diff --git a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po index 69e7329be7..ee3e9be29b 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po +++ b/docs/locale/zh_CN/LC_MESSAGES/AI-Scripting-and-Mapping.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-06-08 23:19+0800\n" +"POT-Creation-Date: 2025-08-16 01:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -132,13 +132,13 @@ msgstr "" "你可以通过设置 `[Basic] -> RepairBaseNodes` 来全局控制,或者在特定地图文件的 `[Some House]` " "中设置同名标签。局部标签会覆盖全局。" -#: ../../AI-Scripting-and-Mapping.md:24 ../../AI-Scripting-and-Mapping.md:99 -#: ../../AI-Scripting-and-Mapping.md:201 ../../AI-Scripting-and-Mapping.md:422 +#: ../../AI-Scripting-and-Mapping.md:24 ../../AI-Scripting-and-Mapping.md:102 +#: ../../AI-Scripting-and-Mapping.md:204 ../../AI-Scripting-and-Mapping.md:425 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../AI-Scripting-and-Mapping.md:30 ../../AI-Scripting-and-Mapping.md:57 -#: ../../AI-Scripting-and-Mapping.md:92 +#: ../../AI-Scripting-and-Mapping.md:30 ../../AI-Scripting-and-Mapping.md:60 +#: ../../AI-Scripting-and-Mapping.md:95 msgid "In map file:" msgstr "在地图文件:" @@ -153,23 +153,22 @@ msgid "" " used if there are no values defined for the map itself." msgstr "现在可以为单人战役地图的载入图像素偏移值和载入图图像以及色盘设置默认值,如果地图自身没有定义这些那么会将其作为默认值使用。" -#: ../../AI-Scripting-and-Mapping.md:39 -msgid "" -"Despite the key name being `DefaultLS800BkgdPal`, this applies " -"to both shapes just like the original scenario-specific `LS800BkgdPal` " -"does." -msgstr "尽管标签名为 `DefaultLS800BkgdPal`,但实际上就像原本游戏中的 `LS800BkgdPal` 那样适用于两种情况。" - -#: ../../AI-Scripting-and-Mapping.md:41 ../../AI-Scripting-and-Mapping.md:67 -#: ../../AI-Scripting-and-Mapping.md:85 +#: ../../AI-Scripting-and-Mapping.md:40 ../../AI-Scripting-and-Mapping.md:70 +#: ../../AI-Scripting-and-Mapping.md:88 msgid "In `missionmd.ini`:" msgstr "在 `missionmd.ini`:" #: ../../AI-Scripting-and-Mapping.md:53 +msgid "" +"Despite the key name being `DefaultLS800BkgdPal`, this applies to both " +"shapes just like the original scenario-specific `LS800BkgdPal` does." +msgstr "尽管标签名为 `DefaultLS800BkgdPal`,但实际上就像原本游戏中的 `LS800BkgdPal` 那样适用于两种情况。" + +#: ../../AI-Scripting-and-Mapping.md:56 msgid "MCV redeploying" msgstr "基地车重部署" -#: ../../AI-Scripting-and-Mapping.md:55 +#: ../../AI-Scripting-and-Mapping.md:58 msgid "" "You can now decide whether MCV can redeploy in singleplayer campaign " "missions by setting `[Basic] -> MCVRedeploys`. Overrides " @@ -179,11 +178,11 @@ msgstr "" "现在你可以通过设置 `[Basic] -> MCVRedeploys` 来决定单人战役中的基地车能否重部署。这会覆盖 " "`[MultiplayerDialogSettings] -> MCVRedeploys` 但仅生效于单人战役地图中。" -#: ../../AI-Scripting-and-Mapping.md:63 +#: ../../AI-Scripting-and-Mapping.md:66 msgid "Set par times and related string labels in missionmd.ini" msgstr "在 missionmd.ini 中设置最佳时间和相关字符串条目" -#: ../../AI-Scripting-and-Mapping.md:65 +#: ../../AI-Scripting-and-Mapping.md:68 msgid "" "By default the singleplayer mission par times and message strings are " "defined in `[Ranking]` section of the map file itself. These can now also" @@ -193,11 +192,11 @@ msgstr "" "默认情况下单人战役地图的最佳通关时间和消息文本是在地图文件自身的 `[Ranking]` 小节中定义的。现在也可以在 " "`missionmd.ini` 的地图文件小节中设置这些值,并且这些值会优先于地图文件中的设置,若未设置则使用地图文件中的内容为默认值。" -#: ../../AI-Scripting-and-Mapping.md:79 +#: ../../AI-Scripting-and-Mapping.md:82 msgid "Show briefing dialog on startup" msgstr "启动时显示简报对话框" -#: ../../AI-Scripting-and-Mapping.md:81 +#: ../../AI-Scripting-and-Mapping.md:84 msgid "" "You can now have the briefing dialog screen show up on singleplayer " "campaign mission startup by setting `ShowBriefing` to true in map file's " @@ -209,7 +208,7 @@ msgstr "" "true 来使简报对话框在单人战役地图启动时显示。用户可以通过在 `RA2MD.INI` 中设置 `ShowBriefing` 为 false " "来禁用这一功能。" -#: ../../AI-Scripting-and-Mapping.md:82 +#: ../../AI-Scripting-and-Mapping.md:85 msgid "" "`BriefingTheme` (In order of precedence from highest to lowest: map file," " `missionmd.ini`, side entry in `rulesmd.ini`) can be used to define a " @@ -219,7 +218,7 @@ msgstr "" "`BriefingTheme`(按优先级从高到低的顺序为:地图文件、`missionmd.ini`、`rulesmd.ini` " "中的阵营条目)可以用来定义在简报界面播放的自定义主题。若未设置则载入图主题会一直播放直至游戏场景实际开始。" -#: ../../AI-Scripting-and-Mapping.md:83 +#: ../../AI-Scripting-and-Mapping.md:86 msgid "" "String labels for the startup briefing dialog screen's resume button as " "well as the button's status bar text can be customized by setting " @@ -231,27 +230,27 @@ msgstr "" "`ShowBriefingResumeButtonStatusLabel` " "来自定义启动简报对话框界面恢复按钮的字符串标签以及按钮的状态文本。它们默认为在其他情况下打开简报对话框界面时使用相同的标签" -#: ../../AI-Scripting-and-Mapping.md:105 +#: ../../AI-Scripting-and-Mapping.md:108 msgid "In `uimd.ini`:" msgstr "在 `uimd.ini`:" -#: ../../AI-Scripting-and-Mapping.md:112 +#: ../../AI-Scripting-and-Mapping.md:115 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" -#: ../../AI-Scripting-and-Mapping.md:118 +#: ../../AI-Scripting-and-Mapping.md:121 msgid "Script Actions" msgstr "脚本动作" -#: ../../AI-Scripting-and-Mapping.md:120 +#: ../../AI-Scripting-and-Mapping.md:123 msgid "`10000-10999` Ingame Actions" msgstr "`10000-10999` 游戏内行为" -#: ../../AI-Scripting-and-Mapping.md:122 +#: ../../AI-Scripting-and-Mapping.md:125 msgid "`10000-10049` Attack Actions" msgstr "`10000-10049` 攻击行为" -#: ../../AI-Scripting-and-Mapping.md:124 +#: ../../AI-Scripting-and-Mapping.md:127 msgid "" "These actions instruct the TeamType to use the TaskForce to approach and " "attack the target specified by the second parameter which is an index of " @@ -260,7 +259,7 @@ msgid "" "value)." msgstr "这些行为通过第二个参数指示小队类型使用特遣部队接近并攻击目标,该参数是一个通用预定义组的索引。请参阅下表以了解可能的行为(第一个参数)和参量(第二个参数值)。" -#: ../../AI-Scripting-and-Mapping.md:125 +#: ../../AI-Scripting-and-Mapping.md:128 msgid "" "For threat-based attack actions `TargetSpecialThreatCoefficientDefault` " "and `EnemyHouseThreatBonus` tags from `rulesmd.ini` are accounted." @@ -268,14 +267,14 @@ msgstr "" "基于威胁值的攻击行为会考虑 `rulesmd.ini` 中的 `TargetSpecialThreatCoefficientDefault` 和 " "`EnemyHouseThreatBonus` 标签。" -#: ../../AI-Scripting-and-Mapping.md:126 +#: ../../AI-Scripting-and-Mapping.md:129 msgid "" "All aircraft that attack other air units will end the script. This " "behavior is intentional because without it aircraft had some bugs that " "weren't fixable at the time of developing the feature." msgstr "所有攻击其他空中单位的战机在执行此脚本时会直接将其结束。由于如果没有这一效果那么战机类在开发此功能时存在一些无法修复的 Bug 因此这种行为是故意的" -#: ../../AI-Scripting-and-Mapping.md:127 +#: ../../AI-Scripting-and-Mapping.md:130 msgid "" "`AITargetTypes` actions instruct the TeamType to use the TaskForce to " "approach and attack the target specified by the second parameter which is" @@ -286,160 +285,161 @@ msgstr "" "`AITargetTypes` 动作通过第二个参数指示小队类型使用特遣部队接近并攻击目标,该参数是 `AITargetTypes` 中一个由 " "modder 自行定义的组的索引。请参阅下表以了解可能的行为(第一个参数)和参量(第二个参数值)。" -#: ../../AI-Scripting-and-Mapping.md:129 ../../AI-Scripting-and-Mapping.md:213 -#: ../../AI-Scripting-and-Mapping.md:240 ../../AI-Scripting-and-Mapping.md:250 -#: ../../AI-Scripting-and-Mapping.md:260 ../../AI-Scripting-and-Mapping.md:270 -#: ../../AI-Scripting-and-Mapping.md:280 ../../AI-Scripting-and-Mapping.md:292 -#: ../../AI-Scripting-and-Mapping.md:302 ../../AI-Scripting-and-Mapping.md:312 -#: ../../AI-Scripting-and-Mapping.md:332 ../../AI-Scripting-and-Mapping.md:342 -#: ../../AI-Scripting-and-Mapping.md:352 ../../AI-Scripting-and-Mapping.md:362 -#: ../../AI-Scripting-and-Mapping.md:374 ../../AI-Scripting-and-Mapping.md:384 -#: ../../AI-Scripting-and-Mapping.md:394 ../../AI-Scripting-and-Mapping.md:404 -#: ../../AI-Scripting-and-Mapping.md:414 ../../AI-Scripting-and-Mapping.md:434 -#: ../../AI-Scripting-and-Mapping.md:448 ../../AI-Scripting-and-Mapping.md:459 -#: ../../AI-Scripting-and-Mapping.md:470 +#: ../../AI-Scripting-and-Mapping.md:132 ../../AI-Scripting-and-Mapping.md:216 +#: ../../AI-Scripting-and-Mapping.md:243 ../../AI-Scripting-and-Mapping.md:253 +#: ../../AI-Scripting-and-Mapping.md:263 ../../AI-Scripting-and-Mapping.md:273 +#: ../../AI-Scripting-and-Mapping.md:283 ../../AI-Scripting-and-Mapping.md:295 +#: ../../AI-Scripting-and-Mapping.md:305 ../../AI-Scripting-and-Mapping.md:315 +#: ../../AI-Scripting-and-Mapping.md:335 ../../AI-Scripting-and-Mapping.md:345 +#: ../../AI-Scripting-and-Mapping.md:355 ../../AI-Scripting-and-Mapping.md:365 +#: ../../AI-Scripting-and-Mapping.md:377 ../../AI-Scripting-and-Mapping.md:387 +#: ../../AI-Scripting-and-Mapping.md:397 ../../AI-Scripting-and-Mapping.md:407 +#: ../../AI-Scripting-and-Mapping.md:417 ../../AI-Scripting-and-Mapping.md:437 +#: ../../AI-Scripting-and-Mapping.md:451 ../../AI-Scripting-and-Mapping.md:462 +#: ../../AI-Scripting-and-Mapping.md:473 msgid "In `aimd.ini`:" msgstr "在 `aimd.ini`:" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Action*" msgstr "*行为*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Argument*" msgstr "*参数*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Repeats*" msgstr "*重复*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Target Priority*" msgstr "*目标优先级*" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 +#: ../../AI-Scripting-and-Mapping.md:721 msgid "*Description*" msgstr "*描述*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10000" msgstr "10000" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Target Type#" msgstr "目标类型 #" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "Yes" msgstr "是" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Closer" msgstr "较近的" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10001" msgstr "10001" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "No" msgstr "否" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Ends when a team member kill the designated target" msgstr "当一个小队成员击杀指定目标时结束" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10002" msgstr "10002" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "`AITargetTypes` index#" msgstr "`AITargetTypes` 索引 #" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10003" msgstr "10003" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10004" msgstr "10004" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Picks 1 random target from the list" msgstr "从列表中选取 1 个随机目标" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10005" msgstr "10005" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Farther" msgstr "较远的" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10006" msgstr "10006" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10007" msgstr "10007" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10008" msgstr "10008" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10009" msgstr "10009" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10010" msgstr "10010" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Closer, higher threat" msgstr "较近且威胁较高" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10011" msgstr "10011" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10012" msgstr "10012" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10013" msgstr "10013" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10014" msgstr "10014" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Farther, higher threat" msgstr "较远且威胁较高" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10015" msgstr "10015" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10016" msgstr "10016" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10017" msgstr "10017" -#: ../../AI-Scripting-and-Mapping.md:156 +#: ../../AI-Scripting-and-Mapping.md:159 msgid "" "The following values are the *Target Type#* which can be used as second " "parameter of the new attack script actions:" msgstr "下列值为可用于新攻击脚本动作第二个参数的 **目标类型 #** 参数:" -#: ../../AI-Scripting-and-Mapping.md:157 +#: ../../AI-Scripting-and-Mapping.md:160 msgid "" "'Buildings considered as vehicles' means buildings with both " "`UndeploysInto` set & `Foundation=1x1` and `ConsideredVehicle` not set or" @@ -448,49 +448,49 @@ msgstr "" "「被视为载具的建筑」意为那些同时设置了 `UndeploysInto` 和 `Foundation=1x1` 且没有设置 " "`ConsideredVehicle` 或者设置了 `ConsideredVehicle=true` 的建筑。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Value*" msgstr "*值*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Target Type*" msgstr "*目标类型*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "1" msgstr "1" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Anything" msgstr "任何事物" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and " "`BuildingTypes`" msgstr "任何敌方 `载具类型`、`战机类型`、`步兵类型` 和 `建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "2" msgstr "2" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Structures" msgstr "结构" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` that are not considered as vehicles" msgstr "任何敌方不被视为载具的 `建筑类型`。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "3" msgstr "3" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Ore Miners" msgstr "矿车" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, " "`BuildingTypes` with `ResourceGatherer=yes`" @@ -498,101 +498,101 @@ msgstr "" "任何敌方拥有 `Harvester=yes` 或 `ResourceGatherer=yes` 的`载具类型`、拥有 " "`ResourceGatherer=yes` 的`建筑类型`。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "4" msgstr "4" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Infantry" msgstr "步兵" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `InfantryTypes`" msgstr "任何地方`步兵类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "5" msgstr "5" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Vehicles" msgstr "载具" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `VehicleTypes` or buildings considered as vehicles" msgstr "任何敌方`载具类型`或被视为载具的建筑" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "6" msgstr "6" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Factories" msgstr "工厂" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with a `Factory=` setting" msgstr "任何敌方拥有 `Factory=` 设置的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "7" msgstr "7" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Base Defenses" msgstr "基地防御" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `IsBaseDefense=yes`" msgstr "任何敌方拥有 `IsBaseDefense=yes` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "8" msgstr "8" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "House Threats" msgstr "所属方威胁" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any object that targets anything of the Team's House or any enemy that is" " near to the Team Leader" msgstr "任何瞄准小队所属方单位或任何接近小队队长的敌人。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "9" msgstr "9" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Power Plants" msgstr "电厂" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with positive `Power=` values" msgstr "任何敌方拥有正值 `Power=` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "10" msgstr "10" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Occupied" msgstr "驻营" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any `BuildingTypes` with garrisoned infantry" msgstr "任何敌方拥有步兵驻扎的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "11" msgstr "11" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Tech Buildings" msgstr "科技建筑" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative " "`TechLevel=` values or appears in `[AI] -> NeutralTechBuildings=` list" @@ -600,15 +600,15 @@ msgstr "" "任何拥有 `Unsellable=yes`、`Capturable=yes`、负值 `TechLevel=` 或位于 `[AI] -> " "NeutralTechBuildings=` 列表中的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "12" msgstr "12" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Refinery" msgstr "矿场" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, " "`VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave " @@ -617,58 +617,58 @@ msgstr "" "任何敌方拥有 `Refinery=yes` 或 `ResourceGatherer=yes` 的`建筑类型`、拥有 " "`ResourceGatherer=yes` 且 `Harvester=no` 的`载具类型`(即奴隶矿车)" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "13" msgstr "13" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Mind Controller" msgstr "心灵控制者" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and " "`BuildingTypes` with `MindControl=yes` in the weapons Warheads" msgstr "任何武器使用 `MindControl=yes` 弹头的`载具类型`、`战机类型`、`步兵类型`和`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "14" msgstr "14" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Air Units (incl. landed)" msgstr "空中单位(包括降落的)" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy, `AircraftTypes` and `Jumpjet=yes` `VehicleTypes` or " "`InfantryTypes`, including landed ones as well as any other currently " "airborne units" msgstr "任何敌方`战机类型`和拥有 `Jumpjet=yes` 的`载具类型`或`步兵类型`,包括已经降落的和任何其他当前仍在空中的单位" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "15" msgstr "15" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Naval" msgstr "海军" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `BuildingTypes` and `VehicleTypes` with a `Naval=yes`, any " "enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell" msgstr "任何敌方拥有 `Naval=yes` 的`建筑类型`和`载具类型`,以及任何在水上单元格的`载具类型`、`战机类型`、`步兵类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "16" msgstr "16" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Disruptors" msgstr "阻扰者" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy objects with positive `InhibitorRange=` values, positive " "`RadarJamRadius=` values, `CloakGenerator=yes` or `GapGenerator=yes`" @@ -676,29 +676,29 @@ msgstr "" "任何敌方拥有正值 `InhibitorRange=`、正值 `RadarJamRadius=`、`CloakGenerator=yes` 或 " "`GapGenerator=yes` 的对象" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "17" msgstr "17" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Ground Vehicles" msgstr "地面载具" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `VehicleTypes` without `Naval=yes`, landed `AircraftTypes` or " "buildings considered as vehicles" msgstr "任何敌方没有 `Naval=yes` 的`载具类型`、降落的`战机类型`或被视为载具的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "18" msgstr "18" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Economy" msgstr "经济相关" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, " "`BuildingTypes` with `Refinery=yes`, `ResourceGatherer=yes` or " @@ -707,189 +707,189 @@ msgstr "" "任何敌方拥有 `Harvester=yes` 或 `ResourceGatherer=yes` 的`载具类型`、拥有 " "`Refinery=yes`、`ResourceGatherer=yes` 或 `OrePurifier=yes` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "19" msgstr "19" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Infantry Factory" msgstr "兵营" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `Factory=InfantryType`" msgstr "任何敌方拥有 `Factory=InfantryType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "20" msgstr "20" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Vehicle Factory" msgstr "重工" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with with `Naval=no` and `Factory=UnitType`" msgstr "任何敌方拥有 `Naval=no` 和 `Factory=UnitType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "21" msgstr "21" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Aircraft Factory" msgstr "机场" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `Factory=AircraftType`" msgstr "任何敌方拥有 `Factory=AircraftType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "22" msgstr "22" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Radar" msgstr "雷达" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `Radar=yes` or `SpySat=yes`" msgstr "任何敌方拥有 `Radar=yes` 或 `SpySat=yes` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "23" msgstr "23" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Tech Lab" msgstr "高科" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` in `[AI]>BuildTech=` list" msgstr "任何敌方位于 `[AI]>BuildTech=` 列表中的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "24" msgstr "24" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Naval Factory" msgstr "船坞" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `Naval=yes` and `Factory=UnitType`" msgstr "任何敌方拥有 `Naval=yes` 和 `Factory=UnitType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "25" msgstr "25" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Super Weapon" msgstr "超武" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `BuildingTypes` with `SuperWeapon=`, `SuperWeapon2=` or " "`SuperWeapons=`" msgstr "任何敌方拥有 `SuperWeapon=`、`SuperWeapon2=` 或 `SuperWeapons=` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "26" msgstr "26" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Construction Yard" msgstr "建造厂" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `BuildingTypes` with `ConstructionYard=yes` and " "`Factory=BuildingType`" msgstr "任何敌方拥有 `ConstructionYard=yes` 和 `Factory=BuildingType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "27" msgstr "27" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Neutrals" msgstr "中立" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any neutral object (Civilian)" msgstr "任何中立(平民)对象" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "28" msgstr "28" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Generators" msgstr "发生器" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `CloakGenerator=yes` or `GapGenerator=yes`" msgstr "任何敌方拥有 `CloakGenerator=yes` 或 `GapGenerator=yes` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "29" msgstr "29" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Radar Jammer" msgstr "雷达干扰器" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy objects with positive `RadarJamRadius=` values" msgstr "任何敌方拥有正值 `RadarJamRadius=` 的对象" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "30" msgstr "30" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Inhibitors" msgstr "抑制者" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy objects with positive `InhibitorRange=` values" msgstr "任何敌方拥有正值 `InhibitorRange=` 的对象" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "31" msgstr "31" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Naval Units" msgstr "海军单位" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any enemy `VehicleTypes` with a `Naval=yes` or any enemy `VehicleTypes`, " "`AircraftTypes`, `InfantryTypes` in a water cell" msgstr "任何敌方拥有 `Naval=yes` 的`载具类型`或任何在水上单元格的`载具类型`、`战机类型`、`步兵类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "32" msgstr "32" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Mobile Units" msgstr "机动单位" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Anything `VehicleTypes`, `AircraftTypes` and `InfantryTypes`" msgstr "任何`载具类型`、`战机类型`和`步兵类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "33" msgstr "33" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Capturable" msgstr "可占领" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "" "Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with " "`BridgeRepairHut=yes` and `Repairable=yes`" @@ -897,50 +897,50 @@ msgstr "" "任何拥有 `Capturable=yes` 的建筑或任何拥有 `BridgeRepairHut=yes` 和 `Repairable=yes` " "的建筑" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "34" msgstr "34" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Area Threats" msgstr "区域威胁" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy object that is inside of the Team Leader's Guard Area" msgstr "任何敌方处于小队队长警戒区域内的对象" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "35" msgstr "35" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Vehicle & Naval Factory" msgstr "重工与船坞" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `Factory=UnitType`" msgstr "任何敌方拥有 `Factory=UnitType` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "36" msgstr "36" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Non-defensive Structures" msgstr "非防御结构" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Any enemy `BuildingTypes` with `IsBaseDefense=no`" msgstr "任何敌方拥有 `IsBaseDefense=no` 的`建筑类型`" -#: ../../AI-Scripting-and-Mapping.md:198 +#: ../../AI-Scripting-and-Mapping.md:201 msgid "" "The second parameter with a 0-based index for the `AITargetTypes` section" " specifies the list of possible `VehicleTypes`, `AircraftTypes`, " "`InfantryTypes` and `BuildingTypes` that can be evaluated." msgstr "第二个参数是 `AITargetTypes` 小节中从 0 开始的索引用于指定可选的`载具类型`、`战机类型`、`步兵类型`和`建筑类型`。" -#: ../../AI-Scripting-and-Mapping.md:199 +#: ../../AI-Scripting-and-Mapping.md:202 msgid "" "The *`AITargetTypes` index#* values are obtained in the new " "`AITargetTypes` section that must be declared in `rulesmd.ini`:" @@ -948,94 +948,94 @@ msgstr "" "**`AITargetTypes` 索引 #** 值在新的 `AITargetTypes` 小节中获取,该小节必须在 `rulesmd.ini` " "中声明:" -#: ../../AI-Scripting-and-Mapping.md:209 +#: ../../AI-Scripting-and-Mapping.md:212 msgid "`10050-10099` Move Team to Techno Location actions" msgstr "`10050-10099` 移动小队至科技类型位置行为" -#: ../../AI-Scripting-and-Mapping.md:211 +#: ../../AI-Scripting-and-Mapping.md:214 msgid "" "These actions instructs the TeamType to use the TaskForce to approach the" " target specified by the second parameter. Look at the tables below for " "the possible actions (first parameter value)." msgstr "这些行为通过第二个参数指示小队类型使用特遣部队接近由其指定的目标。请参阅下表以了解可能的行为(第一个参数值)。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Target Owner*" msgstr "*目标所属*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10050" msgstr "10050" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Enemy" msgstr "敌方" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10051" msgstr "10051" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "`[AITargetType]` index#" msgstr "`[AITargetType]` 索引 #" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10052" msgstr "10052" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Picks 1 random target from the selected list" msgstr "在选中列表中选取 1 个随机目标" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10053" msgstr "10053" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Friendly" msgstr "友方" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10054" msgstr "10054" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10055" msgstr "10055" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10056" msgstr "10056" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10057" msgstr "10057" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10058" msgstr "10058" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10059" msgstr "10059" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10060" msgstr "10060" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "10061" msgstr "10061" -#: ../../AI-Scripting-and-Mapping.md:234 +#: ../../AI-Scripting-and-Mapping.md:237 msgid "`10100-10999` General Purpose" msgstr "`10100-10999` 一般用途" -#: ../../AI-Scripting-and-Mapping.md:236 +#: ../../AI-Scripting-and-Mapping.md:239 msgid "`10100` Timed Area Guard" msgstr "`10100` 时效性区域警戒" -#: ../../AI-Scripting-and-Mapping.md:238 +#: ../../AI-Scripting-and-Mapping.md:241 msgid "" "Puts the TaskForce into Area Guard mode for the given units of time. " "Unlike the original timed Guard script action (`5,n`) that just stays in " @@ -1043,21 +1043,21 @@ msgid "" "attacking nearby invaders or defending units that needs protection." msgstr "可以让特遣部队中的单位一定时间内进入区域警戒模式。与原本只能待在运抵进行基本的警戒命令(`5,n`)不同:它可以更主动地攻击入侵附近区域的目标或保护需要保护的单位。" -#: ../../AI-Scripting-and-Mapping.md:246 +#: ../../AI-Scripting-and-Mapping.md:249 msgid "`10101` Wait Until Ammo is Full" msgstr "`10101` 等待弹药满载" -#: ../../AI-Scripting-and-Mapping.md:248 +#: ../../AI-Scripting-and-Mapping.md:251 msgid "" "If the TaskForce contains unit(s) that use ammo then the the script will " "not continue until all these units have fully refilled the ammo." msgstr "如果特遣部队中包含使用弹药的单位那么在这些单位弹药满载前脚本不会继续。" -#: ../../AI-Scripting-and-Mapping.md:256 +#: ../../AI-Scripting-and-Mapping.md:259 msgid "`10102` Regroup Temporarily Around the Team Leader" msgstr "`10102` 向小队队长集结" -#: ../../AI-Scripting-and-Mapping.md:258 +#: ../../AI-Scripting-and-Mapping.md:261 msgid "" "Puts the TaskForce into Area Guard mode for the given amount of time " "around the Team Leader (this unit remains almost immobile until the " @@ -1067,11 +1067,11 @@ msgstr "" "将特遣部队围绕小队队长(该单位在此期间几乎保持不动)进入区域警戒模式给定的事件值。