@ 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:1408 +#: ../../Fixed-or-Improved-Logics.md:1410 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -4965,7 +4974,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1435 +#: ../../Fixed-or-Improved-Logics.md:1437 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 " @@ -4976,7 +4985,7 @@ 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:1439 +#: ../../Fixed-or-Improved-Logics.md:1441 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -4988,55 +4997,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1448 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1448 +#: ../../Fixed-or-Improved-Logics.md:1450 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:1449 +#: ../../Fixed-or-Improved-Logics.md:1451 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:1450 +#: ../../Fixed-or-Improved-Logics.md:1452 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:1451 +#: ../../Fixed-or-Improved-Logics.md:1453 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:1452 +#: ../../Fixed-or-Improved-Logics.md:1454 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:1454 +#: ../../Fixed-or-Improved-Logics.md:1456 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1456 +#: ../../Fixed-or-Improved-Logics.md:1458 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:1459 +#: ../../Fixed-or-Improved-Logics.md:1461 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:1463 +#: ../../Fixed-or-Improved-Logics.md:1465 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -5061,11 +5070,11 @@ 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:1471 +#: ../../Fixed-or-Improved-Logics.md:1473 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1475 +#: ../../Fixed-or-Improved-Logics.md:1477 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -5077,15 +5086,15 @@ 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:1477 +#: ../../Fixed-or-Improved-Logics.md:1479 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1479 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1481 +#: ../../Fixed-or-Improved-Logics.md:1483 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -5095,14 +5104,14 @@ 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:1482 +#: ../../Fixed-or-Improved-Logics.md:1484 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:1485 +#: ../../Fixed-or-Improved-Logics.md:1487 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -5110,11 +5119,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1492 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1492 +#: ../../Fixed-or-Improved-Logics.md:1494 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -5123,20 +5132,20 @@ 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:1493 +#: ../../Fixed-or-Improved-Logics.md:1495 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:1494 +#: ../../Fixed-or-Improved-Logics.md:1496 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:1497 +#: ../../Fixed-or-Improved-Logics.md:1499 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -5156,11 +5165,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1507 +#: ../../Fixed-or-Improved-Logics.md:1509 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:1509 +#: ../../Fixed-or-Improved-Logics.md:1511 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -5170,7 +5179,7 @@ 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:1510 +#: ../../Fixed-or-Improved-Logics.md:1512 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -5178,7 +5187,7 @@ 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:1513 +#: ../../Fixed-or-Improved-Logics.md:1515 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -5188,22 +5197,22 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1519 +#: ../../Fixed-or-Improved-Logics.md:1521 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1521 +#: ../../Fixed-or-Improved-Logics.md:1523 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:1522 +#: ../../Fixed-or-Improved-Logics.md:1524 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:1525 +#: ../../Fixed-or-Improved-Logics.md:1527 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; double\n" @@ -5213,11 +5222,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; double\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1531 +#: ../../Fixed-or-Improved-Logics.md:1533 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1533 +#: ../../Fixed-or-Improved-Logics.md:1535 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -5229,7 +5238,7 @@ 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:1534 +#: ../../Fixed-or-Improved-Logics.md:1536 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 " @@ -5239,7 +5248,7 @@ 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:1535 +#: ../../Fixed-or-Improved-Logics.md:1537 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 " @@ -5254,14 +5263,14 @@ 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:1536 +#: ../../Fixed-or-Improved-Logics.md:1538 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:1537 +#: ../../Fixed-or-Improved-Logics.md:1539 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -5270,7 +5279,7 @@ 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:1538 +#: ../../Fixed-or-Improved-Logics.md:1540 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -5279,7 +5288,7 @@ 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:1539 +#: ../../Fixed-or-Improved-Logics.md:1541 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -5288,7 +5297,7 @@ 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:1540 +#: ../../Fixed-or-Improved-Logics.md:1542 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -5300,7 +5309,7 @@ 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:1543 +#: ../../Fixed-or-Improved-Logics.md:1545 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -5340,17 +5349,17 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1560 +#: ../../Fixed-or-Improved-Logics.md:1562 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1562 +#: ../../Fixed-or-Improved-Logics.md:1564 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:1565 +#: ../../Fixed-or-Improved-Logics.md:1567 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -5358,11 +5367,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1570 +#: ../../Fixed-or-Improved-Logics.md:1572 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:1572 +#: ../../Fixed-or-Improved-Logics.md:1574 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 " @@ -5373,13 +5382,13 @@ msgstr "" "`MindControl.ThreatDelay` 参数控制,默认取自 `[General] -> " "MindControl.ThreatDelay`。" -#: ../../Fixed-or-Improved-Logics.md:1573 +#: ../../Fixed-or-Improved-Logics.md:1575 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:1576 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -5393,41 +5402,41 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.ThreatDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1584 +#: ../../Fixed-or-Improved-Logics.md:1586 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1586 +#: ../../Fixed-or-Improved-Logics.md:1588 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:1587 +#: ../../Fixed-or-Improved-Logics.md:1589 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:1588 +#: ../../Fixed-or-Improved-Logics.md:1590 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:1589 +#: ../../Fixed-or-Improved-Logics.md:1591 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:1590 +#: ../../Fixed-or-Improved-Logics.md:1592 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:1593 +#: ../../Fixed-or-Improved-Logics.md:1595 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -5435,24 +5444,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1599 +#: ../../Fixed-or-Improved-Logics.md:1601 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:1602 +#: ../../Fixed-or-Improved-Logics.md:1604 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1604 +#: ../../Fixed-or-Improved-Logics.md:1606 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:1607 +#: ../../Fixed-or-Improved-Logics.md:1609 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -5460,15 +5469,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1612 +#: ../../Fixed-or-Improved-Logics.md:1614 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1614 +#: ../../Fixed-or-Improved-Logics.md:1616 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1616 +#: ../../Fixed-or-Improved-Logics.md:1618 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -5477,7 +5486,7 @@ 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:1619 +#: ../../Fixed-or-Improved-Logics.md:1621 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -5487,11 +5496,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1625 +#: ../../Fixed-or-Improved-Logics.md:1627 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1627 +#: ../../Fixed-or-Improved-Logics.md:1629 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -5505,13 +5514,13 @@ 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:1628 +#: ../../Fixed-or-Improved-Logics.md:1630 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:1631 +#: ../../Fixed-or-Improved-Logics.md:1633 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -5519,19 +5528,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1636 +#: ../../Fixed-or-Improved-Logics.md:1638 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1638 +#: ../../Fixed-or-Improved-Logics.md:1640 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1639 +#: ../../Fixed-or-Improved-Logics.md:1641 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:1642 +#: ../../Fixed-or-Improved-Logics.md:1644 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; floating point value\n" @@ -5541,18 +5550,18 @@ msgstr "" "DiskLaser.Radius=240 ; floating point value\n" " ; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:1648 +#: ../../Fixed-or-Improved-Logics.md:1650 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1650 +#: ../../Fixed-or-Improved-Logics.md:1652 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:1653 +#: ../../Fixed-or-Improved-Logics.md:1655 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -5570,17 +5579,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game frames)" "\n" -#: ../../Fixed-or-Improved-Logics.md:1661 +#: ../../Fixed-or-Improved-Logics.md:1663 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:1663 +#: ../../Fixed-or-Improved-Logics.md:1665 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:1666 +#: ../../Fixed-or-Improved-Logics.md:1668 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -5588,11 +5597,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1671 +#: ../../Fixed-or-Improved-Logics.md:1673 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1673 +#: ../../Fixed-or-Improved-Logics.md:1675 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -5602,7 +5611,7 @@ 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:1676 +#: ../../Fixed-or-Improved-Logics.md:1678 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -5610,11 +5619,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1681 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1683 +#: ../../Fixed-or-Improved-Logics.md:1685 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -5623,13 +5632,13 @@ 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:1686 +#: ../../Fixed-or-Improved-Logics.md:1688 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:1687 +#: ../../Fixed-or-Improved-Logics.md:1689 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" @@ -5638,14 +5647,14 @@ 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:1688 +#: ../../Fixed-or-Improved-Logics.md:1690 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:1689 +#: ../../Fixed-or-Improved-Logics.md:1691 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 " @@ -5655,7 +5664,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:1692 +#: ../../Fixed-or-Improved-Logics.md:1694 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -5673,7 +5682,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1703 +#: ../../Fixed-or-Improved-Logics.md:1705 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -5684,11 +5693,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:1706 +#: ../../Fixed-or-Improved-Logics.md:1708 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1708 +#: ../../Fixed-or-Improved-Logics.md:1710 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -5698,7 +5707,7 @@ 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:1711 +#: ../../Fixed-or-Improved-Logics.md:1713 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -5708,7 +5717,7 @@ 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:1714 +#: ../../Fixed-or-Improved-Logics.md:1716 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -5716,18 +5725,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1719 +#: ../../Fixed-or-Improved-Logics.md:1721 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1721 +#: ../../Fixed-or-Improved-Logics.md:1723 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:1725 +#: ../../Fixed-or-Improved-Logics.md:1727 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -5737,28 +5746,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:1730 +#: ../../Fixed-or-Improved-Logics.md:1732 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1732 +#: ../../Fixed-or-Improved-Logics.md:1734 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:1733 +#: ../../Fixed-or-Improved-Logics.md:1735 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:1734 +#: ../../Fixed-or-Improved-Logics.md:1736 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:1735 +#: ../../Fixed-or-Improved-Logics.md:1737 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -5767,7 +5776,7 @@ 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:1736 +#: ../../Fixed-or-Improved-Logics.md:1738 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -5777,13 +5786,13 @@ 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:1737 +#: ../../Fixed-or-Improved-Logics.md:1739 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:1738 +#: ../../Fixed-or-Improved-Logics.md:1740 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -5793,7 +5802,7 @@ 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:1741 +#: ../../Fixed-or-Improved-Logics.md:1743 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -5815,52 +5824,52 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:1752 +#: ../../Fixed-or-Improved-Logics.md:1754 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1754 +#: ../../Fixed-or-Improved-Logics.md:1756 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:1755 +#: ../../Fixed-or-Improved-Logics.md:1757 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:1756 +#: ../../Fixed-or-Improved-Logics.md:1758 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:1757 +#: ../../Fixed-or-Improved-Logics.md:1759 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:1758 +#: ../../Fixed-or-Improved-Logics.md:1760 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:1759 +#: ../../Fixed-or-Improved-Logics.md:1761 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:1760 +#: ../../Fixed-or-Improved-Logics.md:1762 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:1763 +#: ../../Fixed-or-Improved-Logics.md:1765 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -5908,7 +5917,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:1780 +#: ../../Fixed-or-Improved-Logics.md:1782 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 8357fd3145..e94bf66251 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: 2025-03-29 00:23+0800\n" +"POT-Creation-Date: 2025-03-31 13:41+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -598,20 +598,21 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:1552 ../../New-or-Enhanced-Logics.md:1578 #: ../../New-or-Enhanced-Logics.md:1608 ../../New-or-Enhanced-Logics.md:1624 #: ../../New-or-Enhanced-Logics.md:1642 ../../New-or-Enhanced-Logics.md:1658 -#: ../../New-or-Enhanced-Logics.md:1673 ../../New-or-Enhanced-Logics.md:1688 -#: ../../New-or-Enhanced-Logics.md:1703 ../../New-or-Enhanced-Logics.md:1732 -#: ../../New-or-Enhanced-Logics.md:1755 ../../New-or-Enhanced-Logics.md:1798 -#: ../../New-or-Enhanced-Logics.md:1822 ../../New-or-Enhanced-Logics.md:1833 -#: ../../New-or-Enhanced-Logics.md:1844 ../../New-or-Enhanced-Logics.md:1867 -#: ../../New-or-Enhanced-Logics.md:1894 ../../New-or-Enhanced-Logics.md:1909 -#: ../../New-or-Enhanced-Logics.md:1935 ../../New-or-Enhanced-Logics.md:1951 -#: ../../New-or-Enhanced-Logics.md:1961 ../../New-or-Enhanced-Logics.md:1972 -#: ../../New-or-Enhanced-Logics.md:1985 ../../New-or-Enhanced-Logics.md:1999 -#: ../../New-or-Enhanced-Logics.md:2012 ../../New-or-Enhanced-Logics.md:2023 -#: ../../New-or-Enhanced-Logics.md:2037 ../../New-or-Enhanced-Logics.md:2053 -#: ../../New-or-Enhanced-Logics.md:2068 ../../New-or-Enhanced-Logics.md:2085 -#: ../../New-or-Enhanced-Logics.md:2098 ../../New-or-Enhanced-Logics.md:2111 -#: ../../New-or-Enhanced-Logics.md:2135 ../../New-or-Enhanced-Logics.md:2153 +#: ../../New-or-Enhanced-Logics.md:1673 ../../New-or-Enhanced-Logics.md:1686 +#: ../../New-or-Enhanced-Logics.md:1703 ../../New-or-Enhanced-Logics.md:1718 +#: ../../New-or-Enhanced-Logics.md:1747 ../../New-or-Enhanced-Logics.md:1770 +#: ../../New-or-Enhanced-Logics.md:1813 ../../New-or-Enhanced-Logics.md:1837 +#: ../../New-or-Enhanced-Logics.md:1848 ../../New-or-Enhanced-Logics.md:1859 +#: ../../New-or-Enhanced-Logics.md:1882 ../../New-or-Enhanced-Logics.md:1909 +#: ../../New-or-Enhanced-Logics.md:1924 ../../New-or-Enhanced-Logics.md:1950 +#: ../../New-or-Enhanced-Logics.md:1966 ../../New-or-Enhanced-Logics.md:1976 +#: ../../New-or-Enhanced-Logics.md:1987 ../../New-or-Enhanced-Logics.md:2000 +#: ../../New-or-Enhanced-Logics.md:2014 ../../New-or-Enhanced-Logics.md:2027 +#: ../../New-or-Enhanced-Logics.md:2038 ../../New-or-Enhanced-Logics.md:2052 +#: ../../New-or-Enhanced-Logics.md:2068 ../../New-or-Enhanced-Logics.md:2083 +#: ../../New-or-Enhanced-Logics.md:2100 ../../New-or-Enhanced-Logics.md:2113 +#: ../../New-or-Enhanced-Logics.md:2126 ../../New-or-Enhanced-Logics.md:2150 +#: ../../New-or-Enhanced-Logics.md:2168 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -917,9 +918,9 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../New-or-Enhanced-Logics.md:1134 ../../New-or-Enhanced-Logics.md:1390 #: ../../New-or-Enhanced-Logics.md:1393 ../../New-or-Enhanced-Logics.md:1422 #: ../../New-or-Enhanced-Logics.md:1483 ../../New-or-Enhanced-Logics.md:1534 -#: ../../New-or-Enhanced-Logics.md:1727 ../../New-or-Enhanced-Logics.md:1830 -#: ../../New-or-Enhanced-Logics.md:1885 ../../New-or-Enhanced-Logics.md:2079 -#: ../../New-or-Enhanced-Logics.md:2124 ../../New-or-Enhanced-Logics.md:2147 +#: ../../New-or-Enhanced-Logics.md:1742 ../../New-or-Enhanced-Logics.md:1845 +#: ../../New-or-Enhanced-Logics.md:1900 ../../New-or-Enhanced-Logics.md:2094 +#: ../../New-or-Enhanced-Logics.md:2139 ../../New-or-Enhanced-Logics.md:2162 msgid "image" msgstr "图像" @@ -3931,13 +3932,13 @@ msgstr "SubjectTo(Land/Water)" #: ../../New-or-Enhanced-Logics.md:928 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 true," -" respectively. Weapons firing such projectiles will consider targets " -"blocked by such obstacles as out of range and will attempt to reposition " -"themselves so they can fire without being blocked by the said obstacles " -"before firing and if `SubjectTo(Land/Water).Detonate` is set to true, the " -"projectiles will detonate if they somehow manage to collide with the said" -" obstacles." +"obstacles that block their path by setting `SubjectTo(Land/Water)` to " +"true, respectively. Weapons firing such projectiles will consider targets" +" blocked by such obstacles as out of range and will attempt to reposition" +" themselves so they can fire without being blocked by the said obstacles " +"before firing and if `SubjectTo(Land/Water).Detonate` is set to true, the" +" projectiles will detonate if they somehow manage to collide with the " +"said obstacles." msgstr "" "现在可以通过将 `SubjectTo(Land/Water)` 分别设为 true " "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" @@ -4092,14 +4093,14 @@ msgstr "" msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:987 ../../New-or-Enhanced-Logics.md:1784 +#: ../../New-or-Enhanced-Logics.md:987 ../../New-or-Enhanced-Logics.md:1799 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:988 ../../New-or-Enhanced-Logics.md:1785 +#: ../../New-or-Enhanced-Logics.md:988 ../../New-or-Enhanced-Logics.md:1800 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -4109,15 +4110,15 @@ 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:989 ../../New-or-Enhanced-Logics.md:1786 +#: ../../New-or-Enhanced-Logics.md:989 ../../New-or-Enhanced-Logics.md:1801 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:990 ../../New-or-Enhanced-Logics.md:1787 +#: ../../New-or-Enhanced-Logics.md:990 ../../New-or-Enhanced-Logics.md:1802 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:991 ../../New-or-Enhanced-Logics.md:1788 +#: ../../New-or-Enhanced-Logics.md:991 ../../New-or-Enhanced-Logics.md:1803 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -4179,7 +4180,7 @@ msgstr "" "Convert.AffectedHouses=owner ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1016 ../../New-or-Enhanced-Logics.md:1812 +#: ../../New-or-Enhanced-Logics.md:1016 ../../New-or-Enhanced-Logics.md:1827 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -4188,7 +4189,7 @@ 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:1020 ../../New-or-Enhanced-Logics.md:1816 +#: ../../New-or-Enhanced-Logics.md:1020 ../../New-or-Enhanced-Logics.md:1831 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." @@ -6266,20 +6267,50 @@ msgstr "" "WarpOutWeapon= ; WeaponType\n" #: ../../New-or-Enhanced-Logics.md:1682 +msgid "Fast access vehicle" +msgstr "快速上车" + +#: ../../New-or-Enhanced-Logics.md:1684 +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:1687 +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:1697 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:1684 +#: ../../New-or-Enhanced-Logics.md:1699 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:1686 +#: ../../New-or-Enhanced-Logics.md:1701 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:1689 +#: ../../New-or-Enhanced-Logics.md:1704 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "DestroyAnim= ; AnimationType\n" @@ -6289,15 +6320,15 @@ msgstr "" "DestroyAnim= ; AnimationType\n" "DestroySound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1695 +#: ../../New-or-Enhanced-Logics.md:1710 msgid "Vehicles" msgstr "载具类型" -#: ../../New-or-Enhanced-Logics.md:1697 +#: ../../New-or-Enhanced-Logics.md:1712 msgid "Damaged unit image changes" msgstr "单位伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:1699 +#: ../../New-or-Enhanced-Logics.md:1714 msgid "" "When a unit is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -6306,7 +6337,7 @@ 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:1700 +#: ../../New-or-Enhanced-Logics.md:1715 msgid "" "Similar, `Image.ConditionRed` is used as image if unit health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -6314,7 +6345,7 @@ 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:1701 +#: ../../New-or-Enhanced-Logics.md:1716 msgid "" "It is also works on water by setting `WaterImage.ConditionYellow` and " "`WaterImage.ConditionRed` VehicleType, similar to Ares' `WaterImage`." @@ -6322,7 +6353,7 @@ 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:1704 +#: ../../New-or-Enhanced-Logics.md:1719 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Image.ConditionYellow= ; VehicleType entry\n" @@ -6336,31 +6367,31 @@ msgstr "" "WaterImage.ConditionYellow= ; VehicleType entry\n" "WaterImage.ConditionRed= ; VehicleType entry\n" -#: ../../New-or-Enhanced-Logics.md:1713 +#: ../../New-or-Enhanced-Logics.md:1728 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:1716 +#: ../../New-or-Enhanced-Logics.md:1731 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:1719 +#: ../../New-or-Enhanced-Logics.md:1734 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1720 +#: ../../New-or-Enhanced-Logics.md:1735 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:1721 +#: ../../New-or-Enhanced-Logics.md:1736 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:1722 +#: ../../New-or-Enhanced-Logics.md:1737 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " false. If target has an active shield, its armor type is used instead " @@ -6369,11 +6400,11 @@ 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:1725 +#: ../../New-or-Enhanced-Logics.md:1740 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:1727 +#: ../../New-or-Enhanced-Logics.md:1742 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -6381,13 +6412,13 @@ 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:1730 +#: ../../New-or-Enhanced-Logics.md:1745 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:1733 +#: ../../New-or-Enhanced-Logics.md:1748 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -6395,11 +6426,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1738 +#: ../../New-or-Enhanced-Logics.md:1753 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:1740 +#: ../../New-or-Enhanced-Logics.md:1755 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -6407,7 +6438,7 @@ 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:1741 +#: ../../New-or-Enhanced-Logics.md:1756 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 " @@ -6418,7 +6449,7 @@ 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:1742 +#: ../../New-or-Enhanced-Logics.md:1757 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -6428,20 +6459,20 @@ 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:1743 +#: ../../New-or-Enhanced-Logics.md:1758 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:1744 +#: ../../New-or-Enhanced-Logics.md:1759 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:1745 +#: ../../New-or-Enhanced-Logics.md:1760 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -6450,27 +6481,27 @@ 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:1746 +#: ../../New-or-Enhanced-Logics.md:1761 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:1747 +#: ../../New-or-Enhanced-Logics.md:1762 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:1748 +#: ../../New-or-Enhanced-Logics.md:1763 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:1749 +#: ../../New-or-Enhanced-Logics.md:1764 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. " @@ -6483,7 +6514,7 @@ 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:1750 +#: ../../New-or-Enhanced-Logics.md:1765 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -6498,7 +6529,7 @@ 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:1751 +#: ../../New-or-Enhanced-Logics.md:1766 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -6506,7 +6537,7 @@ 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:1752 +#: ../../New-or-Enhanced-Logics.md:1767 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -6515,13 +6546,13 @@ 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:1753 +#: ../../New-or-Enhanced-Logics.md:1768 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:1756 +#: ../../New-or-Enhanced-Logics.md:1771 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -6571,7 +6602,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1779 +#: ../../New-or-Enhanced-Logics.md:1794 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 " @@ -6579,17 +6610,17 @@ 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:1782 +#: ../../New-or-Enhanced-Logics.md:1797 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:1790 +#: ../../New-or-Enhanced-Logics.md:1805 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:1791 +#: ../../New-or-Enhanced-Logics.md:1806 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -6601,7 +6632,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:1799 +#: ../../New-or-Enhanced-Logics.md:1814 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -6627,11 +6658,11 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1819 +#: ../../New-or-Enhanced-Logics.md:1834 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:1820 +#: ../../New-or-Enhanced-Logics.md:1835 msgid "" "Allows Warheads to play custom `MindControl.Anim` which defaults to " "`[CombatDamage] -> ControlledAnimationType`." @@ -6639,7 +6670,7 @@ 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:1823 +#: ../../New-or-Enhanced-Logics.md:1838 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -6649,15 +6680,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:1828 +#: ../../New-or-Enhanced-Logics.md:1843 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:1830 +#: ../../New-or-Enhanced-Logics.md:1845 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:1831 +#: ../../New-or-Enhanced-Logics.md:1846 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -6668,7 +6699,7 @@ 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:1834 +#: ../../New-or-Enhanced-Logics.md:1849 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes\n" @@ -6678,11 +6709,11 @@ msgstr "" "SplashList= ; List of AnimationTypes\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1840 +#: ../../New-or-Enhanced-Logics.md:1855 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../New-or-Enhanced-Logics.md:1842 +#: ../../New-or-Enhanced-Logics.md:1857 msgid "" "Warheads are now able to define the extra damage multiplier for owner " "house, ally houses and enemy houses. If the warhead's own " @@ -6698,7 +6729,7 @@ 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:1845 +#: ../../New-or-Enhanced-Logics.md:1860 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating point value\n" @@ -6720,11 +6751,11 @@ msgstr "" "DamageAlliesMultiplier= ; floating point value\n" "DamageEnemiesMultiplier= ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:1857 +#: ../../New-or-Enhanced-Logics.md:1872 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:1859 +#: ../../New-or-Enhanced-Logics.md:1874 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -6740,7 +6771,7 @@ msgstr "" "`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" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:1860 +#: ../../New-or-Enhanced-Logics.md:1875 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -6749,7 +6780,7 @@ 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:1861 +#: ../../New-or-Enhanced-Logics.md:1876 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -6762,7 +6793,7 @@ 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:1862 +#: ../../New-or-Enhanced-Logics.md:1877 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -6773,7 +6804,7 @@ 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:1863 +#: ../../New-or-Enhanced-Logics.md:1878 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -6786,13 +6817,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:1864 +#: ../../New-or-Enhanced-Logics.md:1879 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:1865 +#: ../../New-or-Enhanced-Logics.md:1880 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -6804,7 +6835,7 @@ 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:1868 +#: ../../New-or-Enhanced-Logics.md:1883 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -6828,7 +6859,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1880 +#: ../../New-or-Enhanced-Logics.md:1895 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -6839,11 +6870,11 @@ 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:1883 +#: ../../New-or-Enhanced-Logics.md:1898 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:1885 +#: ../../New-or-Enhanced-Logics.md:1900 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -6851,18 +6882,18 @@ 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:1888 +#: ../../New-or-Enhanced-Logics.md:1903 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:1889 +#: ../../New-or-Enhanced-Logics.md:1904 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:1890 +#: ../../New-or-Enhanced-Logics.md:1905 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 " @@ -6871,19 +6902,19 @@ 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:1891 +#: ../../New-or-Enhanced-Logics.md:1906 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:1892 +#: ../../New-or-Enhanced-Logics.md:1907 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:1895 +#: ../../New-or-Enhanced-Logics.md:1910 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -6903,11 +6934,11 @@ 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:1904 +#: ../../New-or-Enhanced-Logics.md:1919 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:1906 +#: ../../New-or-Enhanced-Logics.md:1921 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -6916,7 +6947,7 @@ 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:1907 +#: ../../New-or-Enhanced-Logics.md:1922 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -6926,7 +6957,7 @@ 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:1910 +#: ../../New-or-Enhanced-Logics.md:1925 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -6936,29 +6967,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1916 +#: ../../New-or-Enhanced-Logics.md:1931 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:1918 +#: ../../New-or-Enhanced-Logics.md:1933 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:1919 +#: ../../New-or-Enhanced-Logics.md:1934 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:1920 +#: ../../New-or-Enhanced-Logics.md:1935 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:1921 +#: ../../New-or-Enhanced-Logics.md:1936 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -6966,7 +6997,7 @@ 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:1922 +#: ../../New-or-Enhanced-Logics.md:1937 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -6974,7 +7005,7 @@ 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:1923 +#: ../../New-or-Enhanced-Logics.md:1938 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" @@ -6984,37 +7015,37 @@ 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:1924 +#: ../../New-or-Enhanced-Logics.md:1939 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:1925 +#: ../../New-or-Enhanced-Logics.md:1940 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:1928 +#: ../../New-or-Enhanced-Logics.md:1943 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:1930 +#: ../../New-or-Enhanced-Logics.md:1945 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:1932 +#: ../../New-or-Enhanced-Logics.md:1947 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:1936 +#: ../../New-or-Enhanced-Logics.md:1951 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -7036,11 +7067,11 @@ 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:1947 +#: ../../New-or-Enhanced-Logics.md:1962 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:1949 +#: ../../New-or-Enhanced-Logics.md:1964 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -7050,7 +7081,7 @@ 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:1952 +#: ../../New-or-Enhanced-Logics.md:1967 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -7058,18 +7089,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1957 +#: ../../New-or-Enhanced-Logics.md:1972 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:1959 +#: ../../New-or-Enhanced-Logics.md:1974 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:1962 +#: ../../New-or-Enhanced-Logics.md:1977 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -7077,19 +7108,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1967 +#: ../../New-or-Enhanced-Logics.md:1982 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:1969 +#: ../../New-or-Enhanced-Logics.md:1984 msgid "Warheads can now reveal the entire map on impact." msgstr "现在弹头可以在引爆时揭示整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:1970 +#: ../../New-or-Enhanced-Logics.md:1985 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:1973 +#: ../../New-or-Enhanced-Logics.md:1988 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpySat=false ; boolean\n" @@ -7097,29 +7128,29 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "SpySat=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1978 +#: ../../New-or-Enhanced-Logics.md:1993 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:1980 +#: ../../New-or-Enhanced-Logics.md:1995 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:1981 +#: ../../New-or-Enhanced-Logics.md:1996 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:1982 +#: ../../New-or-Enhanced-Logics.md:1997 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:1983 +#: ../../New-or-Enhanced-Logics.md:1998 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -7129,7 +7160,7 @@ 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:1986 +#: ../../New-or-Enhanced-Logics.md:2001 msgid "" "[SOMEWARHEAD] ; Warhead\n" "BuildingSell=false ; boolean\n" @@ -7143,19 +7174,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1994 +#: ../../New-or-Enhanced-Logics.md:2009 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:1996 +#: ../../New-or-Enhanced-Logics.md:2011 msgid "Warheads can now shroud the entire map on impact." msgstr "现在弹头可以在引爆时填充整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:1997 +#: ../../New-or-Enhanced-Logics.md:2012 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:2000 +#: ../../New-or-Enhanced-Logics.md:2015 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "BigGap=false ; boolean\n" @@ -7163,11 +7194,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "BigGap=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2005 +#: ../../New-or-Enhanced-Logics.md:2020 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2007 +#: ../../New-or-Enhanced-Logics.md:2022 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" @@ -7176,13 +7207,13 @@ 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:2008 +#: ../../New-or-Enhanced-Logics.md:2023 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:2009 +#: ../../New-or-Enhanced-Logics.md:2024 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -7191,13 +7222,13 @@ 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:2010 +#: ../../New-or-Enhanced-Logics.md:2025 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:2013 +#: ../../New-or-Enhanced-Logics.md:2028 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -7211,18 +7242,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2019 +#: ../../New-or-Enhanced-Logics.md:2034 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2021 +#: ../../New-or-Enhanced-Logics.md:2036 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:2024 +#: ../../New-or-Enhanced-Logics.md:2039 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -7230,15 +7261,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2029 +#: ../../New-or-Enhanced-Logics.md:2044 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2031 +#: ../../New-or-Enhanced-Logics.md:2046 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2033 +#: ../../New-or-Enhanced-Logics.md:2048 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 " @@ -7249,13 +7280,13 @@ 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:2034 +#: ../../New-or-Enhanced-Logics.md:2049 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:2035 +#: ../../New-or-Enhanced-Logics.md:2050 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -7264,7 +7295,7 @@ 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:2038 +#: ../../New-or-Enhanced-Logics.md:2053 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -7272,11 +7303,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2058 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2045 +#: ../../New-or-Enhanced-Logics.md:2060 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -7289,7 +7320,7 @@ 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:2046 +#: ../../New-or-Enhanced-Logics.md:2061 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 " @@ -7298,14 +7329,14 @@ 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:2047 +#: ../../New-or-Enhanced-Logics.md:2062 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:2048 +#: ../../New-or-Enhanced-Logics.md:2063 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryTypes, and setting it to true allows infantry to fire multiple " @@ -7314,13 +7345,13 @@ 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:2049 +#: ../../New-or-Enhanced-Logics.md:2064 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:2050 +#: ../../New-or-Enhanced-Logics.md:2065 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 " @@ -7331,7 +7362,7 @@ 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:2051 +#: ../../New-or-Enhanced-Logics.md:2066 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 " @@ -7341,7 +7372,7 @@ 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:2054 +#: ../../New-or-Enhanced-Logics.md:2069 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -7353,11 +7384,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2060 +#: ../../New-or-Enhanced-Logics.md:2075 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2062 +#: ../../New-or-Enhanced-Logics.md:2077 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -7370,7 +7401,7 @@ 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:2063 +#: ../../New-or-Enhanced-Logics.md:2078 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -7380,7 +7411,7 @@ 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:2064 +#: ../../New-or-Enhanced-Logics.md:2079 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -7391,7 +7422,7 @@ 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:2065 +#: ../../New-or-Enhanced-Logics.md:2080 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -7403,13 +7434,13 @@ 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:2066 +#: ../../New-or-Enhanced-Logics.md:2081 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:2069 +#: ../../New-or-Enhanced-Logics.md:2084 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -7425,11 +7456,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2077 +#: ../../New-or-Enhanced-Logics.md:2092 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2079 +#: ../../New-or-Enhanced-Logics.md:2094 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -7439,13 +7470,13 @@ 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:2082 +#: ../../New-or-Enhanced-Logics.md:2097 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:2083 +#: ../../New-or-Enhanced-Logics.md:2098 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -7457,7 +7488,7 @@ msgstr "" "的运输工具中开火时是否可以发射反馈武器。