默认的半径是 `[General] -> " "CloseEnough` 且单位不会离开此区域。" -#: ../../AI-Scripting-and-Mapping.md:266 +#: ../../AI-Scripting-and-Mapping.md:269 msgid "`10103` Load onto Transports" msgstr "`10103` 装载入运输载具" -#: ../../AI-Scripting-and-Mapping.md:268 +#: ../../AI-Scripting-and-Mapping.md:271 msgid "" "If the TaskForce contains unit(s) that can be carried by the transports " "of the same TaskForce then this action will make the units enter the " @@ -1079,11 +1079,11 @@ msgid "" "until fully loaded\" (`43,0`) or the script will not continue." msgstr "如果特遣部队中包含可以被同一特遣部队的运输工具装载的单位,那么该行为会让这些单位进入运输工具。在单人任务地图中,下一个操作必须是等待到满载(`43,0`)否则脚本将不会继续执行。" -#: ../../AI-Scripting-and-Mapping.md:276 +#: ../../AI-Scripting-and-Mapping.md:279 msgid "`10104` Chronoshift to Enemy Base" msgstr "`10104` 超时空传送至敌方基地" -#: ../../AI-Scripting-and-Mapping.md:278 +#: ../../AI-Scripting-and-Mapping.md:281 msgid "" "Chronoshifts the members of the TeamType using first available " "`Type=ChronoSphere` superweapon to a location within `[General] -> " @@ -1096,15 +1096,15 @@ msgstr "" "AISafeDistance`(加上参数中定义的可为负值的额外距离)格的位置。超级武器必须先加载到 `[General] -> " "AIMinorSuperReadyPercent` 所指定百分比才能被此行为考虑。" -#: ../../AI-Scripting-and-Mapping.md:286 +#: ../../AI-Scripting-and-Mapping.md:289 msgid "`12000-12999` Suplementary/Setup Pre-actions" msgstr "`12000-12999` 补充/设定预设动作。" -#: ../../AI-Scripting-and-Mapping.md:288 +#: ../../AI-Scripting-and-Mapping.md:291 msgid "`12000` Wait if No Target Found" msgstr "`12000` 无目标情况下等待" -#: ../../AI-Scripting-and-Mapping.md:290 +#: ../../AI-Scripting-and-Mapping.md:293 msgid "" "When executed before a new Attack ScriptType actions like `Generic Target" " Type Attack` actions and `AITargetTypes Attack` actions the TeamType " @@ -1117,11 +1117,11 @@ msgstr "" "当在例如新的 `通用目标类型攻击` 动作和 `AITargetTypes 攻击` 脚本动作执行前小队类型会考虑如果未选择目标则必须等待 1 " "秒。第二个参数是一个用于指定未找到目标时充实多少次然后才放弃新的攻击脚本动作并跳转到下一行的参数。默认值 `0` 表示无限次重试。" -#: ../../AI-Scripting-and-Mapping.md:298 +#: ../../AI-Scripting-and-Mapping.md:301 msgid "`12001` Modify Target Distance" msgstr "`12001` 修改目标距离" -#: ../../AI-Scripting-and-Mapping.md:300 +#: ../../AI-Scripting-and-Mapping.md:303 msgid "" "By default `Move Team to Techno Location` actions ends when the Team " "Leader reaches a distance declared in `rulesmd.ini` called `CloseEnough`." @@ -1133,50 +1133,50 @@ msgstr "" "距离时结束。当该行为在`移动小队至科技类型位置`前执行时会覆盖 `CloseEnough` " "值。这一行为仅对接下来的第一次执行效果有影响而之后再下一次移动时仍会继续使用 `CloseEnough`。" -#: ../../AI-Scripting-and-Mapping.md:308 +#: ../../AI-Scripting-and-Mapping.md:311 msgid "`12002` Set Move Action End Mode" msgstr "`12002` 设置移动结束参数" -#: ../../AI-Scripting-and-Mapping.md:310 +#: ../../AI-Scripting-and-Mapping.md:313 msgid "" "Sets how the Movement actions ends and jumps to the next line. This " "action works only the first time and `CloseEnough` will be used again the" " next Movement action." msgstr "设置移动动作结束并跳转到下一行的方式。此操作仅在第一次执行时有效,下次移动时仍会恢复使用 `CloseEnough`。" -#: ../../AI-Scripting-and-Mapping.md:318 +#: ../../AI-Scripting-and-Mapping.md:321 msgid "The possible argument values are:" msgstr "可选参数有:" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "*Action ends when...*" msgstr "*动作结束于...*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 ../../AI-Scripting-and-Mapping.md:489 msgid "0" msgstr "0" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "Team Leader reaches the minimum distance" msgstr "小队队长抵达最小距离" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "One unit reaches the minimum distance" msgstr "一个单位抵达最小距离" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:52 msgid "All team members reached the minimum distance" msgstr "所有小队成员抵达最小距离" -#: ../../AI-Scripting-and-Mapping.md:326 +#: ../../AI-Scripting-and-Mapping.md:329 msgid "`14000-14999` Utility Actions" msgstr "`14000-14999` 工具行为" -#: ../../AI-Scripting-and-Mapping.md:328 +#: ../../AI-Scripting-and-Mapping.md:331 msgid "`14000` Team's Trigger Weight Reward" msgstr "`14000` 设置小队权重奖励" -#: ../../AI-Scripting-and-Mapping.md:330 +#: ../../AI-Scripting-and-Mapping.md:333 msgid "" "When executed before a new Attack ScriptType actions like `Generic Target" " Type Attack` actions and `AITargetTypes Attack` actions the TeamType " @@ -1190,11 +1190,11 @@ msgstr "" "脚本动作执行前小队类型会考虑如果小队目标被小队成员杀死则必须奖励增加 AI " "触发的当前权重。当前权重不会超过AI触发最小权重和最大权重的限制。第二个参数是一个正整数。" -#: ../../AI-Scripting-and-Mapping.md:338 +#: ../../AI-Scripting-and-Mapping.md:341 msgid "`14001` Increase AI Trigger Current Weight" msgstr "`14001` 增加AI触发权重" -#: ../../AI-Scripting-and-Mapping.md:340 +#: ../../AI-Scripting-and-Mapping.md:343 msgid "" "When executed this increases the current weight of the AI Trigger. The " "current weight will never surprass the minimum weight and maximum weight " @@ -1210,64 +1210,64 @@ msgstr "" "AI 触发当前权重。第二个参数是一个正整数。注意原版游戏在 AI 触发周期结束时会使用两个小队中的第一个来计算 AI " "触发当前权重,此行为不检查小队是 AI 触发中的第一个还是第二个并在执行行为时计算当前权重。" -#: ../../AI-Scripting-and-Mapping.md:348 +#: ../../AI-Scripting-and-Mapping.md:351 msgid "`14002` Decrease AI Trigger Current Weight" msgstr "`14002` 降低AI触发权重" -#: ../../AI-Scripting-and-Mapping.md:350 +#: ../../AI-Scripting-and-Mapping.md:353 msgid "" "When executed this decreases the current weight of the AI Trigger. " "Details same as above." msgstr "当执行此行为时减少 AI 触发的当前权重。细则同上。" -#: ../../AI-Scripting-and-Mapping.md:358 +#: ../../AI-Scripting-and-Mapping.md:361 msgid "`14003` Unregister Team Success" msgstr "`14003` 撤销小队成功" -#: ../../AI-Scripting-and-Mapping.md:360 +#: ../../AI-Scripting-and-Mapping.md:363 msgid "" "Is just the opposite effect of the script action `49,0`. Like if the Team" " failed." msgstr "与脚本动作 `49,0` 相反的效果。类似小队失败。" -#: ../../AI-Scripting-and-Mapping.md:368 +#: ../../AI-Scripting-and-Mapping.md:371 msgid "`16000-16999` Flow Control" msgstr "`16000-16999` 流程控制" -#: ../../AI-Scripting-and-Mapping.md:370 +#: ../../AI-Scripting-and-Mapping.md:373 msgid "`16000` Start a Timed Jump to the Same Line" msgstr "`16000` 定时跳转至同一行" -#: ../../AI-Scripting-and-Mapping.md:372 +#: ../../AI-Scripting-and-Mapping.md:375 msgid "" "When the timer ends the current script action ends and start again the " "same script action. The timer jump repeats again (infinite loop) until is" " stopped with action `16002` or the team is destroyed." msgstr "当计时器结束时当前脚本动作结束并重新开始同一动作。计时器会会一直重复跳转(无限循环)直到被 `16002` 号结果打断或小队被摧毁。" -#: ../../AI-Scripting-and-Mapping.md:380 +#: ../../AI-Scripting-and-Mapping.md:383 msgid "`16001` Start a Timed Jump to the Next Line" msgstr "`16001` 定时跳转至下一行" -#: ../../AI-Scripting-and-Mapping.md:382 +#: ../../AI-Scripting-and-Mapping.md:385 msgid "" "When the timer ends the current script action ends and start the next one" " in the script type list." msgstr "当计时器结束时当前脚本动作结束并开始脚本类型列表中下一个动作。" -#: ../../AI-Scripting-and-Mapping.md:390 +#: ../../AI-Scripting-and-Mapping.md:393 msgid "`16002` Stop the Timed Jumps" msgstr "`16002` 停止定时跳转" -#: ../../AI-Scripting-and-Mapping.md:392 +#: ../../AI-Scripting-and-Mapping.md:395 msgid "If the Timed Jumps were activated this action stop the process." msgstr "如果激活了定时跳转则该动作将停止进程。" -#: ../../AI-Scripting-and-Mapping.md:400 +#: ../../AI-Scripting-and-Mapping.md:403 msgid "`16003` Randomly Skip Next Action" msgstr "`16003` 随机跳过下一行" -#: ../../AI-Scripting-and-Mapping.md:402 +#: ../../AI-Scripting-and-Mapping.md:405 msgid "" "When executed this action picks a random value between 1 and 100. If the " "value is equal or below the second parameter then the next action will be" @@ -1277,18 +1277,18 @@ msgstr "" "执行该动作时会挑选一个在 1 和 100 之间的随机数,如果数值小于等于第二个参数则跳过下一个动作。第二个参数为 0 表示永远不会跳过下一个动作而" " 100 表示永远跳过下一个动作。" -#: ../../AI-Scripting-and-Mapping.md:410 +#: ../../AI-Scripting-and-Mapping.md:413 msgid "`16004` Pick a Random Script" msgstr "`16004` 随机选取脚本" -#: ../../AI-Scripting-and-Mapping.md:412 +#: ../../AI-Scripting-and-Mapping.md:415 msgid "" "When executed this action picks a random Script Type and replaces the " "current script by the new picked one. The second parameter is a 0-based " "index from the new section `AIScriptsList` explained below." msgstr "当执行此行为时会随机选取一个新的脚本类型并替换当前脚本。第二个参数是新的 `AIScriptsList` 小节下从 0 开始的索引。" -#: ../../AI-Scripting-and-Mapping.md:420 +#: ../../AI-Scripting-and-Mapping.md:423 msgid "" "The second parameter is a 0-based index for the `AIScriptsList` section " "that specifies the list of possible `ScriptTypes` that can be evaluated. " @@ -1296,87 +1296,95 @@ msgid "" "making this script work:" msgstr "第二个参数是 `AIScriptsList` 小节下从 0 开始的索引,该小节必须在 `rulesmd.ini` 中声明才能使此脚本生效:" -#: ../../AI-Scripting-and-Mapping.md:430 +#: ../../AI-Scripting-and-Mapping.md:433 msgid "`16005` Jump Back To Previous Script" msgstr "`16005` 跳回上一个脚本" -#: ../../AI-Scripting-and-Mapping.md:432 +#: ../../AI-Scripting-and-Mapping.md:435 msgid "" "Used in a Random Script picked by action `94`. It can jump back to the " "previous script, and continue in the line after `x=94,n`." msgstr "在由 `94` 号动作选择的随机脚本中使用可以使其跳回到上一个脚本,并继续执行 `x=94,n` 之后的行。" -#: ../../AI-Scripting-and-Mapping.md:440 +#: ../../AI-Scripting-and-Mapping.md:443 msgid "`18000-18999` Variable Manipulation" msgstr "`18000-18999` 变量操作" -#: ../../AI-Scripting-and-Mapping.md:442 +#: ../../AI-Scripting-and-Mapping.md:445 msgid "`18000-18023` Edit Variable" msgstr "`18000-18023` 编辑变量" -#: ../../AI-Scripting-and-Mapping.md:444 ../../AI-Scripting-and-Mapping.md:499 +#: ../../AI-Scripting-and-Mapping.md:447 ../../AI-Scripting-and-Mapping.md:507 msgid "Operate a variable's value." msgstr "计算一个变量值。" -#: ../../AI-Scripting-and-Mapping.md:445 +#: ../../AI-Scripting-and-Mapping.md:448 msgid "" "The variable's value type is int16 instead of int32 in trigger actions " "for some reason, which means it ranges from -2^15 to 2^15-1." msgstr "变量值由于某些原因在触发行为中值类型为 int16 而非 int32,这表示它的范围是从 -2^15 到 2^15-1。" -#: ../../AI-Scripting-and-Mapping.md:446 ../../AI-Scripting-and-Mapping.md:501 +#: ../../AI-Scripting-and-Mapping.md:449 ../../AI-Scripting-and-Mapping.md:509 msgid "**Any numbers exceeding this limit will lead to unexpected results!**" msgstr "**任何超出此范围限制的数值都可能导致无法预测的结果!**" -#: ../../AI-Scripting-and-Mapping.md:454 +#: ../../AI-Scripting-and-Mapping.md:457 msgid "`18024 - 18047` Edit Variable using Local Variable" msgstr "`18024 - 18047` 使用局部变量编辑变量" -#: ../../AI-Scripting-and-Mapping.md:456 +#: ../../AI-Scripting-and-Mapping.md:459 msgid "Operate a variable's value using a local variable's value." msgstr "使用局部变量的值来操作变量的值。" -#: ../../AI-Scripting-and-Mapping.md:457 +#: ../../AI-Scripting-and-Mapping.md:460 msgid "" "Similar to `18000-18023`, but the number to operate the value is being " "read from a local variable." msgstr "类似于 `18000-18023`,但用于操作值的数字是从局部变量中读取的。" -#: ../../AI-Scripting-and-Mapping.md:465 +#: ../../AI-Scripting-and-Mapping.md:468 msgid "`18000 - 18071` Edit Variable using Global Variable" msgstr "`18000 - 18071` 使用全局变量编辑变量" -#: ../../AI-Scripting-and-Mapping.md:467 +#: ../../AI-Scripting-and-Mapping.md:470 msgid "Operate a variable's value using a global variable's value." msgstr "使用全局变量的值来操作变量的值。" -#: ../../AI-Scripting-and-Mapping.md:468 +#: ../../AI-Scripting-and-Mapping.md:471 msgid "" "Similar to `18000-18023`, but the number to operate the value is being " "read from a global variable." msgstr "类似于 `18000-18023`,但用于操作值的数字是从全局变量中读取的。" -#: ../../AI-Scripting-and-Mapping.md:476 +#: ../../AI-Scripting-and-Mapping.md:479 msgid "`19000-19999` Miscellanous/Uncategorized" msgstr "`19000-19999` 杂项/未分类" -#: ../../AI-Scripting-and-Mapping.md:478 +#: ../../AI-Scripting-and-Mapping.md:481 msgid "This category is empty for now." msgstr "此类别目前为空。" -#: ../../AI-Scripting-and-Mapping.md:480 +#: ../../AI-Scripting-and-Mapping.md:483 msgid "Trigger Actions" msgstr "触发结果" -#: ../../AI-Scripting-and-Mapping.md:482 +#: ../../AI-Scripting-and-Mapping.md:485 msgid "`500` Save Game" msgstr "`500` 单人任务存档" -#: ../../AI-Scripting-and-Mapping.md:484 -msgid "Save the current game immediately (singleplayer game only)." -msgstr "立即保存当前游戏(仅限单人游戏)。" +#: ../../AI-Scripting-and-Mapping.md:487 +msgid "Save the current game immediately." +msgstr "立即保存当前游戏。" -#: ../../AI-Scripting-and-Mapping.md:485 +#: ../../AI-Scripting-and-Mapping.md:490 +msgid "" +"For this action to work in multiplayer - you need to use a version of " +"[YRpp spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer " +"saves support." +msgstr "" +"要让此结果用于多人游戏,你必须使用支持多人存档后的 [YRpp spawner](https://github.com/CnCNet/yrpp-spawner) 版本。" + +#: ../../AI-Scripting-and-Mapping.md:493 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -1384,479 +1392,479 @@ msgstr "" "这些原有 CSF 条目将会被使用:`TXT_SAVING_GAME`、`TXT_GAME_WAS_SAVED` 和 " "`TXT_ERROR_SAVING_GAME`。" -#: ../../AI-Scripting-and-Mapping.md:486 +#: ../../AI-Scripting-and-Mapping.md:494 msgid "The save's description will look like `MapDescName - CSFText`." msgstr "存档描述将会类似 `地图描述名称 - CSF文本`。" -#: ../../AI-Scripting-and-Mapping.md:487 +#: ../../AI-Scripting-and-Mapping.md:495 msgid "For example: `Allied Mission 25: Esther's Money - Money Stolen`." msgstr "例如:`盟军战役25: 僵僵の钱 - 钱全被偷光了!`。" -#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:503 -#: ../../AI-Scripting-and-Mapping.md:530 ../../AI-Scripting-and-Mapping.md:542 -#: ../../AI-Scripting-and-Mapping.md:555 ../../AI-Scripting-and-Mapping.md:581 -#: ../../AI-Scripting-and-Mapping.md:594 ../../AI-Scripting-and-Mapping.md:606 -#: ../../AI-Scripting-and-Mapping.md:620 ../../AI-Scripting-and-Mapping.md:647 -#: ../../AI-Scripting-and-Mapping.md:674 ../../AI-Scripting-and-Mapping.md:699 -#: ../../AI-Scripting-and-Mapping.md:717 ../../AI-Scripting-and-Mapping.md:731 +#: ../../AI-Scripting-and-Mapping.md:497 ../../AI-Scripting-and-Mapping.md:511 +#: ../../AI-Scripting-and-Mapping.md:538 ../../AI-Scripting-and-Mapping.md:550 +#: ../../AI-Scripting-and-Mapping.md:563 ../../AI-Scripting-and-Mapping.md:589 +#: ../../AI-Scripting-and-Mapping.md:602 ../../AI-Scripting-and-Mapping.md:614 +#: ../../AI-Scripting-and-Mapping.md:628 ../../AI-Scripting-and-Mapping.md:655 +#: ../../AI-Scripting-and-Mapping.md:682 ../../AI-Scripting-and-Mapping.md:707 +#: ../../AI-Scripting-and-Mapping.md:725 ../../AI-Scripting-and-Mapping.md:739 msgid "In `mycampaign.map`:" msgstr "在 `mycampaign.map`:" -#: ../../AI-Scripting-and-Mapping.md:497 +#: ../../AI-Scripting-and-Mapping.md:505 msgid "`501` Edit Variable" msgstr "`501` 编辑变量" -#: ../../AI-Scripting-and-Mapping.md:500 +#: ../../AI-Scripting-and-Mapping.md:508 msgid "" "The variable's value type is int32, which means it ranges from -2^31 to " "2^31-1." msgstr "变量值为 int32,这表示它的范围是从 -2^31 到 2^31-1。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "*Operation*" msgstr "*操作*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = Number" msgstr "当前值 = 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue + Number" msgstr "当前值 = 当前值 + 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue - Number" msgstr "当前值 = 当前值 - 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue * Number" msgstr "当前值 = 当前值 * 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue / Number" msgstr "当前值 = 当前值/数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue % Number" msgstr "当前值 = 当前值 % 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue leftshift Number" msgstr "当前值 = 当前值 左移 数字 位" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue rightshift Number" msgstr "当前值 = 当前值 右移 数字 位" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = ~CurrentValue" msgstr "当前值 = 当前值 按位取反" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue xor Number" msgstr "当前值 = 当前值 异或 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue or Number" msgstr "当前值 = 当前值 位或 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = CurrentValue and Number" msgstr "当前值 = 当前值 位与 数字" -#: ../../AI-Scripting-and-Mapping.md:526 +#: ../../AI-Scripting-and-Mapping.md:534 msgid "`502` Generate random number" msgstr "`502` 生成随机数" -#: ../../AI-Scripting-and-Mapping.md:528 +#: ../../AI-Scripting-and-Mapping.md:536 msgid "" "Generate a random integer ranged in [Min, Max] and store it in a given " "variable." msgstr "在 [Min, Max] 范围内生成一个随机整数并存入给定变量。" -#: ../../AI-Scripting-and-Mapping.md:538 +#: ../../AI-Scripting-and-Mapping.md:546 msgid "`503` Print variable value" msgstr "`503` 输出变量的值" -#: ../../AI-Scripting-and-Mapping.md:540 +#: ../../AI-Scripting-and-Mapping.md:548 msgid "Print a variable value to the message list." msgstr "输出变量值至消息列表。" -#: ../../AI-Scripting-and-Mapping.md:550 +#: ../../AI-Scripting-and-Mapping.md:558 msgid "`504` Binary Operation" msgstr "`504` 变量间计算" -#: ../../AI-Scripting-and-Mapping.md:552 +#: ../../AI-Scripting-and-Mapping.md:560 msgid "Operate a variable's value with another variable's value." msgstr "将两个变量的值进行计算。" -#: ../../AI-Scripting-and-Mapping.md:553 +#: ../../AI-Scripting-and-Mapping.md:561 msgid "Similar to `501`, but the operation number is read from another variable." msgstr "类似 `501`,但计算数值读取自另一变量。" -#: ../../AI-Scripting-and-Mapping.md:563 +#: ../../AI-Scripting-and-Mapping.md:571 msgid "`Operation` can be looked up at action `501`." msgstr "`Operation` 可以见上 `501` 号动作。" -#: ../../AI-Scripting-and-Mapping.md:565 +#: ../../AI-Scripting-and-Mapping.md:573 msgid "`505` Fire Super Weapon at specified location" msgstr "`505` 在坐标释放超级武器" -#: ../../AI-Scripting-and-Mapping.md:567 ../../AI-Scripting-and-Mapping.md:591 +#: ../../AI-Scripting-and-Mapping.md:575 ../../AI-Scripting-and-Mapping.md:599 msgid "**Use with caution**" msgstr "**谨慎使用**" -#: ../../AI-Scripting-and-Mapping.md:568 +#: ../../AI-Scripting-and-Mapping.md:576 msgid "" "Launch a Super Weapon from `[SuperWeaponTypes]` list at a specified " "location." msgstr "在指定位置发射 `[SuperWeaponTypes]` 列表中的超级武器。" -#: ../../AI-Scripting-and-Mapping.md:569 +#: ../../AI-Scripting-and-Mapping.md:577 msgid "`HouseIndex` can take various values:" msgstr "`HouseIndex` 可取以下值:" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:721 msgid "*House Index*" msgstr "*所属方索引*" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:721 msgid ">= 0" msgstr ">= 0" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:721 msgid "The index of the current House in the map" msgstr "地图上当前所属方的索引" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "4475-4482" msgstr "4475-4482" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "Like in the index range 0-7" msgstr "类似范围 0-7 的索引" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:721 msgid "-1" msgstr "-1" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "Pick a random House that isn't Neutral" msgstr "选择一个非中立的随机所属方" -#: ../../AI-Scripting-and-Mapping.md ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:489 ../../AI-Scripting-and-Mapping.md:721 msgid "-2" msgstr "-2" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "Pick the first Neutral House" msgstr "选择第一个中立所属方" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "-3" msgstr "-3" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "Pick a random Human Player" msgstr "选择随机人类玩家" -#: ../../AI-Scripting-and-Mapping.md:579 +#: ../../AI-Scripting-and-Mapping.md:587 msgid "" "Coordinates X & Y can take possitive values or -1, in which case these " "values can take a random value from the visible map area." msgstr "坐标的 X 和 Y 可以使用正数值或使用 -1 来表示在可视区域内随机。" -#: ../../AI-Scripting-and-Mapping.md:589 +#: ../../AI-Scripting-and-Mapping.md:597 msgid "`506` Fire Super Weapon at specified Waypoint" msgstr "`506` 在路径点释放超级武器" -#: ../../AI-Scripting-and-Mapping.md:592 +#: ../../AI-Scripting-and-Mapping.md:600 msgid "" "Launch a Super Weapon from `[SuperWeaponTypes]` list at a specified " "waypoint." msgstr "在指定路径点发射 `[SuperWeaponTypes]` 列表中的超级武器。" -#: ../../AI-Scripting-and-Mapping.md:602 +#: ../../AI-Scripting-and-Mapping.md:610 msgid "`510` Toggle MCV redeployablility" msgstr "`510` 切换基地重新部署设定" -#: ../../AI-Scripting-and-Mapping.md:604 +#: ../../AI-Scripting-and-Mapping.md:612 msgid "Force MCV's redeployablility by setting the third parameter." msgstr "通过设置第三个参数强制基地车能否重部署。" -#: ../../AI-Scripting-and-Mapping.md:614 +#: ../../AI-Scripting-and-Mapping.md:622 msgid "Trigger events" msgstr "触发条件" -#: ../../AI-Scripting-and-Mapping.md:616 +#: ../../AI-Scripting-and-Mapping.md:624 msgid "`500-511` Variable comparation" msgstr "`500-511` 变量比较" -#: ../../AI-Scripting-and-Mapping.md:618 +#: ../../AI-Scripting-and-Mapping.md:626 msgid "Compares the variable's value with given number." msgstr "比较变量值与给定值。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "*Event ID*" msgstr "*条件 ID*" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "*Global*" msgstr "全局" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "500" msgstr "500" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue > Number" msgstr "当前值 > 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "501" msgstr "501" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue < Number" msgstr "当前值 < 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "502" msgstr "502" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "503" msgstr "503" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue >= Number" msgstr "当前值 >= 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "504" msgstr "504" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue <= Number" msgstr "当前值 <= 数字" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "505" msgstr "505" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue & Number" msgstr "当前值 & 数字 != 0" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "506" msgstr "506" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "507" msgstr "507" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "508" msgstr "508" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "509" msgstr "509" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "510" msgstr "510" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "511" msgstr "511" -#: ../../AI-Scripting-and-Mapping.md:643 +#: ../../AI-Scripting-and-Mapping.md:651 msgid "`512-523` Variable comparation with local variable" msgstr "`512-523` 变量与局部变量比较" -#: ../../AI-Scripting-and-Mapping.md:645 +#: ../../AI-Scripting-and-Mapping.md:653 msgid "Compares the variable's value with given local variable value." msgstr "比较变量值与给定局部变量值。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "512" msgstr "512" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue > LocalVariableValue" msgstr "当前值 > 局部变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "513" msgstr "513" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue < LocalVariableValue" msgstr "当前值 < 局部变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "514" msgstr "514" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = LocalVariableValue" msgstr "当前值 = 局部变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "515" msgstr "515" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue >= LocalVariableValue" msgstr "当前值 >= 局部变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "516" msgstr "516" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue <= LocalVariableValue" msgstr "当前值 <= 局部变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "517" msgstr "517" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue & LocalVariableValue" msgstr "当前值 & 局部变量值 != 0" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "518" msgstr "518" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "519" msgstr "519" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "520" msgstr "520" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "521" msgstr "521" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "522" msgstr "522" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "523" msgstr "523" -#: ../../AI-Scripting-and-Mapping.md:670 +#: ../../AI-Scripting-and-Mapping.md:678 msgid "`524-535` Variable comparation with global variable" msgstr "`524-535` 变量与全局变量比较" -#: ../../AI-Scripting-and-Mapping.md:672 +#: ../../AI-Scripting-and-Mapping.md:680 msgid "Compares the variable's value with given global variable value." msgstr "比较变量值与给定全局变量值。" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "524" msgstr "524" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue > GlobalVariableValue" msgstr "当前值 > 全局变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "525" msgstr "525" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue < GlobalVariableValue" msgstr "当前值 < 全局变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "526" msgstr "526" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue = GlobalVariableValue" msgstr "当前值 = 全局变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "527" msgstr "527" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue >= GlobalVariableValue" msgstr "当前值 >= 全局变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "528" msgstr "528" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue <= GlobalVariableValue" msgstr "当前值 <= 全局变量值" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "529" msgstr "529" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "CurrentValue & GlobalVariableValue" msgstr "当前值 & 全局变量值 != 0" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "530" msgstr "530" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "531" msgstr "531" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "532" msgstr "532" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "533" msgstr "533" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "534" msgstr "534" -#: ../../AI-Scripting-and-Mapping.md +#: ../../AI-Scripting-and-Mapping.md:489 msgid "535" msgstr "535" -#: ../../AI-Scripting-and-Mapping.md:697 +#: ../../AI-Scripting-and-Mapping.md:705 msgid "`600` The shield of the attached object is broken" msgstr "`600` 对象护盾被摧毁" -#: ../../AI-Scripting-and-Mapping.md:707 +#: ../../AI-Scripting-and-Mapping.md:715 msgid "`601-602` House owns/doesn't own Techno Type" msgstr "`601-602` 检查所属方是否有/无科技类型" -#: ../../AI-Scripting-and-Mapping.md:709 +#: ../../AI-Scripting-and-Mapping.md:717 msgid "" "`601`: Springs when specified house owns at least 1 instance of set " "TechnoType." msgstr "`601`:当指定所属方至少拥有一个设定的科技类型时触发。" -#: ../../AI-Scripting-and-Mapping.md:710 +#: ../../AI-Scripting-and-Mapping.md:718 msgid "" "`602`: Springs when specified house doesn't own a single instance of set " "TechnoType." msgstr "`602`:当指定所属方没有任何一个设定的科技类型时触发。" -#: ../../AI-Scripting-and-Mapping.md:711 +#: ../../AI-Scripting-and-Mapping.md:719 msgid "Multiplayer houses (indices 4475 through 4482) are supported." msgstr "多人游戏所属方(索引 4475 至 4482)支持。" -#: ../../AI-Scripting-and-Mapping.md:714 +#: ../../AI-Scripting-and-Mapping.md:722 msgid "" "These events, as opposed to [events 81 & 82 from Ares](https://ares-" "developers.github.io/Ares-docs/new/triggerevents.html#house-owns-techno-" @@ -1867,31 +1875,31 @@ msgstr "" "docs/new/triggerevents.html#house-owns-techno-" "type-81-82)不同,这些使用条件中的所属方参数而不是触发的所有者。" -#: ../../AI-Scripting-and-Mapping.md:725 +#: ../../AI-Scripting-and-Mapping.md:733 msgid "`604-605` Checking if a specific Techno enters in a cell" msgstr "`604-605` 检查特定科技类型进入单元格" -#: ../../AI-Scripting-and-Mapping.md:727 +#: ../../AI-Scripting-and-Mapping.md:735 msgid "" "`604`: Checks if the techno that entered in the cell has the same ID " "specified in the event." msgstr "`604`:检查进入单元格的科技类型是否与条件中指定的 ID相同。" -#: ../../AI-Scripting-and-Mapping.md:728 +#: ../../AI-Scripting-and-Mapping.md:736 msgid "" "`605`: Checks if the techno that entered in the cell appears in the " "selected list in `AITargetTypes`." msgstr "`605`:检查进入单元格的科技类型是否出现在选定的 `AITargetTypes` 列表中。" -#: ../../AI-Scripting-and-Mapping.md:729 +#: ../../AI-Scripting-and-Mapping.md:737 msgid "`HouseIndex` can be customized to focus in a specified house." msgstr "`HouseIndex` 可以自定义为指定所属方。" -#: ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:721 msgid "This value is ignored (any house is valid)" msgstr "该值将被忽略(任何所属方均有效)" -#: ../../AI-Scripting-and-Mapping.md:713 +#: ../../AI-Scripting-and-Mapping.md:721 msgid "Pick the owner of the map trigger" msgstr "选择地图触发的所有者" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index f4919e2db1..4ef484ee10 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: 2025-07-23 17:19+0800\n" +"POT-Creation-Date: 2025-08-16 01:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -87,7 +87,7 @@ msgstr "0 尺寸地图预览图修复" msgid "Semantic locomotor aliases" msgstr "运动模式别称" -#: ../../../CREDITS.md:21 ../../../CREDITS.md:57 +#: ../../../CREDITS.md:21 ../../../CREDITS.md:59 msgid "Shield logic" msgstr "护盾逻辑" @@ -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" @@ -185,11 +185,11 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:411 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:413 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" -#: ../../../CREDITS.md:50 ../../../CREDITS.md:277 +#: ../../../CREDITS.md:50 ../../../CREDITS.md:279 msgid "Voxel light source position customization" msgstr "自定义 Voxel 光源" @@ -198,879 +198,887 @@ msgid "`UseFixedVoxelLighting`" msgstr "`UseFixedVoxelLighting`" #: ../../../CREDITS.md:52 +msgid "MP saves support for quicksave command and savegame trigger action" +msgstr "快速存档命令和触发结果的多人游戏支持" + +#: ../../../CREDITS.md:53 +msgid "Ported XNA CnCNet Client MP save handling" +msgstr "移植了 XNA CNCNet Client 的多人游戏存档处理" + +#: ../../../CREDITS.md:54 msgid "**Uranusian (Thrifinesma)**:" msgstr "**Uranusian (Thrifinesma)**:" -#: ../../../CREDITS.md:53 ../../../CREDITS.md:79 +#: ../../../CREDITS.md:55 ../../../CREDITS.md:81 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../../CREDITS.md:54 +#: ../../../CREDITS.md:56 msgid "Custom warhead splash list" msgstr "自定义弹头水花动画" -#: ../../../CREDITS.md:55 ../../../CREDITS.md:309 +#: ../../../CREDITS.md:57 ../../../CREDITS.md:311 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../../CREDITS.md:56 +#: ../../../CREDITS.md:58 msgid "Spawns promotion" msgstr "子机升级" -#: ../../../CREDITS.md:58 +#: ../../../CREDITS.md:60 msgid "Multiple death fix" msgstr "多重死亡修复" -#: ../../../CREDITS.md:59 +#: ../../../CREDITS.md:61 msgid "Customizable missing cameo" msgstr "自定义缺省图标" -#: ../../../CREDITS.md:60 +#: ../../../CREDITS.md:62 msgid "Cameo sorting priority" msgstr "图标排序优先级" -#: ../../../CREDITS.md:61 +#: ../../../CREDITS.md:63 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 +#: ../../../CREDITS.md:64 msgid "Producing progress indicators" msgstr "生产进度指示器" -#: ../../../CREDITS.md:63 ../../../CREDITS.md:86 +#: ../../../CREDITS.md:65 ../../../CREDITS.md:88 msgid "Custom ore gathering anim" msgstr "自定义矿石采集动画" -#: ../../../CREDITS.md:64 +#: ../../../CREDITS.md:66 msgid "`NoManualMove`" msgstr "`NoManualMove`" -#: ../../../CREDITS.md:65 +#: ../../../CREDITS.md:67 msgid "Weapon target house filtering" msgstr "武器瞄准所属方筛选" -#: ../../../CREDITS.md:66 +#: ../../../CREDITS.md:68 msgid "`DeathWeapon` fix" msgstr "`DeathWeapon` 修复" -#: ../../../CREDITS.md:67 +#: ../../../CREDITS.md:69 msgid "Re-enable obsolete `[JumpjetControls]`" msgstr "重启废弃的 `[JumpjetControls]`" -#: ../../../CREDITS.md:68 +#: ../../../CREDITS.md:70 msgid "`AITrigger` Building Upgrades support" msgstr "`AITrigger` 支持建筑加载物" -#: ../../../CREDITS.md:69 +#: ../../../CREDITS.md:71 msgid "Wall-Gate links" msgstr "围墙与闸门的链接" -#: ../../../CREDITS.md:70 +#: ../../../CREDITS.md:72 msgid "Ability for deployed infantry to use both weapons" msgstr "允许部署士兵使用两个武器" -#: ../../../CREDITS.md:71 +#: ../../../CREDITS.md:73 msgid "Observer PCX loading screen" msgstr "观察者 PCX 载入图" -#: ../../../CREDITS.md:72 ../../../CREDITS.md:100 ../../../CREDITS.md:219 -#: ../../../CREDITS.md:382 +#: ../../../CREDITS.md:74 ../../../CREDITS.md:102 ../../../CREDITS.md:221 +#: ../../../CREDITS.md:384 msgid "Original `Arcing` elevation inaccuracy fix" msgstr "原版 `Arcing` 高差打偏问题修复" -#: ../../../CREDITS.md:73 +#: ../../../CREDITS.md:75 msgid "Official CN docs for Build#29 and previous versions" msgstr "Build#29 及之前版本的 Phobos 官方中文文档" -#: ../../../CREDITS.md:74 +#: ../../../CREDITS.md:76 msgid "**secsome (SEC-SOME)**:" msgstr "**secsome (SEC-SOME)**:" -#: ../../../CREDITS.md:75 +#: ../../../CREDITS.md:77 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:76 +#: ../../../CREDITS.md:78 msgid "Refactoring & porting of Ares helper code" msgstr "重构与导入 Ares 助手代码" -#: ../../../CREDITS.md:77 +#: ../../../CREDITS.md:79 msgid "Disguise removal warhead" msgstr "移除伪装弹头" -#: ../../../CREDITS.md:78 +#: ../../../CREDITS.md:80 msgid "Mind Control removal warhead" msgstr "解除心控弹头" -#: ../../../CREDITS.md:80 +#: ../../../CREDITS.md:82 msgid "Shields logic help" msgstr "护盾逻辑帮助" -#: ../../../CREDITS.md:81 +#: ../../../CREDITS.md:83 msgid "`AnimList.PickRandom`" msgstr "`AnimList.PickRandom`" -#: ../../../CREDITS.md:82 +#: ../../../CREDITS.md:84 msgid "`MoveToCell` fix" msgstr "`3 - 移动到坐标` 修复" -#: ../../../CREDITS.md:83 +#: ../../../CREDITS.md:85 msgid "Unlimited waypoints" msgstr "无限制路径点" -#: ../../../CREDITS.md:84 +#: ../../../CREDITS.md:86 msgid "`Build At` trigger action buildup anim fix" msgstr "触发结果 `125 将建筑建于...` 建造动画修复" -#: ../../../CREDITS.md:85 +#: ../../../CREDITS.md:87 msgid "Undeploy building into a unit plays `EVA_NewRallyPointEstablished` fix" msgstr "建筑反部署成载具时播放 `EVA_NewRallyPointEstablished` 问题修复" -#: ../../../CREDITS.md:87 +#: ../../../CREDITS.md:89 msgid "`TemporalClass` related crash" msgstr "`TemporalClass` 相关修复" -#: ../../../CREDITS.md:88 +#: ../../../CREDITS.md:90 msgid "Retry dialog on mission failure" msgstr "任务失败重开对话框" -#: ../../../CREDITS.md:89 +#: ../../../CREDITS.md:91 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型微观定义默认伪装" -#: ../../../CREDITS.md:90 +#: ../../../CREDITS.md:92 msgid "PowerPlant Enhancer" msgstr "电厂增幅器" -#: ../../../CREDITS.md:91 +#: ../../../CREDITS.md:93 msgid "SaveGame Trigger Action" msgstr "保存游戏触发结果" -#: ../../../CREDITS.md:92 +#: ../../../CREDITS.md:94 msgid "QuickSave command" msgstr "快速保存命令" -#: ../../../CREDITS.md:93 +#: ../../../CREDITS.md:95 msgid "Numeric variables" msgstr "数字化变量" -#: ../../../CREDITS.md:94 +#: ../../../CREDITS.md:96 msgid "Custom gravity for projectiles" msgstr "抛射体自定义重力" -#: ../../../CREDITS.md:95 +#: ../../../CREDITS.md:97 msgid "Retint map actions bugfix" msgstr "地图触发光照 bug 修复" -#: ../../../CREDITS.md:96 +#: ../../../CREDITS.md:98 msgid "Sharpnel enhancement" msgstr "溅射增强" -#: ../../../CREDITS.md:97 +#: ../../../CREDITS.md:99 msgid "Vanilla map preview reading bugfix" msgstr "原版地图预览图读取 bug 修复" -#: ../../../CREDITS.md:98 +#: ../../../CREDITS.md:100 msgid "Customizable tooltip background" msgstr "自定义拓展工具条背景" -#: ../../../CREDITS.md:99 +#: ../../../CREDITS.md:101 msgid "Parts of Ares calling code" msgstr "部分 Ares 调用代码" -#: ../../../CREDITS.md:101 +#: ../../../CREDITS.md:103 msgid "**Otamaa (Fahroni, BoredEXE)**:" msgstr "**Otamaa (Fahroni, BoredEXE)**:" -#: ../../../CREDITS.md:102 +#: ../../../CREDITS.md:104 msgid "Help with CellSpread" msgstr "`CellSpread` 相关协助" -#: ../../../CREDITS.md:103 +#: ../../../CREDITS.md:105 msgid "Ported and fixed custom RadType code" msgstr "引入并修复了自定义辐射的代码" -#: ../../../CREDITS.md:104 +#: ../../../CREDITS.md:106 msgid "Togglable ElectricBolt bolts" msgstr "可开关的 EBolt 特效" -#: ../../../CREDITS.md:105 +#: ../../../CREDITS.md:107 msgid "Customizable Chrono Locomotor properties per TechnoClass" msgstr "科技类型自定义超时空运动模式属性" -#: ../../../CREDITS.md:106 +#: ../../../CREDITS.md:108 msgid "Building Placement Preview" msgstr "建筑放置预览" -#: ../../../CREDITS.md:107 +#: ../../../CREDITS.md:109 msgid "`DebrisMaximums` fixes" msgstr "`DebrisMaximums` 修复" -#: ../../../CREDITS.md:108 +#: ../../../CREDITS.md:110 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../../CREDITS.md:109 +#: ../../../CREDITS.md:111 msgid "`NotHuman` anim sequences improvements" msgstr "`NotHuman` 动画序列增强" -#: ../../../CREDITS.md:110 +#: ../../../CREDITS.md:112 msgid "Customizable `OpenTopped` Properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../../CREDITS.md:111 +#: ../../../CREDITS.md:113 msgid "Hooks for ScriptType Actions 92 & 93" msgstr "动作脚本 92 与 93 的钩子" -#: ../../../CREDITS.md:112 +#: ../../../CREDITS.md:114 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../../CREDITS.md:113 +#: ../../../CREDITS.md:115 msgid "Occupied building `MuzzleFlashX` bugfix" msgstr "驻军建筑 `MuzzleFlashX` bug 修复" -#: ../../../CREDITS.md:114 +#: ../../../CREDITS.md:116 msgid "`EnemyUIName` for other TechnoTypes" msgstr "其他科技类型的 `EnemyUIName`" -#: ../../../CREDITS.md:115 +#: ../../../CREDITS.md:117 msgid "TerrainType `DestroyAnim` & `DestroySound`" msgstr "地形对象的 `DestroyAnim` 和 `DestroySound`" -#: ../../../CREDITS.md:116 +#: ../../../CREDITS.md:118 msgid "Laser trails for VoxelAnims" msgstr "Voxel 碎片的激光尾焰" -#: ../../../CREDITS.md:117 +#: ../../../CREDITS.md:119 msgid "`MakeInfantry` logic on BombClass bugfix" msgstr "`MakeInfantry` 逻辑在 BombClass 上的 bug 修复" -#: ../../../CREDITS.md:118 ../../../CREDITS.md:197 +#: ../../../CREDITS.md:120 ../../../CREDITS.md:199 msgid "Debris & meteor impact behaviour settings" msgstr "碎片 & 流星撞击行为设置" -#: ../../../CREDITS.md:119 +#: ../../../CREDITS.md:121 msgid "Upgrade logic to allow altering of `SpySat` status" msgstr "允许加载物逻辑更改 `SpySat` 效果" -#: ../../../CREDITS.md:120 ../../../CREDITS.md:271 +#: ../../../CREDITS.md:122 ../../../CREDITS.md:273 msgid "Ares detection and integration" msgstr "Ares 检测和集成" -#: ../../../CREDITS.md:121 +#: ../../../CREDITS.md:123 msgid "Help with custom locomotors" msgstr "自定义运动模式相关的帮助" -#: ../../../CREDITS.md:122 ../../../CREDITS.md:217 +#: ../../../CREDITS.md:124 ../../../CREDITS.md:219 msgid "Extension class optimization" msgstr "扩展类优化" -#: ../../../CREDITS.md:123 +#: ../../../CREDITS.md:125 msgid "**FS-21**:" msgstr "**FS-21**:" -#: ../../../CREDITS.md:124 +#: ../../../CREDITS.md:126 msgid "Dump Object Info enhancements" msgstr "输出对象信息增强" -#: ../../../CREDITS.md:125 +#: ../../../CREDITS.md:127 msgid "`Powered.KillSpawns`" msgstr "`Powered.KillSpawns`" -#: ../../../CREDITS.md:126 +#: ../../../CREDITS.md:128 msgid "`Spawner.LimitRange`" msgstr "`Spawner.LimitRange`" -#: ../../../CREDITS.md:127 +#: ../../../CREDITS.md:129 msgid "Majority of ScriptType actions" msgstr "大多数动作脚本行为" -#: ../../../CREDITS.md:128 +#: ../../../CREDITS.md:130 msgid "MC deployer fixes" msgstr "被心灵控制状态下部署行为的修复" -#: ../../../CREDITS.md:129 ../../../CREDITS.md:278 +#: ../../../CREDITS.md:131 ../../../CREDITS.md:280 msgid "Help with docs" msgstr "文档相关的帮助" -#: ../../../CREDITS.md:130 +#: ../../../CREDITS.md:132 msgid "Automatic Passenger Deletion logic" msgstr "自动删除乘客逻辑" -#: ../../../CREDITS.md:131 +#: ../../../CREDITS.md:133 msgid "`Fire SW At Location/Waypoint` Trigger Action" msgstr "`在坐标/路径点释放超级武器` 触发结果" -#: ../../../CREDITS.md:132 +#: ../../../CREDITS.md:134 msgid "Kill Object Automatically logic prototype" msgstr "单位自毁逻辑雏形" -#: ../../../CREDITS.md:133 +#: ../../../CREDITS.md:135 msgid "Customizable resource storage" msgstr "自定义资源存储" -#: ../../../CREDITS.md:134 +#: ../../../CREDITS.md:136 msgid "Override uncloaked underwater attack behavior" msgstr "覆盖对非隐身状态水下目标的攻击行为" -#: ../../../CREDITS.md:135 +#: ../../../CREDITS.md:137 msgid "AI Aircraft docks fix" msgstr "AI 战机对接修复" -#: ../../../CREDITS.md:136 +#: ../../../CREDITS.md:138 msgid "Shared ammo logic" msgstr "共享弹药逻辑" -#: ../../../CREDITS.md:137 +#: ../../../CREDITS.md:139 msgid "Customizable FLH when infantry is prone or deployed" msgstr "自定义步兵匍匐或部署时的 FLH" -#: ../../../CREDITS.md:138 +#: ../../../CREDITS.md:140 msgid "Initial strength for cloned infantry" msgstr "克隆步兵的初始血量" -#: ../../../CREDITS.md:139 +#: ../../../CREDITS.md:141 msgid "Map Events 604 & 605 for checking if a specific Techno enters in a cell" msgstr "用于检查特定科技类型是否进入单元格的 604 与 605 号地图触发条件" -#: ../../../CREDITS.md:140 +#: ../../../CREDITS.md:142 msgid "**Starkku**:" msgstr "**Starkku**:" -#: ../../../CREDITS.md:141 +#: ../../../CREDITS.md:143 msgid "Misc. minor bugfixes & improvements" msgstr "各种小 bug 修复与改进" -#: ../../../CREDITS.md:142 +#: ../../../CREDITS.md:144 msgid "AI script actions:" msgstr "AI 脚本动作:" -#: ../../../CREDITS.md:143 +#: ../../../CREDITS.md:145 msgid "Chronoshift to Enemy Base" msgstr "超时空传送到敌方基地" -#: ../../../CREDITS.md:144 +#: ../../../CREDITS.md:146 msgid "Warhead shield penetration & breaking" msgstr "弹头穿盾和破盾" -#: ../../../CREDITS.md:145 ../../../CREDITS.md:293 +#: ../../../CREDITS.md:147 ../../../CREDITS.md:295 msgid "Strafing aircraft weapon customization" msgstr "自定义战机武器扫射" -#: ../../../CREDITS.md:146 +#: ../../../CREDITS.md:148 msgid "Vehicle `DeployFire` fixes/improvements" msgstr "载具 `DeployFire` 修复/改进" -#: ../../../CREDITS.md:147 +#: ../../../CREDITS.md:149 msgid "Stationary VehicleTypes" msgstr "静止的载具" -#: ../../../CREDITS.md:148 +#: ../../../CREDITS.md:150 msgid "Burst logic improvements" msgstr "Burst 逻辑改进" -#: ../../../CREDITS.md:149 +#: ../../../CREDITS.md:151 msgid "TechnoType auto-firing weapons" msgstr "科技类型自动发射武器" -#: ../../../CREDITS.md:150 +#: ../../../CREDITS.md:152 msgid "Secondary weapon fallback customization" msgstr "自定义副武器自动推算" -#: ../../../CREDITS.md:151 +#: ../../../CREDITS.md:153 msgid "Weapon target type filtering" msgstr "武器目标类型过滤" -#: ../../../CREDITS.md:152 +#: ../../../CREDITS.md:154 msgid "`AreaFire` targeting customization" msgstr "自定义 `AreaFire` 目标选择" -#: ../../../CREDITS.md:153 +#: ../../../CREDITS.md:155 msgid "`CreateUnit` improvements" msgstr "`CreateUnit` 改进" -#: ../../../CREDITS.md:154 +#: ../../../CREDITS.md:156 msgid "Attached animation & jumpjet unit layer customization" msgstr "自定义附着动画与 Jumpjet 单位图层" -#: ../../../CREDITS.md:155 +#: ../../../CREDITS.md:157 msgid "`IsSimpleDeployer` improvements" msgstr "`IsSimpleDeployer` 改进" -#: ../../../CREDITS.md:156 +#: ../../../CREDITS.md:158 msgid "Shield modification warheads" msgstr "护盾修改弹头" -#: ../../../CREDITS.md:157 +#: ../../../CREDITS.md:159 msgid "Warhead decloaking toggle" msgstr "弹头解除隐形逻辑" -#: ../../../CREDITS.md:158 +#: ../../../CREDITS.md:160 msgid "`Warp(In/Out)Weapon`" msgstr "`Warp(In/Out)Weapon`" -#: ../../../CREDITS.md:159 +#: ../../../CREDITS.md:161 msgid "Grinder improvements / additions" msgstr "回收站改进/补充" -#: ../../../CREDITS.md:160 +#: ../../../CREDITS.md:162 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../../CREDITS.md:161 +#: ../../../CREDITS.md:163 msgid "Critical hit logic additions" msgstr "暴击逻辑补充" -#: ../../../CREDITS.md:162 +#: ../../../CREDITS.md:164 msgid "Aircraft & jumpjet speed modifiers fix" msgstr "战机与 Jumpjet 单位速度修正的修复" -#: ../../../CREDITS.md:163 +#: ../../../CREDITS.md:165 msgid "Local warhead screen shaking" msgstr "限制屏幕抖动于当前视角" -#: ../../../CREDITS.md:164 +#: ../../../CREDITS.md:166 msgid "Vehicle custom palette fix" msgstr "载具自定义色盘修复" -#: ../../../CREDITS.md:165 +#: ../../../CREDITS.md:167 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../../CREDITS.md:166 +#: ../../../CREDITS.md:168 msgid "TerrainType & ore minimap color customization" msgstr "自定义地形对象与矿石小地图颜色" -#: ../../../CREDITS.md:167 +#: ../../../CREDITS.md:169 msgid "Laser fixes & improvements" msgstr "激光修复和改进" -#: ../../../CREDITS.md:168 +#: ../../../CREDITS.md:170 msgid "Mind control indicator animation cloak fix" msgstr "隐形状态下的心灵控制指示动画修复" -#: ../../../CREDITS.md:169 +#: ../../../CREDITS.md:171 msgid "Warhead / Play animation trigger animation owner fix" msgstr "弹头/播放动画触发的动画所属方修复" -#: ../../../CREDITS.md:170 +#: ../../../CREDITS.md:172 msgid "Nuke carrier & payload `Bright` fix" msgstr "核弹载体与载荷武器 `Bright` 修复" -#: ../../../CREDITS.md:171 +#: ../../../CREDITS.md:173 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:172 +#: ../../../CREDITS.md:174 msgid "`TransactMoney.Display`" msgstr "`TransactMoney.Display`" -#: ../../../CREDITS.md:173 +#: ../../../CREDITS.md:175 msgid "Building-provided self-heal customization" msgstr "自定义建筑提供的自愈" -#: ../../../CREDITS.md:174 +#: ../../../CREDITS.md:176 msgid "AI deploy script `DeploysInto` fix" msgstr "AI 部署脚本中 `DeploysInto` 的修复" -#: ../../../CREDITS.md:175 +#: ../../../CREDITS.md:177 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../../CREDITS.md:176 +#: ../../../CREDITS.md:178 msgid "Automatic passenger owner change toggle" msgstr "自动更改乘客所属方" -#: ../../../CREDITS.md:177 +#: ../../../CREDITS.md:179 msgid "Interceptor improvements" msgstr "抛射体拦截逻辑改进" -#: ../../../CREDITS.md:178 +#: ../../../CREDITS.md:180 msgid "`OpenTopped` transport behaviour customizations" msgstr "自定义 `OpenTopped` 运输工具行为" -#: ../../../CREDITS.md:179 +#: ../../../CREDITS.md:181 msgid "Animation damage / weapon improvements" msgstr "动画伤害/武器改进" -#: ../../../CREDITS.md:180 +#: ../../../CREDITS.md:182 msgid "Warhead self-damaging toggle" msgstr "弹头自伤开关" -#: ../../../CREDITS.md:181 +#: ../../../CREDITS.md:183 msgid "Trailer animation owner inheritance" msgstr "尾烟动画所属方继承" -#: ../../../CREDITS.md:182 +#: ../../../CREDITS.md:184 msgid "Warhead detonation on all objects on map" msgstr "全图弹头" -#: ../../../CREDITS.md:183 +#: ../../../CREDITS.md:185 msgid "Animated TerrainTypes extension" msgstr "动画化地形对象扩展" -#: ../../../CREDITS.md:184 +#: ../../../CREDITS.md:186 msgid "TerrainType damage & crumbling frames" msgstr "地形对象伤残与倒坍帧" -#: ../../../CREDITS.md:185 +#: ../../../CREDITS.md:187 msgid "Exploding unit passenger killing customization" msgstr "自定义易爆单位乘客死亡" -#: ../../../CREDITS.md:186 +#: ../../../CREDITS.md:188 msgid "Railgun particle target coordinate fix" msgstr "轨道炮粒子目标坐标修复" -#: ../../../CREDITS.md:187 +#: ../../../CREDITS.md:189 msgid "Building target coordinate offset fix" msgstr "建筑瞄准坐标偏移修复" -#: ../../../CREDITS.md:188 +#: ../../../CREDITS.md:190 msgid "Warhead / weapon detonation at superweapon target cell" msgstr "在目标单元格处引爆弹头/武器" -#: ../../../CREDITS.md:189 +#: ../../../CREDITS.md:191 msgid "Cloaked & disguised objects displaying to observers" msgstr "隐形和伪装对象对观察者可见" -#: ../../../CREDITS.md:190 +#: ../../../CREDITS.md:192 msgid "Building airstrike target eligibility customization" msgstr "自定义建筑能否作为空袭目标" -#: ../../../CREDITS.md:191 +#: ../../../CREDITS.md:193 msgid "IvanBomb detonation & image display centered on buildings" msgstr "伊文炸弹引爆与图像显示于建筑中心" -#: ../../../CREDITS.md:192 +#: ../../../CREDITS.md:194 msgid "Customizable `ROF` random delay" msgstr "自定义 `ROF` 随机间隔" -#: ../../../CREDITS.md:193 +#: ../../../CREDITS.md:195 msgid "`BibShape` drawing during buildup fix" msgstr "建筑拔起期间绘制 `BibShape` 的修复" -#: ../../../CREDITS.md:194 +#: ../../../CREDITS.md:196 msgid "Spawner spawn delay customization" msgstr "自定义子机生成间隔" -#: ../../../CREDITS.md:195 +#: ../../../CREDITS.md:197 msgid "`Cluster` scatter distance customization" msgstr "自定义 `Cluster` 散布距离" -#: ../../../CREDITS.md:196 +#: ../../../CREDITS.md:198 msgid "`FlakScatter` distance customization" msgstr "自定义 `FlakScatter` 散布距离" -#: ../../../CREDITS.md:198 +#: ../../../CREDITS.md:200 msgid "Custom warhead debris animations" msgstr "自定义弹头碎片动画" -#: ../../../CREDITS.md:199 +#: ../../../CREDITS.md:201 msgid "Attached particle system for animations" msgstr "动画的附加粒子系统" -#: ../../../CREDITS.md:200 +#: ../../../CREDITS.md:202 msgid "Removal of hardcoded AA & Gattling weapon selection restrictions" msgstr "移除硬编码的对空与盖特逻辑的武器选用限制" -#: ../../../CREDITS.md:201 +#: ../../../CREDITS.md:203 msgid "Projectile obstacle logic additions" msgstr "抛射体障碍逻辑补充" -#: ../../../CREDITS.md:202 +#: ../../../CREDITS.md:204 msgid "`AnimList` on zero damage Warheads toggle" msgstr "0 伤害弹头上的 `AnimList` 播放开关" -#: ../../../CREDITS.md:203 +#: ../../../CREDITS.md:205 msgid "Additions to automatic passenger deletion" msgstr "自动删除乘客的补充" -#: ../../../CREDITS.md:204 +#: ../../../CREDITS.md:206 msgid "Buildings considered as vehicles" msgstr "将建筑视为载具" -#: ../../../CREDITS.md:205 +#: ../../../CREDITS.md:207 msgid "TechnoType target evaluation map zone check behaviour customization" msgstr "自定义目标评估地图区域检查行为" -#: ../../../CREDITS.md:206 +#: ../../../CREDITS.md:208 msgid "CanC4 damage rounding fix & toggle" msgstr "CanC4 伤害值四舍五入修复及开关" -#: ../../../CREDITS.md:207 +#: ../../../CREDITS.md:209 msgid "Option to center pause menu background" msgstr "暂停菜单背景居中" -#: ../../../CREDITS.md:208 +#: ../../../CREDITS.md:210 msgid "Disguise logic improvements" msgstr "伪装逻辑改进" -#: ../../../CREDITS.md:209 +#: ../../../CREDITS.md:211 msgid "Custom insignias" msgstr "自定义军衔" -#: ../../../CREDITS.md:210 +#: ../../../CREDITS.md:212 msgid "`ZShapePointMove` buildup toggle" msgstr "拔起动画使用 `ZShapePointMove` 开关" -#: ../../../CREDITS.md:211 +#: ../../../CREDITS.md:213 msgid "`UndeploysInto` building selling buildup sequence length customization" msgstr "自定义可反部署建筑出售序列动画长度" -#: ../../../CREDITS.md:212 +#: ../../../CREDITS.md:214 msgid "AI naval vehicle production fix" msgstr "AI 海军载具生产修复" -#: ../../../CREDITS.md:213 +#: ../../../CREDITS.md:215 msgid "Crushing tilt and slowdown customization" msgstr "自定义碾压倾斜和减速" -#: ../../../CREDITS.md:214 +#: ../../../CREDITS.md:216 msgid "Extra warhead detonations on weapons" msgstr "在武器上引爆额外弹头" -#: ../../../CREDITS.md:215 +#: ../../../CREDITS.md:217 msgid "Chrono sparkle animation display customization and improvements" msgstr "超时空闪烁动画显示的自定义与改进" -#: ../../../CREDITS.md:216 +#: ../../../CREDITS.md:218 msgid "`PipScale` pip size & ammo pip frame customization" msgstr "自定义 `PipScale` 中的 pip 大小与弹药 pip 帧" -#: ../../../CREDITS.md:218 +#: ../../../CREDITS.md:220 msgid "Additional sync logging" msgstr "额外的同步日志" -#: ../../../CREDITS.md:220 +#: ../../../CREDITS.md:222 msgid "`EMPulseCannon` projectile gravity fix" msgstr "`EMPulseCannon` 抛射体重力修复" -#: ../../../CREDITS.md:221 +#: ../../../CREDITS.md:223 msgid "Custom palette support for wall overlays" msgstr "墙类覆盖物的自定义色盘支持" -#: ../../../CREDITS.md:222 +#: ../../../CREDITS.md:224 msgid "Warhead animation improvements" msgstr "弹头动画改进" -#: ../../../CREDITS.md:223 +#: ../../../CREDITS.md:225 msgid "Reloading ammo in transports" msgstr "在运输工具内重装填弹药" -#: ../../../CREDITS.md:224 +#: ../../../CREDITS.md:226 msgid "Straight projectile trajectory additions" msgstr "直线抛射体轨迹补充" -#: ../../../CREDITS.md:225 +#: ../../../CREDITS.md:227 msgid "Airstrike & spy plane fixed spawn distance & height" msgstr "空袭与间谍飞机固定生成距离与高度" -#: ../../../CREDITS.md:226 +#: ../../../CREDITS.md:228 msgid "Negative damage `Verses/PercentAtMax` toggle" msgstr "负值伤害 `Verses/PercentAtMax` 开关" -#: ../../../CREDITS.md:227 +#: ../../../CREDITS.md:229 msgid "Misc. singleplayer mission improvements" msgstr "各种单人任务改进" -#: ../../../CREDITS.md:228 +#: ../../../CREDITS.md:230 msgid "Weapon effect obstacle interaction fix" msgstr "武器的障碍交互效果修复" -#: ../../../CREDITS.md:229 +#: ../../../CREDITS.md:231 msgid "Fire particle rotation coordinate adjust toggle" msgstr "Fire 粒子旋转坐标调整开关" -#: ../../../CREDITS.md:230 +#: ../../../CREDITS.md:232 msgid "`AmbientDamage` warhead & main target ignore customization" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标" -#: ../../../CREDITS.md:231 +#: ../../../CREDITS.md:233 msgid "Projectile return weapon" msgstr "抛射体归返武器" -#: ../../../CREDITS.md:232 +#: ../../../CREDITS.md:234 msgid "Aircraft landing / docking direction" msgstr "战机着陆/对接方向" -#: ../../../CREDITS.md:233 +#: ../../../CREDITS.md:235 msgid "`DeploysInto` cursor desync fix" msgstr "`DeploysInto` 光标异步修复" -#: ../../../CREDITS.md:234 +#: ../../../CREDITS.md:236 msgid "Minor crate logic improvements" msgstr "箱子逻辑的小小改进" -#: ../../../CREDITS.md:235 +#: ../../../CREDITS.md:237 msgid "Custom tint effects" msgstr "自定义染色效果" -#: ../../../CREDITS.md:236 +#: ../../../CREDITS.md:238 msgid "Revenge weapons" msgstr "复仇武器" -#: ../../../CREDITS.md:237 +#: ../../../CREDITS.md:239 msgid "AttachEffect" msgstr "Attach Effect" -#: ../../../CREDITS.md:238 +#: ../../../CREDITS.md:240 msgid "Air unit tracking fix for large range / `CellSpread`" msgstr "大范围目标检索和 `CellSpread` 对空中单位的追踪" -#: ../../../CREDITS.md:239 +#: ../../../CREDITS.md:241 msgid "Extra tint intensity for Iron Curtain & Force Shield" msgstr "铁幕和力场护盾的额外染色强度" -#: ../../../CREDITS.md:240 +#: ../../../CREDITS.md:242 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565" msgstr "可选是否对 `[ColorAdd]` 使用 8 位 RGB 值解析而不是使用 RGB565" -#: ../../../CREDITS.md:241 +#: ../../../CREDITS.md:243 msgid "Customizing height and speed at which subterranean units travel" msgstr "自定义潜地单位移动高度和速度" -#: ../../../CREDITS.md:242 +#: ../../../CREDITS.md:244 msgid "AI superweapon delay timer customization" msgstr "自定义 AI 超级武器发射延迟" -#: ../../../CREDITS.md:243 +#: ../../../CREDITS.md:245 msgid "Disabling `MultipleFactory` bonus from specific BuildingType" msgstr "将特定建筑类型在 `MultipleFactory` 加成中排除" -#: ../../../CREDITS.md:244 +#: ../../../CREDITS.md:246 msgid "Customizable ChronoSphere teleport delays for units" msgstr "自定义单位的超时空传送延迟" -#: ../../../CREDITS.md:245 +#: ../../../CREDITS.md:247 msgid "Allowed and disallowed types for `FactoryPlant`" msgstr "`FactoryPlant` 的黑白名单" -#: ../../../CREDITS.md:246 +#: ../../../CREDITS.md:248 msgid "Forbidding parallel AI queues for specific TechnoTypes" msgstr "禁止特定科技类型的 AI 克隆生产效果" -#: ../../../CREDITS.md:247 +#: ../../../CREDITS.md:249 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../../CREDITS.md:248 +#: ../../../CREDITS.md:250 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" -#: ../../../CREDITS.md:249 +#: ../../../CREDITS.md:251 msgid "Reimplemented `Airburst` & `Splits` logic with more customization options" msgstr "重新实现 `Airburst` 与 `Splits` 逻辑以提供更多自定义选项" -#: ../../../CREDITS.md:250 +#: ../../../CREDITS.md:252 msgid "Buildings considered as destroyable pathfinding obstacles" msgstr "建筑物视为可破坏的寻路障碍物" -#: ../../../CREDITS.md:251 +#: ../../../CREDITS.md:253 msgid "Animation visibility customization settings" msgstr "自定义动画可见性设置" -#: ../../../CREDITS.md:252 +#: ../../../CREDITS.md:254 msgid "Light effect customizations" msgstr "自定义灯光效果" -#: ../../../CREDITS.md:253 +#: ../../../CREDITS.md:255 msgid "Building unit repair customizations" msgstr "在建筑上自定义单位维修效果" -#: ../../../CREDITS.md:254 +#: ../../../CREDITS.md:256 msgid "Build area customizations" msgstr "自定义建造区域" -#: ../../../CREDITS.md:255 +#: ../../../CREDITS.md:257 msgid "`Scorch` / `Flamer` fire animation customization" msgstr "自定义 `Scorch`/`Flamer` 火焰动画" -#: ../../../CREDITS.md:256 +#: ../../../CREDITS.md:258 msgid "EM Pulse cannon logic improvements" msgstr "EMP 炮逻辑改进" -#: ../../../CREDITS.md:257 +#: ../../../CREDITS.md:259 msgid "`` as owner for pre-placed objects" msgstr "允许 `` 作为地图预置对象所有者" -#: ../../../CREDITS.md:258 +#: ../../../CREDITS.md:260 msgid "`IsSonic` wave drawing crash fix" msgstr "`IsSonic` 波绘制崩溃修复" -#: ../../../CREDITS.md:259 +#: ../../../CREDITS.md:261 msgid "Customizable electric bolt duration and electric bolt-related fixes" msgstr "自定义 EBolt 持续时间和 EBolt 相关修复" -#: ../../../CREDITS.md:260 +#: ../../../CREDITS.md:262 msgid "**Morton (MortonPL)**:" msgstr "**Morton (MortonPL)**:" -#: ../../../CREDITS.md:261 +#: ../../../CREDITS.md:263 msgid "`XDrawOffset` for animations" msgstr "动画的 `XDrawOffset`" -#: ../../../CREDITS.md:262 +#: ../../../CREDITS.md:264 msgid "Shield passthrough & absorption" msgstr "护盾穿透与吸收" -#: ../../../CREDITS.md:263 +#: ../../../CREDITS.md:265 msgid "Building `LimboDelivery` logic" msgstr "建筑 `LimboDelivery` 逻辑" -#: ../../../CREDITS.md:264 +#: ../../../CREDITS.md:266 msgid "Fix for `Image` in art rules" msgstr "修复 art 规则中的 `Image` 逻辑" -#: ../../../CREDITS.md:265 +#: ../../../CREDITS.md:267 msgid "Power delta counter" msgstr "电力变动指示器" -#: ../../../CREDITS.md:266 +#: ../../../CREDITS.md:268 msgid "Super Weapons launching other Super Weapons" msgstr "超级武器发射其他超级武器" -#: ../../../CREDITS.md:267 +#: ../../../CREDITS.md:269 msgid "SpyEffects expansion, launching Super Weapons on building infiltration" msgstr "间谍效果扩展,允许在建筑被渗透时发射超级武器" -#: ../../../CREDITS.md:268 +#: ../../../CREDITS.md:270 msgid "Real time timers" msgstr "实时计时器" -#: ../../../CREDITS.md:269 +#: ../../../CREDITS.md:271 msgid "Default campaign game speed override and custom campaign game speed FPS" msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS" -#: ../../../CREDITS.md:270 +#: ../../../CREDITS.md:272 msgid "Including INI files and inheriting INI sections" msgstr "包含 INI 文件与继承 INI 节" -#: ../../../CREDITS.md:272 +#: ../../../CREDITS.md:274 msgid "TechnoType conversion warhead & superweapon" msgstr "单位转换弹头与超级武器" -#: ../../../CREDITS.md:273 +#: ../../../CREDITS.md:275 msgid "Unlimited skirmish colors" msgstr "无限制遭遇战颜色" -#: ../../../CREDITS.md:274 +#: ../../../CREDITS.md:276 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../../CREDITS.md:275 +#: ../../../CREDITS.md:277 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:276 +#: ../../../CREDITS.md:278 msgid "" "`601 House owns TechnoType` and `602 House doesn't own TechnoType` " "trigger events" 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" -#: ../../../CREDITS.md:279 +#: ../../../CREDITS.md:281 msgid "" "**ChrisLv_CN** (work relicensed under [following " "permission](https://github.com/Phobos-" @@ -1079,396 +1087,395 @@ msgstr "" "**ChrisLv_CN**(授权见[此处](https://github.com/Phobos-" "developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" -#: ../../../CREDITS.md:280 +#: ../../../CREDITS.md:282 msgid "General assistance" msgstr "一般性协助" -#: ../../../CREDITS.md:281 +#: ../../../CREDITS.md:283 msgid "Interceptor logic prototype" msgstr "拦截抛射体逻辑雏形" -#: ../../../CREDITS.md:282 +#: ../../../CREDITS.md:284 msgid "LaserTrails prototype" msgstr "激光尾焰雏形" -#: ../../../CREDITS.md:283 +#: ../../../CREDITS.md:285 msgid "Laser fixes prototype" msgstr "激光修复雏形" -#: ../../../CREDITS.md:284 +#: ../../../CREDITS.md:286 msgid "**Trsdy**:" msgstr "**Trsdy**:" -#: ../../../CREDITS.md:285 +#: ../../../CREDITS.md:287 msgid "Preserve IronCurtain status upon `DeploysInto/UndeploysInto`" msgstr "`DeploysInto/UndeploysInto` 保留铁幕效果" -#: ../../../CREDITS.md:286 +#: ../../../CREDITS.md:288 msgid "Several jumpjet fixes:" msgstr "多项 Jumpjet 修复:" -#: ../../../CREDITS.md:287 +#: ../../../CREDITS.md:289 msgid "Facing towards target even if not omni-firing" msgstr "即便并非全向开火也会朝向目标" -#: ../../../CREDITS.md:288 +#: ../../../CREDITS.md:290 msgid "Turret direction in idle state fix" msgstr "闲置状态炮塔方向修复" -#: ../../../CREDITS.md:289 +#: ../../../CREDITS.md:291 msgid "Sensor fix" msgstr "隐形探测修复" -#: ../../../CREDITS.md:290 +#: ../../../CREDITS.md:292 msgid "Allow to tilt regardless of `TiltCrashJumpjet`" msgstr "无视 `TiltCrashJumpjet` 允许倾斜" -#: ../../../CREDITS.md:291 +#: ../../../CREDITS.md:293 msgid "Forbid firing when crashing" msgstr "禁止在坠毁中继续开火" -#: ../../../CREDITS.md:292 +#: ../../../CREDITS.md:294 msgid "`OmniFire.TurnToTarget`" msgstr "`OmniFire.TurnToTarget`" -#: ../../../CREDITS.md:294 +#: ../../../CREDITS.md:296 msgid "Object Self-destruction logic" msgstr "物体自毁逻辑" -#: ../../../CREDITS.md:295 +#: ../../../CREDITS.md:297 msgid "Misc vanilla suicidal behavior fix" msgstr "各种原版自毁行为修复" -#: ../../../CREDITS.md:296 +#: ../../../CREDITS.md:298 msgid "Post-type-conversion update" msgstr "单位转换后的数据更新" -#: ../../../CREDITS.md:297 +#: ../../../CREDITS.md:299 msgid "Units retaining orders after changing ownership bugfix" msgstr "单位在更改所有者后保留命令的 bug 修复" -#: ../../../CREDITS.md:298 +#: ../../../CREDITS.md:300 msgid "Several fixes and dehardcode related to building selling/undeploying:" msgstr "与建筑出售/反部署相关的多项修复与去硬编码:" -#: ../../../CREDITS.md:299 +#: ../../../CREDITS.md:301 msgid "Building `EVA_StructureSold` and `SellSound` dehardcode" msgstr "建筑 `EVA_StructureSold` 与 `SellSound` 去硬编码" -#: ../../../CREDITS.md:300 +#: ../../../CREDITS.md:302 msgid "Restore `EVA_StructureSold` for buildings with `UndeploysInto`" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`" -#: ../../../CREDITS.md:301 +#: ../../../CREDITS.md:303 msgid "Redeployable MCV in campaigns" msgstr "战役中的可重部署 MCV" -#: ../../../CREDITS.md:302 +#: ../../../CREDITS.md:304 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` even " "if not conyard" msgstr "允许不是建造厂但拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 时出售" -#: ../../../CREDITS.md:303 +#: ../../../CREDITS.md:305 msgid "Trigger actions that allow/forbid MCV to redeploy in game" msgstr "允许/禁止 MCV 重部署的触发结果" -#: ../../../CREDITS.md:304 +#: ../../../CREDITS.md:306 msgid "`AlternateFLH` of vehicles in `OpenTopped` transport." msgstr "载具在 `OpenTopped` 载具中的 `AlternateFLH`" -#: ../../../CREDITS.md:305 +#: ../../../CREDITS.md:307 msgid "Slaves' house customization when owner is killed" msgstr "自定义奴隶矿场被毁后的奴隶所有者" -#: ../../../CREDITS.md:306 +#: ../../../CREDITS.md:308 msgid "Trigger Action spawned team IFV/OpenTopped logic fix" msgstr "触发结果所生成小队中 IFV/OpenTopped 逻辑的修复" -#: ../../../CREDITS.md:307 +#: ../../../CREDITS.md:309 msgid "" "Singleplayer Campaign AI's base node/SW-delivered/trigger action `125 " "Create Building At...`'s auto-repairability dehardcode" msgstr "单人战役 AI 的基地节点/超武 Deliver 所创建建筑/触发结果 `125 将建筑建于...` 所创建建筑其自动维修行为的去硬编码化" -#: ../../../CREDITS.md:308 +#: ../../../CREDITS.md:310 msgid "Power delta counter : blackout indication mark" msgstr "电力差值计数器:停电指示标记" -#: ../../../CREDITS.md:310 +#: ../../../CREDITS.md:312 msgid "Income money string indication upon ore dump" msgstr "倒矿时的收入资金文本显示" -#: ../../../CREDITS.md:311 +#: ../../../CREDITS.md:313 msgid "Warhead superweapon launch logic" msgstr "弹头发射超级武器逻辑" -#: ../../../CREDITS.md:312 ../../../CREDITS.md:327 +#: ../../../CREDITS.md:314 ../../../CREDITS.md:329 msgid "TechnoType conversion placeholder" msgstr "单位转换占位符" -#: ../../../CREDITS.md:313 +#: ../../../CREDITS.md:315 msgid "`606 The shield of the attached object is broken` trigger event" msgstr "`600 对象护盾被摧毁...` 触发条件" -#: ../../../CREDITS.md:314 +#: ../../../CREDITS.md:316 msgid "`RadialIndicator` observer visibility" msgstr "`RadialIndicator` 观察者可见性" -#: ../../../CREDITS.md:315 +#: ../../../CREDITS.md:317 msgid "Cloaked objects from allies displaying to player in singleplayer campaigns" msgstr "单人战役中友军的隐形对象对玩家显示" -#: ../../../CREDITS.md:316 +#: ../../../CREDITS.md:318 msgid "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" msgstr "跳过了地图上预置建筑的 `NaturalParticleSystem` 显示" -#: ../../../CREDITS.md:317 +#: ../../../CREDITS.md:319 msgid "" "Random crate generation limited to land option, optimization for crates' " "random sampling" msgstr "限制随机升级工具箱生成于陆地、优化箱子生成地点的随机采样" -#: ../../../CREDITS.md:318 +#: ../../../CREDITS.md:320 msgid "`ImmuneToCrit` for shields" msgstr "护盾的 `ImmuneToCrit`" -#: ../../../CREDITS.md:319 ../../../CREDITS.md:361 +#: ../../../CREDITS.md:321 ../../../CREDITS.md:363 msgid "Forbidding parallel AI queues by type" msgstr "按类禁止 AI 克隆生产" -#: ../../../CREDITS.md:320 +#: ../../../CREDITS.md:322 msgid "The option to allow `DieSound/VoiceDie` being played when grinding" msgstr "允许在被回收时播放 `DieSound/VoiceDie`" -#: ../../../CREDITS.md:321 +#: ../../../CREDITS.md:323 msgid "Allow iron-curtain effects on infantries" msgstr "允许在步兵上使用铁幕效果" -#: ../../../CREDITS.md:322 +#: ../../../CREDITS.md:324 msgid "" "Break the mindcontrol link when capturing a mind-controlled building with" " engineer" msgstr "当工程师占领被心灵控制的建筑时切断心灵控制链接" -#: ../../../CREDITS.md:323 +#: ../../../CREDITS.md:325 msgid "" "Remove sound events when mind-controlled vehicles deploy into buildings " "or when buildings considered as vehicles get captured" msgstr "当被心灵控制的载具部署成建筑或当被视为载具的建筑被占领时移除声音事件" -#: ../../../CREDITS.md:324 +#: ../../../CREDITS.md:326 msgid "Building LightSource tint S/L fix" msgstr "建筑光源染色问题的的存读档修复" -#: ../../../CREDITS.md:325 +#: ../../../CREDITS.md:327 msgid "Permanent healthbar display on units targeted by temporal weapons fix" msgstr "超时空武器所冻结单位的永久显示血条问题修复" -#: ../../../CREDITS.md:326 +#: ../../../CREDITS.md:328 msgid "" "Powered anims on buildings cease playing upon capture by different house " "fix" msgstr "当建筑被不同所属方占领时停止播放需电动画的修复" -#: ../../../CREDITS.md:328 +#: ../../../CREDITS.md:330 msgid "TechnoType conversion upon ownership change" msgstr "科技类型根据操作者改变而变形" -#: ../../../CREDITS.md:329 +#: ../../../CREDITS.md:331 msgid "EIP 00529A14 crash fix on Linux" msgstr "Linux 系统上的 EIP 00529A14 崩溃修复" -#: ../../../CREDITS.md:330 +#: ../../../CREDITS.md:332 msgid "Teleport timer reset after load game fix" msgstr "读档后重置超时空计时器修复" -#: ../../../CREDITS.md:331 +#: ../../../CREDITS.md:333 msgid "Teleport, Tunnel and Fly loco visual tilt fix" msgstr "Teleport、Tunnel 和 Fly 运动模式视觉倾斜的修复" -#: ../../../CREDITS.md:332 +#: ../../../CREDITS.md:334 msgid "Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow" msgstr "炮塔、炮管、`NoSpawnAlt`、多组件 Voxel 阴影、动态 Voxel 阴影" -#: ../../../CREDITS.md:333 +#: ../../../CREDITS.md:335 msgid "Skip units' turret rotation and jumpjets' wobbling under EMP" msgstr "在 EMP 状态下跳过单位的炮塔旋转和 Jumpjet 浮动" -#: ../../../CREDITS.md:334 +#: ../../../CREDITS.md:336 msgid "Droppod properties dehardcode" msgstr "DropPod 属性去硬编码" -#: ../../../CREDITS.md:335 +#: ../../../CREDITS.md:337 msgid "`Deployer = yes->no` infantry conversion sequence fix" msgstr "`Deployer = yes->no` 步兵变形的序列问题修复" -#: ../../../CREDITS.md:336 +#: ../../../CREDITS.md:338 msgid "Waypoint entering building together with engineer/agent bug fix" msgstr "工程师/间谍路径点自偷 Bug 的修复" -#: ../../../CREDITS.md:337 +#: ../../../CREDITS.md:339 msgid "Skippable game save on scenario start" msgstr "可跳过的场景开始时自动存档" -#: ../../../CREDITS.md:338 +#: ../../../CREDITS.md:340 msgid "`InfDeath=9` versus jumpjet infantry 0 damage fix" msgstr "`InfDeath=9` 对 Jumpjet 步兵 0 伤害效果的修复" -#: ../../../CREDITS.md:339 +#: ../../../CREDITS.md:341 msgid "Skip rally point line drawing when undeploying a building" msgstr "跳过建筑反部署时的集结线绘制" -#: ../../../CREDITS.md:340 +#: ../../../CREDITS.md:342 msgid "Ares' `SW.Shots` hint on extended tooltips" msgstr "在拓展拓展工具条中现实 Ares 的 `SW.Shots`" -#: ../../../CREDITS.md:341 +#: ../../../CREDITS.md:343 msgid "Ares' Abductor weapon fix" msgstr "Ares 超时空监狱吸取武器的修复" -#: ../../../CREDITS.md:342 +#: ../../../CREDITS.md:344 msgid "Suppress Ares' swizzle warning when parsing tags and taskforces" msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告" -#: ../../../CREDITS.md:343 +#: ../../../CREDITS.md:345 msgid "" "Better fix for Ares academy not working on the initial payloads of " "vehicles built from a war factory" msgstr "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更好的修复方式" -#: ../../../CREDITS.md:344 +#: ../../../CREDITS.md:346 msgid "Fix Ares' InitialPayload for teams spawned by trigger actions" msgstr "触发结果所生成小队的 Ares 初始载员功能修复" -#: ../../../CREDITS.md:345 +#: ../../../CREDITS.md:347 msgid "Misc code refactor & maintenance, CN doc fixes, bugfixes" msgstr "各种代码重构与维护、中文文档修正、错误修复" -#: ../../../CREDITS.md:346 +#: ../../../CREDITS.md:348 msgid "**FlyStar**:" msgstr "**FlyStar**:" -#: ../../../CREDITS.md:347 +#: ../../../CREDITS.md:349 msgid "Campaign load screen PCX support" msgstr "战役 PCX 载入图支持" -#: ../../../CREDITS.md:348 +#: ../../../CREDITS.md:350 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist" msgstr "新的自毁条件:若科技类型存在/不存在" -#: ../../../CREDITS.md:349 +#: ../../../CREDITS.md:351 msgid "Fix `AltNextScenario` not taking effect" msgstr "修复了 `AltNextScenario` 无法生效的问题" -#: ../../../CREDITS.md:350 +#: ../../../CREDITS.md:352 msgid "Fix `Hospital=yes` building can't kick out infantry after loading a save" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题" -#: ../../../CREDITS.md:351 +#: ../../../CREDITS.md:353 msgid "" "`600 The shield of the attached object is broken` bug fix for the " "triggered event" msgstr "对 `600 对象护盾被摧毁...` 触发条件的修复" -#: ../../../CREDITS.md:352 +#: ../../../CREDITS.md:354 msgid "" "Fixed an issue where a portion of Ares's trigger event 75/77 was " "determined unsuccessfully" msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题" -#: ../../../CREDITS.md:353 +#: ../../../CREDITS.md:355 msgid "" "Second weapon with `ElectricAssault=yes` will not unconditionally attack " "your building with `Overpowerable=yes`" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑" -#: ../../../CREDITS.md:354 ../../../CREDITS.md:402 +#: ../../../CREDITS.md:356 ../../../CREDITS.md:404 msgid "Fix the issue where some units crashed after the deployment transformation" msgstr "修复了某些单位部署变形后崩溃的问题" -#: ../../../CREDITS.md:355 +#: ../../../CREDITS.md:357 msgid "" "Engineers can enter buildings normally when they don't need to be " "repaired (or you can force it by pressing Alt)" msgstr "工程师在建筑无需维修时可以正常进入(也可以通过按住 `[Alt]` 强制进入)" -#: ../../../CREDITS.md:356 +#: ../../../CREDITS.md:358 msgid "" "Player-controlled spies are not forced to perform other tasks while " "attacking buildings" msgstr "人类玩家控制的间谍在攻击建筑时不会强制执行其他任务" -#: ../../../CREDITS.md:357 +#: ../../../CREDITS.md:359 msgid "" "If `BombDisarm=yes` is not present for all weapon warheads, then the " "engineer will no longer use the appropriate mouse action" msgstr "如果所有武器的弹头都没有 `BombDisarm=yes` 则工程师将不再使用相应的鼠标动作" -#: ../../../CREDITS.md:358 +#: ../../../CREDITS.md:360 msgid "Fix an unusual use of DeployFireWeapon for InfantryType" msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况" -#: ../../../CREDITS.md:359 +#: ../../../CREDITS.md:361 msgid "" "Fix the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target" -msgstr "" -"修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题" +msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题" -#: ../../../CREDITS.md:360 +#: ../../../CREDITS.md:362 msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" -#: ../../../CREDITS.md:362 +#: ../../../CREDITS.md:364 msgid "Jumpjet crash speed fix when crashing onto building" msgstr "Jumpjet 在建筑上坠毁时的坠毁速度修复" -#: ../../../CREDITS.md:363 +#: ../../../CREDITS.md:365 msgid "" "Disguised units not using the correct palette if target has custom " "palette bugfix" msgstr "伪装单位在目标拥有自定义色盘时无法正确使用色盘问题的修复" -#: ../../../CREDITS.md:364 +#: ../../../CREDITS.md:366 msgid "Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix" msgstr "Tunnel/Walk/Mech 运动模式在移动过快时卡住的 bug 修复" -#: ../../../CREDITS.md:365 +#: ../../../CREDITS.md:367 msgid "Assign Super Weapon cameo to any sidebar tab" msgstr "自定义超级武器所在栏" -#: ../../../CREDITS.md:366 +#: ../../../CREDITS.md:368 msgid "" "Fix impassable invisible barrier created by chronosphere on uncrushable " "unit" msgstr "修复了超时空传送超武将单位传送到一个不可碾压目标上并摧毁时在原位置创建空气墙的问题" -#: ../../../CREDITS.md:367 +#: ../../../CREDITS.md:369 msgid "`FreeUnit` uses its own `SpeedType` to determine where to spawn" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置" -#: ../../../CREDITS.md:368 +#: ../../../CREDITS.md:370 msgid "" "Fix the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug" -#: ../../../CREDITS.md:369 +#: ../../../CREDITS.md:371 msgid "" "Fix the bug where pathfinding issues occur when a building performs " "undeploy" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题" -#: ../../../CREDITS.md:370 +#: ../../../CREDITS.md:372 msgid "" "Fix amphibious harvesters can not automatically return to refineries with" " `WaterBound`" msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题" -#: ../../../CREDITS.md:371 +#: ../../../CREDITS.md:373 msgid "" "Fix [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" @@ -1477,15 +1484,15 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:372 ../../../CREDITS.md:451 +#: ../../../CREDITS.md:374 ../../../CREDITS.md:453 msgid "Fix `DefaultDisguise` showing wrong house colors for different players" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题" -#: ../../../CREDITS.md:373 +#: ../../../CREDITS.md:375 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" -#: ../../../CREDITS.md:374 +#: ../../../CREDITS.md:376 msgid "" "Fix the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used" @@ -1493,545 +1500,538 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug" -#: ../../../CREDITS.md:375 +#: ../../../CREDITS.md:377 msgid "" "Fix the bug that harvester dont stop unloading and cannot unload cargos " "anymore when lifting by `IsLocomotor=yes` warhead" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug" -#: ../../../CREDITS.md:376 ../../../CREDITS.md:432 +#: ../../../CREDITS.md:378 ../../../CREDITS.md:434 msgid "Fix an issue that units on the slope tilted at an excessive angle" msgstr "修复了单位在斜坡上倾斜角度过大的问题" -#: ../../../CREDITS.md:377 +#: ../../../CREDITS.md:379 msgid "" "Fix an issue that teleport units board transport vehicles on the bridge " "will create an impassable invisible barrier, which may cause the game to " "freeze or even crash" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题" -#: ../../../CREDITS.md:378 +#: ../../../CREDITS.md:380 msgid "" "Fix wrong shadow when a vehicle has hover locomotor and is being lifted " "by `IsLocomotor=yes` warhead" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影" -#: ../../../CREDITS.md:379 +#: ../../../CREDITS.md:381 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:380 +#: ../../../CREDITS.md:382 msgid "" "Fix the bug that infantry ignored `Passengers` and `SizeLimit` when " "entering buildings" msgstr "修复了步兵进入建筑时忽略 `Passengers` 和 `SizeLimit` 的 Bug" -#: ../../../CREDITS.md:381 +#: ../../../CREDITS.md:383 msgid "Fix the bug that ships can travel on elevated bridges" msgstr "修复了船只可以在高架桥上行驶的 Bug" -#: ../../../CREDITS.md:383 +#: ../../../CREDITS.md:385 msgid "" "Fix the bug that uncontrolled scatter when elite techno attacked by " "aircraft or some unit try crush it" msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug" -#: ../../../CREDITS.md:384 +#: ../../../CREDITS.md:386 msgid "Fix the bug that AlphaImage remained after unit entered tunnel" msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bug" -#: ../../../CREDITS.md:385 +#: ../../../CREDITS.md:387 msgid "" "Fix the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on " "airforce" msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug" -#: ../../../CREDITS.md:386 +#: ../../../CREDITS.md:388 msgid "" "Fix the bug that passengers' Temporal attacks wouldn't stop when an " "OpenTopped vehicle was frozen by a Temporal warhead" msgstr "修复了即便 `OpenTopped` 载具被超时空弹头冻结其乘客的超时空武器攻击也不会停止的 Bug" -#: ../../../CREDITS.md:387 +#: ../../../CREDITS.md:389 msgid "Fix the bug that vehicle owned by computer will scatter when cloaking" msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug" -#: ../../../CREDITS.md:388 +#: ../../../CREDITS.md:390 msgid "" "Fix the bug that submarine always turn left after changed owner by map " "event" -msgstr "" -"修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug" +msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug" -#: ../../../CREDITS.md:389 +#: ../../../CREDITS.md:391 msgid "" "Fix the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants" -msgstr "" -"修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug" +msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug" -#: ../../../CREDITS.md:390 +#: ../../../CREDITS.md:392 msgid "" "Fix the bug that Locomotor warhead won’t stop working when the attacker " "is being affected by `Temporal=yes` warhead" -msgstr "" -"修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug" +msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug" -#: ../../../CREDITS.md:391 +#: ../../../CREDITS.md:393 msgid "" "Fix the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge" -msgstr "" -"修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug" +msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug" -#: ../../../CREDITS.md:392 +#: ../../../CREDITS.md:394 msgid "" "Fix the bug that Locomotor warhead won't stop working when firer (except " "for vehicle) stop firing" -msgstr "" -"修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug" +msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug" -#: ../../../CREDITS.md:393 +#: ../../../CREDITS.md:395 msgid "Fix the bug that hover vehicle will sink if destroyed on bridge" msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 Bug" -#: ../../../CREDITS.md:394 +#: ../../../CREDITS.md:396 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:395 +#: ../../../CREDITS.md:397 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:396 +#: ../../../CREDITS.md:398 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:397 +#: ../../../CREDITS.md:399 msgid "Iron Curtain effects customization on infantries and organic units" msgstr "自定义对步兵和有机体的铁幕效果" -#: ../../../CREDITS.md:398 +#: ../../../CREDITS.md:400 msgid "Use `CustomPalette` for animations with `Tiled=yes`" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘" -#: ../../../CREDITS.md:399 +#: ../../../CREDITS.md:401 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:400 +#: ../../../CREDITS.md:402 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:401 +#: ../../../CREDITS.md:403 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踹出乘客" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:405 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:404 +#: ../../../CREDITS.md:406 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:405 +#: ../../../CREDITS.md:407 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:408 msgid "Vehicle voxel turret shadows & body multi-section shadows" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子" -#: ../../../CREDITS.md:407 +#: ../../../CREDITS.md:409 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:408 ../../../CREDITS.md:450 +#: ../../../CREDITS.md:410 ../../../CREDITS.md:452 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:409 +#: ../../../CREDITS.md:411 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:410 +#: ../../../CREDITS.md:412 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:414 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:413 +#: ../../../CREDITS.md:415 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:416 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:417 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:418 msgid "`VoiceDeploy` through hot-key/command bar fix" msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:419 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:420 msgid "Re-enable the Veinhole Monster and Weeds from TS" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:421 msgid "Recreate the weed-charging of SWs like the TS Chemical Missile" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:422 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:423 msgid "Fix a jumpjet crash related to voxel shadow drawing" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题" -#: ../../../CREDITS.md:422 +#: ../../../CREDITS.md:424 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:423 +#: ../../../CREDITS.md:425 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:426 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:425 +#: ../../../CREDITS.md:427 msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" msgstr "修复战机自身设置的 `MovementZone` 和 `SpeedType` 与寻路所用的这两项不一致的问题" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:428 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:429 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:430 msgid "" "Fix an issue that aircraft carriers can not find suitable locations for " "attacks when under elevated bridges on their own" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题" -#: ../../../CREDITS.md:429 ../../../CREDITS.md:462 +#: ../../../CREDITS.md:431 ../../../CREDITS.md:464 msgid "" "Fix an issue that in air aircraft carriers being unable to attack when it" " is near by elevated bridges" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:432 msgid "" "Fix an issue that aircraft carriers cannot retract its spawned aircraft " "when on the bridge" msgstr "修复了航空母舰在桥上无法回收子机的问题" -#: ../../../CREDITS.md:431 +#: ../../../CREDITS.md:433 msgid "" "Fix an issue where the shadow of jumpjet remained on the ground when it " "was above the elevated bridge" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题" -#: ../../../CREDITS.md:433 +#: ../../../CREDITS.md:435 msgid "" "Fix an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:436 msgid "" "Fix an issue that impassable invisible barrier generated by the behavior " "of infantry continuously entering vehicles" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题" -#: ../../../CREDITS.md:435 +#: ../../../CREDITS.md:437 msgid "" "Fix an issue that MCV will self-destruct when using trigger 107 to " "teleport" msgstr "修复了使用 107 号触发传送时 MCV 会自毁的问题" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:438 msgid "" "Fix an issue that moving MCV with Teleport locomotion will cause " "reconnection error" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:439 msgid "" "Fix an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead" msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:440 msgid "" "Fix an issue that game crashes when spawnee has been removed and is not " "real dead" msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题" -#: ../../../CREDITS.md:439 +#: ../../../CREDITS.md:441 msgid "" "Fix an issue that spawned `Strafe` aircraft on aircraft carriers may not " "be able to return normally if aircraft carriers moved a short distance " "when the aircraft is landing" msgstr "修复了 `Strafe` 状态的子机返航时如果航母移动了一小段距离会导致无法正常返航而一直绕圈的问题" -#: ../../../CREDITS.md:440 +#: ../../../CREDITS.md:442 msgid "" "Fix an issue that the widespread damage caused by detonation on the " "bridge/ground cannot affect objects on the ground/bridge who are in the " "opposite case" msgstr "修复了范围伤害在桥上/地面引爆时无法影响相对情况即在地面/桥上的对象的问题" -#: ../../../CREDITS.md:441 +#: ../../../CREDITS.md:443 msgid "Fix incorrect position of of `VoxelAnim`'s `TrailerAnim`" msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题" -#: ../../../CREDITS.md:442 +#: ../../../CREDITS.md:444 msgid "" "Fix an issue that `MovementZone=Fly` harvesters can not be able to enter " "refinery buildings manually" msgstr "修复了 `MovementZone=Fly` 的矿车无法手动进入矿场的问题" -#: ../../../CREDITS.md:443 +#: ../../../CREDITS.md:445 msgid "" "Fix an issue that jumpjet harvester cannot automatically go mining when " "leaving the weapons factory" msgstr "修复了 `Locomotor=Jumpjet` 的矿车出厂后不会自动去采矿的问题" -#: ../../../CREDITS.md:444 +#: ../../../CREDITS.md:446 msgid "" "Fix an