如果反馈武器被发射,它会在运输工具上发射。`OpenToppedDamageMultiplier` " "不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:2086 +#: ../../New-or-Enhanced-Logics.md:2101 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -7465,17 +7496,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2091 +#: ../../New-or-Enhanced-Logics.md:2106 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2093 +#: ../../New-or-Enhanced-Logics.md:2108 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:2094 +#: ../../New-or-Enhanced-Logics.md:2109 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 " @@ -7490,19 +7521,19 @@ 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:2095 +#: ../../New-or-Enhanced-Logics.md:2110 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:2096 +#: ../../New-or-Enhanced-Logics.md:2111 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:2099 +#: ../../New-or-Enhanced-Logics.md:2114 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -7514,23 +7545,23 @@ msgstr "" "KeepRange.AllowAI=false ; boolean\n" "KeepRange.AllowPlayer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2106 +#: ../../New-or-Enhanced-Logics.md:2121 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2108 +#: ../../New-or-Enhanced-Logics.md:2123 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:2109 +#: ../../New-or-Enhanced-Logics.md:2124 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:2112 +#: ../../New-or-Enhanced-Logics.md:2127 msgid "" "[SOMEWEAPON] ; WeaponType\n" "OmniFire=yes\n" @@ -7540,11 +7571,11 @@ msgstr "" "OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2118 +#: ../../New-or-Enhanced-Logics.md:2133 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2120 +#: ../../New-or-Enhanced-Logics.md:2135 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -7554,11 +7585,11 @@ 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:2122 +#: ../../New-or-Enhanced-Logics.md:2137 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2124 +#: ../../New-or-Enhanced-Logics.md:2139 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -7567,11 +7598,11 @@ 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:2127 +#: ../../New-or-Enhanced-Logics.md:2142 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:2128 +#: ../../New-or-Enhanced-Logics.md:2143 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`, " @@ -7580,7 +7611,7 @@ 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:2129 +#: ../../New-or-Enhanced-Logics.md:2144 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" @@ -7589,7 +7620,7 @@ 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:2130 +#: ../../New-or-Enhanced-Logics.md:2145 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -7598,14 +7629,14 @@ 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:2131 +#: ../../New-or-Enhanced-Logics.md:2146 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:2132 +#: ../../New-or-Enhanced-Logics.md:2147 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -7620,7 +7651,7 @@ 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:2133 +#: ../../New-or-Enhanced-Logics.md:2148 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -7631,7 +7662,7 @@ 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:2136 +#: ../../New-or-Enhanced-Logics.md:2151 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -7647,11 +7678,11 @@ msgstr "" "Strafing.UseAmmoPerShot=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2145 +#: ../../New-or-Enhanced-Logics.md:2160 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2147 +#: ../../New-or-Enhanced-Logics.md:2162 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -7662,21 +7693,21 @@ 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:2150 +#: ../../New-or-Enhanced-Logics.md:2165 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:2151 +#: ../../New-or-Enhanced-Logics.md:2166 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:2154 +#: ../../New-or-Enhanced-Logics.md:2169 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index d1833a6a99..a197debbfa 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: 2025-03-31 01:49+0800\n" +"POT-Creation-Date: 2025-03-31 13:41+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1028,9 +1028,9 @@ msgstr "更新日志" 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:365 ../../Whats-New.md:702 -#: ../../Whats-New.md:733 ../../Whats-New.md:938 ../../Whats-New.md:968 -#: ../../Whats-New.md:985 ../../Whats-New.md:1045 +#: ../../Whats-New.md:314 ../../Whats-New.md:367 ../../Whats-New.md:704 +#: ../../Whats-New.md:735 ../../Whats-New.md:940 ../../Whats-New.md:970 +#: ../../Whats-New.md:987 ../../Whats-New.md:1047 msgid "New:" msgstr "新增内容:" @@ -1182,268 +1182,280 @@ msgstr "抛射体自定义 `BombParachute`(by TaranDahl)" msgid "Sinkablity and sinking speed customization (by TaranDahl)" msgstr "自定义能否沉没以及沉没速度(by TaranDahl)" -#: ../../Whats-New.md:351 ../../Whats-New.md:529 ../../Whats-New.md:833 -#: ../../Whats-New.md:944 ../../Whats-New.md:971 ../../Whats-New.md:1010 -#: ../../Whats-New.md:1057 +#: ../../Whats-New.md:350 +msgid "Fast access vehicle (by CrimRecya)" +msgstr "快速上车(by CrimRecya)" + +#: ../../Whats-New.md:352 ../../Whats-New.md:531 ../../Whats-New.md:835 +#: ../../Whats-New.md:946 ../../Whats-New.md:973 ../../Whats-New.md:1012 +#: ../../Whats-New.md:1059 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:352 +#: ../../Whats-New.md:353 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:353 +#: ../../Whats-New.md:354 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:354 +#: ../../Whats-New.md:355 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:356 ../../Whats-New.md:681 ../../Whats-New.md:897 +#: ../../Whats-New.md:356 +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:358 ../../Whats-New.md:683 ../../Whats-New.md:899 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:357 +#: ../../Whats-New.md:359 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:360 +#: ../../Whats-New.md:362 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:368 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:367 +#: ../../Whats-New.md:369 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:368 +#: ../../Whats-New.md:370 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:369 +#: ../../Whats-New.md:371 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:370 +#: ../../Whats-New.md:372 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:371 +#: ../../Whats-New.md:373 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:372 +#: ../../Whats-New.md:374 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:373 +#: ../../Whats-New.md:375 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:374 +#: ../../Whats-New.md:376 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:375 +#: ../../Whats-New.md:377 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:376 +#: ../../Whats-New.md:378 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:377 +#: ../../Whats-New.md:379 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:378 +#: ../../Whats-New.md:380 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:379 +#: ../../Whats-New.md:381 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:380 +#: ../../Whats-New.md:382 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:383 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:382 +#: ../../Whats-New.md:384 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:383 +#: ../../Whats-New.md:385 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:384 +#: ../../Whats-New.md:386 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:387 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:386 +#: ../../Whats-New.md:388 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:387 +#: ../../Whats-New.md:389 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:388 +#: ../../Whats-New.md:390 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:389 +#: ../../Whats-New.md:391 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:392 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:391 +#: ../../Whats-New.md:393 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:394 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:393 +#: ../../Whats-New.md:395 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:394 +#: ../../Whats-New.md:396 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:395 +#: ../../Whats-New.md:397 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:396 +#: ../../Whats-New.md:398 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:397 +#: ../../Whats-New.md:399 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:398 +#: ../../Whats-New.md:400 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:401 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:400 +#: ../../Whats-New.md:402 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:401 +#: ../../Whats-New.md:403 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:402 +#: ../../Whats-New.md:404 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:405 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:406 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:405 +#: ../../Whats-New.md:407 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:408 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:409 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:410 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:409 +#: ../../Whats-New.md:411 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:410 +#: ../../Whats-New.md:412 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:411 +#: ../../Whats-New.md:413 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:412 +#: ../../Whats-New.md:414 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:413 +#: ../../Whats-New.md:415 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:414 +#: ../../Whats-New.md:416 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:415 +#: ../../Whats-New.md:417 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:416 +#: ../../Whats-New.md:418 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -1452,35 +1464,35 @@ 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:417 +#: ../../Whats-New.md:419 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:418 +#: ../../Whats-New.md:420 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:421 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:420 +#: ../../Whats-New.md:422 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:421 +#: ../../Whats-New.md:423 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:422 +#: ../../Whats-New.md:424 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:425 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -1488,37 +1500,37 @@ 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:424 +#: ../../Whats-New.md:426 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:425 +#: ../../Whats-New.md:427 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:426 +#: ../../Whats-New.md:428 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:429 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:428 +#: ../../Whats-New.md:430 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:429 +#: ../../Whats-New.md:431 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:430 +#: ../../Whats-New.md:432 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -1526,39 +1538,39 @@ 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:431 +#: ../../Whats-New.md:433 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:434 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:435 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:434 +#: ../../Whats-New.md:436 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:435 +#: ../../Whats-New.md:437 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:438 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下热键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:439 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:438 +#: ../../Whats-New.md:440 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -1566,23 +1578,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:441 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:440 +#: ../../Whats-New.md:442 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:441 +#: ../../Whats-New.md:443 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:442 +#: ../../Whats-New.md:444 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -1591,250 +1603,250 @@ 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:443 +#: ../../Whats-New.md:445 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:444 +#: ../../Whats-New.md:446 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:445 +#: ../../Whats-New.md:447 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:446 +#: ../../Whats-New.md:448 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:447 +#: ../../Whats-New.md:449 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:448 +#: ../../Whats-New.md:450 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:451 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:450 +#: ../../Whats-New.md:452 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:453 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:452 +#: ../../Whats-New.md:454 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:453 +#: ../../Whats-New.md:455 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:454 +#: ../../Whats-New.md:456 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:455 +#: ../../Whats-New.md:457 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:456 +#: ../../Whats-New.md:458 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:457 +#: ../../Whats-New.md:459 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:458 +#: ../../Whats-New.md:460 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:459 +#: ../../Whats-New.md:461 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:460 +#: ../../Whats-New.md:462 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:461 +#: ../../Whats-New.md:463 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:462 +#: ../../Whats-New.md:464 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:463 +#: ../../Whats-New.md:465 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:466 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:465 +#: ../../Whats-New.md:467 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:466 +#: ../../Whats-New.md:468 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:467 +#: ../../Whats-New.md:469 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:470 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:471 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:472 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:471 +#: ../../Whats-New.md:473 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:472 +#: ../../Whats-New.md:474 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:473 +#: ../../Whats-New.md:475 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:474 +#: ../../Whats-New.md:476 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:475 +#: ../../Whats-New.md:477 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:476 +#: ../../Whats-New.md:478 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:477 +#: ../../Whats-New.md:479 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:478 +#: ../../Whats-New.md:480 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:479 +#: ../../Whats-New.md:481 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:480 +#: ../../Whats-New.md:482 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:481 +#: ../../Whats-New.md:483 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:484 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:483 +#: ../../Whats-New.md:485 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:486 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:487 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:486 +#: ../../Whats-New.md:488 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:489 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:490 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:489 +#: ../../Whats-New.md:491 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:490 +#: ../../Whats-New.md:492 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -1842,270 +1854,270 @@ 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:491 +#: ../../Whats-New.md:493 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:492 +#: ../../Whats-New.md:494 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:493 +#: ../../Whats-New.md:495 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:494 +#: ../../Whats-New.md:496 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:495 +#: ../../Whats-New.md:497 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:496 +#: ../../Whats-New.md:498 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:497 +#: ../../Whats-New.md:499 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:498 +#: ../../Whats-New.md:500 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:499 +#: ../../Whats-New.md:501 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:500 +#: ../../Whats-New.md:502 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:501 +#: ../../Whats-New.md:503 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:502 +#: ../../Whats-New.md:504 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:503 +#: ../../Whats-New.md:505 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:504 +#: ../../Whats-New.md:506 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:505 +#: ../../Whats-New.md:507 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:506 +#: ../../Whats-New.md:508 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:507 +#: ../../Whats-New.md:509 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:510 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:509 +#: ../../Whats-New.md:511 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:510 ../../Whats-New.md:515 +#: ../../Whats-New.md:512 ../../Whats-New.md:517 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:511 +#: ../../Whats-New.md:513 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:514 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:513 +#: ../../Whats-New.md:515 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:514 +#: ../../Whats-New.md:516 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:516 +#: ../../Whats-New.md:518 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:519 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:520 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:519 +#: ../../Whats-New.md:521 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:520 +#: ../../Whats-New.md:522 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:521 +#: ../../Whats-New.md:523 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:524 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:525 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:524 +#: ../../Whats-New.md:526 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:525 +#: ../../Whats-New.md:527 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:526 +#: ../../Whats-New.md:528 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:527 +#: ../../Whats-New.md:529 msgid "Extending `Power` to all TechnoTypes (by Morton)" msgstr "将 `Power` 拓展到所有科技类型(by Morton)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:532 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:531 +#: ../../Whats-New.md:533 #, 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:532 +#: ../../Whats-New.md:534 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:533 +#: ../../Whats-New.md:535 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:534 +#: ../../Whats-New.md:536 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:535 +#: ../../Whats-New.md:537 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:536 +#: ../../Whats-New.md:538 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:537 +#: ../../Whats-New.md:539 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:538 +#: ../../Whats-New.md:540 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:539 +#: ../../Whats-New.md:541 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:540 +#: ../../Whats-New.md:542 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:541 +#: ../../Whats-New.md:543 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:542 +#: ../../Whats-New.md:544 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:543 +#: ../../Whats-New.md:545 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:544 +#: ../../Whats-New.md:546 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:545 +#: ../../Whats-New.md:547 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:546 +#: ../../Whats-New.md:548 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -2114,22 +2126,22 @@ 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:547 +#: ../../Whats-New.md:549 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:548 +#: ../../Whats-New.md:550 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:551 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:550 +#: ../../Whats-New.md:552 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -2137,13 +2149,13 @@ 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:551 +#: ../../Whats-New.md:553 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:552 +#: ../../Whats-New.md:554 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -2152,23 +2164,23 @@ 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:553 +#: ../../Whats-New.md:555 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:554 +#: ../../Whats-New.md:556 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:555 +#: ../../Whats-New.md:557 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:556 +#: ../../Whats-New.md:558 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -2177,59 +2189,59 @@ 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:557 +#: ../../Whats-New.md:559 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:558 +#: ../../Whats-New.md:560 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:559 +#: ../../Whats-New.md:561 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:560 +#: ../../Whats-New.md:562 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:561 +#: ../../Whats-New.md:563 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:562 +#: ../../Whats-New.md:564 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:563 +#: ../../Whats-New.md:565 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:564 +#: ../../Whats-New.md:566 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:565 +#: ../../Whats-New.md:567 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:566 +#: ../../Whats-New.md:568 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" @@ -2239,14 +2251,14 @@ 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:567 +#: ../../Whats-New.md:569 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:568 +#: ../../Whats-New.md:570 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -2255,13 +2267,13 @@ 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:569 +#: ../../Whats-New.md:571 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:570 +#: ../../Whats-New.md:572 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -2269,67 +2281,67 @@ 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:571 +#: ../../Whats-New.md:573 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:572 +#: ../../Whats-New.md:574 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:573 +#: ../../Whats-New.md:575 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:574 +#: ../../Whats-New.md:576 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:575 +#: ../../Whats-New.md:577 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:576 +#: ../../Whats-New.md:578 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:577 +#: ../../Whats-New.md:579 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:578 +#: ../../Whats-New.md:580 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:579 +#: ../../Whats-New.md:581 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:580 +#: ../../Whats-New.md:582 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:581 +#: ../../Whats-New.md:583 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:582 +#: ../../Whats-New.md:584 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -2338,89 +2350,89 @@ 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:583 +#: ../../Whats-New.md:585 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:584 +#: ../../Whats-New.md:586 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:585 +#: ../../Whats-New.md:587 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:586 +#: ../../Whats-New.md:588 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:587 +#: ../../Whats-New.md:589 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:588 +#: ../../Whats-New.md:590 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:589 +#: ../../Whats-New.md:591 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:590 +#: ../../Whats-New.md:592 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:591 +#: ../../Whats-New.md:593 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:592 +#: ../../Whats-New.md:594 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:593 +#: ../../Whats-New.md:595 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:594 +#: ../../Whats-New.md:596 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:595 +#: ../../Whats-New.md:597 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:596 +#: ../../Whats-New.md:598 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:597 +#: ../../Whats-New.md:599 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -2430,19 +2442,19 @@ 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:598 +#: ../../Whats-New.md:600 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:599 +#: ../../Whats-New.md:601 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:600 +#: ../../Whats-New.md:602 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -2451,31 +2463,31 @@ 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:601 +#: ../../Whats-New.md:603 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:602 +#: ../../Whats-New.md:604 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:603 +#: ../../Whats-New.md:605 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:604 +#: ../../Whats-New.md:606 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:605 +#: ../../Whats-New.md:607 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -2485,7 +2497,7 @@ 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:606 +#: ../../Whats-New.md:608 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -2493,13 +2505,13 @@ 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:607 +#: ../../Whats-New.md:609 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:608 +#: ../../Whats-New.md:610 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" @@ -2509,42 +2521,42 @@ 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:609 +#: ../../Whats-New.md:611 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:610 +#: ../../Whats-New.md:612 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:611 +#: ../../Whats-New.md:613 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:612 +#: ../../Whats-New.md:614 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:613 +#: ../../Whats-New.md:615 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:614 +#: ../../Whats-New.md:616 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:615 +#: ../../Whats-New.md:617 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -2555,38 +2567,38 @@ 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:616 +#: ../../Whats-New.md:618 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:617 +#: ../../Whats-New.md:619 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:618 +#: ../../Whats-New.md:620 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:619 +#: ../../Whats-New.md:621 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:620 +#: ../../Whats-New.md:622 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:621 +#: ../../Whats-New.md:623 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -2595,32 +2607,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:624 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:623 +#: ../../Whats-New.md:625 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:624 +#: ../../Whats-New.md:626 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:625 +#: ../../Whats-New.md:627 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:626 +#: ../../Whats-New.md:628 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 " @@ -2629,49 +2641,48 @@ 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:627 +#: ../../Whats-New.md:629 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)" +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:629 ../../Whats-New.md:705 ../../Whats-New.md:868 -#: ../../Whats-New.md:910 ../../Whats-New.md:923 ../../Whats-New.md:947 -#: ../../Whats-New.md:958 ../../Whats-New.md:975 ../../Whats-New.md:1023 -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:631 ../../Whats-New.md:707 ../../Whats-New.md:870 +#: ../../Whats-New.md:912 ../../Whats-New.md:925 ../../Whats-New.md:949 +#: ../../Whats-New.md:960 ../../Whats-New.md:977 ../../Whats-New.md:1025 +#: ../../Whats-New.md:1037 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:632 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:631 +#: ../../Whats-New.md:633 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:634 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:633 +#: ../../Whats-New.md:635 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:634 +#: ../../Whats-New.md:636 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:635 +#: ../../Whats-New.md:637 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -2680,68 +2691,68 @@ 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:636 +#: ../../Whats-New.md:638 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:637 +#: ../../Whats-New.md:639 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:638 +#: ../../Whats-New.md:640 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:639 +#: ../../Whats-New.md:641 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:640 +#: ../../Whats-New.md:642 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:641 +#: ../../Whats-New.md:643 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:642 +#: ../../Whats-New.md:644 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:643 +#: ../../Whats-New.md:645 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:644 +#: ../../Whats-New.md:646 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:645 +#: ../../Whats-New.md:647 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:646 +#: ../../Whats-New.md:648 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -2749,13 +2760,13 @@ 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:647 +#: ../../Whats-New.md:649 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:648 +#: ../../Whats-New.md:650 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 " @@ -2764,42 +2775,42 @@ 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:649 +#: ../../Whats-New.md:651 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:650 +#: ../../Whats-New.md:652 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:651 +#: ../../Whats-New.md:653 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:652 +#: ../../Whats-New.md:654 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:653 +#: ../../Whats-New.md:655 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:654 +#: ../../Whats-New.md:656 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:655 +#: ../../Whats-New.md:657 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -2808,67 +2819,67 @@ 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:656 +#: ../../Whats-New.md:658 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:657 +#: ../../Whats-New.md:659 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:658 +#: ../../Whats-New.md:660 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:659 +#: ../../Whats-New.md:661 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:660 +#: ../../Whats-New.md:662 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:661 +#: ../../Whats-New.md:663 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:662 +#: ../../Whats-New.md:664 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:663 +#: ../../Whats-New.md:665 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:664 +#: ../../Whats-New.md:666 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:665 +#: ../../Whats-New.md:667 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:666 +#: ../../Whats-New.md:668 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -2877,7 +2888,7 @@ 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:667 +#: ../../Whats-New.md:669 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -2886,29 +2897,29 @@ 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:668 +#: ../../Whats-New.md:670 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:669 +#: ../../Whats-New.md:671 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:670 +#: ../../Whats-New.md:672 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:671 +#: ../../Whats-New.md:673 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:672 +#: ../../Whats-New.md:674 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -2917,14 +2928,14 @@ 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:673 +#: ../../Whats-New.md:675 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:674 +#: ../../Whats-New.md:676 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -2933,39 +2944,39 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:677 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:676 +#: ../../Whats-New.md:678 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:677 +#: ../../Whats-New.md:679 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:678 +#: ../../Whats-New.md:680 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:681 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:682 +#: ../../Whats-New.md:684 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:683 +#: ../../Whats-New.md:685 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -2973,7 +2984,7 @@ 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:684 +#: ../../Whats-New.md:686 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -2982,7 +2993,7 @@ 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:685 +#: ../../Whats-New.md:687 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -2991,26 +3002,26 @@ 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:686 +#: ../../Whats-New.md:688 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:687 +#: ../../Whats-New.md:689 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:688 +#: ../../Whats-New.md:690 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:689 +#: ../../Whats-New.md:691 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " @@ -3019,23 +3030,23 @@ msgstr "" "修复了 Ares 引入的 `Grinding=true` 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)" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:692 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:691 +#: ../../Whats-New.md:693 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:692 +#: ../../Whats-New.md:694 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:693 +#: ../../Whats-New.md:695 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -3044,43 +3055,43 @@ 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:694 +#: ../../Whats-New.md:696 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:697 +#: ../../Whats-New.md:699 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:705 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:706 +#: ../../Whats-New.md:708 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:709 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:708 +#: ../../Whats-New.md:710 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:709 +#: ../../Whats-New.md:711 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:710 +#: ../../Whats-New.md:712 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -3088,23 +3099,23 @@ 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:711 +#: ../../Whats-New.md:713 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:712 +#: ../../Whats-New.md:714 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:713 +#: ../../Whats-New.md:715 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:714 +#: ../../Whats-New.md:716 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -3113,561 +3124,561 @@ 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:715 +#: ../../Whats-New.md:717 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:716 +#: ../../Whats-New.md:718 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:717 +#: ../../Whats-New.md:719 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:718 +#: ../../Whats-New.md:720 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:719 +#: ../../Whats-New.md:721 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:720 +#: ../../Whats-New.md:722 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:721 +#: ../../Whats-New.md:723 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:722 +#: ../../Whats-New.md:724 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:723 +#: ../../Whats-New.md:725 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:724 +#: ../../Whats-New.md:726 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:725 +#: ../../Whats-New.md:727 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:728 +#: ../../Whats-New.md:730 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:736 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:735 +#: ../../Whats-New.md:737 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:736 +#: ../../Whats-New.md:738 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:739 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:738 +#: ../../Whats-New.md:740 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:741 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:740 +#: ../../Whats-New.md:742 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:743 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:744 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:745 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:746 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:747 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:748 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:749 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:748 +#: ../../Whats-New.md:750 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:749 +#: ../../Whats-New.md:751 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:750 +#: ../../Whats-New.md:752 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:753 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:754 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:755 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:754 +#: ../../Whats-New.md:756 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:755 +#: ../../Whats-New.md:757 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:756 +#: ../../Whats-New.md:758 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:757 +#: ../../Whats-New.md:759 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:758 +#: ../../Whats-New.md:760 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:761 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:762 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:763 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:762 +#: ../../Whats-New.md:764 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:763 +#: ../../Whats-New.md:765 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:764 +#: ../../Whats-New.md:766 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:765 +#: ../../Whats-New.md:767 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:766 +#: ../../Whats-New.md:768 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:767 +#: ../../Whats-New.md:769 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:768 +#: ../../Whats-New.md:770 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:769 +#: ../../Whats-New.md:771 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:770 +#: ../../Whats-New.md:772 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:771 +#: ../../Whats-New.md:773 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:772 +#: ../../Whats-New.md:774 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:773 +#: ../../Whats-New.md:775 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:774 +#: ../../Whats-New.md:776 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:777 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:778 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:779 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:778 +#: ../../Whats-New.md:780 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:781 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:782 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:783 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:784 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:783 +#: ../../Whats-New.md:785 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:784 +#: ../../Whats-New.md:786 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:785 +#: ../../Whats-New.md:787 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:786 +#: ../../Whats-New.md:788 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:787 +#: ../../Whats-New.md:789 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:788 +#: ../../Whats-New.md:790 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:791 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:790 +#: ../../Whats-New.md:792 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:791 +#: ../../Whats-New.md:793 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:794 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:795 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:794 +#: ../../Whats-New.md:796 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:795 +#: ../../Whats-New.md:797 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:796 +#: ../../Whats-New.md:798 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:797 +#: ../../Whats-New.md:799 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:798 +#: ../../Whats-New.md:800 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:799 +#: ../../Whats-New.md:801 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:802 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:801 +#: ../../Whats-New.md:803 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:804 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:805 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:806 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:807 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:806 +#: ../../Whats-New.md:808 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:809 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:810 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:811 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:810 +#: ../../Whats-New.md:812 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:813 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:814 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:813 +#: ../../Whats-New.md:815 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:814 +#: ../../Whats-New.md:816 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:817 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:818 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:817 +#: ../../Whats-New.md:819 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:818 +#: ../../Whats-New.md:820 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:819 +#: ../../Whats-New.md:821 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:820 +#: ../../Whats-New.md:822 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:821 +#: ../../Whats-New.md:823 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:822 +#: ../../Whats-New.md:824 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:825 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:826 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:827 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:828 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:827 +#: ../../Whats-New.md:829 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:828 +#: ../../Whats-New.md:830 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:829 +#: ../../Whats-New.md:831 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:830 +#: ../../Whats-New.md:832 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:831 +#: ../../Whats-New.md:833 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:834 +#: ../../Whats-New.md:836 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:835 +#: ../../Whats-New.md:837 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:836 +#: ../../Whats-New.md:838 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:837 +#: ../../Whats-New.md:839 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:838 +#: ../../Whats-New.md:840 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:839 +#: ../../Whats-New.md:841 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:840 +#: ../../Whats-New.md:842 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:841 +#: ../../Whats-New.md:843 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:842 +#: ../../Whats-New.md:844 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:843 +#: ../../Whats-New.md:845 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -3675,13 +3686,13 @@ 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:844 +#: ../../Whats-New.md:846 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:845 +#: ../../Whats-New.md:847 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -3689,85 +3700,85 @@ 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:846 +#: ../../Whats-New.md:848 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:847 +#: ../../Whats-New.md:849 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:848 +#: ../../Whats-New.md:850 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:849 +#: ../../Whats-New.md:851 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:850 +#: ../../Whats-New.md:852 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:851 +#: ../../Whats-New.md:853 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:852 +#: ../../Whats-New.md:854 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:853 +#: ../../Whats-New.md:855 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:854 +#: ../../Whats-New.md:856 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:855 +#: ../../Whats-New.md:857 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:856 +#: ../../Whats-New.md:858 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:857 +#: ../../Whats-New.md:859 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:858 +#: ../../Whats-New.md:860 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:859 +#: ../../Whats-New.md:861 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 " @@ -3775,21 +3786,21 @@ 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:860 +#: ../../Whats-New.md:862 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:861 +#: ../../Whats-New.md:863 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:862 +#: ../../Whats-New.md:864 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -3798,50 +3809,50 @@ 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:863 +#: ../../Whats-New.md:865 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:864 +#: ../../Whats-New.md:866 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:865 +#: ../../Whats-New.md:867 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:866 +#: ../../Whats-New.md:868 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:869 +#: ../../Whats-New.md:871 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:870 +#: ../../Whats-New.md:872 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:871 +#: ../../Whats-New.md:873 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:872 +#: ../../Whats-New.md:874 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:873 +#: ../../Whats-New.md:875 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -3849,13 +3860,13 @@ 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:874 +#: ../../Whats-New.md:876 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:875 +#: ../../Whats-New.md:877 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -3863,47 +3874,47 @@ 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:876 +#: ../../Whats-New.md:878 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:877 +#: ../../Whats-New.md:879 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:878 +#: ../../Whats-New.md:880 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:879 +#: ../../Whats-New.md:881 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:880 +#: ../../Whats-New.md:882 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:881 +#: ../../Whats-New.md:883 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:882 +#: ../../Whats-New.md:884 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:883 +#: ../../Whats-New.md:885 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -3912,75 +3923,75 @@ 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:884 +#: ../../Whats-New.md:886 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:885 +#: ../../Whats-New.md:887 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:886 +#: ../../Whats-New.md:888 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:887 +#: ../../Whats-New.md:889 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:888 +#: ../../Whats-New.md:890 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:889 +#: ../../Whats-New.md:891 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:890 +#: ../../Whats-New.md:892 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:891 +#: ../../Whats-New.md:893 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:892 +#: ../../Whats-New.md:894 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:893 +#: ../../Whats-New.md:895 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:894 +#: ../../Whats-New.md:896 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:895 +#: ../../Whats-New.md:897 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:898 +#: ../../Whats-New.md:900 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -3988,57 +3999,57 @@ 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:900 +#: ../../Whats-New.md:902 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:901 +#: ../../Whats-New.md:903 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:905 +#: ../../Whats-New.md:907 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:911 +#: ../../Whats-New.md:913 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:912 +#: ../../Whats-New.md:914 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:913 +#: ../../Whats-New.md:915 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:914 +#: ../../Whats-New.md:916 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:918 +#: ../../Whats-New.md:920 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:926 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:925 +#: ../../Whats-New.md:927 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:926 +#: ../../Whats-New.md:928 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:927 +#: ../../Whats-New.md:929 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -4046,83 +4057,83 @@ 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:928 +#: ../../Whats-New.md:930 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:929 +#: ../../Whats-New.md:931 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:933 +#: ../../Whats-New.md:935 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:939 +#: ../../Whats-New.md:941 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:940 +#: ../../Whats-New.md:942 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:941 +#: ../../Whats-New.md:943 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:942 +#: ../../Whats-New.md:944 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:945 +#: ../../Whats-New.md:947 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:948 +#: ../../Whats-New.md:950 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:949 +#: ../../Whats-New.md:951 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:953 +#: ../../Whats-New.md:955 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:959 +#: ../../Whats-New.md:961 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:963 +#: ../../Whats-New.md:965 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:971 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:972 +#: ../../Whats-New.md:974 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:973 +#: ../../Whats-New.md:975 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -4130,189 +4141,189 @@ 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:976 +#: ../../Whats-New.md:978 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:980 +#: ../../Whats-New.md:982 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:986 +#: ../../Whats-New.md:988 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:987 +#: ../../Whats-New.md:989 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:990 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:989 +#: ../../Whats-New.md:991 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:990 +#: ../../Whats-New.md:992 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:991 +#: ../../Whats-New.md:993 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:992 +#: ../../Whats-New.md:994 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:993 +#: ../../Whats-New.md:995 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:994 +#: ../../Whats-New.md:996 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:995 +#: ../../Whats-New.md:997 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:998 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:997 +#: ../../Whats-New.md:999 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:998 +#: ../../Whats-New.md:1000 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:999 +#: ../../Whats-New.md:1001 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:1000 +#: ../../Whats-New.md:1002 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:1001 +#: ../../Whats-New.md:1003 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:1002 +#: ../../Whats-New.md:1004 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:1003 +#: ../../Whats-New.md:1005 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:1004 +#: ../../Whats-New.md:1006 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:1005 +#: ../../Whats-New.md:1007 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:1006 +#: ../../Whats-New.md:1008 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:1007 +#: ../../Whats-New.md:1009 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:1008 +#: ../../Whats-New.md:1010 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1013 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:1012 +#: ../../Whats-New.md:1014 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1013 +#: ../../Whats-New.md:1015 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:1014 +#: ../../Whats-New.md:1016 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:1015 +#: ../../Whats-New.md:1017 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:1016 +#: ../../Whats-New.md:1018 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:1017 +#: ../../Whats-New.md:1019 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:1018 +#: ../../Whats-New.md:1020 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:1019 +#: ../../Whats-New.md:1021 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:1020 +#: ../../Whats-New.md:1022 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:1021 +#: ../../Whats-New.md:1023 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -4320,13 +4331,13 @@ 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:1024 +#: ../../Whats-New.md:1026 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:1025 +#: ../../Whats-New.md:1027 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -4334,97 +4345,97 @@ 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:1026 +#: ../../Whats-New.md:1028 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:1030 +#: ../../Whats-New.md:1032 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1036 +#: ../../Whats-New.md:1038 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:1040 +#: ../../Whats-New.md:1042 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:1048 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1047 +#: ../../Whats-New.md:1049 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:1048 +#: ../../Whats-New.md:1050 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:1049 +#: ../../Whats-New.md:1051 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1050 +#: ../../Whats-New.md:1052 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1051 +#: ../../Whats-New.md:1053 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:1052 +#: ../../Whats-New.md:1054 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:1053 +#: ../../Whats-New.md:1055 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:1054 +#: ../../Whats-New.md:1056 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:1055 +#: ../../Whats-New.md:1057 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:1058 +#: ../../Whats-New.md:1060 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:1059 +#: ../../Whats-New.md:1061 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:1060 +#: ../../Whats-New.md:1062 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:1061 +#: ../../Whats-New.md:1063 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:1062 +#: ../../Whats-New.md:1064 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:1063 +#: ../../Whats-New.md:1065 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)" From 4e949d37d19158bc1baa24ab81d9a675a7c9bdb2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 20:08:20 +0800 Subject: [PATCH 05/80] FeedbackWeapon with FireInTransport --- docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) 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 e94bf66251..c0c45f013e 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 @@ -7484,8 +7484,8 @@ msgid "" "fired on the transport. `OpenToppedDamageMultiplier` is not applied on " "feedback weapons." msgstr "" -"`FireInTransport` 设置当原始武器从内部 `OpenTopped=true` " -"的运输工具中开火时是否可以发射反馈武器。如果反馈武器被发射,它会在运输工具上发射。`OpenToppedDamageMultiplier` " +"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:2101 From b2b8671efe3099ac09bbd15e6355c6ed3030bd61 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Tue, 1 Apr 2025 00:18:31 +0800 Subject: [PATCH 06/80] [cn] update #1594 --- docs/Fixed-or-Improved-Logics.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 4 +++- 2 files changed, 4 insertions(+), 2 deletions(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 1bc5eec698..f635e2bfe2 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -230,7 +230,7 @@ VoicePickup= ; Sound entry ### Extended Aircraft Missions - Aircraft will now be able to use waypoints. -- 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 cell distances divided by ROT, it will return to the airport. And now aircraft not have to fly directly above the airport before starting to descend. +- 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 cell distances divided by `ROT`, it will return to the airport. And now aircraft not have to fly directly above the airport before starting to descend. - 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. - If the target is destroyed but ammos are not depleted yet, it will also return because the aircraft's command is one-time. - When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft will move towards the destination and search for nearby targets on the route for attack. Once ammo is depleted or the destination is reached, it will return. 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 716fe6a253..692c46ebb2 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 @@ -1430,10 +1430,12 @@ msgstr "战机现在将能够使用路径点。" 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 " -"cell distances divided by ROT, it will return to the airport. And now " +"cell distances divided by `ROT`, it will return to the airport. And now " "aircraft not have to fly directly above the airport before starting to " "descend." 