issue that jumpjet harvester will overlap when manually entering " "refinery buildings and cause game crashes" msgstr "修复了 `Locomotor=Jumpjet` 的矿车会因为手动进入矿场而交叠并导致游戏崩溃的问题" -#: ../../../CREDITS.md:445 +#: ../../../CREDITS.md:447 msgid "" "Fix an issue that `Spawned` aircraft will fly towards the edge of the map" " when its `Spawner` is under EMP" msgstr "修了拥有 `Spawned` 的战机会在子机发射器单位处于 EMP 状态时飞向地图边界的问题" -#: ../../../CREDITS.md:446 +#: ../../../CREDITS.md:448 msgid "" "Fix an issue that if the garrison unload occupants when there is no open " "space around it would result in the disappearance of the occupants" -msgstr "" -"修复了周围没有空地时释放驻军会导致它们消失的问题" +msgstr "修复了周围没有空地时释放驻军会导致它们消失的问题" -#: ../../../CREDITS.md:447 +#: ../../../CREDITS.md:449 msgid "" "Fix an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving" -msgstr "" -"修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题" +msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:450 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:449 +#: ../../../CREDITS.md:451 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:452 +#: ../../../CREDITS.md:454 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:453 +#: ../../../CREDITS.md:455 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:454 +#: ../../../CREDITS.md:456 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:455 +#: ../../../CREDITS.md:457 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:456 +#: ../../../CREDITS.md:458 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:457 +#: ../../../CREDITS.md:459 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:460 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:461 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:460 +#: ../../../CREDITS.md:462 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:461 +#: ../../../CREDITS.md:463 msgid "" "Fix an issue where `FireAngle` would not work properly under certain " "circumstances" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题" -#: ../../../CREDITS.md:463 +#: ../../../CREDITS.md:465 msgid "" "Fix the bug that healing weapons could not automatically acquire aerial " "targets" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:466 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:465 +#: ../../../CREDITS.md:467 msgid "" "Fix the bug that `OpenToppedWarpDistance` is calculated incorrectly for " "building target" msgstr "修复了建筑类目标 `OpenToppedWarpDistance` 计算错误的 Bug" -#: ../../../CREDITS.md:466 +#: ../../../CREDITS.md:468 msgid "Skip target scanning function calling for unarmed technos (code)" msgstr "禁用了无武器单位的索敌(代码)" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:469 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:470 msgid "Skip target scanning function calling for unarmed technos (documentation)" msgstr "禁用了无武器单位的索敌(文档)" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:471 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:472 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:471 +#: ../../../CREDITS.md:473 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:472 +#: ../../../CREDITS.md:474 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:473 +#: ../../../CREDITS.md:475 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:474 +#: ../../../CREDITS.md:476 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:477 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:476 +#: ../../../CREDITS.md:478 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:479 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:480 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:479 +#: ../../../CREDITS.md:481 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:482 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:483 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:484 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:485 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:484 +#: ../../../CREDITS.md:486 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:485 +#: ../../../CREDITS.md:487 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:488 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:487 +#: ../../../CREDITS.md:489 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:488 +#: ../../../CREDITS.md:490 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:489 +#: ../../../CREDITS.md:491 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:490 +#: ../../../CREDITS.md:492 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:493 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:494 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2039,33 +2039,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:495 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:494 +#: ../../../CREDITS.md:496 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:495 +#: ../../../CREDITS.md:497 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:498 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:497 +#: ../../../CREDITS.md:499 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:500 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:501 msgid "" "**Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, Examon, " "AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, " @@ -2079,15 +2079,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:502 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:503 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:504 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 9073e21046..38ca6f3f0f 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: 2025-07-23 17:21+0800\n" +"POT-Creation-Date: 2025-08-16 01:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -176,15 +176,15 @@ 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:471 ../../Fixed-or-Improved-Logics.md:626 -#: ../../Fixed-or-Improved-Logics.md:707 ../../Fixed-or-Improved-Logics.md:732 -#: ../../Fixed-or-Improved-Logics.md:1053 -#: ../../Fixed-or-Improved-Logics.md:1069 -#: ../../Fixed-or-Improved-Logics.md:1138 -#: ../../Fixed-or-Improved-Logics.md:1296 -#: ../../Fixed-or-Improved-Logics.md:1570 -#: ../../Fixed-or-Improved-Logics.md:1615 -#: ../../Fixed-or-Improved-Logics.md:1636 +#: ../../Fixed-or-Improved-Logics.md:484 ../../Fixed-or-Improved-Logics.md:639 +#: ../../Fixed-or-Improved-Logics.md:720 ../../Fixed-or-Improved-Logics.md:745 +#: ../../Fixed-or-Improved-Logics.md:1066 +#: ../../Fixed-or-Improved-Logics.md:1082 +#: ../../Fixed-or-Improved-Logics.md:1151 +#: ../../Fixed-or-Improved-Logics.md:1309 +#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1628 +#: ../../Fixed-or-Improved-Logics.md:1649 msgid "image" msgstr "图像" @@ -1415,43 +1415,37 @@ msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug。" msgid "" "Fixed the bug that submarine always turn left after changed owner by map " "event." -msgstr "" -"修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug。" +msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug。" #: ../../Fixed-or-Improved-Logics.md:234 msgid "" "Fixed the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants." -msgstr "" -"修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug。" +msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug。" #: ../../Fixed-or-Improved-Logics.md:235 msgid "" "Fixed an issue that if the garrison unload occupants when there is no " "open space around it would result in the disappearance of the occupants." -msgstr "" -"修复了周围没有空地时释放驻军会导致它们消失的问题。" +msgstr "修复了周围没有空地时释放驻军会导致它们消失的问题。" #: ../../Fixed-or-Improved-Logics.md:236 msgid "" "Fixed the bug that Locomotor warhead won’t stop working when the attacker" " is being affected by `Temporal=yes` warhead." -msgstr "" -"修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug。" +msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug。" #: ../../Fixed-or-Improved-Logics.md:237 msgid "" "Fixed the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge." -msgstr "" -"修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug。" +msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug。" #: ../../Fixed-or-Improved-Logics.md:238 msgid "" "Fixed the bug that Locomotor warhead won't stop working when firer " "(except for vehicle) stop firing." -msgstr "" -"修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug。" +msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug。" #: ../../Fixed-or-Improved-Logics.md:239 msgid "Fixed the bug that hover vehicle will sink if destroyed on bridge." @@ -1461,8 +1455,7 @@ msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 msgid "" "Fixed the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target." -msgstr "" -"修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题。" +msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题。" #: ../../Fixed-or-Improved-Logics.md:242 msgid "Fixes / interactions with other extensions" @@ -1572,89 +1565,140 @@ msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bu msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving." +msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题。" + +#: ../../Fixed-or-Improved-Logics.md:261 +msgid "" +"The game now automatically changes save file name from `SAVEGAME.NET` to " +"`SVGM_XXX.NET` (where `XXX` is a number) when saving to prevent " +"occasional overwriting of the save file when using Phobos with XNA CnCNet" +" Client and saving too frequently." msgstr "" -"修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题。" +"游戏现在在保存时会自动将存档文件名从 `SAVEGAME.NET` 改为 `SVGM_XXX.NET`(此处 `XXX` 为数字)" +"以防止在 Phobos 与 XNA CNCNet Client 共用切保存过于频繁时偶尔覆盖存档文件。" #: ../../Fixed-or-Improved-Logics.md:262 +msgid "" +"1000 save files are supported, from `SVGM_000.NET` to `SVGM_999.NET`. " +"When the limit is reached, the game will overwrite the latest save file." +msgstr "" +"支持从 `SVGM_000.NET` 到 `SVGM_999.NET` 的 1000 个文件。" +"当达到上线后游戏将会覆盖此前最新的存档文件。" + +#: ../../Fixed-or-Improved-Logics.md:263 +msgid "" +"The previous `SVGM_XXX.NET` files are cleaned up before first copy if " +"it's a new game, otherwise the highest numbered `SVGM_XXX.NET` file is " +"found and the index is incremented, if possible." +msgstr "" +"如果是新游戏,在首次保存前会清理先前存在的 `SVGM_XXX.NET` 文件," +"否则游戏会查找编号最大的 `SVGM_XXX.NET` 文件并在可行的情况下递增编号。" + +#: ../../Fixed-or-Improved-Logics.md:264 +msgid "" +"The game also automatically copies `spawn.ini` to the save folder as " +"`spawnSG.ini` when saving a game." +msgstr "" +"游戏还会在保存时自动将 `spawn.ini` 复制到存档文件夹中的 `spawnSG.ini`。" + +#: ../../Fixed-or-Improved-Logics.md:268 +msgid "" +"The described behavior is a replica of and is compliant with XNA CnCNet " +"Client's multiplayer save game support." +msgstr "" +"上述行为复刻并兼容了 XNA CNCNet Client 的多人游戏存档功能支持。" + +#: ../../Fixed-or-Improved-Logics.md:272 +msgid "" +"At the moment this is only useful if you use a version of [YRpp " +"Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves " +"support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-" +"cncnet-client))." +msgstr "" +"目前此功能仅在使用支持了多人游戏存档后的 [YRpp " +"Spawner](https://github.com/CnCNet/yrpp-spawner) 版本(同时配合 [XNA CnCNet Client](https://github.com/CnCNet/xna-" +"cncnet-client)) 时才有用。" + +#: ../../Fixed-or-Improved-Logics.md:275 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:266 +#: ../../Fixed-or-Improved-Logics.md:279 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:268 ../../Fixed-or-Improved-Logics.md:279 -#: ../../Fixed-or-Improved-Logics.md:291 ../../Fixed-or-Improved-Logics.md:410 -#: ../../Fixed-or-Improved-Logics.md:420 ../../Fixed-or-Improved-Logics.md:431 -#: ../../Fixed-or-Improved-Logics.md:453 ../../Fixed-or-Improved-Logics.md:463 -#: ../../Fixed-or-Improved-Logics.md:485 ../../Fixed-or-Improved-Logics.md:502 -#: ../../Fixed-or-Improved-Logics.md:517 ../../Fixed-or-Improved-Logics.md:532 -#: ../../Fixed-or-Improved-Logics.md:544 ../../Fixed-or-Improved-Logics.md:570 -#: ../../Fixed-or-Improved-Logics.md:595 ../../Fixed-or-Improved-Logics.md:607 -#: ../../Fixed-or-Improved-Logics.md:617 ../../Fixed-or-Improved-Logics.md:633 -#: ../../Fixed-or-Improved-Logics.md:652 ../../Fixed-or-Improved-Logics.md:679 -#: ../../Fixed-or-Improved-Logics.md:690 ../../Fixed-or-Improved-Logics.md:712 -#: ../../Fixed-or-Improved-Logics.md:724 ../../Fixed-or-Improved-Logics.md:738 -#: ../../Fixed-or-Improved-Logics.md:758 ../../Fixed-or-Improved-Logics.md:782 -#: ../../Fixed-or-Improved-Logics.md:825 ../../Fixed-or-Improved-Logics.md:838 -#: ../../Fixed-or-Improved-Logics.md:849 ../../Fixed-or-Improved-Logics.md:861 -#: ../../Fixed-or-Improved-Logics.md:876 ../../Fixed-or-Improved-Logics.md:899 -#: ../../Fixed-or-Improved-Logics.md:918 ../../Fixed-or-Improved-Logics.md:929 -#: ../../Fixed-or-Improved-Logics.md:944 ../../Fixed-or-Improved-Logics.md:971 -#: ../../Fixed-or-Improved-Logics.md:1002 -#: ../../Fixed-or-Improved-Logics.md:1022 -#: ../../Fixed-or-Improved-Logics.md:1036 -#: ../../Fixed-or-Improved-Logics.md:1077 -#: ../../Fixed-or-Improved-Logics.md:1095 -#: ../../Fixed-or-Improved-Logics.md:1116 -#: ../../Fixed-or-Improved-Logics.md:1145 -#: ../../Fixed-or-Improved-Logics.md:1163 -#: ../../Fixed-or-Improved-Logics.md:1182 -#: ../../Fixed-or-Improved-Logics.md:1194 +#: ../../Fixed-or-Improved-Logics.md:281 ../../Fixed-or-Improved-Logics.md:292 +#: ../../Fixed-or-Improved-Logics.md:304 ../../Fixed-or-Improved-Logics.md:423 +#: ../../Fixed-or-Improved-Logics.md:433 ../../Fixed-or-Improved-Logics.md:444 +#: ../../Fixed-or-Improved-Logics.md:466 ../../Fixed-or-Improved-Logics.md:476 +#: ../../Fixed-or-Improved-Logics.md:498 ../../Fixed-or-Improved-Logics.md:515 +#: ../../Fixed-or-Improved-Logics.md:530 ../../Fixed-or-Improved-Logics.md:545 +#: ../../Fixed-or-Improved-Logics.md:557 ../../Fixed-or-Improved-Logics.md:583 +#: ../../Fixed-or-Improved-Logics.md:608 ../../Fixed-or-Improved-Logics.md:620 +#: ../../Fixed-or-Improved-Logics.md:630 ../../Fixed-or-Improved-Logics.md:646 +#: ../../Fixed-or-Improved-Logics.md:665 ../../Fixed-or-Improved-Logics.md:692 +#: ../../Fixed-or-Improved-Logics.md:703 ../../Fixed-or-Improved-Logics.md:725 +#: ../../Fixed-or-Improved-Logics.md:737 ../../Fixed-or-Improved-Logics.md:751 +#: ../../Fixed-or-Improved-Logics.md:771 ../../Fixed-or-Improved-Logics.md:795 +#: ../../Fixed-or-Improved-Logics.md:838 ../../Fixed-or-Improved-Logics.md:851 +#: ../../Fixed-or-Improved-Logics.md:862 ../../Fixed-or-Improved-Logics.md:874 +#: ../../Fixed-or-Improved-Logics.md:889 ../../Fixed-or-Improved-Logics.md:912 +#: ../../Fixed-or-Improved-Logics.md:931 ../../Fixed-or-Improved-Logics.md:942 +#: ../../Fixed-or-Improved-Logics.md:957 ../../Fixed-or-Improved-Logics.md:984 +#: ../../Fixed-or-Improved-Logics.md:1015 +#: ../../Fixed-or-Improved-Logics.md:1035 +#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1090 +#: ../../Fixed-or-Improved-Logics.md:1108 +#: ../../Fixed-or-Improved-Logics.md:1129 +#: ../../Fixed-or-Improved-Logics.md:1158 +#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1195 #: ../../Fixed-or-Improved-Logics.md:1207 -#: ../../Fixed-or-Improved-Logics.md:1222 -#: ../../Fixed-or-Improved-Logics.md:1236 -#: ../../Fixed-or-Improved-Logics.md:1247 -#: ../../Fixed-or-Improved-Logics.md:1265 -#: ../../Fixed-or-Improved-Logics.md:1285 -#: ../../Fixed-or-Improved-Logics.md:1303 -#: ../../Fixed-or-Improved-Logics.md:1322 -#: ../../Fixed-or-Improved-Logics.md:1353 -#: ../../Fixed-or-Improved-Logics.md:1384 -#: ../../Fixed-or-Improved-Logics.md:1408 -#: ../../Fixed-or-Improved-Logics.md:1430 -#: ../../Fixed-or-Improved-Logics.md:1442 -#: ../../Fixed-or-Improved-Logics.md:1458 -#: ../../Fixed-or-Improved-Logics.md:1470 -#: ../../Fixed-or-Improved-Logics.md:1488 -#: ../../Fixed-or-Improved-Logics.md:1510 -#: ../../Fixed-or-Improved-Logics.md:1524 -#: ../../Fixed-or-Improved-Logics.md:1538 -#: ../../Fixed-or-Improved-Logics.md:1550 -#: ../../Fixed-or-Improved-Logics.md:1562 -#: ../../Fixed-or-Improved-Logics.md:1573 -#: ../../Fixed-or-Improved-Logics.md:1584 +#: ../../Fixed-or-Improved-Logics.md:1220 +#: ../../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:1335 +#: ../../Fixed-or-Improved-Logics.md:1366 +#: ../../Fixed-or-Improved-Logics.md:1397 +#: ../../Fixed-or-Improved-Logics.md:1421 +#: ../../Fixed-or-Improved-Logics.md:1443 +#: ../../Fixed-or-Improved-Logics.md:1455 +#: ../../Fixed-or-Improved-Logics.md:1471 +#: ../../Fixed-or-Improved-Logics.md:1483 +#: ../../Fixed-or-Improved-Logics.md:1501 +#: ../../Fixed-or-Improved-Logics.md:1523 +#: ../../Fixed-or-Improved-Logics.md:1537 +#: ../../Fixed-or-Improved-Logics.md:1551 +#: ../../Fixed-or-Improved-Logics.md:1563 +#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1586 #: ../../Fixed-or-Improved-Logics.md:1597 -#: ../../Fixed-or-Improved-Logics.md:1607 -#: ../../Fixed-or-Improved-Logics.md:1621 -#: ../../Fixed-or-Improved-Logics.md:1641 -#: ../../Fixed-or-Improved-Logics.md:1652 -#: ../../Fixed-or-Improved-Logics.md:1668 -#: ../../Fixed-or-Improved-Logics.md:1694 +#: ../../Fixed-or-Improved-Logics.md:1610 +#: ../../Fixed-or-Improved-Logics.md:1620 +#: ../../Fixed-or-Improved-Logics.md:1634 +#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1681 +#: ../../Fixed-or-Improved-Logics.md:1707 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:274 +#: ../../Fixed-or-Improved-Logics.md:287 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:276 +#: ../../Fixed-or-Improved-Logics.md:289 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1664,7 +1708,7 @@ 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:277 +#: ../../Fixed-or-Improved-Logics.md:290 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1673,11 +1717,11 @@ 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:286 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:288 +#: ../../Fixed-or-Improved-Logics.md:301 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1689,21 +1733,21 @@ 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:289 +#: ../../Fixed-or-Improved-Logics.md:302 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:297 +#: ../../Fixed-or-Improved-Logics.md:310 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:299 +#: ../../Fixed-or-Improved-Logics.md:312 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:301 +#: ../../Fixed-or-Improved-Logics.md:314 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1712,7 +1756,7 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:315 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 " @@ -1723,7 +1767,7 @@ 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:303 +#: ../../Fixed-or-Improved-Logics.md:316 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 " @@ -1740,7 +1784,7 @@ 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。若未设置该参数则默认使用动画所有者的所属方,若动画无所有者则使用动画所附着对象的所属方。" -#: ../../Fixed-or-Improved-Logics.md:304 +#: ../../Fixed-or-Improved-Logics.md:317 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1752,17 +1796,17 @@ 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:306 ../../Fixed-or-Improved-Logics.md:323 -#: ../../Fixed-or-Improved-Logics.md:338 ../../Fixed-or-Improved-Logics.md:364 -#: ../../Fixed-or-Improved-Logics.md:388 ../../Fixed-or-Improved-Logics.md:398 -#: ../../Fixed-or-Improved-Logics.md:442 ../../Fixed-or-Improved-Logics.md:764 -#: ../../Fixed-or-Improved-Logics.md:1059 -#: ../../Fixed-or-Improved-Logics.md:1126 -#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:319 ../../Fixed-or-Improved-Logics.md:336 +#: ../../Fixed-or-Improved-Logics.md:351 ../../Fixed-or-Improved-Logics.md:377 +#: ../../Fixed-or-Improved-Logics.md:401 ../../Fixed-or-Improved-Logics.md:411 +#: ../../Fixed-or-Improved-Logics.md:455 ../../Fixed-or-Improved-Logics.md:777 +#: ../../Fixed-or-Improved-Logics.md:1072 +#: ../../Fixed-or-Improved-Logics.md:1139 +#: ../../Fixed-or-Improved-Logics.md:1341 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:316 +#: ../../Fixed-or-Improved-Logics.md:329 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1771,22 +1815,22 @@ 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:319 +#: ../../Fixed-or-Improved-Logics.md:332 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:321 +#: ../../Fixed-or-Improved-Logics.md:334 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:329 ../../Fixed-or-Improved-Logics.md:1419 +#: ../../Fixed-or-Improved-Logics.md:342 ../../Fixed-or-Improved-Logics.md:1432 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:331 +#: ../../Fixed-or-Improved-Logics.md:344 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1795,7 +1839,7 @@ 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:332 +#: ../../Fixed-or-Improved-Logics.md:345 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 " @@ -1804,7 +1848,7 @@ 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:333 +#: ../../Fixed-or-Improved-Logics.md:346 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1813,7 +1857,7 @@ 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:334 +#: ../../Fixed-or-Improved-Logics.md:347 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1822,7 +1866,7 @@ 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:335 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1831,17 +1875,17 @@ 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:336 +#: ../../Fixed-or-Improved-Logics.md:349 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:349 +#: ../../Fixed-or-Improved-Logics.md:362 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:351 +#: ../../Fixed-or-Improved-Logics.md:364 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1850,14 +1894,14 @@ 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:352 +#: ../../Fixed-or-Improved-Logics.md:365 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:353 +#: ../../Fixed-or-Improved-Logics.md:366 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1866,7 +1910,7 @@ 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:354 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1875,7 +1919,7 @@ 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:355 +#: ../../Fixed-or-Improved-Logics.md:368 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1884,13 +1928,13 @@ 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:356 +#: ../../Fixed-or-Improved-Logics.md:369 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:357 +#: ../../Fixed-or-Improved-Logics.md:370 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1901,7 +1945,7 @@ 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:358 +#: ../../Fixed-or-Improved-Logics.md:371 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1913,19 +1957,19 @@ 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:359 +#: ../../Fixed-or-Improved-Logics.md:372 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:360 +#: ../../Fixed-or-Improved-Logics.md:373 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:361 +#: ../../Fixed-or-Improved-Logics.md:374 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1934,7 +1978,7 @@ 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:362 +#: ../../Fixed-or-Improved-Logics.md:375 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1944,29 +1988,29 @@ 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:381 +#: ../../Fixed-or-Improved-Logics.md:394 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:384 +#: ../../Fixed-or-Improved-Logics.md:397 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:386 +#: ../../Fixed-or-Improved-Logics.md:399 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:394 +#: ../../Fixed-or-Improved-Logics.md:407 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:396 +#: ../../Fixed-or-Improved-Logics.md:409 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -1975,15 +2019,15 @@ 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:404 +#: ../../Fixed-or-Improved-Logics.md:417 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:406 +#: ../../Fixed-or-Improved-Logics.md:419 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:408 +#: ../../Fixed-or-Improved-Logics.md:421 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -1998,11 +2042,11 @@ 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:416 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:418 +#: ../../Fixed-or-Improved-Logics.md:431 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 " @@ -2012,11 +2056,11 @@ 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:426 +#: ../../Fixed-or-Improved-Logics.md:439 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:428 +#: ../../Fixed-or-Improved-Logics.md:441 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2025,17 +2069,17 @@ msgstr "" "现在可以通过在 `FactoryPlant.AllowTypes` 和 `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:429 +#: ../../Fixed-or-Improved-Logics.md:442 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:438 +#: ../../Fixed-or-Improved-Logics.md:451 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:440 +#: ../../Fixed-or-Improved-Logics.md:453 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" @@ -2047,11 +2091,11 @@ 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:448 +#: ../../Fixed-or-Improved-Logics.md:461 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:463 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2064,19 +2108,19 @@ msgstr "" "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:451 +#: ../../Fixed-or-Improved-Logics.md:464 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:459 +#: ../../Fixed-or-Improved-Logics.md:472 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:461 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2086,11 +2130,11 @@ 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:469 +#: ../../Fixed-or-Improved-Logics.md:482 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:471 +#: ../../Fixed-or-Improved-Logics.md:484 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2099,38 +2143,38 @@ 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:474 +#: ../../Fixed-or-Improved-Logics.md:487 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:475 +#: ../../Fixed-or-Improved-Logics.md:488 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:476 +#: ../../Fixed-or-Improved-Logics.md:489 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:477 +#: ../../Fixed-or-Improved-Logics.md:490 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:478 +#: ../../Fixed-or-Improved-Logics.md:491 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:479 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." @@ -2138,7 +2182,7 @@ msgstr "" "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认为 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:480 +#: ../../Fixed-or-Improved-Logics.md:493 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -2146,7 +2190,7 @@ 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:481 +#: ../../Fixed-or-Improved-Logics.md:494 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` " @@ -2155,14 +2199,14 @@ 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:482 +#: ../../Fixed-or-Improved-Logics.md:495 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:483 +#: ../../Fixed-or-Improved-Logics.md:496 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2171,21 +2215,21 @@ 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:498 +#: ../../Fixed-or-Improved-Logics.md:511 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:500 +#: ../../Fixed-or-Improved-Logics.md:513 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:508 +#: ../../Fixed-or-Improved-Logics.md:521 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:510 +#: ../../Fixed-or-Improved-Logics.md:523 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2193,7 +2237,7 @@ 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:511 +#: ../../Fixed-or-Improved-Logics.md:524 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2205,19 +2249,19 @@ 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` 的建筑则默认为 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:512 +#: ../../Fixed-or-Improved-Logics.md:525 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负数将完全禁用维修功能。" -#: ../../Fixed-or-Improved-Logics.md:513 +#: ../../Fixed-or-Improved-Logics.md:526 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点 `Strength`。默认 `[General] -> RepairStep`。" -#: ../../Fixed-or-Improved-Logics.md:514 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " @@ -2227,21 +2271,21 @@ msgstr "" "`Units.RepairPercent` 是维修成本的倍率[`Cost`/(`Strength`/`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:515 +#: ../../Fixed-or-Improved-Logics.md:528 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。步兵默认为 false,其他默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:526 +#: ../../Fixed-or-Improved-Logics.md:539 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:528 +#: ../../Fixed-or-Improved-Logics.md:541 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:530 +#: ../../Fixed-or-Improved-Logics.md:543 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -2251,65 +2295,65 @@ 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:538 +#: ../../Fixed-or-Improved-Logics.md:551 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:540 +#: ../../Fixed-or-Improved-Logics.md:553 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:542 +#: ../../Fixed-or-Improved-Logics.md:555 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:550 +#: ../../Fixed-or-Improved-Logics.md:563 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:552 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:554 +#: ../../Fixed-or-Improved-Logics.md:567 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:555 +#: ../../Fixed-or-Improved-Logics.md:568 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:556 +#: ../../Fixed-or-Improved-Logics.md:569 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:557 +#: ../../Fixed-or-Improved-Logics.md:570 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:558 +#: ../../Fixed-or-Improved-Logics.md:571 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:559 +#: ../../Fixed-or-Improved-Logics.md:572 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:560 +#: ../../Fixed-or-Improved-Logics.md:573 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -2318,7 +2362,7 @@ 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:561 +#: ../../Fixed-or-Improved-Logics.md:574 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -2332,7 +2376,7 @@ 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:562 +#: ../../Fixed-or-Improved-Logics.md:575 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2342,24 +2386,24 @@ 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:563 +#: ../../Fixed-or-Improved-Logics.md:576 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:564 +#: ../../Fixed-or-Improved-Logics.md:577 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:565 +#: ../../Fixed-or-Improved-Logics.md:578 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:566 +#: ../../Fixed-or-Improved-Logics.md:579 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " @@ -2368,7 +2412,7 @@ 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:567 +#: ../../Fixed-or-Improved-Logics.md:580 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2378,7 +2422,7 @@ 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:568 +#: ../../Fixed-or-Improved-Logics.md:581 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2387,7 +2431,7 @@ 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:588 +#: ../../Fixed-or-Improved-Logics.md:601 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2398,11 +2442,11 @@ 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:591 +#: ../../Fixed-or-Improved-Logics.md:604 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:593 +#: ../../Fixed-or-Improved-Logics.md:606 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2412,15 +2456,15 @@ 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:602 +#: ../../Fixed-or-Improved-Logics.md:615 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:604 +#: ../../Fixed-or-Improved-Logics.md:617 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:605 +#: ../../Fixed-or-Improved-Logics.md:618 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 " @@ -2430,32 +2474,33 @@ 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:613 +#: ../../Fixed-or-Improved-Logics.md:626 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:615 +#: ../../Fixed-or-Improved-Logics.md:628 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " -"cells, where the Minimum is 0 and Maximum is " -"`[CombatDamage] -> BallisticScatter`, resulting in a range of `0` to `2 *" -" BallisticScatter` cells. This behavior can now be customized using " -"`BallisticScatter.Min` to set the Minimum value and " -"`BallisticScatter.Max` to set the Maximum value. If not set, the default " -"values are used. When estimating the actual scatter range, remember that " -"the original `*2` multiplier mechanism still applies." -msgstr "" -"默认情况下 `FlakScatter=true` 会使 `Inviso=true` 的抛射体在按公式 `[最小值 * 2, 最大值 * 2]`计算出来的单元格距离范围内散布," -"其中 `最小值` 为 0,`最大值` 为 `[CombatDamage] -> BallisticScatter`,最终散布范围为 `[0, 2 * BallisticScatter]` 格。" -"此行为现已可以通过 `BallisticScatter.Min` 设置 `最小值` 和 通过 `BallisticScatter.Max` 设置 `最大值` 来实现自定义。" -"如果没有设置则使用原有的行为作为默认值。注意在估算实际范围时原有算法中的 `*2` 计算仍然存在。" - -#: ../../Fixed-or-Improved-Logics.md:624 +"cells, where the Minimum is 0 and Maximum is `[CombatDamage] -> " +"BallisticScatter`, resulting in a range of `0` to `2 * BallisticScatter` " +"cells. This behavior can now be customized using `BallisticScatter.Min` " +"to set the Minimum value and `BallisticScatter.Max` to set the Maximum " +"value. If not set, the default values are used. When estimating the " +"actual scatter range, remember that the original `*2` multiplier " +"mechanism still applies." +msgstr "" +"默认情况下 `FlakScatter=true` 会使 `Inviso=true` 的抛射体在按公式 `[最小值 * 2, 最大值 * " +"2]`计算出来的单元格距离范围内散布,其中 `最小值` 为 0,`最大值` 为 `[CombatDamage] -> " +"BallisticScatter`,最终散布范围为 `[0, 2 * BallisticScatter]` 格。此行为现已可以通过 " +"`BallisticScatter.Min` 设置 `最小值` 和 通过 `BallisticScatter.Max` 设置 `最大值` " +"来实现自定义。如果没有设置则使用原有的行为作为默认值。注意在估算实际范围时原有算法中的 `*2` 计算仍然存在。" + +#: ../../Fixed-or-Improved-Logics.md:637 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:626 +#: ../../Fixed-or-Improved-Logics.md:639 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -2464,13 +2509,13 @@ msgstr "" "![image](_static/images/shrapnel.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中击中地面和建筑的溅射*" -#: ../../Fixed-or-Improved-Logics.md:629 +#: ../../Fixed-or-Improved-Logics.md:642 msgid "" "`ShrapnelWeapon` can now be triggered against ground & buildings via " "`Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`." msgstr "现在可以通过 `Shrapnel.AffectsGround` 和 `Shrapnel.AffectsBuildings` 触发对地面和建筑的溅射。" -#: ../../Fixed-or-Improved-Logics.md:630 +#: ../../Fixed-or-Improved-Logics.md:643 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -2482,22 +2527,22 @@ msgstr "" "`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" "](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" -#: ../../Fixed-or-Improved-Logics.md:631 +#: ../../Fixed-or-Improved-Logics.md:644 msgid "" "Do note that this overrides the normal check of only allowing shrapnels " "to hit non-allied objects. Use `CanTargetHouses=enemies` to manually " "enable this behaviour again." msgstr "注意这会覆盖允许溅射武器选择非盟友对象的默认检查。使用 `CanTargetHouses=enemies` 可手动重新启用此行为。" -#: ../../Fixed-or-Improved-Logics.md:641 +#: ../../Fixed-or-Improved-Logics.md:654 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:643 +#: ../../Fixed-or-Improved-Logics.md:656 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:645 +#: ../../Fixed-or-Improved-Logics.md:658 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2508,7 +2553,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:646 +#: ../../Fixed-or-Improved-Logics.md:659 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2516,7 +2561,7 @@ 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:647 +#: ../../Fixed-or-Improved-Logics.md:660 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 " @@ -2527,7 +2572,7 @@ 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:648 +#: ../../Fixed-or-Improved-Logics.md:661 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -2536,7 +2581,7 @@ 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:649 +#: ../../Fixed-or-Improved-Logics.md:662 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -2545,7 +2590,7 @@ 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:650 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -2556,11 +2601,11 @@ 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:671 +#: ../../Fixed-or-Improved-Logics.md:684 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:673 +#: ../../Fixed-or-Improved-Logics.md:686 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -2569,7 +2614,7 @@ 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:674 +#: ../../Fixed-or-Improved-Logics.md:687 msgid "" "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" " animation would be shown at each of the `MuzzleFlashX` coordinates. This" @@ -2579,7 +2624,7 @@ 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:675 +#: ../../Fixed-or-Improved-Logics.md:688 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -2590,7 +2635,7 @@ 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:676 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -2600,25 +2645,25 @@ 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:677 +#: ../../Fixed-or-Improved-Logics.md:690 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:686 +#: ../../Fixed-or-Improved-Logics.md:699 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:701 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:702 +#: ../../Fixed-or-Improved-Logics.md:715 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -2627,11 +2672,11 @@ 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:705 +#: ../../Fixed-or-Improved-Logics.md:718 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:707 +#: ../../Fixed-or-Improved-Logics.md:720 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -2639,17 +2684,17 @@ 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:710 +#: ../../Fixed-or-Improved-Logics.md:723 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:720 +#: ../../Fixed-or-Improved-Logics.md:733 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:722 +#: ../../Fixed-or-Improved-Logics.md:735 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -2665,11 +2710,11 @@ 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:730 +#: ../../Fixed-or-Improved-Logics.md:743 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:732 +#: ../../Fixed-or-Improved-Logics.md:745 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -2679,29 +2724,29 @@ 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:735 +#: ../../Fixed-or-Improved-Logics.md:748 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:736 +#: ../../Fixed-or-Improved-Logics.md:749 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:751 +#: ../../Fixed-or-Improved-Logics.md:764 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:753 +#: ../../Fixed-or-Improved-Logics.md:766 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:754 +#: ../../Fixed-or-Improved-Logics.md:767 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 " @@ -2710,27 +2755,27 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(无扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:755 +#: ../../Fixed-or-Improved-Logics.md:768 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:756 +#: ../../Fixed-or-Improved-Logics.md:769 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:770 +#: ../../Fixed-or-Improved-Logics.md:783 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:772 +#: ../../Fixed-or-Improved-Logics.md:785 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:773 +#: ../../Fixed-or-Improved-Logics.md:786 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -2739,7 +2784,7 @@ 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:774 +#: ../../Fixed-or-Improved-Logics.md:787 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -2749,7 +2794,7 @@ 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:775 +#: ../../Fixed-or-Improved-Logics.md:788 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -2758,7 +2803,7 @@ 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:776 +#: ../../Fixed-or-Improved-Logics.md:789 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -2768,7 +2813,7 @@ 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:777 +#: ../../Fixed-or-Improved-Logics.md:790 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -2777,13 +2822,13 @@ 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:778 +#: ../../Fixed-or-Improved-Logics.md:791 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:779 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -2794,7 +2839,7 @@ 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:780 +#: ../../Fixed-or-Improved-Logics.md:793 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -2804,7 +2849,7 @@ 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:817 +#: ../../Fixed-or-Improved-Logics.md:830 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -2813,27 +2858,27 @@ 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:820 +#: ../../Fixed-or-Improved-Logics.md:833 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:822 +#: ../../Fixed-or-Improved-Logics.md:835 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:823 +#: ../../Fixed-or-Improved-Logics.md:836 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:833 +#: ../../Fixed-or-Improved-Logics.md:846 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:835 +#: ../../Fixed-or-Improved-Logics.md:848 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -2842,22 +2887,22 @@ 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:836 +#: ../../Fixed-or-Improved-Logics.md:849 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:844 +#: ../../Fixed-or-Improved-Logics.md:857 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:846 +#: ../../Fixed-or-Improved-Logics.md:859 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:847 +#: ../../Fixed-or-Improved-Logics.md:860 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -2866,11 +2911,11 @@ 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:856 +#: ../../Fixed-or-Improved-Logics.md:869 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:858 +#: ../../Fixed-or-Improved-Logics.md:871 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -2879,7 +2924,7 @@ 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:859 +#: ../../Fixed-or-Improved-Logics.md:872 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -2890,34 +2935,34 @@ 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:870 +#: ../../Fixed-or-Improved-Logics.md:883 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:872 +#: ../../Fixed-or-Improved-Logics.md:885 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:873 +#: ../../Fixed-or-Improved-Logics.md:886 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:874 +#: ../../Fixed-or-Improved-Logics.md:887 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:890 +#: ../../Fixed-or-Improved-Logics.md:903 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:892 +#: ../../Fixed-or-Improved-Logics.md:905 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -2929,24 +2974,24 @@ 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:893 +#: ../../Fixed-or-Improved-Logics.md:906 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:894 +#: ../../Fixed-or-Improved-Logics.md:907 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:895 +#: ../../Fixed-or-Improved-Logics.md:908 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:896 +#: ../../Fixed-or-Improved-Logics.md:909 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -2957,59 +3002,59 @@ 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:897 +#: ../../Fixed-or-Improved-Logics.md:910 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:914 +#: ../../Fixed-or-Improved-Logics.md:927 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:916 +#: ../../Fixed-or-Improved-Logics.md:929 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:925 +#: ../../Fixed-or-Improved-Logics.md:938 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:927 +#: ../../Fixed-or-Improved-Logics.md:940 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:936 +#: ../../Fixed-or-Improved-Logics.md:949 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:939 +#: ../../Fixed-or-Improved-Logics.md:952 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:941 +#: ../../Fixed-or-Improved-Logics.md:954 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:942 +#: ../../Fixed-or-Improved-Logics.md:955 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:950 +#: ../../Fixed-or-Improved-Logics.md:963 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:952 +#: ../../Fixed-or-Improved-Logics.md:965 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:953 +#: ../../Fixed-or-Improved-Logics.md:966 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -3019,17 +3064,17 @@ 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:954 +#: ../../Fixed-or-Improved-Logics.md:967 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:955 +#: ../../Fixed-or-Improved-Logics.md:968 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:956 +#: ../../Fixed-or-Improved-Logics.md:969 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -3038,7 +3083,7 @@ msgstr "" "`AmmoPipFrame` 和 `EmptyAmmoPipFrame` 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:957 +#: ../../Fixed-or-Improved-Logics.md:970 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -3048,21 +3093,21 @@ 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:958 +#: ../../Fixed-or-Improved-Logics.md:971 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:959 +#: ../../Fixed-or-Improved-Logics.md:972 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:960 +#: ../../Fixed-or-Improved-Logics.md:973 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:961 +#: ../../Fixed-or-Improved-Logics.md:974 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -3071,7 +3116,7 @@ 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:962 +#: ../../Fixed-or-Improved-Logics.md:975 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -3079,19 +3124,19 @@ 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:963 +#: ../../Fixed-or-Improved-Logics.md:976 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:964 +#: ../../Fixed-or-Improved-Logics.md:977 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:965 +#: ../../Fixed-or-Improved-Logics.md:978 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 " @@ -3101,13 +3146,13 @@ 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 时默认为 5,否则为 2。" -#: ../../Fixed-or-Improved-Logics.md:966 +#: ../../Fixed-or-Improved-Logics.md:979 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,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:967 +#: ../../Fixed-or-Improved-Logics.md:980 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -3117,7 +3162,7 @@ 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:968 +#: ../../Fixed-or-Improved-Logics.md:981 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` " @@ -3126,27 +3171,27 @@ 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,默认为 1。" -#: ../../Fixed-or-Improved-Logics.md:969 +#: ../../Fixed-or-Improved-Logics.md:982 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:997 +#: ../../Fixed-or-Improved-Logics.md:1010 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:999 +#: ../../Fixed-or-Improved-Logics.md:1012 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:1013 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:1010 +#: ../../Fixed-or-Improved-Logics.md:1023 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -3157,18 +3202,18 @@ 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:1026 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:1028 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:1029 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -3176,7 +3221,7 @@ 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:1030 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -3186,33 +3231,33 @@ 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:1031 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:1032 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,它会将所有部队集结到该地点。现在可以关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1020 +#: ../../Fixed-or-Improved-Logics.md:1033 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1031 +#: ../../Fixed-or-Improved-Logics.md:1044 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:1046 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:1047 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -3223,17 +3268,17 @@ 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:1048 +#: ../../Fixed-or-Improved-Logics.md:1061 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:1064 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:1066 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -3242,7 +3287,7 @@ msgstr "" "![image](_static/images/uh0-be.gif) " "*[万世之战](https://ra2be.com/zh/download.html) 中拥有可动螺旋桨及其影子的 UH-0 直升机*" -#: ../../Fixed-or-Improved-Logics.md:1056 +#: ../../Fixed-or-Improved-Logics.md:1069 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 " @@ -3254,7 +3299,7 @@ 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:1057 +#: ../../Fixed-or-Improved-Logics.md:1070 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -3266,11 +3311,11 @@ 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:1067 +#: ../../Fixed-or-Improved-Logics.md:1080 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1069 +#: ../../Fixed-or-Improved-Logics.md:1082 msgid "" "![image](_static/images/VoxelLightSourceComparison1.png) " "![image](_static/images/VoxelLightSourceComparison2.png) *Voxel by C&CrispS*" -#: ../../Fixed-or-Improved-Logics.md:1073 +#: ../../Fixed-or-Improved-Logics.md:1086 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:1074 +#: ../../Fixed-or-Improved-Logics.md:1087 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:1075 +#: ../../Fixed-or-Improved-Logics.md:1088 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -3304,7 +3349,7 @@ 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:1085 +#: ../../Fixed-or-Improved-Logics.md:1098 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -3317,18 +3362,18 @@ 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:1087 +#: ../../Fixed-or-Improved-Logics.md:1100 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:1090 +#: ../../Fixed-or-Improved-Logics.md:1103 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1092 +#: ../../Fixed-or-Improved-Logics.md:1105 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -3338,7 +3383,7 @@ 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:1093 +#: ../../Fixed-or-Improved-Logics.md:1106 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -3355,15 +3400,15 @@ 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:1106 +#: ../../Fixed-or-Improved-Logics.md:1119 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1108 +#: ../../Fixed-or-Improved-Logics.md:1121 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1110 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -3371,11 +3416,11 @@ 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:1110 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1113 +#: ../../Fixed-or-Improved-Logics.md:1126 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -3384,7 +3429,7 @@ 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:1114 +#: ../../Fixed-or-Improved-Logics.md:1127 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -3394,28 +3439,28 @@ 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:1122 +#: ../../Fixed-or-Improved-Logics.md:1135 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1137 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:1133 +#: ../../Fixed-or-Improved-Logics.md:1146 msgid "" "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 "此色盘的行为就像原有的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:1136 +#: ../../Fixed-or-Improved-Logics.md:1149 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1138 +#: ../../Fixed-or-Improved-Logics.md:1151 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -3423,18 +3468,18 @@ 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:1141 +#: ../../Fixed-or-Improved-Logics.md:1154 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:1142 +#: ../../Fixed-or-Improved-Logics.md:1155 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:1143 +#: ../../Fixed-or-Improved-Logics.md:1156 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" @@ -3442,11 +3487,11 @@ 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:1154 +#: ../../Fixed-or-Improved-Logics.md:1167 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1156 +#: ../../Fixed-or-Improved-Logics.md:1169 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 " @@ -3456,7 +3501,7 @@ 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:1157 +#: ../../Fixed-or-Improved-Logics.md:1170 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -3466,7 +3511,7 @@ 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:1158 +#: ../../Fixed-or-Improved-Logics.md:1171 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -3475,25 +3520,25 @@ 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:1159 +#: ../../Fixed-or-Improved-Logics.md:1172 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:1160 +#: ../../Fixed-or-Improved-Logics.md:1173 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:1174 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:1175 +#: ../../Fixed-or-Improved-Logics.md:1188 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -3505,58 +3550,58 @@ msgstr "" "`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:1178 -#: ../../Fixed-or-Improved-Logics.md:1203 +#: ../../Fixed-or-Improved-Logics.md:1191 +#: ../../Fixed-or-Improved-Logics.md:1216 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1180 +#: ../../Fixed-or-Improved-Logics.md:1193 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:1188 +#: ../../Fixed-or-Improved-Logics.md:1201 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:1190 +#: ../../Fixed-or-Improved-Logics.md:1203 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:1191 +#: ../../Fixed-or-Improved-Logics.md:1204 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:1192 +#: ../../Fixed-or-Improved-Logics.md:1205 