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:234 msgid "" From f25eadcb21fe94a55425c2f8ebdde30cadba0274 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Tue, 1 Apr 2025 23:23:33 +0800 Subject: [PATCH 07/80] [cn] update --- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 11 ++++++++--- .../zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 9 ++++++++- .../zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 9 ++++++++- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 13 +++++++++---- 4 files changed, 33 insertions(+), 9 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 139cd49630..fe20f6791c 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1447,7 +1447,7 @@ msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色 #: ../../../CREDITS.md:366 msgid "Taking over Ares' AlphaImage respawn logic to reduce lags from it" -msgstr "" +msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿" #: ../../../CREDITS.md:367 msgid "**Apollo** - Translucent SHP drawing patches" @@ -1664,40 +1664,46 @@ msgid "" "Fixed 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:421 msgid "" "Fixed 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:422 ../../../CREDITS.md:458 msgid "" "Fixed 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:423 msgid "" "Fixed 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:424 msgid "" "Fixed 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:425 msgid "Laser, electric bolt and rad beam scatter" -msgstr "" +msgstr "激光、EBolt 和辐射波的散布" #: ../../../CREDITS.md:426 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`FlakScatter=true` and `Inaccurate=true` projectiles" msgstr "" +"修复了激光、EBolt、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题" #: ../../../CREDITS.md:427 msgid "**Ollerus**:" @@ -1817,7 +1823,6 @@ msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" #: ../../../CREDITS.md:457 -#, fuzzy msgid "" "Fixed an issue where `FireAngle` would not work properly under certain " "circumstances" 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 5cd9c3fca9..c6af2868bc 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 @@ -1243,36 +1243,42 @@ msgid "" "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " "structures." msgstr "" +"修复了 `MovementZone=AmphibiousDestroyer` 与 `MovementZone=AmphibiousCrusher` 的单位无法进入水上建筑的问题。" #: ../../Fixed-or-Improved-Logics.md:202 msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:203 msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:204 msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:205 msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:206 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`FlakScatter=true` and `Inaccurate=true` projectiles." msgstr "" +"修复了激光、EBolt、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题。" #: ../../Fixed-or-Improved-Logics.md:208 msgid "Fixes / interactions with other extensions" @@ -1363,7 +1369,7 @@ msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." -msgstr "允许 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物了。" +msgstr "允许了 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物。" #: ../../Fixed-or-Improved-Logics.md:223 msgid "" @@ -1371,6 +1377,7 @@ msgid "" "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:225 msgid "Aircraft" 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 7a07fa9639..1dba7586b4 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 @@ -7723,7 +7723,7 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:2175 msgid "Visual effect scatter" -msgstr "" +msgstr "视觉效果散布" #: ../../New-or-Enhanced-Logics.md:2177 msgid "" @@ -7731,6 +7731,7 @@ msgid "" "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " "`VisualScatter` to true." msgstr "" +"现在你可以在 `VisualScatter` 设为 true 时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)指定散布范围" #: ../../New-or-Enhanced-Logics.md:2180 msgid "" @@ -7741,4 +7742,10 @@ msgid "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" msgstr "" +"[AudioVisual]\n" +"VisualScatter.Min=0.03 ; floating point value, distance in cells\n" +"VisualScatter.Max=0.13 ; floating point value, distance in cells\n" +"\n" +"[SOMEWEAPON] ; WeaponType\n" +"VisualScatter=false ; 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 047c6f588d..87dc93f6fe 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1187,9 +1187,8 @@ msgid "Fast access vehicle (by CrimRecya)" msgstr "快速上车(by CrimRecya)" #: ../../Whats-New.md:351 -#, fuzzy msgid "Laser, electric bolt and rad beam scatter (by CrimRecya)" -msgstr "新的抛物线轨迹(by CrimRecya)" +msgstr "激光、EBolt 和辐射波的散布(by CrimRecya)" #: ../../Whats-New.md:353 ../../Whats-New.md:538 ../../Whats-New.md:845 #: ../../Whats-New.md:956 ../../Whats-New.md:983 ../../Whats-New.md:1022 @@ -1229,36 +1228,42 @@ msgid "" "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " "structures (by CrimRecya)" 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:359 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:360 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:361 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:362 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:363 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`FlakScatter=true` and `Inaccurate=true` projectiles (by CrimRecya)" msgstr "" +"修复了激光、EBolt、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题(by CrimRecya)" #: ../../Whats-New.md:365 ../../Whats-New.md:693 ../../Whats-New.md:909 msgid "Fixes / interactions with other extensions:" @@ -2689,15 +2694,15 @@ msgid "" 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:638 -#, fuzzy msgid "Ares fixes:" -msgstr "Phobos 过往版本问题修复:" +msgstr "Ares 已知问题修复:" #: ../../Whats-New.md:639 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:641 ../../Whats-New.md:717 ../../Whats-New.md:880 #: ../../Whats-New.md:922 ../../Whats-New.md:935 ../../Whats-New.md:959 From 28d8533978c6416361b9961bea9ea5937590f5c6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Wed, 2 Apr 2025 00:54:49 +0800 Subject: [PATCH 08/80] [en] format & [cn] update --- CREDITS.md | 8 ++++---- docs/Fixed-or-Improved-Logics.md | 4 ++-- docs/New-or-Enhanced-Logics.md | 2 +- docs/Whats-New.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 17 +++++++---------- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 10 +++++----- .../zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 5 +++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 7 ++++--- 8 files changed, 27 insertions(+), 28 deletions(-) diff --git a/CREDITS.md b/CREDITS.md index 40c0f5d39a..62b08655a3 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -363,7 +363,7 @@ This page lists all the individual contributions to the project by their author. - Fix [EIP 004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19) concerning the electric bolt - Fix `DefaultDisguise` showing wrong house colors for different players - Taking over Ares' AlphaImage respawn logic to reduce lags from it - - Allow voxel projectiles to use AnimPalette and FirersPalette + - Allow voxel projectiles to use `AnimPalette` and `FirersPalette` - **Apollo** - Translucent SHP drawing patches - **ststl**: - Customizable `ShowTimer` priority of superweapons @@ -454,9 +454,9 @@ This page lists all the individual contributions to the project by their author. - Fix the bug that spawned can not return to buildings with foundation bigger than 1x1 - `BombParachute` deglobalization - Sinkablity and sinking speed customization - - Fix an issue where `FireAngle` would not work properly under certain circumstances. - - Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges. - - Fix the bug that healing weapons could not automatically acquire aerial targets. + - Fix an issue where `FireAngle` would not work properly under certain circumstances + - Fix an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges + - Fix the bug that healing weapons could not automatically acquire aerial targets - **tyuah8**: - Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-piggybacked bugfix - Destroyed unit leaves sensors bugfix diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 42123db564..0e892bc621 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -203,9 +203,9 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges. - Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge. - Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge. -- Fixed an issue that laser, electric bolt and rad beam not support `Inviso=true` projectiles with `FlakScatter=true` to scatter +- Fixed an issue that laser, electric bolt and rad beam not support `Inviso=true` projectiles with `FlakScatter=true` to scatter. - Fixed the bug that healing weapons could not automatically acquire aerial targets. -- Allow voxel projectiles to use AnimPalette and FirersPalette. +- Allow voxel projectiles to use `AnimPalette` and `FirersPalette`. ## Fixes / interactions with other extensions diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index dfa6fe83cb..3a4f1ef133 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -2187,5 +2187,5 @@ VisualScatter=false ; boolean ``` ```{note} -This function is only used as an additional scattering visual display, which is different from `BallisticScatter` and can be used simultaneously, without affecting the actual explosion position of the projectile. +This function is only used as an additional scattering visual display, which is different from `BallisticScatter.(Min/Max)` and can be used simultaneously, without affecting the actual explosion position of the projectile. ``` diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 7c488d3a55..1d4cf60eed 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -877,7 +877,7 @@ Vanilla fixes: - Fixed railgun particles being drawn to wrong coordinate against buildings with non-default `TargetCoordOffset` or when force-firing on bridges (by Starkku) - Fixed building `TargetCoordOffset` not being taken into accord for several things like fire angle calculations and target lines (by Starkku) - Allowed observers to see a selected building's radial indicator (by Trsdy) -- Allow voxel projectiles to use AnimPalette and FirersPalette (by NetsuNegi) +- Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by NetsuNegi) Phobos fixes: - Fixed shields being able to take damage when the parent TechnoType was under effects of a `Temporal` Warhead (by Starkku) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 8c121309fd..efb511c666 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1450,8 +1450,8 @@ 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:367 -msgid "Allow voxel projectiles to use AnimPalette and FirersPalette" -msgstr "" +msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" +msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" #: ../../../CREDITS.md:368 msgid "**Apollo** - Translucent SHP drawing patches" @@ -1698,11 +1698,10 @@ msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" #: ../../../CREDITS.md:427 -#, fuzzy msgid "" "Fixed 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、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题" +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:428 msgid "**Ollerus**:" @@ -1808,7 +1807,6 @@ msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" #: ../../../CREDITS.md:455 -#, fuzzy msgid "" "Fix the bug that spawned can not return to buildings with foundation " "bigger than 1x1" @@ -1823,24 +1821,23 @@ msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" #: ../../../CREDITS.md:458 -#, fuzzy msgid "" "Fix an issue where `FireAngle` would not work properly under certain " -"circumstances." +"circumstances" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题" #: ../../../CREDITS.md:459 -#, fuzzy msgid "" "Fix an issue that in air aircraft carriers being unable to attack when it" -" is near by elevated bridges." +" 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:460 msgid "" "Fix the bug that healing weapons could not automatically acquire aerial " -"targets." +"targets" msgstr "" +"修复了治疗武器无法自动获取到空中目标的 Bug" #: ../../../CREDITS.md:461 msgid "**tyuah8**:" 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 cfffc79ce0..7079efba36 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 @@ -1271,21 +1271,21 @@ msgid "" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题。" #: ../../Fixed-or-Improved-Logics.md:206 -#, fuzzy msgid "" "Fixed 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、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题。" +"`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。" #: ../../Fixed-or-Improved-Logics.md:207 msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:208 -msgid "Allow voxel projectiles to use AnimPalette and FirersPalette." -msgstr "" +msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`." +msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`。" #: ../../Fixed-or-Improved-Logics.md:210 msgid "Fixes / interactions with other extensions" 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 7cf795ea8b..9939e65555 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 @@ -7732,7 +7732,7 @@ msgid "" "`VisualScatter` to true." msgstr "" "现在你可以在 `VisualScatter` 设为 true " -"时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)指定散布范围" +"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:2180 msgid "" @@ -7753,8 +7753,9 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:2190 msgid "" "This function is only used as an additional scattering visual display, " -"which is different from `BallisticScatter` and can be used " +"which is different from `BallisticScatter.(Min/Max)` and can be used " "simultaneously, without affecting the actual explosion position of the " "projectile." 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。" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index a77e85ad34..d4078669e1 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1256,13 +1256,12 @@ msgid "" 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:363 -#, fuzzy msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " "CrimRecya)" msgstr "" -"修复了激光、EBolt、辐射波不支持 `FlakScatter=true` 与 `Inaccurate=true` 抛射体的问题(by " +"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:365 ../../Whats-New.md:694 ../../Whats-New.md:911 @@ -2698,6 +2697,7 @@ 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:639 msgid "Ares fixes:" @@ -3896,9 +3896,10 @@ msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" #: ../../Whats-New.md:880 msgid "" -"Allow voxel projectiles to use AnimPalette and FirersPalette (by " +"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:883 msgid "" From 186fe898876e02e4a7f7e8a65618d89de70202e6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Wed, 2 Apr 2025 01:05:35 +0800 Subject: [PATCH 09/80] move the Takeover AlphaImage and Visual Effect Scatter to their correct positions --- docs/New-or-Enhanced-Logics.md | 30 +++--- docs/Whats-New.md | 4 +- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 92 +++++++++---------- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 4 - 4 files changed, 62 insertions(+), 68 deletions(-) diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 3a4f1ef133..629692c3c3 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -2157,21 +2157,6 @@ Strafing.UseAmmoPerShot=false ; boolean Strafing.EndDelay= ; integer, game frames ``` -### Weapon targeting filter - -![image](_static/images/weaponfilter.gif) -*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)* - -- 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. - - 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. - -In `rulesmd.ini`: -```ini -[SOMEWEAPON] ; WeaponType -CanTarget=all ; List of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all) -CanTargetHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) -``` - ### Visual effect scatter - You can now add a random offset to visual effect's (`IsLaser=true`, `IsElectricBolt=true` or `IsRadBeam=true`) target location if set `VisualScatter` to true. @@ -2189,3 +2174,18 @@ VisualScatter=false ; boolean ```{note} This function is only used as an additional scattering visual display, which is different from `BallisticScatter.(Min/Max)` and can be used simultaneously, without affecting the actual explosion position of the projectile. ``` + +### Weapon targeting filter + +![image](_static/images/weaponfilter.gif) +*`Weapon target filter - different weapon used against enemies & allies as well as units & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)* + +- 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. + - 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. + +In `rulesmd.ini`: +```ini +[SOMEWEAPON] ; WeaponType +CanTarget=all ; List of Affected Target Enumeration (none|land|water|empty|infantry|units|buildings|all) +CanTargetHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) +``` diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 1d4cf60eed..d28983335d 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -636,9 +636,6 @@ Vanilla fixes: - Fixed an issue where `FireAngle` would not work properly under certain circumstances (by TaranDahl) - Fixed the bug that healing weapons could not automatically acquire aerial targets (by TaranDahl) -Ares fixes: -- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi) - Phobos fixes: - Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy) - Add `ImmuneToCrit` for shields (by Trsdy) @@ -705,6 +702,7 @@ Fixes / interactions with other extensions: - Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by Trsdy) - Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares feature)* of vehicles built from a war factory (by Trsdy, supersedes Aephiex impl.) - Fixed Ares' InitialPayload not being created for vehicles spawned by trigger actions (by Trsdy) +- Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi) ### 0.3.0.1 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 9939e65555..be3d4f6aa2 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: 2025-04-02 00:30+0800\n" +"POT-Creation-Date: 2025-04-02 00:58+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -612,7 +612,7 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:2068 ../../New-or-Enhanced-Logics.md:2083 #: ../../New-or-Enhanced-Logics.md:2100 ../../New-or-Enhanced-Logics.md:2113 #: ../../New-or-Enhanced-Logics.md:2126 ../../New-or-Enhanced-Logics.md:2150 -#: ../../New-or-Enhanced-Logics.md:2168 ../../New-or-Enhanced-Logics.md:2179 +#: ../../New-or-Enhanced-Logics.md:2164 ../../New-or-Enhanced-Logics.md:2186 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -920,7 +920,7 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../New-or-Enhanced-Logics.md:1483 ../../New-or-Enhanced-Logics.md:1534 #: ../../New-or-Enhanced-Logics.md:1742 ../../New-or-Enhanced-Logics.md:1845 #: ../../New-or-Enhanced-Logics.md:1900 ../../New-or-Enhanced-Logics.md:2094 -#: ../../New-or-Enhanced-Logics.md:2139 ../../New-or-Enhanced-Logics.md:2162 +#: ../../New-or-Enhanced-Logics.md:2139 ../../New-or-Enhanced-Logics.md:2180 msgid "image" msgstr "图像" @@ -7679,10 +7679,49 @@ msgstr "" "Strafing.EndDelay= ; integer, game frames\n" #: ../../New-or-Enhanced-Logics.md:2160 +msgid "Visual effect scatter" +msgstr "视觉效果散布" + +#: ../../New-or-Enhanced-Logics.md:2162 +msgid "" +"You can now add a random offset to visual effect's (`IsLaser=true`, " +"`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " +"`VisualScatter` to true." +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:2165 +msgid "" +"[AudioVisual]\n" +"VisualScatter.Min=0.03 ; floating point value, distance in cells\n" +"VisualScatter.Max=0.13 ; floating point value, distance in cells\n" +"\n" +"[SOMEWEAPON] ; WeaponType\n" +"VisualScatter=false ; boolean\n" +msgstr "" +"[AudioVisual]\n" +"VisualScatter.Min=0.03 ; floating point value, distance in cells\n" +"VisualScatter.Max=0.13 ; floating point value, distance in cells\n" +"\n" +"[SOMEWEAPON] ; WeaponType\n" +"VisualScatter=false ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2175 +msgid "" +"This function is only used as an additional scattering visual display, " +"which is different from `BallisticScatter.(Min/Max)` and can be used " +"simultaneously, without affecting the actual explosion position of the " +"projectile." +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:2178 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2162 +#: ../../New-or-Enhanced-Logics.md:2180 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -7693,21 +7732,21 @@ 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:2165 +#: ../../New-or-Enhanced-Logics.md:2183 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:2166 +#: ../../New-or-Enhanced-Logics.md:2184 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:2169 +#: ../../New-or-Enhanced-Logics.md:2187 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -7720,42 +7759,3 @@ msgstr "" "(none|land|water|empty|infantry|units|buildings|all)\n" "CanTargetHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" - -#: ../../New-or-Enhanced-Logics.md:2175 -msgid "Visual effect scatter" -msgstr "视觉效果散布" - -#: ../../New-or-Enhanced-Logics.md:2177 -msgid "" -"You can now add a random offset to visual effect's (`IsLaser=true`, " -"`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " -"`VisualScatter` to true." -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:2180 -msgid "" -"[AudioVisual]\n" -"VisualScatter.Min=0.03 ; floating point value, distance in cells\n" -"VisualScatter.Max=0.13 ; floating point value, distance in cells\n" -"\n" -"[SOMEWEAPON] ; WeaponType\n" -"VisualScatter=false ; boolean\n" -msgstr "" -"[AudioVisual]\n" -"VisualScatter.Min=0.03 ; floating point value, distance in cells\n" -"VisualScatter.Max=0.13 ; floating point value, distance in cells\n" -"\n" -"[SOMEWEAPON] ; WeaponType\n" -"VisualScatter=false ; boolean\n" - -#: ../../New-or-Enhanced-Logics.md:2190 -msgid "" -"This function is only used as an additional scattering visual display, " -"which is different from `BallisticScatter.