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:1201 +#: ../../Fixed-or-Improved-Logics.md:1214 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1205 +#: ../../Fixed-or-Improved-Logics.md:1218 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:1213 +#: ../../Fixed-or-Improved-Logics.md:1226 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1215 +#: ../../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:1217 +#: ../../Fixed-or-Improved-Logics.md:1230 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -3570,7 +3615,7 @@ 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:1218 +#: ../../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 " @@ -3580,13 +3625,13 @@ 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:1219 +#: ../../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:1220 +#: ../../Fixed-or-Improved-Logics.md:1233 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -3595,11 +3640,11 @@ 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:1232 +#: ../../Fixed-or-Improved-Logics.md:1245 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1234 +#: ../../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 " @@ -3610,17 +3655,17 @@ 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:1243 +#: ../../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:1245 +#: ../../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:1254 +#: ../../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-" @@ -3632,37 +3677,37 @@ msgstr "" "docs/new/typeconversion.html)逻辑 `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:1257 +#: ../../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:1259 +#: ../../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:1260 +#: ../../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:1261 +#: ../../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:1262 +#: ../../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:1263 +#: ../../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:1275 +#: ../../Fixed-or-Improved-Logics.md:1288 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares' Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -3672,11 +3717,11 @@ 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:1278 +#: ../../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:1280 +#: ../../Fixed-or-Improved-Logics.md:1293 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -3685,55 +3730,55 @@ 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:1281 +#: ../../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:1282 +#: ../../Fixed-or-Improved-Logics.md:1295 msgid "" "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " "is played in reverse for undeploying." msgstr "`DeployingAnim.ReverseForUndeploy` 控制反部署时是否使动画反向播放。" -#: ../../Fixed-or-Improved-Logics.md:1283 +#: ../../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:1294 +#: ../../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:1296 +#: ../../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:1299 +#: ../../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:1300 +#: ../../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:1301 +#: ../../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:1314 +#: ../../Fixed-or-Improved-Logics.md:1327 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1316 +#: ../../Fixed-or-Improved-Logics.md:1329 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -3743,11 +3788,11 @@ 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:1318 +#: ../../Fixed-or-Improved-Logics.md:1331 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1320 +#: ../../Fixed-or-Improved-Logics.md:1333 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -3756,44 +3801,44 @@ 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:1334 +#: ../../Fixed-or-Improved-Logics.md:1347 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1336 +#: ../../Fixed-or-Improved-Logics.md:1349 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1338 +#: ../../Fixed-or-Improved-Logics.md:1351 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:1339 +#: ../../Fixed-or-Improved-Logics.md:1352 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:1340 +#: ../../Fixed-or-Improved-Logics.md:1353 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:1341 +#: ../../Fixed-or-Improved-Logics.md:1354 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:1342 +#: ../../Fixed-or-Improved-Logics.md:1355 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:1343 +#: ../../Fixed-or-Improved-Logics.md:1356 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:1344 +#: ../../Fixed-or-Improved-Logics.md:1357 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -3802,7 +3847,7 @@ 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:1347 +#: ../../Fixed-or-Improved-Logics.md:1360 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -3825,7 +3870,7 @@ 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:1381 +#: ../../Fixed-or-Improved-Logics.md:1394 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 " @@ -3836,59 +3881,59 @@ 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:1392 +#: ../../Fixed-or-Improved-Logics.md:1405 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1394 +#: ../../Fixed-or-Improved-Logics.md:1407 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:1395 +#: ../../Fixed-or-Improved-Logics.md:1408 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:1396 +#: ../../Fixed-or-Improved-Logics.md:1409 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:1397 +#: ../../Fixed-or-Improved-Logics.md:1410 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:1398 +#: ../../Fixed-or-Improved-Logics.md:1411 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:1400 +#: ../../Fixed-or-Improved-Logics.md:1413 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1402 +#: ../../Fixed-or-Improved-Logics.md:1415 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:1405 +#: ../../Fixed-or-Improved-Logics.md:1418 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:1417 +#: ../../Fixed-or-Improved-Logics.md:1430 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1421 +#: ../../Fixed-or-Improved-Logics.md:1434 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -3900,15 +3945,15 @@ 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:1423 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1425 +#: ../../Fixed-or-Improved-Logics.md:1438 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1427 +#: ../../Fixed-or-Improved-Logics.md:1440 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -3918,18 +3963,18 @@ 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:1428 +#: ../../Fixed-or-Improved-Logics.md:1441 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:1436 +#: ../../Fixed-or-Improved-Logics.md:1449 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1438 +#: ../../Fixed-or-Improved-Logics.md:1451 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -3938,24 +3983,24 @@ 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:1439 +#: ../../Fixed-or-Improved-Logics.md:1452 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:1440 +#: ../../Fixed-or-Improved-Logics.md:1453 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:1453 +#: ../../Fixed-or-Improved-Logics.md:1466 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:1455 +#: ../../Fixed-or-Improved-Logics.md:1468 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -3965,7 +4010,7 @@ 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:1456 +#: ../../Fixed-or-Improved-Logics.md:1469 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -3973,26 +4018,26 @@ 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:1465 +#: ../../Fixed-or-Improved-Logics.md:1478 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1467 +#: ../../Fixed-or-Improved-Logics.md:1480 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:1468 +#: ../../Fixed-or-Improved-Logics.md:1481 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:1477 +#: ../../Fixed-or-Improved-Logics.md:1490 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1479 +#: ../../Fixed-or-Improved-Logics.md:1492 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -4004,7 +4049,7 @@ 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:1480 +#: ../../Fixed-or-Improved-Logics.md:1493 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 " @@ -4014,7 +4059,7 @@ 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:1481 +#: ../../Fixed-or-Improved-Logics.md:1494 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 " @@ -4029,14 +4074,14 @@ 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:1482 +#: ../../Fixed-or-Improved-Logics.md:1495 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:1483 +#: ../../Fixed-or-Improved-Logics.md:1496 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -4045,7 +4090,7 @@ 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:1484 +#: ../../Fixed-or-Improved-Logics.md:1497 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -4054,7 +4099,7 @@ 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:1485 +#: ../../Fixed-or-Improved-Logics.md:1498 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -4063,7 +4108,7 @@ 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:1486 +#: ../../Fixed-or-Improved-Logics.md:1499 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -4075,76 +4120,76 @@ 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:1506 +#: ../../Fixed-or-Improved-Logics.md:1519 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1508 +#: ../../Fixed-or-Improved-Logics.md:1521 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:1516 +#: ../../Fixed-or-Improved-Logics.md:1529 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1518 +#: ../../Fixed-or-Improved-Logics.md:1531 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:1519 +#: ../../Fixed-or-Improved-Logics.md:1532 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:1520 +#: ../../Fixed-or-Improved-Logics.md:1533 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:1521 +#: ../../Fixed-or-Improved-Logics.md:1534 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:1522 +#: ../../Fixed-or-Improved-Logics.md:1535 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:1531 +#: ../../Fixed-or-Improved-Logics.md:1544 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:1534 +#: ../../Fixed-or-Improved-Logics.md:1547 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1536 +#: ../../Fixed-or-Improved-Logics.md:1549 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:1544 +#: ../../Fixed-or-Improved-Logics.md:1557 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1546 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1548 +#: ../../Fixed-or-Improved-Logics.md:1561 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -4153,11 +4198,11 @@ 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:1557 +#: ../../Fixed-or-Improved-Logics.md:1570 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1559 +#: ../../Fixed-or-Improved-Logics.md:1572 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -4171,50 +4216,50 @@ 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:1560 +#: ../../Fixed-or-Improved-Logics.md:1573 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:1568 +#: ../../Fixed-or-Improved-Logics.md:1581 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1570 +#: ../../Fixed-or-Improved-Logics.md:1583 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1571 +#: ../../Fixed-or-Improved-Logics.md:1584 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:1580 +#: ../../Fixed-or-Improved-Logics.md:1593 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1582 +#: ../../Fixed-or-Improved-Logics.md:1595 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:1593 +#: ../../Fixed-or-Improved-Logics.md:1606 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:1595 +#: ../../Fixed-or-Improved-Logics.md:1608 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:1603 +#: ../../Fixed-or-Improved-Logics.md:1616 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 充值步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1605 +#: ../../Fixed-or-Improved-Logics.md:1618 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -4224,11 +4269,11 @@ 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:1613 +#: ../../Fixed-or-Improved-Logics.md:1626 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1615 +#: ../../Fixed-or-Improved-Logics.md:1628 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -4237,13 +4282,13 @@ 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:1618 +#: ../../Fixed-or-Improved-Logics.md:1631 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:1619 +#: ../../Fixed-or-Improved-Logics.md:1632 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" @@ -4252,7 +4297,7 @@ 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:1631 +#: ../../Fixed-or-Improved-Logics.md:1644 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -4262,11 +4307,11 @@ msgstr "" "由于技术限制,这些特性不适用于 [Ares 中光棱塔递光武器](https://ares-developers.github.io/Ares-" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " -#: ../../Fixed-or-Improved-Logics.md:1634 +#: ../../Fixed-or-Improved-Logics.md:1647 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1636 +#: ../../Fixed-or-Improved-Logics.md:1649 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -4276,7 +4321,7 @@ 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:1639 +#: ../../Fixed-or-Improved-Logics.md:1652 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -4286,39 +4331,39 @@ 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:1647 +#: ../../Fixed-or-Improved-Logics.md:1660 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1649 +#: ../../Fixed-or-Improved-Logics.md:1662 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:1658 +#: ../../Fixed-or-Improved-Logics.md:1671 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1660 +#: ../../Fixed-or-Improved-Logics.md:1673 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:1661 +#: ../../Fixed-or-Improved-Logics.md:1674 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:1662 +#: ../../Fixed-or-Improved-Logics.md:1675 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:1663 +#: ../../Fixed-or-Improved-Logics.md:1676 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -4327,7 +4372,7 @@ 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:1664 +#: ../../Fixed-or-Improved-Logics.md:1677 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -4337,13 +4382,13 @@ 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:1665 +#: ../../Fixed-or-Improved-Logics.md:1678 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:1666 +#: ../../Fixed-or-Improved-Logics.md:1679 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -4353,62 +4398,62 @@ 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:1680 +#: ../../Fixed-or-Improved-Logics.md:1693 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1682 +#: ../../Fixed-or-Improved-Logics.md:1695 msgid "" "DropPod properties can now be customized on a per-TechnoType (non-" "building) basis." msgstr "现在可以在每个非建筑类单位上微观定义 DropPod 属性。" -#: ../../Fixed-or-Improved-Logics.md:1683 +#: ../../Fixed-or-Improved-Logics.md:1696 msgid "" "Note that due to technical constraints `DropPod.AirImage` is only drawn " "for InfantryTypes (as the DropPod is the infantry itself with its image " "swapped). This may change in future." msgstr "由于技术限制,`DropPod.AirImage` 仅在步兵类单位上绘制(因为空降仓本身就是替换了图像的步兵自身)。未来可能会进行更改。" -#: ../../Fixed-or-Improved-Logics.md:1684 +#: ../../Fixed-or-Improved-Logics.md:1697 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:1685 +#: ../../Fixed-or-Improved-Logics.md:1698 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:1686 +#: ../../Fixed-or-Improved-Logics.md:1699 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:1687 +#: ../../Fixed-or-Improved-Logics.md:1700 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:1688 +#: ../../Fixed-or-Improved-Logics.md:1701 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:1691 +#: ../../Fixed-or-Improved-Logics.md:1704 msgid "" "Due to technical constraints `DropPod.AirImage` is only drawn for " "InfantryTypes (as the DropPod is the infantry itself with its image " "swapped). This may change in future." msgstr "由于技术限制,`DropPod.AirImage` 仅在步兵类单位上绘制(因为空降仓本身就是替换了图像的步兵自身)。未来可能会进行更改。" -#: ../../Fixed-or-Improved-Logics.md:1712 +#: ../../Fixed-or-Improved-Logics.md:1725 msgid "" "`[General] -> DropPodTrailer` is [Ares feature](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." diff --git a/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po index 05b428a113..c52d81ff6e 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po @@ -108,7 +108,7 @@ 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。" @@ -135,7 +135,7 @@ 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 @@ -146,7 +146,7 @@ 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 "" @@ -165,7 +165,7 @@ 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 10dee0f373..c899d5764b 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-06-30 01:13+0800\n" +"POT-Creation-Date: 2025-08-16 01:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -105,11 +105,11 @@ msgstr "现在你可以指定在胜利或失败时播放哪些音轨的主题曲 #: ../../User-Interface.md:131 ../../User-Interface.md:154 #: ../../User-Interface.md:179 ../../User-Interface.md:233 #: ../../User-Interface.md:252 ../../User-Interface.md:267 -#: ../../User-Interface.md:360 ../../User-Interface.md:380 -#: ../../User-Interface.md:408 ../../User-Interface.md:453 -#: ../../User-Interface.md:488 ../../User-Interface.md:498 -#: ../../User-Interface.md:517 ../../User-Interface.md:560 -#: ../../User-Interface.md:580 +#: ../../User-Interface.md:365 ../../User-Interface.md:385 +#: ../../User-Interface.md:413 ../../User-Interface.md:458 +#: ../../User-Interface.md:493 ../../User-Interface.md:503 +#: ../../User-Interface.md:522 ../../User-Interface.md:565 +#: ../../User-Interface.md:585 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -133,8 +133,8 @@ msgstr "" "Shape 文件的默认配置。*" #: ../../User-Interface.md:33 ../../User-Interface.md:113 -#: ../../User-Interface.md:388 ../../User-Interface.md:433 -#: ../../User-Interface.md:476 ../../User-Interface.md:536 +#: ../../User-Interface.md:393 ../../User-Interface.md:438 +#: ../../User-Interface.md:481 ../../User-Interface.md:541 msgid "image" msgstr "图像" @@ -145,7 +145,7 @@ 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:37 @@ -235,9 +235,9 @@ msgstr "`ValueScaleDivisor` 可用于调整显示值的缩放比例。如果给 #: ../../User-Interface.md:91 ../../User-Interface.md:141 #: ../../User-Interface.md:162 ../../User-Interface.md:204 #: ../../User-Interface.md:219 ../../User-Interface.md:242 -#: ../../User-Interface.md:347 ../../User-Interface.md:419 -#: ../../User-Interface.md:464 ../../User-Interface.md:524 -#: ../../User-Interface.md:568 ../../User-Interface.md:592 +#: ../../User-Interface.md:352 ../../User-Interface.md:424 +#: ../../User-Interface.md:469 ../../User-Interface.md:529 +#: ../../User-Interface.md:573 ../../User-Interface.md:597 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" @@ -344,7 +344,7 @@ 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:160 ../../User-Interface.md:202 @@ -554,7 +554,7 @@ msgstr "`[AudioVisual] -> DisplayIncome` 还允许在维修厂出售单位时显 #: ../../User-Interface.md:280 msgid "Hotkey Commands" -msgstr "热键指令" +msgstr "快捷键命令" #: ../../User-Interface.md:282 msgid "`[ ]` Display Damage Numbers" @@ -683,10 +683,18 @@ msgid "`[ ]` Quicksave" msgstr "`[ ]` 快速保存" #: ../../User-Interface.md:319 -msgid "Save the current singleplayer game." -msgstr "保存当前的单人游戏" +msgid "Saves the current game." +msgstr "保存当前游戏" + +#: ../../User-Interface.md:322 +msgid "" +"For this command to work in multiplayer - you need to use a version of " +"[YRpp spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer " +"saves support." +msgstr "" +"要让此命令用于多人游戏,你必须使用支持多人存档后的 [YRpp spawner](https://github.com/CnCNet/yrpp-spawner) 版本。" -#: ../../User-Interface.md:320 +#: ../../User-Interface.md:325 msgid "" "For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, " "`TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your " @@ -695,7 +703,7 @@ msgstr "" "为了本地化,请将 `TXT_QUICKSAVE`、`TXT_QUICKSAVE_DESC`、`TXT_QUICKSAVE_SUFFIX` 和 " "`MSG:NotAvailableInMultiplayer` 添加到你的 `.csf` 文件中。" -#: ../../User-Interface.md:321 +#: ../../User-Interface.md:326 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -703,43 +711,43 @@ msgstr "" "这些原有 CSF 条目将会被使用:`TXT_SAVING_GAME`、`TXT_GAME_WAS_SAVED` 和 " "`TXT_ERROR_SAVING_GAME`。" -#: ../../User-Interface.md:322 +#: ../../User-Interface.md:327 msgid "" "The save should be looks like `Allied Mission 25: Esther's Money - " "QuickSaved`." msgstr "保存的文件名应当类似于 `Allied Mission 25: Esther's Money - QuickSaved`。" -#: ../../User-Interface.md:324 +#: ../../User-Interface.md:329 msgid "Loading screen" msgstr "载入图" -#: ../../User-Interface.md:326 +#: ../../User-Interface.md:331 msgid "PCX files can now be used as loadscreen images." msgstr "现在可以使用 PCX 文件作为载入图图像。" -#: ../../User-Interface.md:327 +#: ../../User-Interface.md:332 msgid "You can specify custom loadscreen with Ares tag `File.LoadScreen`." msgstr "你可以使用 Ares 标签 `File.LoadScreen` 指定自定义载入图。" -#: ../../User-Interface.md:328 +#: ../../User-Interface.md:333 msgid "" "Campaign loading screen (`missionmd.ini -> [LS800BkgdName]`) can also use" " PCX image." msgstr "战役载入图(`missionmd.ini -> [LS800BkgdName]`) 也可以使用 PCX 图像。" -#: ../../User-Interface.md:329 +#: ../../User-Interface.md:334 msgid "" "Observer loading screen can use `ls800obs.pcx` *(or `ls640obs.pcx` when " "screen width is 640)* for this feature." msgstr "观察者载入图可以使用 `ls800obs.pcx`(当屏幕宽度为 640 时使用 `ls640obs.pcx`)。" -#: ../../User-Interface.md:330 +#: ../../User-Interface.md:335 msgid "" "The loadscreen size can now be different from the default `800x600` one; " "if the image is bigger than the screen it's centered and cropped." msgstr "载入图的大小现在可以与默认的 `800x600` 不同;如果图像比屏幕大,它将被居中并裁剪。" -#: ../../User-Interface.md:331 +#: ../../User-Interface.md:336 msgid "" "This feature works in conjunction with CnCNet5 spawner DLL which resizes " "loadscreen window to actual monitor size and places the image in center. " @@ -749,66 +757,66 @@ msgstr "" "此功能与 CnCNet5 Spawner DLL 相结合,它将把载入界面固定为当前游戏分辨率大小并把载入图置于中间。如果没有 CnCNet5 " "Spanwer,那么载入分辨率将被锁定为 `800x600`。" -#: ../../User-Interface.md:332 +#: ../../User-Interface.md:337 msgid "" "Same applies to campaign loading screen (`missionmd.ini -> " "[LS800BkgdName]`)." msgstr "同样适用于战役载入图(`missionmd.ini -> [LS800BkgdName]`)。" -#: ../../User-Interface.md:333 +#: ../../User-Interface.md:338 msgid "" "You can now disable hardcoded black dots that YR engine shows over empty " "spawn locations, which allows to use prettier and more correctly placed " "markers that are produced by Map Renderer instead." msgstr "现在你可以禁用 YR 引擎在空置出生点显示的黑点,这允许使用由地图渲染器生成的更没关且位置正确的标记。" -#: ../../User-Interface.md:335 ../../User-Interface.md:370 -#: ../../User-Interface.md:399 ../../User-Interface.md:445 -#: ../../User-Interface.md:482 ../../User-Interface.md:511 -#: ../../User-Interface.md:548 +#: ../../User-Interface.md:340 ../../User-Interface.md:375 +#: ../../User-Interface.md:404 ../../User-Interface.md:450 +#: ../../User-Interface.md:487 ../../User-Interface.md:516 +#: ../../User-Interface.md:553 msgid "In `uimd.ini`:" msgstr "在 `uimd.ini`:" -#: ../../User-Interface.md:341 +#: ../../User-Interface.md:346 msgid "Miscellanous" msgstr "杂项" -#: ../../User-Interface.md:343 +#: ../../User-Interface.md:348 msgid "Skip saving game on starting a new campaign" msgstr "开始新战役时跳过保存游戏" -#: ../../User-Interface.md:345 +#: ../../User-Interface.md:350 msgid "" "When starting a new campaign, the game automatically saves the game. Now " "you can decide whether you want that to happen or not." msgstr "在开始新战役时游戏会自动保存游戏。现在你可以自行决定是否要进行保存。" -#: ../../User-Interface.md:353 +#: ../../User-Interface.md:358 msgid "Sidebar / Battle UI" msgstr "侧边栏/战斗界面 UI" -#: ../../User-Interface.md:355 +#: ../../User-Interface.md:360 msgid "Cameo Sorting" msgstr "图标排序" -#: ../../User-Interface.md:357 +#: ../../User-Interface.md:362 msgid "" "You can now specify Cameo Priority for any TechnoType/SuperWeaponType. " "Vanilla sorting rules are " "[here](https://modenc.renegadeprojects.com/Cameo_Sorting)." msgstr "现在你可以为任何科技类型/超级武器类型指定图标优先级。原版排序规则可见[此处](https://modenc.renegadeprojects.com/Cameo_Sorting)。" -#: ../../User-Interface.md:358 +#: ../../User-Interface.md:363 msgid "" "The Cameo Priority is checked just before evevything vanilla. Greater " "`CameoPriority` wins." msgstr "图标优先级在原版所有内容之前检查。更高的 `CameoPriority` 具有更高优先级。" -#: ../../User-Interface.md:366 +#: ../../User-Interface.md:371 msgid "Center pause menu background" msgstr "暂停菜单背景居中" -#: ../../User-Interface.md:368 +#: ../../User-Interface.md:373 msgid "" "Pause menu background (`bkgdXX(y).shp`) can now optionally be centered on" " the center of the available space instead of top-left corner. This " @@ -816,19 +824,19 @@ msgid "" " `1024x768` in mind." msgstr "现在可以选择将暂停菜单背景(`bkgdXX(y).shp`) 居中而不是丢在左上角。这允许背景在分辨率大于 `1024x768` 的时候更好地设计。" -#: ../../User-Interface.md:376 +#: ../../User-Interface.md:381 msgid "Custom Missing Cameo (`XXICON.SHP`)" msgstr "自定义缺省图标(`XXICON.SHP`)" -#: ../../User-Interface.md:378 +#: ../../User-Interface.md:383 msgid "You can now specify any SHP/PCX file as `XXICON.SHP` for missing cameo." msgstr "现在你可以指定任何 SHP/PCX 文件作为缺省图标使用的 `XXICON.SHP` 。" -#: ../../User-Interface.md:386 +#: ../../User-Interface.md:391 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../User-Interface.md:388 +#: ../../User-Interface.md:393 msgid "" "![image](_static/images/harvestercounter-01.gif) *Harvester Counter in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -836,13 +844,13 @@ msgstr "" "![image](_static/images/harvestercounter-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的矿车计数器*" -#: ../../User-Interface.md:391 +#: ../../User-Interface.md:396 msgid "" "An additional counter for your active / total harvesters can be added " "near the credits indicator." msgstr "可以在资金示数器附近添加一个额外的计数器用于显示你的活动(工作中)矿车的数量/总矿车数量。" -#: ../../User-Interface.md:392 +#: ../../User-Interface.md:397 msgid "" "You can specify which TechnoType should be counted as a Harvester with " "`Harvester.Counted`. If not set, the techno with `Harvester=yes` or " @@ -851,25 +859,25 @@ msgstr "" "你可以使用 `Harvester.Counted` 指定哪些科技类型被视为矿车。若未设置,带有 `Harvester=yes` 或 " "`Enslaves=SOMESLAVE` 的单位将被计入。" -#: ../../User-Interface.md:393 +#: ../../User-Interface.md:398 msgid "" "Can be set to true on buildings with `ProduceCashAmount` to count them as" " active 'harvesters' while generating credits." msgstr "可以在使用 `ProduceCashAmount` 的建筑上设置为 true 以便在其生成资金时计为工作中的“矿车”。" -#: ../../User-Interface.md:394 +#: ../../User-Interface.md:399 msgid "" "The counter is displayed with the format of `Label(Active " "Harvesters)/(Total Harvesters)`. The label is `⛏ U+26CF` by default." msgstr "计数器以 `标签(活动矿车数/总矿车数)` 的格式显示,标签默认为 `⛏ U+26CF`。" -#: ../../User-Interface.md:395 +#: ../../User-Interface.md:400 msgid "" "You can adjust counter position by `Sidebar.HarvesterCounter.Offset`, " "negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.HarvesterCounter.