(Min/Max)` and can be used " -"simultaneously, without affecting the actual explosion position of the " -"projectile." -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。" - diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index d4078669e1..4b7d44e620 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -2699,10 +2699,6 @@ msgid "" 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:639 -msgid "Ares fixes:" -msgstr "Ares 已知问题修复:" - #: ../../Whats-New.md:640 msgid "" "Taking over Ares' AlphaImage respawn logic to reduce lags from it (by " From 5d0cc210d4b032054551bc436ed25a8a8c98f687 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 02:39:33 +0800 Subject: [PATCH 10/80] minor changed --- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 10 +++++----- docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po | 8 ++++---- docs/locale/zh_CN/LC_MESSAGES/User-Interface.po | 8 ++++---- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 +- 4 files changed, 14 insertions(+), 14 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index efb511c666..bcacc102c9 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -139,7 +139,7 @@ msgstr "自定义矿柱" #: ../../../CREDITS.md:35 msgid "Select next idle harvester hotkey" -msgstr "选择下一个空闲矿车热键" +msgstr "选择下一个空闲矿车快捷键" #: ../../../CREDITS.md:36 msgid "Interceptor enhancement" @@ -231,7 +231,7 @@ msgstr "图标排序优先级" #: ../../../CREDITS.md:61 msgid "Tab hotkey placement fix" -msgstr "标签热键放置修复" +msgstr "标签快捷键放置修复" #: ../../../CREDITS.md:62 msgid "Producing progress indicators" @@ -283,7 +283,7 @@ msgstr "**secsome (SEC-SOME)**:" #: ../../../CREDITS.md:74 msgid "Debug info dump hotkey" -msgstr "输出对象信息热键" +msgstr "输出对象信息快捷键" #: ../../../CREDITS.md:75 msgid "Refactoring & porting of Ares helper code" @@ -659,7 +659,7 @@ msgstr "核弹载体与载荷武器 `Bright` 修复" #: ../../../CREDITS.md:170 msgid "Display damage numbers hotkey command" -msgstr "显示伤害数字热键命令" +msgstr "显示伤害数字快捷键命令" #: ../../../CREDITS.md:171 msgid "`TransactMoney.Display`" @@ -1073,7 +1073,7 @@ msgstr "显示指示者和抑制者范围" #: ../../../CREDITS.md:276 msgid "Dump variables to file on scenario end / hotkey" -msgstr "在场景结束/按下热键时将变量输出至文件" +msgstr "在场景结束/按下快捷键时将变量输出至文件" #: ../../../CREDITS.md:277 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po index 5b6fc39571..6ca02d4b47 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po @@ -116,7 +116,7 @@ msgid "" "will move upwards after appearing. Available only if `DebugKeysEnabled` " "under `[GlobalControls]` is set to true in `rulesmd.ini`." msgstr "" -"有一个[新的热键](User-Interface.md#display-damage-" +"有一个[新的快捷键](User-Interface.md#display-damage-" "numbers)可以开关是否显示对单位与建筑造成的精确伤害数字。伤害数字以红色显示(对护盾为蓝色),治疗性质的伤害以绿色显示(对护盾为青色)。这些数字会显示在受影响的单位上,并在出现后向上移动。仅当" " `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" @@ -143,7 +143,7 @@ msgid "" "`DebugKeysEnabled` under `[GlobalControls]` is set to true in " "`rulesmd.ini`." msgstr "" -"有一个[新的热键](User-Interface.md#dump-object-info)可以在按下时输出被选中/鼠标悬停于其上的对象的信息。仅当" +"有一个[新的快捷键](User-Interface.md#dump-object-info)可以在按下时输出被选中/鼠标悬停于其上的对象的信息。仅当" " `rulesmd.ini` 中 `[GlobalControls]` 下的 `DebugKeysEnabled` 设为 true 时可用。" #: ../../Miscellanous.md:45 @@ -154,7 +154,7 @@ msgstr "进入逐帧模式" msgid "" "There's a [new hotkey](User-Interface.md#toggle-frame-by-frame-mode) to " "execute the game frame by frame for development usage." -msgstr "有一个[新的热键](User-Interface.md#toggle-frame-by-frame-mode)可以逐帧执行游戏以便开发。" +msgstr "有一个[新的快捷键](User-Interface.md#toggle-frame-by-frame-mode)可以逐帧执行游戏以便开发。" #: ../../Miscellanous.md:48 msgid "" @@ -173,7 +173,7 @@ msgid "" "`globals.ini`. Available only if `DebugKeysEnabled` under " "`[GlobalControls]` is set to true in `rulesmd.ini`." msgstr "" -"有一个[新的热键](User-Interface.md#save-variables)可以将所有局部变量写入 `locals.ini` " +"有一个[新的快捷键](User-Interface.md#save-variables)可以将所有局部变量写入 `locals.ini` " "并将所有全局变量写入 `globals.ini`。仅当 `rulesmd.ini` 中 `[GlobalControls]` 下的 " "`DebugKeysEnabled` 设为 true 时可用。" diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index 094ce2a108..eafc2be19d 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -159,7 +159,7 @@ msgid "" " points and can be turned on or off via a [new hotkey](#toggle-digital-" "display)." msgstr "" -"现在你可以配置各种类型的数字化计数器来显示科技类型的属性,例如生命值或护盾值,并且可以通过一个[新的热键](#toggle-digital-" +"现在你可以配置各种类型的数字化计数器来显示科技类型的属性,例如生命值或护盾值,并且可以通过一个[新的快捷键](#toggle-digital-" "display)开启或关闭。" #: ../../User-Interface.md:38 @@ -514,7 +514,7 @@ msgid "" "units to the group if there are no normal priority units among the " "appended ones." 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(类型选择热键" +"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 @@ -752,7 +752,7 @@ msgid "" " 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” 热键](#toggle-designator-range)来切换(如果在 mod 中启用)。" +"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 msgid "" @@ -908,7 +908,7 @@ msgstr "" #: ../../User-Interface.md:306 msgid "Hotkey Commands" -msgstr "热键指令" +msgstr "快捷键命令" #: ../../User-Interface.md:308 msgid "`[ ]` Display Damage Numbers" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 4b7d44e620..689c669008 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1607,7 +1607,7 @@ msgstr "在运输工具内重装填弹药(by Starkku)" #: ../../Whats-New.md:445 msgid "Dump variables to file on scenario end / hotkey (by Morton)" -msgstr "在场景结束/按下热键时将变量输出至文件(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:446 msgid "" From 6f5874d0150569eaf8d9b59bc19cb6cccc97b336 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 03:51:46 +0800 Subject: [PATCH 11/80] [cn] update --- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 1 + docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 1 + docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 1 + 3 files changed, 3 insertions(+) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index d451c1c01e..823ec07a06 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1837,6 +1837,7 @@ 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:462 msgid "**tyuah8**:" 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 b6057758da..049d1ae5de 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 @@ -1291,6 +1291,7 @@ msgid "" "Fixed 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。" #: ../../Fixed-or-Improved-Logics.md:211 msgid "Fixes / interactions with other extensions" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index ea5806ca33..ee29d19e8d 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -2710,6 +2710,7 @@ msgid "" "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:641 ../../Whats-New.md:718 ../../Whats-New.md:882 #: ../../Whats-New.md:924 ../../Whats-New.md:937 ../../Whats-New.md:961 From b712feb6411635f0f7c762a8e1fc4ce199c9c6ae Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 04:36:46 +0800 Subject: [PATCH 12/80] + --- docs/Whats-New.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 616f68541a..73a21e815b 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -319,6 +319,7 @@ New: - Custom exit cell for infantry factory (by Starkku) - Option for vehicles to keep target when issued move command (by Starkku) - Skip anim delay for burst fire (by TaranDahl) +- Extending `Power` to all TechnoTypes (by Morton) - New Parabola trajectory (by CrimRecya) - Type select for buildings (code by TaranDahl, doc by Ollerus) - Raise alert when technos are taking damage (by TaranDahl) @@ -332,7 +333,6 @@ New: - Extended gattling rate down logic (by CrimRecya) - Sell or undeploy building on impact (by CrimRecya) - No rearm and reload in EMP or temporal (by CrimRecya) -- Draw visual effects for airburst weapons (by CrimRecya) - Technos recount current burst index when change the firing weapon (by CrimRecya) - Shield armor inheritance customization (by Ollerus) - Damaged unit image changes (by Fryone) @@ -528,8 +528,8 @@ New: - Allow infantry to use land sequences in water (by Starkku) - `` can now be used as owner for pre-placed objects on skirmish and multiplayer maps (by Starkku) - Allow customizing charge turret delays per burst on a weapon (by Starkku) +- Draw visual effects for airburst weapons (by CrimRecya) - Unit `Speed` setting now accepts floating point values (by Starkku) -- Extending `Power` to all TechnoTypes (by Morton) Vanilla fixes: - Allow AI to repair structures built from base nodes/trigger action 125/SW delivery in single player missions (by Trsdy) From e5d3524caaee5e98d3995826f4ef77d050840a2a Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 19:27:33 +0800 Subject: [PATCH 13/80] [cn] update --- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 7 +++++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 ++ 2 files changed, 7 insertions(+), 2 deletions(-) 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 407f1d77fd..7c4bca6d10 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 @@ -2560,12 +2560,14 @@ msgid "" "coordinate to match that of the intended target instead of projectile's " "current position." 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:575 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:576 msgid "" @@ -2592,6 +2594,7 @@ msgid "" "can be used to scatter the source or 'firing' coordinate around the " "original coordinate." 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:581 msgid "" @@ -2753,9 +2756,8 @@ msgid "Technos" msgstr "科技类型" #: ../../Fixed-or-Improved-Logics.md:650 -#, fuzzy msgid "Alternate FLH customizations" -msgstr "自定义战斗闪光" +msgstr "跟随炮塔旋转的 `AlternateFLH`" #: ../../Fixed-or-Improved-Logics.md:652 msgid "" @@ -2764,6 +2766,7 @@ msgid "" "multiple mind control link offsets etc. is calculated relative to the " "unit's turret if available or body." 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:655 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 8075aa85cf..9049f5bb58 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1195,12 +1195,14 @@ 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:353 msgid "" "[AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-" "flh-customizations) (by Starkku)" msgstr "" +"[AlternateFLH 跟随炮塔开关](Fixed-or-Improved-Logics.md#alternate-flh-customizations)(by Starkku)" #: ../../Whats-New.md:355 ../../Whats-New.md:536 ../../Whats-New.md:848 #: ../../Whats-New.md:960 ../../Whats-New.md:987 ../../Whats-New.md:1026 From 1aa8fc6d12d778b6171e0c238bc619622d1f7bc2 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Sun, 6 Apr 2025 00:31:20 +0800 Subject: [PATCH 14/80] =?UTF-8?q?[en]=20ordinary=20correction=20[cn]=20mis?= =?UTF-8?q?sing=20"=E3=80=82"?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/New-or-Enhanced-Logics.md | 12 +++---- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 31 +++++++------------ 2 files changed, 18 insertions(+), 25 deletions(-) diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index f7448c563b..546db961a4 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -1619,7 +1619,7 @@ RecountBurst= ; boolean - 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 the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired. - `RevengeWeapon.AffectsHouses` can be used to filter which houses the damage that killed the TechnoType is allowed to come from to fire the weapon. - It is possible to grant revenge weapons through [attached effects](#attached-effects) as well. - - Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. + - If a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. In `rulesmd.ini`: ```ini @@ -1898,18 +1898,18 @@ While this feature can provide better performance than a large `CellSpread` valu ### Fire weapon when kill - `KillWeapon` will be fired at the target TechnoType's location once it's been killed by this Warhead. - - `KillWeapon.AffectsHouses` is used to filter which houses targets can belong to be considered valid for KillWeapon. -- Ìf a TechnoType has `SuppressKillWeapons` set to true, it will not trigger KillWeapon upon being killed. `SuppressKillWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. + - `KillWeapon.AffectsHouses` is used to filter which houses targets can belong to be considered valid for `KillWeapon`. +- If a TechnoType has `SuppressKillWeapons` set to true, it will not trigger `KillWeapon` upon being killed. `SuppressKillWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. In `rulesmd.ini`: ```ini -[SOMEWARHEAD] ; Warhead +[SOMEWARHEAD] ; WarheadType KillWeapon= ; WeaponType -KillWeapon.AffectsHouses=all ; list of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) +KillWeapon.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) [SOMETECHNO] ; TechnoType SuppressKillWeapons=false ; boolean -SuppressKillWeapons.Types= ; list of WeaponTypes +SuppressKillWeapons.Types= ; List of WeaponTypes ``` ### Generate credits on impact 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 1df582f928..9bcbf58452 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: 2025-04-06 00:26+0800\n" +"POT-Creation-Date: 2025-04-06 00:33+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -351,7 +351,7 @@ msgstr "`RevengeWeapon` 可用于通过 AE 为被附加对象设置一个临时 msgid "" "`RevengeWeapon.AffectsHouses` customizes which houses can trigger the " "revenge weapon." -msgstr "`RevengeWeapon.AffectsHouses` 定义哪些所属方可以触发这个复仇武器" +msgstr "`RevengeWeapon.AffectsHouses` 定义哪些所属方可以触发这个复仇武器。" #: ../../New-or-Enhanced-Logics.md:48 msgid "" @@ -6117,7 +6117,7 @@ msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器 #: ../../New-or-Enhanced-Logics.md:1622 msgid "" -"Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not " +"If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " "list WeaponTypes affected by this, if none are listed all WeaponTypes are" " affected." @@ -6885,44 +6885,42 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:1901 msgid "" "`KillWeapon.AffectsHouses` is used to filter which houses targets can " -"belong to be considered valid for KillWeapon." +"belong to be considered valid for `KillWeapon`." msgstr "" #: ../../New-or-Enhanced-Logics.md:1902 msgid "" -"Ìf a TechnoType has `SuppressKillWeapons` set to true, it will not " -"trigger KillWeapon upon being killed. `SuppressKillWeapons.Types` can be " +"If a TechnoType has `SuppressKillWeapons` set to true, it will not " +"trigger `KillWeapon` upon being killed. `SuppressKillWeapons.Types` can be " "used to list WeaponTypes affected by this, if none are listed all " "WeaponTypes are affected." msgstr "" #: ../../New-or-Enhanced-Logics.md:1905 msgid "" -"[SOMEWARHEAD] ; Warhead\n" +"[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" -"KillWeapon.AffectsHouses=all ; list of Affected House Enumeration " +"KillWeapon.AffectsHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "\n" "[SOMETECHNO] ; TechnoType\n" "SuppressKillWeapons=false ; boolean\n" -"SuppressKillWeapons.Types= ; list of WeaponTypes\n" +"SuppressKillWeapons.Types= ; List of WeaponTypes\n" msgstr "" -"[SOMEWARHEAD] ; Warhead\n" +"[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" -"KillWeapon.AffectsHouses=all ; list of Affected House Enumeration " +"KillWeapon.AffectsHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "\n" "[SOMETECHNO] ; TechnoType\n" "SuppressKillWeapons=false ; boolean\n" -"SuppressKillWeapons.Types= ; list of WeaponTypes\n" +"SuppressKillWeapons.Types= ; List of WeaponTypes\n" #: ../../New-or-Enhanced-Logics.md:1915 -#, fuzzy msgid "Generate credits on impact" msgstr "单位转换弹头" #: ../../New-or-Enhanced-Logics.md:1917 -#, fuzzy msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -6931,12 +6929,10 @@ msgstr "" "*[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:1920 -#, fuzzy msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在引爆时揭示整个地图的黑幕。" #: ../../New-or-Enhanced-Logics.md:1921 -#, fuzzy 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 " @@ -6953,21 +6949,18 @@ msgid "" msgstr "" #: ../../New-or-Enhanced-Logics.md:1923 -#, fuzzy msgid "" "`TransactMoney.Display.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:1924 -#, fuzzy 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 "`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:1927 -#, fuzzy msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " From 444f1e601de212d72dbe6cf2b8992e05cc9ba7c3 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Sun, 6 Apr 2025 01:20:37 +0800 Subject: [PATCH 15/80] [cn] update Fire weapon when kill (#1440) [Dehardcode] Prone speed customization (#1603) --- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 5 ++--- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 6 +++--- docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 7 ++++++- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 5 ++--- 4 files changed, 13 insertions(+), 10 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 10224d9c96..c39ba0cde3 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1727,7 +1727,7 @@ msgstr "自定义护盾继承单位护甲" #: ../../../CREDITS.md:436 msgid "Fire weapon when kill" -msgstr "" +msgstr "击杀武器" #: ../../../CREDITS.md:437 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" @@ -1843,9 +1843,8 @@ msgid "" 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:463 -#, fuzzy msgid "Prone speed customization" -msgstr "自定义子机生成间隔" +msgstr "自定义匍匐速度" #: ../../../CREDITS.md:464 msgid "**tyuah8**:" 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 66bae55049..ee4b6d1be0 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 @@ -2406,15 +2406,15 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:533 msgid "Infantry" -msgstr "" +msgstr "步兵" #: ../../Fixed-or-Improved-Logics.md:535 msgid "Prone speed customization" -msgstr "" +msgstr "自定义匍匐速度" #: ../../Fixed-or-Improved-Logics.md:537 msgid "In vanilla, infantry has hardcoded prone speed. Now you can customize it." -msgstr "" +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:540 msgid "" 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 9bcbf58452..b81469b0db 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 @@ -6874,19 +6874,21 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:1898 msgid "Fire weapon when kill" -msgstr "" +msgstr "击杀武器" #: ../../New-or-Enhanced-Logics.md:1900 msgid "" "`KillWeapon` will be fired at the target TechnoType's location once it's " "been 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:1901 msgid "" "`KillWeapon.AffectsHouses` is used to filter which houses targets can " "belong to be considered valid for `KillWeapon`." msgstr "" +"`KillWeapon.AffectsHouses` 用于筛选哪些所属方的目标可以触发 `KillWeapon`。" #: ../../New-or-Enhanced-Logics.md:1902 msgid "" @@ -6895,6 +6897,9 @@ msgid "" "used to list WeaponTypes affected by this, if none are listed all " "WeaponTypes are affected." msgstr "" +"如果单位 `SuppressKillWeapons` 设为 true " +"则其被击杀时不会触发 `KillWeapon`。`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:1905 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index cb459cb6f4..16c2e238a9 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1206,12 +1206,11 @@ msgstr "" #: ../../Whats-New.md:354 msgid "Fire weapon when kill (by Ollerus)" -msgstr "" +msgstr "击杀武器(by Ollerus)" #: ../../Whats-New.md:355 -#, fuzzy msgid "Prone speed customization (by TaranDahl)" -msgstr "自定义能否沉没以及沉没速度(by TaranDahl)" +msgstr "自定义匍匐速度(by TaranDahl)" #: ../../Whats-New.md:357 ../../Whats-New.md:538 ../../Whats-New.md:850 #: ../../Whats-New.md:962 ../../Whats-New.md:989 ../../Whats-New.md:1028 From 90a55304392472ec9b2ff85e10c5ec9adbbf615e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Sun, 6 Apr 2025 01:27:47 +0800 Subject: [PATCH 16/80] [en&cn] Whats-New.md add link Fire weapon when kill (#1440) [Dehardcode] Prone speed customization (#1603) --- docs/Whats-New.md | 4 ++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 8 ++++---- 2 files changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 3d0c57fb08..df3be1ed10 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -351,8 +351,8 @@ New: - Laser, electric bolt and rad beam scatter (by CrimRecya) - [Airburst weapon firing/source coordinate customizations](Fixed-or-Improved-Logics.md#airburst--splits) (by Starkku) - [AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-flh-customizations) (by Starkku) -- Fire weapon when kill (by Ollerus) -- Prone speed customization (by TaranDahl) +- [Fire weapon when kill](New-or-Enhanced-Logics.md#fire-weapon-when-kill) (by Ollerus) +- [Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-customization) (by TaranDahl) Vanilla fixes: - Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl) diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 16c2e238a9..9a01779fe7 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1205,12 +1205,12 @@ msgstr "" "customizations)(by Starkku)" #: ../../Whats-New.md:354 -msgid "Fire weapon when kill (by Ollerus)" -msgstr "击杀武器(by Ollerus)" +msgid "[Fire weapon when kill](New-or-Enhanced-Logics.md#fire-weapon-when-kill) (by Ollerus)" +msgstr "[击杀武器](New-or-Enhanced-Logics.md#fire-weapon-when-kill)(by Ollerus)" #: ../../Whats-New.md:355 -msgid "Prone speed customization (by TaranDahl)" -msgstr "自定义匍匐速度(by TaranDahl)" +msgid "[Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-customization) (by TaranDahl)" +msgstr "[自定义匍匐速度](Fixed-or-Improved-Logics.md#prone-speed-customization)(by TaranDahl)" #: ../../Whats-New.md:357 ../../Whats-New.md:538 ../../Whats-New.md:850 #: ../../Whats-New.md:962 ../../Whats-New.md:989 ../../Whats-New.md:1028 From 001f4742eca8d642855f3949c4983bd7868f4cff Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 00:38:22 +0800 Subject: [PATCH 17/80] [cn] update [Dehardcode]Customize damaged speed (#1606) --- docs/Fixed-or-Improved-Logics.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 2 +- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 5 +++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 4 ++-- 4 files changed, 7 insertions(+), 6 deletions(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 65b90896db..1011a63c62 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -891,7 +891,7 @@ JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or absolute - In vanilla, units using drive/ship loco will has hardcoded speed multiplier when damaged. Now you can customize it. - The max valuebale value is 1.0, you cannot make unit get faster on yellow condition by it. -In `rulesmd.ini` +In `rulesmd.ini`: ```ini [General] DamagedSpeed=0.75 ; floating point value, multiplier diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index db48c27388..daad194aa8 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1455,7 +1455,7 @@ msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" #: ../../../CREDITS.md:368 msgid "Customize damaged speed ratio of drive/ship loco" -msgstr "" +msgstr "自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速度比率" #: ../../../CREDITS.md:369 msgid "**Apollo** - Translucent SHP drawing patches" 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 cd6c7a40a5..cc818a3c05 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 @@ -3489,20 +3489,21 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:889 msgid "Damaged speed customization" -msgstr "" +msgstr "自定义伤残速度" #: ../../Fixed-or-Improved-Logics.md:891 msgid "" "In vanilla, units using drive/ship loco will has hardcoded speed " "multiplier when damaged. 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。" +"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:892 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:895 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 125bbcd774..4efffcb647 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1223,8 +1223,8 @@ msgid "" "[Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-" "Logics.md#damaged-speed-customization) (by NetsuNegi)" msgstr "" -"" -"" +"[自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速度比率](Fixed-or-Improved-" +"Logics.md#damaged-speed-customization)(by NetsuNegi)" #: ../../Whats-New.md:358 ../../Whats-New.md:539 ../../Whats-New.md:851 #: ../../Whats-New.md:963 ../../Whats-New.md:990 ../../Whats-New.md:1029 From 58a449d67311d7cce05c6ef4dadcbda3755a5b76 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 00:39:38 +0800 Subject: [PATCH 18/80] [cn] minor fix --- docs/locale/zh_CN/LC_MESSAGES/Contributing.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po index 77a1f1aa37..3a052d5d97 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po @@ -688,7 +688,7 @@ msgid "" "Defined-again hooks are exempt from this scheme due to impossibility to " "define different names for the same hook." msgstr "" -"工资函数必须按以下规则命名:`钩上的函数_钩子的功能` 或 " +"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 From df59ad6e154e55993d60c361792ff93ac7a3ab7c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 00:43:45 +0800 Subject: [PATCH 19/80] [cn] improve MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit build version "他" -> "它" --- docs/locale/zh_CN/LC_MESSAGES/General-Info.po | 4 ++-- docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 2 +- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 +- 3 files changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/General-Info.po b/docs/locale/zh_CN/LC_MESSAGES/General-Info.po index 9d39ce7156..5f0ca10e9d 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/General-Info.po +++ b/docs/locale/zh_CN/LC_MESSAGES/General-Info.po @@ -48,8 +48,8 @@ msgid "" "those versions with their mods if they want latest features, though we " "can't guarantee lack of bugs;" msgstr "" -"**开发版**:包含待测试功能的版本,采用 0 开始的简单数字编号,每次发布递增版本号。Mod 作者仍可在 Mod " -"中使用这类版本以获得最新功能,但我们无法保证它们没有 Bug。" +"**开发版**:包含待测试功能的版本,采用 `build-` 加上从 `0` 开始且每次发布后递增的简单数字编号作为版本号。Mod " +"作者仍可在 Mod 中使用这类版本以获得最新功能,但我们无法保证它们没有 Bug。" #: ../../General-Info.md:10 msgid "" 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 b81469b0db..5b59f90d66 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 @@ -5313,7 +5313,7 @@ msgid "" "blinking unless `DisguiseBlinkingVisibility` is set to `none` or " "`enemies`." 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他们的伪装闪烁,除非" +"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:1350 diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 4efffcb647..a4afb2af66 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -66,7 +66,7 @@ msgid "" "more than `[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) " "credits." msgstr "" -"现在 `[CrateRules] -> FreeMCV` 可以控制玩家是否会在他们没有任何建筑物或任何 `BaseUnit` 中的载具且资金超过 " +"现在 `[CrateRules] -> FreeMCV` 可以控制玩家是否会在它们没有任何建筑物或任何 `BaseUnit` 中的载具且资金超过 " "`[CrateRules] -> FreeMCV.CreditsThreshold`(默认为 1500)时强制获得一个 `[General] ->" " BaseUnit` 中的单位。" From 2e38b614a151f917f20f11cb68929a0700c532cb Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 11:47:04 +0800 Subject: [PATCH 20/80] [cn] update [Dehardcode]Customize overpower logic (#1604) --- docs/Fixed-or-Improved-Logics.md | 36 +++++++++---------- docs/Whats-New.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 2 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 6 ++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 ++ 5 files changed, 26 insertions(+), 22 deletions(-) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 879c154253..3dcf06949a 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -492,6 +492,24 @@ Grinding.Weapon= ; WeaponType Grinding.Weapon.RequiredCredits=0 ; integer ``` +### Customize overpower logic + +- Now you can specific how building can be overpowerd. + +In `rulesmd.ini`: +```ini +[SOMEWARHEAD] +ElectricAssaultLevel=1 ; integer + +[SOMEBUILDING] +Overpower.KeepOnline=2 ; integer, negative values mean that cannot keep online +Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never be switched +``` + +```{note} +Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this. +``` + ### Exclude Factory from providing multiple factory bonus - It is now possible to exclude a building with `Factory` from counting towards `MultipleFactory` bonus. @@ -530,24 +548,6 @@ In `rulesmd.ini`: BuildingWaypoints=false ; boolean ``` -### Customize overpower logic - -- Now you can specific how building can be overpowerd. - -In `rulesmd.ini`: -```ini -[SOMEWARHEAD] -ElectricAssaultLevel=1 ; integer - -[SOMEBUILDING] -Overpower.KeepOnline=2 ; integer, negative values mean that cannot keep online -Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons can never be switched -``` - -```{note} -Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-docs/new/superweapons/types/battery.html) won't be affected by this. -``` - ## Infantry ### Prone speed customization diff --git a/docs/Whats-New.md b/docs/Whats-New.md index bb66795d2d..56b825d6fa 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -354,7 +354,7 @@ New: - [Fire weapon when kill](New-or-Enhanced-Logics.md#fire-weapon-when-kill) (by Ollerus) - [Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-customization) (by TaranDahl) - [Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-Logics.md#damaged-speed-customization) (by NetsuNegi) -- Customize overpower logic (by NetsuNegi) +- [Customize overpower logic](Fixed-or-Improved-Logics.md#customize-overpower-logic) (by NetsuNegi) Vanilla fixes: - Prevent the units with locomotors that cause problems from entering the tank bunker (by TaranDahl) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 16bc943cd6..487b8e54ab 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1459,7 +1459,7 @@ msgstr "自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速 #: ../../../CREDITS.md:369 msgid "Customize overpower logic" -msgstr "" +msgstr "自定义过载逻辑" #: ../../../CREDITS.md:370 msgid "**Apollo** - Translucent SHP drawing patches" 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 09fce71d41..b8be5ab17f 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 @@ -2408,11 +2408,11 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:533 msgid "Customize overpower logic" -msgstr "" +msgstr "自定义过载逻辑" #: ../../Fixed-or-Improved-Logics.md:535 msgid "Now you can specific how building can be overpowerd." -msgstr "" +msgstr "现在你可以设定建筑什么情形下才会过载。" #: ../../Fixed-or-Improved-Logics.md:538 msgid "" @@ -2439,6 +2439,8 @@ msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." 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:551 msgid "Infantry" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index ede78727d9..4914b36dc9 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1231,6 +1231,8 @@ msgid "" "[Customize overpower logic](Fixed-or-Improved-Logics.md#customize-" "overpower-logic) (by NetsuNegi)" msgstr "" +"[自定义过载逻辑](Fixed-or-Improved-Logics.md#customize-" +"overpower-logic)(by NetsuNegi)" #: ../../Whats-New.md:359 ../../Whats-New.md:540 ../../Whats-New.md:852 #: ../../Whats-New.md:964 ../../Whats-New.md:991 ../../Whats-New.md:1030 From 00c31e406e2a4ef970e88b61eee1898bdc8e1c09 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 11:58:41 +0800 Subject: [PATCH 21/80] [cn] ifx & improve --- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 4914b36dc9..34415101f9 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -66,7 +66,7 @@ msgid "" "more than `[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) " "credits." msgstr "" -"现在 `[CrateRules] -> FreeMCV` 可以控制玩家是否会在它们没有任何建筑物或任何 `BaseUnit` 中的载具且资金超过 " +"现在 `[CrateRules] -> FreeMCV` 可以控制玩家是否会在他们没有任何建筑物或任何 `BaseUnit` 中的载具且资金超过 " "`[CrateRules] -> FreeMCV.CreditsThreshold`(默认为 1500)时强制获得一个 `[General] ->" " BaseUnit` 中的单位。" From 6d5b022b0ac090cb97d680148a201341c1a7f99e Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 12:20:10 +0800 Subject: [PATCH 22/80] [cn] improve index.po --- docs/locale/zh_CN/LC_MESSAGES/Contributing.po | 2 +- .../zh_CN/LC_MESSAGES/User-Interface.po | 4 +- docs/locale/zh_CN/LC_MESSAGES/index.po | 57 ++++++++++--------- 3 files changed, 32 insertions(+), 31 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po index 3a052d5d97..cdb357cf29 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po @@ -868,7 +868,7 @@ msgid "" "any other repository, so the changes can be synchronized to Phobos and " "you don't need to rename stuff by hand." 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。您可以像操作普通仓库一样打开它,因此变更可以同步到 " +"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 diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index eafc2be19d..24aa6082ad 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -1648,7 +1648,7 @@ 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。您可以使用新增的标签控制最大文本宽度(不包括边框)。" +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 msgid "" @@ -1741,7 +1741,7 @@ msgstr "" 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,请确保您的确想要启用此效果,否则请保持 0.0 以禁用。" +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 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/index.po b/docs/locale/zh_CN/LC_MESSAGES/index.po index 1f7a8d8e04..6848f86875 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/index.po +++ b/docs/locale/zh_CN/LC_MESSAGES/index.po @@ -68,7 +68,7 @@ msgstr "![Phobos YR Engine Extension](logo.png)" #: ../../../README.md:2 msgid "Phobos YR Engine Extension" -msgstr "Phobos——尤里的复仇引擎扩展" +msgstr "Phobos——尤里的复仇扩展引擎" #: ../../../README.md:4 msgid "" @@ -141,17 +141,17 @@ msgid "" "Developers/Ares) rather than replace it, thus it won't introduce " "incompatibilities." msgstr "" -"...是一个社区引擎扩展项目,基于 [修改后的 YRpp](https://github.com/Metadorius/YRpp) 与 " -"[Syringe](https://github.com/Ares-Developers/Syringe) 为《尤里的复仇》提供一系列新功能和 " -"Bug 修复。它旨在与 [Ares](https://github.com/Ares-Developers/Ares) " -"引擎配套使用,而非取而代之,因此不会带来不兼容问题。" +"...是一个社区引擎扩展项目,它基于 [自定义 YRpp](https://github.com/Metadorius/YRpp) 与 " +"[Syringe](https://github.com/Ares-Developers/Syringe) 为《尤里的复仇》提供一系列新功能和" +"修复。它旨在与 [Ares](https://github.com/Ares-Developers/Ares) " +"引擎搭配使用,而非取而代之,因此不会带来不兼容问题。" #: ../../../README.md:17 msgid "" "While Phobos is independent of Ares and does NOT require Ares " "specifically to function, Phobos complements some of the features found " "in Ares and vice versa." -msgstr "虽然 Phobos 独立于 Ares 并且不需要 Ares 即可运行,但 Phobos 补充了 Ares 的一些功能,反之亦然。" +msgstr "虽然 Phobos 独立于 Ares 且无需 Ares 即可运行,但 Phobos 补充了 Ares 的一些功能,反之亦然。" #: ../../../README.md:19 msgid "EA has not endorsed and does not support this product." @@ -169,14 +169,14 @@ msgid "" " we understand that many may not know English as well as their native " "language and/or may have trouble accessing Discord." msgstr "" -"由于该项目是国际性的,而英语是目前最常用的第二语言,因此英语是该项目的主要语言。 " -"但我们并不限制创建特定语言的社区群组,因为我们知道很多人的英语可能不如母语好,而且/或者在访问 Discord 时可能会遇到困难。" +"由于这是一个国际性的项目而英语是目前最常用的第二语言,因此英语是该项目的主要语言。 " +"不过我们并不限制创建特定语言的社区群组,因为我们知道很多人的英语可能不如母语那样好,而且/或者在访问 Discord 时可能会遇到困难。" #: ../../../README.md:26 msgid "" "**[🌐 International Discord channel on C&C Mod " "Haven](https://discord.gg/sZeMzz6qVg)**" -msgstr "**[🌐C&C Mod Haven 的国际 Discord 频道](https://discord.gg/sZeMzz6qVg)**" +msgstr "**[🌐C&C Mod Haven 国际 Discord 频道](https://discord.gg/sZeMzz6qVg)**" #: ../../../README.md:27 #, python-format @@ -194,7 +194,7 @@ msgstr "下载" #: ../../../README.md:32 msgid "You can choose one of the following:" -msgstr "你可以选择下列方式:" +msgstr "你可以选择以下版本:" #: ../../../README.md:33 msgid "" @@ -222,7 +222,7 @@ msgid "" msgstr "" "[最新的每夜构建版本](https://nightly.link/Phobos-" "developers/Phobos/blob/develop/.github/workflows/nightly.yml) " -"(添加了尚未发布的功能,这些功能将在下一个开发分支版本中推出)" +"(添加了尚未发布的功能,这些功能将在下一个开发版本中推出)" #: ../../../README.md:36 msgid "" @@ -251,9 +251,10 @@ msgid "" "green tick, open the workflow, find and download the build artifact. This" " is limited to authorized users only." msgstr "" -"后两个版本是前瞻版本(不要在测试之外重新分发它们!),并且在游戏中显示了版本构建信息(提交和分支/标签),无法关闭。你可以通过自动机器人的评论获取任何最新拉取请求的开发分支版本(上面的链接),这些评论会出现在对应页面中,并包含该分支最新一次成功编译的" -" Phobos 版本。此外,你可以手动从 GitHub Actions 运行中获取工件。你可以获取一个通过 GitHub Actions " -"工作流自动构建的特定提交的工件,只需要点击绿色对钩,打开工作流,找到并下载工件。这仅限于注册用户。" +"后两个版本是前瞻版本(不要在测试之外重新分发它们!)并且它们会在游戏中显示无法关闭的版本构建信息(提交和分支/标签)。" +"你可以通过开发分支(上方链接)获取一个构建版本以及在拉取请求中通过自动化机器人的评论获取其开发分支上任何最新成功编译的 Phobos " +"版本。注意**只有当拉取请求没有合并冲突时**才会生成。此外,你可以手动运行 GitHub Actions 来获取一个由工作流自动生成的工件。" +"只需要点击绿色勾号,打开工作流页面,找到并下载对应的工件。这仅限于被授权的用户执行。" #: ../../../README.md:42 msgid "Installation and Usage" @@ -269,9 +270,9 @@ msgid "" "feature set, just drop all the files from the archive except " "documentation folder into your game folder." msgstr "" -"如果您的 mod 中还没有安装 Syringe,可以连同 [最新版 Ares " +"如果你的 mod 中还没有安装 Syringe,可以连同 [最新版 Ares " "软件包](https://launchpad.net/ares/+download) 一同下载。安装时,只需将 `Syringe.exe` " -"拖入游戏根目录(即您的 `gamemd.exe` 所在的位置)。强烈建议同时**安装 Ares** 以获得完整的 Phobos " +"置入游戏根目录(即你 `gamemd.exe` 所在的位置)。强烈建议同时 **安装 Ares** 以获得完整的 Phobos " "功能体验,只需将压缩包中除 Documentation 目录之外的所有文件放入游戏根目录即可。" #: ../../../README.md:46 @@ -287,7 +288,7 @@ msgstr "" #: ../../../README.md:47 msgid "Place those files in the game folder (where your `gamemd.exe` is located)." -msgstr "将这些文件放入游戏根目录(即您的 `gamemd.exe` 所在的位置)。" +msgstr "将这些文件放入游戏根目录(即你的 `gamemd.exe` 所在的位置)。" #: ../../../README.md:48 msgid "" @@ -299,7 +300,7 @@ msgid "" msgstr "" "要使用 Phobos(以及所有其他已安装且兼容的 Syringe 拓展引擎,包括 Ares)启动游戏,你需要在命令行中执行 " "`Syringe.exe \"gamemd.exe\" [gamemd.exe 的命令行参数]`(如果不需要参数,请省略)。Ares 软件包中的 " -"`RunAres.bat` 也有相同的功能,因此也可以使用。" +"`RunAres.bat` 也有相同的功能,因此你也同样可以使用它来启动。" #: ../../../README.md:50 msgid "" @@ -311,9 +312,9 @@ msgid "" "Starkku](https://github.com/Starkku/cncnet-client-mod-base) which is " "compatible with Ares and Phobos out of the box." msgstr "" -"如果您已经在 mod 中使用了 Ares,只需将上述 Phobos 文件放到游戏根目录中,Syringe 就会自动加载 " -"Phobos。这也适用于使用 XNA 客户端和 Syringe 的 mod;如果您的 mod 尚未使用 Syringe 和 " -"Ares(或者您尚未设置客户端),我们建议您使用 [Starkku 的 CnCNet 客户端 mod " +"如果你已经在 mod 中使用了 Ares,只需将上述 Phobos 文件放到游戏根目录中,Syringe 就会自动加载 " +"Phobos。这也适用于使用 XNA 客户端和 Syringe 的 mod;如果你的 mod 尚未使用 Syringe 和 " +"Ares(或者你尚未设置客户端),我们建议你使用 [Starkku 的 CnCNet 客户端 mod " "基底](https://github.com/Starkku/cncnet-client-mod-base),它与 Ares 和 Phobos " "兼容并且开袋即食。" @@ -323,7 +324,7 @@ msgid "" "supplementaries repo](https://github.com/Phobos-" "developers/PhobosSupplementaries)." msgstr "" -"您可能用到的其他文件与工具位于 [Phobos 补充资源库](https://github.com/Phobos-" +"你可能用到的其他文件与工具位于 [Phobos 补充资源库](https://github.com/Phobos-" "developers/PhobosSupplementaries)。" #: ../../../README.md:54 @@ -331,7 +332,7 @@ msgid "" "By default Phobos doesn't do any very noticeable changes except a few " "bugfixes. To learn how to use Phobos features head over to official " "documentation." -msgstr "在默认情况下 Phobos 不会做任何非常明显的更改,除了一些错误修复。要了解如何使用 Phobos 功能,请参阅官方文档。" +msgstr "在默认情况下除一些错误修复外 Phobos 不会作出任何非常明显的更改。要了解如何使用 Phobos 功能,请参阅官方文档。" #: ../../../README.md:56 msgid "Documentation" @@ -363,7 +364,7 @@ msgid "" "You can switch between versions (displays latest develop nightly version " "by default) in the bottom right corner, as well as download a PDF " "version." -msgstr "您可以在右下角切换版本(默认显示最新开发的每夜构建版本),也可以下载 PDF 版本(PDF 下载功能仅限英文文档)。" +msgstr "你可以在右下角切换版本(默认显示最新开发的每夜构建版本),也可以下载 PDF 版本(PDF 下载功能仅限英文文档)。" #: ../../../README.md:65 msgid "" @@ -426,7 +427,7 @@ msgid "" "**command line scripts** included with the project is also an option." msgstr "" "使用 `.vsconfig` 中列出的依赖项安装 **Visual Studio** " -"(建议安装2022版,最低安装2019版)(打开项目时会提示安装缺失的依赖项,也可以运行 VS 安装程序并导入配置)。如果您更喜欢使用 " +"(建议安装2022版,最低安装2019版)(打开项目时会提示安装缺失的依赖项,也可以运行 VS 安装程序并导入配置)。如果你更喜欢使用 " "**Visual Studio Code**,也可以使用 `.vsconfig` 中的依赖项安装 **VS Build " "Tools**。也可以不使用代码编辑器或集成开发环境而是通过项目中包含的 **命令行脚本** 进行构建。" @@ -434,7 +435,7 @@ msgstr "" msgid "" "Clone this repo recursively via your favorite git client (that will also " "clone YRpp)." -msgstr "通过您最喜欢的 git 客户端递归克隆该仓库(也会同时克隆 YRpp)。" +msgstr "通过你最喜欢的 git 客户端递归克隆该仓库(也会同时克隆 YRpp)。" #: ../../../README.md:88 msgid "To build the extension:" @@ -527,9 +528,9 @@ msgid "" "(make it open Phobos GitHub page for extra fanciness), linking to Phobos " "repository, contributing or donating to us via the links above." msgstr "" -"感谢所有使用 Phobos、测试更改和报告 Bug 的人!您可以在您的客户端/启动器中展示我们的 Logo(单色版本可在 " +"感谢所有使用 Phobos、测试更改和报告 Bug 的人!你可以在你的客户端/启动器中展示我们的 Logo(单色版本可在 " "[此处](https://github.com/Phobos-developers/Phobos/blob/develop/logo-" -"mono.png) 获取)来表达您的感谢和为本项目提供助力(可以让它能够点击打开 Phobos GitHub 页面以显得更豪华),或者通过链接到 Phobos " +"mono.png) 获取)来表达你的感谢和为本项目提供助力(可以让它能够点击打开 Phobos GitHub 页面以显得更豪华),或者通过链接到 Phobos " "的仓库、通过上方的链接向我们贡献代码或进行捐赠。" #: ../../../README.md:112 From 273af62cd3ffe58dc2c6514da5335d7cd99e3925 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 12:25:23 +0800 Subject: [PATCH 23/80] Optimization of Community Navigation Names --- docs/locale/zh_CN/LC_MESSAGES/index.po | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/index.po b/docs/locale/zh_CN/LC_MESSAGES/index.po index 6848f86875..377b69a929 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/index.po +++ b/docs/locale/zh_CN/LC_MESSAGES/index.po @@ -176,7 +176,7 @@ msgstr "" msgid "" "**[🌐 International Discord channel on C&C Mod " "Haven](https://discord.gg/sZeMzz6qVg)**" -msgstr "**[🌐C&C Mod Haven 国际 Discord 频道](https://discord.gg/sZeMzz6qVg)**" +msgstr "**[🌐国际性的 Discord 频道:C&C Mod Haven](https://discord.gg/sZeMzz6qVg)**" #: ../../../README.md:27 #, python-format @@ -185,7 +185,7 @@ msgid "" "bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--" "ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659)(630590659)" msgstr "" -"[Phobos 中文用户 QQ 群](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--" +"[🇨🇳 中文 QQ 群组:Phobos CN](http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=f_h7TZoVX_8--" "ZedVFBMmjRrLBIzjMKJ&authKey=QfNyW4DZUFqL3ZKzGL5PgLUWTnISj0myWn4WGtPPQmi3F%2FP3vfnuBd3YjLFk%2BU94&noverify=0&group_code=630590659)(630590659)" #: ../../../README.md:29 From 043a5cd7e4d5142c54687cf72ba7ce56921ce8be Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Tue, 8 Apr 2025 16:50:23 +0800 Subject: [PATCH 24/80] New Dropdowns --- docs/Miscellanous.md | 21 +- docs/Whats-New.md | 70 +- docs/conf.py | 3 +- docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po | 76 +- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 1338 +++++++++-------- docs/requirements.txt | 1 + 6 files changed, 763 insertions(+), 746 deletions(-) diff --git a/docs/Miscellanous.md b/docs/Miscellanous.md index 77006d8744..69a8e6f4db 100644 --- a/docs/Miscellanous.md +++ b/docs/Miscellanous.md @@ -118,15 +118,20 @@ CampaignDefaultGameSpeed=4 ; integer Currently there is no way to set desired FPS directly. Use the generator below to get required values. The generator supports values from 10 to 60. ``` -
-Click to show the generator
点击显示生成器
- -

-Results (remember to replace N with your game speed number!):
-  结果 (别忘了把 N 替换成你的游戏速度编号): +:::{dropdown} Click to show the generator +Enter desired FPS +

+ +
+ +Results (remember to replace N with your game speed number!): + +

-
+ +::: +