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:396 +#: ../../User-Interface.md:401 msgid "" "By setting `HarvesterCounter.ConditionYellow` and " "`HarvesterCounter.ConditionRed`, the game will warn player by changing " @@ -881,13 +889,13 @@ msgstr "" "`HarvesterCounter.ConditionRed`,当矿车活动百分比小于或等于它们时,游戏将通过改变计数器颜色来警告玩家,就像 HP " "达到 `ConditionYellow` 和 `ConditionRed` 改变颜色一样。" -#: ../../User-Interface.md:397 +#: ../../User-Interface.md:402 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowHarvesterCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowHarvesterCounter` 来由用户自行开关。" -#: ../../User-Interface.md:426 ../../User-Interface.md:471 +#: ../../User-Interface.md:431 ../../User-Interface.md:476 msgid "" "If you use the vanilla font in your mod, you can use the improved font " "(v4 and higher; can be found on [Phobos supplementaries " @@ -903,17 +911,17 @@ msgstr "" ".arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D) " "绘制它们。" -#: ../../User-Interface.md:428 +#: ../../User-Interface.md:433 msgid "" "Additionally, default position for harvester counter overlaps with [weeds" " counter](#weeds-counter)." msgstr "此外,默认的矿车计数器位置与[废矿计数器](#weeds-counter)重叠。" -#: ../../User-Interface.md:431 +#: ../../User-Interface.md:436 msgid "Power delta counter" msgstr "电力差值计数器" -#: ../../User-Interface.md:433 +#: ../../User-Interface.md:438 msgid "" "![image](_static/images/powerdelta-01.gif) *Power delta Counter in " "[Assault Amerika](https://www.moddb.com/mods/assault-amerika)*" @@ -921,19 +929,19 @@ msgstr "" "![image](_static/images/powerdelta-01.gif) *[Assault " "Amerika](https://www.moddb.com/mods/assault-amerika) 中的电力差值计数器*" -#: ../../User-Interface.md:436 +#: ../../User-Interface.md:441 msgid "" "An additional counter for your power delta (surplus) can be added near " "the credits indicator." msgstr "可以在资金示数器旁边追加一个电力差值计数器以显示你的电力差值(盈余)。" -#: ../../User-Interface.md:437 +#: ../../User-Interface.md:442 msgid "" "The counter is displayed with the format of `Label(sign)(Power Delta)`. " "The label is `PowerLabel` used in `ToolTips` (by default `⚡ U+26A1`)." msgstr "计数器以 `Label(sign)(电力差值)` 的格式显示,标签默认为 `PowerLabel`(在 `ToolTips` 中使用)。" -#: ../../User-Interface.md:438 +#: ../../User-Interface.md:443 msgid "" "When the power of the player is blacked-out by a spy or force-shield, " "`PowerBlackoutLabel` in `ToolTips` is displayed instead (by default ⚡❌ " @@ -942,13 +950,13 @@ msgstr "" "当玩家的电力被间谍或力场护盾中断时,在 `ToolTips` 中显示的会换成 `PowerBlackoutLabel` (默认为 `⚡❌ " "U+26A1 U+274C`),文本颜色为 `Sidebar.PowerDelta.ColorGrey`。" -#: ../../User-Interface.md:439 +#: ../../User-Interface.md:444 msgid "" "You can adjust counter position by `Sidebar.PowerDelta.Offset`, negative " "means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.PowerDelta.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:440 +#: ../../User-Interface.md:445 msgid "" "You can adjust counter text alignment by `Sidebar.PowerDelta.Align`, " "acceptable values are left, right, center/centre." @@ -956,7 +964,7 @@ msgstr "" "你可以通过 `Sidebar.PowerDelta.Align` " "调整计数器对齐方式,可接受的值为左对齐(`left`)、右对齐(`right`)或居中对齐(`center`/`centre`)。" -#: ../../User-Interface.md:441 +#: ../../User-Interface.md:446 msgid "" "By setting `PowerDelta.ConditionYellow` and `PowerDelta.ConditionRed`, " "the game will warn player by changing the color of counter whenever the " @@ -967,23 +975,23 @@ msgstr "" "`PowerDelta.ConditionRed`,当电力使用率超过指定值时,游戏将通过改变计数器颜色来警告玩家(例如,当负载与输出功率之比大于 " "100% 时,计数器会变为红色)。" -#: ../../User-Interface.md:442 +#: ../../User-Interface.md:447 msgid "" "The exception for this rule is when both power output and drain are 0 - " "in this case the counter will default to yellow." msgstr "此规则的例外情况是当负载和输出功率均为 0 时 - 这种情况下计数器将默认为黄色。" -#: ../../User-Interface.md:443 +#: ../../User-Interface.md:448 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowPowerDelta` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowPowerDelta` 来由用户自行开关。" -#: ../../User-Interface.md:474 +#: ../../User-Interface.md:479 msgid "Producing Progress" msgstr "生产进度" -#: ../../User-Interface.md:476 +#: ../../User-Interface.md:481 msgid "" "![image](_static/images/producing-progress-01.gif) *Producing Progress " "bars in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -992,21 +1000,21 @@ msgstr "" "![image](_static/images/producing-progress-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的生产进度条*" -#: ../../User-Interface.md:479 +#: ../../User-Interface.md:484 msgid "You can now know your factories' status via sidebar!" msgstr "现在你可以通过侧边栏了解到你的工厂的状态了!" -#: ../../User-Interface.md:480 +#: ../../User-Interface.md:485 msgid "" "You need to draw your own assets (`tab0xpp.shp`, x is replaced by 0-3) " "and put them into `sidec0x.mix`." msgstr "你需要自己绘制资源(`tab0xpp.shp`,x 替换为 0-3)并将它们放入 `sidec0x.mix` 中。" -#: ../../User-Interface.md:494 +#: ../../User-Interface.md:499 msgid "Specify Sidebar style" msgstr "指定侧边栏样式" -#: ../../User-Interface.md:496 +#: ../../User-Interface.md:501 msgid "" "It's now possible to switch hardcoded sidebar button coords to use GDI " "sidebar coords by setting `Sidebar.GDIPosition`. Defaults to true for " @@ -1015,11 +1023,11 @@ msgstr "" "现在可以通过设置 `Sidebar.GDIPosition` 来切换硬编码的侧边栏按钮坐标为 GDI " "阵营(原版盟军)侧边栏坐标。默认情况下,第一个阵营为 true,其他阵营为 false。" -#: ../../User-Interface.md:504 +#: ../../User-Interface.md:509 msgid "Weeds counter" msgstr "废矿计数器" -#: ../../User-Interface.md:506 +#: ../../User-Interface.md:511 msgid "" "Counter for amount of [weeds in storage](Fixed-or-Improved-" "Logics.md#weeds--weed-eaters) can be added near the credits indicator." @@ -1027,35 +1035,35 @@ msgstr "" "你可以在资金示数器附近添加一个额外的计数器用于显示[存储的泰伯利亚废矿](Fixed-or-Improved-Logics.md#weeds" "--weed-eaters)的数量。" -#: ../../User-Interface.md:507 +#: ../../User-Interface.md:512 msgid "" "You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-" "side setting), negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.WeedsCounter.Offset`(每个阵营的设置)调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:508 +#: ../../User-Interface.md:513 msgid "" "Counter is by default displayed in side's tooltip color, which can be " "overridden per side by setting `Sidebar.WeedsCounter.Color`." msgstr "计数器默认为每个阵营拓展工具条的颜色,可以通过设置 `Sidebar.WeedsCounter.Color` 来为每个阵营独立覆盖设置。" -#: ../../User-Interface.md:509 +#: ../../User-Interface.md:514 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowWeedsCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowWeedsCounter` 来由用户自行开关。" -#: ../../User-Interface.md:531 +#: ../../User-Interface.md:536 msgid "" "Default position for weeds counter overlaps with [harvester counter" "](#harvester-counter)." msgstr "默认的废矿计数器位置与[矿车计数器](#harvester-counter)重叠。" -#: ../../User-Interface.md:534 +#: ../../User-Interface.md:539 msgid "Tooltips" msgstr "拓展工具条" -#: ../../User-Interface.md:536 +#: ../../User-Interface.md:541 msgid "" "![image](_static/images/tooltips-01.png) *Extended tooltips used in [CnC:" " Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -1063,7 +1071,7 @@ msgstr "" "![image](_static/images/tooltips-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中的拓展拓展工具条*" -#: ../../User-Interface.md:539 +#: ../../User-Interface.md:544 msgid "" "Sidebar tooltips can now display extended information about the " "TechnoType/SWType when hovered over it's cameo. In addition the low " @@ -1073,19 +1081,19 @@ msgstr "" "现在当鼠标悬停在图标上时侧边栏拓展工具条提示可以显示关于科技类型/超级武器类型的拓展信息。此外当通过相应标签启用此功能时低字符限制将被取消从而允许长达" " 1024 字符长度的工具提示信息。" -#: ../../User-Interface.md:540 +#: ../../User-Interface.md:545 msgid "" "TechnoType's tooltip would display it's name, cost, power, build time and" " description (when applicable)." msgstr "科技类型的拓展工具条将显示其名称、成本、电力、建造时间和描述(如果适用)。" -#: ../../User-Interface.md:541 +#: ../../User-Interface.md:546 msgid "" "SWType's tooltip would display it's name, cost, and recharge time (when " "applicable)." msgstr "超级武器类型的拓展工具条将显示其名称、成本和充能时间(如果适用)。" -#: ../../User-Interface.md:542 +#: ../../User-Interface.md:547 #, python-format msgid "" "If `SW.Shots` from Ares is used, a C-style format string default to " @@ -1096,7 +1104,7 @@ msgstr "" "如果使用了 Ares 的 `SW.Shots`,那么将会附加一个 C 语言风格的格式化字符,默认为 `Shots: %d`。格式可以在 csf " "中自定义。如果使用双参数格式(例如 `还剩 %d/%d 发`),第二个整数是 `SW.Shots`。" -#: ../../User-Interface.md:543 +#: ../../User-Interface.md:548 msgid "" "Extended tooltips don't use `TXT_MONEY_FORMAT_1` and " "`TXT_MONEY_FORMAT_2`. Instead you can specify cost, power and time labels" @@ -1107,20 +1115,20 @@ msgstr "" "`TXT_MONEY_FORMAT_2`。但你可以使用对应的标签指定成本、电力和时间标签(在对应值前显示)。默认为 `$ U+0024`,`⚡ " "U+26A1` 和 `⌚ U+231A`。" -#: ../../User-Interface.md:544 +#: ../../User-Interface.md:549 msgid "" "Fixed a bug when switching build queue tabs via QWER didn't make tooltips" " disappear as they should, resulting in stuck tooltips." msgstr "修复了一个通过 QWER 切换建造队列标签时拓展工具条没有消失的问题,这导致拓展工具条卡住。" -#: ../../User-Interface.md:545 +#: ../../User-Interface.md:550 msgid "" "The tooltips can now go over the sidebar bounds to accommodate for longer" " contents. You can control maximum text width with a new tag (paddings " "are excluded from the number you specify)." msgstr "现在拓展工具条可以超出侧边栏边界以容纳更长的内容。你可以使用新增的标签控制最大文本宽度(不包括边框)。" -#: ../../User-Interface.md:546 +#: ../../User-Interface.md:551 msgid "" "`AnchoredToolTips` positions the tooltip always to the left of sidebar, " "only applies to if `ExtendedToolTips` is set to true and they are enabled" @@ -1129,13 +1137,13 @@ msgstr "" "`AnchoredToolTips` 将拓展工具条始终定到侧边栏左侧,仅在 `ExtendedToolTips` 设置为 true " "且用户启用时生效。" -#: ../../User-Interface.md:566 +#: ../../User-Interface.md:571 msgid "" "The descriptions are designed to be toggleable by users. For now you can " "only do that externally via client or manually." msgstr "描述设计可由用户自行切换。目前你只能通过客户端或进行手动设置。" -#: ../../User-Interface.md:575 +#: ../../User-Interface.md:580 msgid "" "Same as with harvester counter, you can download the improved font (v4 " "and higher; can be found on [Phobos supplementaries " @@ -1145,13 +1153,13 @@ msgstr "" "与矿车计数器相同,你可以下载改进的字体(v4 或更高版本;可以在 [Phobos 补充仓库](https://github.com/Phobos-" "developers/PhobosSupplementaries) 中找到)否则你需要自己编辑字库文件。" -#: ../../User-Interface.md:578 +#: ../../User-Interface.md:583 msgid "" "The background color and opacity of tooltips can now be customized " "globally or per side." msgstr "现在可以全局或按阵营自定义拓展工具条的背景色和不透明度。" -#: ../../User-Interface.md:589 +#: ../../User-Interface.md:594 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." diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 4bfbaef185..c49c049adf 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: 2025-08-03 16:24+0800\n" +"POT-Creation-Date: 2025-08-16 01:51+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -57,8 +57,9 @@ msgid "" "upgrade animations." msgstr "" "现在如果通过 `PowerUpNAnim` 设置了加载物动画那么它们将会使用替代加载物建筑自身的图像来显示。注意你仍需显式设置 " -"`PowerUpNDamagedAnim` 来启用伤残版本的加载物动画,因为并没有添加一个它们不存在时回退到未伤残版本加载物图像的逻辑,并且那也不是一个安全的做法。" -"`PowersUpToLevel=-1` 的加载物在使用 `PowerUpNAnim` 时仍然无法正常工作,因此这类建筑应当避免使用显式的加载物动画。" +"`PowerUpNDamagedAnim` " +"来启用伤残版本的加载物动画,因为并没有添加一个它们不存在时回退到未伤残版本加载物图像的逻辑,并且那也不是一个安全的做法。`PowersUpToLevel=-1`" +" 的加载物在使用 `PowerUpNAnim` 时仍然无法正常工作,因此这类建筑应当避免使用显式的加载物动画。" #: ../../Whats-New.md:14 msgid "" @@ -534,9 +535,9 @@ msgstr "更新日志" msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:315 ../../Whats-New.md:701 ../../Whats-New.md:731 -#: ../../Whats-New.md:933 ../../Whats-New.md:961 ../../Whats-New.md:977 -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:315 ../../Whats-New.md:703 ../../Whats-New.md:733 +#: ../../Whats-New.md:935 ../../Whats-New.md:963 ../../Whats-New.md:979 +#: ../../Whats-New.md:1037 msgid "New:" msgstr "新增内容:" @@ -869,7 +870,7 @@ msgstr "在运输工具内重装填弹药(by Starkku)" #: ../../Whats-New.md:386 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:387 msgid "" @@ -1347,8 +1348,8 @@ msgid "" " solar-III)" msgstr "禁用了无武器单位的索敌(by TaranDahl & solar-III)" -#: ../../Whats-New.md:481 ../../Whats-New.md:830 ../../Whats-New.md:939 -#: ../../Whats-New.md:964 ../../Whats-New.md:1002 ../../Whats-New.md:1047 +#: ../../Whats-New.md:481 ../../Whats-New.md:832 ../../Whats-New.md:941 +#: ../../Whats-New.md:966 ../../Whats-New.md:1004 ../../Whats-New.md:1049 msgid "Vanilla fixes:" msgstr "原版问题修复:" @@ -2234,10 +2235,10 @@ msgid "" "unconditionally use attack mouse on the target (by FlyStar)" msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题(by FlyStar)" -#: ../../Whats-New.md:623 ../../Whats-New.md:704 ../../Whats-New.md:866 -#: ../../Whats-New.md:907 ../../Whats-New.md:919 ../../Whats-New.md:942 -#: ../../Whats-New.md:952 ../../Whats-New.md:968 ../../Whats-New.md:1015 -#: ../../Whats-New.md:1026 +#: ../../Whats-New.md:623 ../../Whats-New.md:706 ../../Whats-New.md:868 +#: ../../Whats-New.md:909 ../../Whats-New.md:921 ../../Whats-New.md:944 +#: ../../Whats-New.md:954 ../../Whats-New.md:970 ../../Whats-New.md:1017 +#: ../../Whats-New.md:1028 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" @@ -2563,7 +2564,7 @@ msgid "" "triggered event (by FlyStar)" msgstr "对 `600 对象护盾被摧毁...` 触发条件的修复(by FlyStar)" -#: ../../Whats-New.md:676 ../../Whats-New.md:895 +#: ../../Whats-New.md:676 ../../Whats-New.md:897 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" @@ -2688,37 +2689,52 @@ msgid "" "unit is turning or moving (by CrimRecya)" msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题(by CrimRecya)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:695 +msgid "" +"Fixed quicksave command and save game trigger action to work with YRpp " +"spawner's multiplayer saves (by Kerbiter)" +msgstr "" +"修复了快速存档命令和触发结果以使其舰容 YRpp spawner 的多人游戏存档(by Kerbiter)" + +#: ../../Whats-New.md:696 +msgid "" +"Ported XNA CnCNet Client multiplayer save handling to get rid of " +"occasional multiplayer save file overwriting when saving too fast (by " +"Kerbiter)" +msgstr "" +"移植了 XNA CNCNet Client 的多人游戏存档处理以解决保存过快时偶发的多人存档文件覆盖文件(by Kerbiter)" + +#: ../../Whats-New.md:699 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:702 +#: ../../Whats-New.md:704 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:705 +#: ../../Whats-New.md:707 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:708 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:707 +#: ../../Whats-New.md:709 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:708 +#: ../../Whats-New.md:710 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:709 +#: ../../Whats-New.md:711 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -2726,23 +2742,23 @@ 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:710 +#: ../../Whats-New.md:712 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:711 +#: ../../Whats-New.md:713 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:712 +#: ../../Whats-New.md:714 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:713 +#: ../../Whats-New.md:715 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -2751,555 +2767,555 @@ 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:714 +#: ../../Whats-New.md:716 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:715 +#: ../../Whats-New.md:717 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:716 +#: ../../Whats-New.md:718 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:717 +#: ../../Whats-New.md:719 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:718 +#: ../../Whats-New.md:720 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:719 +#: ../../Whats-New.md:721 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:720 +#: ../../Whats-New.md:722 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:721 +#: ../../Whats-New.md:723 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:722 +#: ../../Whats-New.md:724 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:723 +#: ../../Whats-New.md:725 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:724 +#: ../../Whats-New.md:726 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:727 +#: ../../Whats-New.md:729 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)" -#: ../../Whats-New.md:831 +#: ../../Whats-New.md:833 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:832 +#: ../../Whats-New.md:834 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:833 +#: ../../Whats-New.md:835 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:834 +#: ../../Whats-New.md:836 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:835 +#: ../../Whats-New.md:837 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:836 +#: ../../Whats-New.md:838 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:837 +#: ../../Whats-New.md:839 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:838 +#: ../../Whats-New.md:840 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:839 +#: ../../Whats-New.md:841 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:840 +#: ../../Whats-New.md:842 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -3307,13 +3323,13 @@ 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:841 +#: ../../Whats-New.md:843 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:842 +#: ../../Whats-New.md:844 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -3321,85 +3337,85 @@ 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:843 +#: ../../Whats-New.md:845 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:844 +#: ../../Whats-New.md:846 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:845 +#: ../../Whats-New.md:847 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:846 +#: ../../Whats-New.md:848 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:847 +#: ../../Whats-New.md:849 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:848 +#: ../../Whats-New.md:850 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:849 +#: ../../Whats-New.md:851 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:850 +#: ../../Whats-New.md:852 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:851 +#: ../../Whats-New.md:853 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:852 +#: ../../Whats-New.md:854 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:853 +#: ../../Whats-New.md:855 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:854 +#: ../../Whats-New.md:856 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:855 +#: ../../Whats-New.md:857 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:856 +#: ../../Whats-New.md:858 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 " @@ -3407,21 +3423,21 @@ 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:857 +#: ../../Whats-New.md:859 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:858 +#: ../../Whats-New.md:860 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:859 +#: ../../Whats-New.md:861 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -3430,56 +3446,56 @@ msgstr "" "修复了带有 `Inviso=true` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " "的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:860 +#: ../../Whats-New.md:862 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:861 +#: ../../Whats-New.md:863 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:862 +#: ../../Whats-New.md:864 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:863 +#: ../../Whats-New.md:865 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:864 +#: ../../Whats-New.md:866 msgid "" "Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by " "NetsuNegi)" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`(by NetsuNegi)" -#: ../../Whats-New.md: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)" 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)" @@ -3487,13 +3503,13 @@ 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: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)" @@ -3501,47 +3517,47 @@ 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: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)" -#: ../../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)" -#: ../../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 " @@ -3550,75 +3566,75 @@ 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: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)" -#: ../../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)" -#: ../../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)" -#: ../../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)" -#: ../../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)" -#: ../../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)" -#: ../../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)" -#: ../../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)" @@ -3626,57 +3642,57 @@ 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: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:908 +#: ../../Whats-New.md:910 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:909 +#: ../../Whats-New.md:911 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:910 +#: ../../Whats-New.md:912 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:911 +#: ../../Whats-New.md:913 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:915 +#: ../../Whats-New.md:917 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:920 +#: ../../Whats-New.md:922 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:921 +#: ../../Whats-New.md:923 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:922 +#: ../../Whats-New.md:924 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:923 +#: ../../Whats-New.md:925 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -3684,83 +3700,83 @@ 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:924 +#: ../../Whats-New.md:926 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:925 +#: ../../Whats-New.md:927 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:929 +#: ../../Whats-New.md:931 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:934 +#: ../../Whats-New.md:936 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:935 +#: ../../Whats-New.md:937 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:936 +#: ../../Whats-New.md:938 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:937 +#: ../../Whats-New.md:939 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:940 +#: ../../Whats-New.md:942 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:943 +#: ../../Whats-New.md:945 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:944 +#: ../../Whats-New.md:946 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:948 +#: ../../Whats-New.md:950 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:955 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:957 +#: ../../Whats-New.md:959 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:962 +#: ../../Whats-New.md:964 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:965 +#: ../../Whats-New.md:967 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:966 +#: ../../Whats-New.md:968 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -3768,189 +3784,189 @@ 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:969 +#: ../../Whats-New.md:971 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:973 +#: ../../Whats-New.md:975 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:980 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:979 +#: ../../Whats-New.md:981 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:980 +#: ../../Whats-New.md:982 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:981 +#: ../../Whats-New.md:983 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:982 +#: ../../Whats-New.md:984 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:983 +#: ../../Whats-New.md:985 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:984 +#: ../../Whats-New.md:986 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:985 +#: ../../Whats-New.md:987 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:986 +#: ../../Whats-New.md:988 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:987 +#: ../../Whats-New.md:989 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:990 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:989 +#: ../../Whats-New.md:991 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:990 +#: ../../Whats-New.md:992 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:991 +#: ../../Whats-New.md:993 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:992 +#: ../../Whats-New.md:994 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:993 +#: ../../Whats-New.md:995 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:994 +#: ../../Whats-New.md:996 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:995 +#: ../../Whats-New.md:997 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:996 +#: ../../Whats-New.md:998 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:997 +#: ../../Whats-New.md:999 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:998 +#: ../../Whats-New.md:1000 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:999 +#: ../../Whats-New.md:1001 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:1000 +#: ../../Whats-New.md:1002 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1003 +#: ../../Whats-New.md:1005 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:1004 +#: ../../Whats-New.md:1006 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:1007 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:1006 +#: ../../Whats-New.md:1008 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:1007 +#: ../../Whats-New.md:1009 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:1008 +#: ../../Whats-New.md:1010 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:1009 +#: ../../Whats-New.md:1011 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:1010 +#: ../../Whats-New.md:1012 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:1011 +#: ../../Whats-New.md:1013 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:1012 +#: ../../Whats-New.md:1014 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:1013 +#: ../../Whats-New.md:1015 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -3958,13 +3974,13 @@ 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:1016 +#: ../../Whats-New.md:1018 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:1017 +#: ../../Whats-New.md:1019 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -3972,97 +3988,97 @@ 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:1018 +#: ../../Whats-New.md:1020 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:1022 +#: ../../Whats-New.md:1024 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1027 +#: ../../Whats-New.md:1029 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:1031 +#: ../../Whats-New.md:1033 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1036 +#: ../../Whats-New.md:1038 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1037 +#: ../../Whats-New.md:1039 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:1038 +#: ../../Whats-New.md:1040 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:1039 +#: ../../Whats-New.md:1041 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1042 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1043 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:1042 +#: ../../Whats-New.md:1044 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:1043 +#: ../../Whats-New.md:1045 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:1044 +#: ../../Whats-New.md:1046 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:1045 +#: ../../Whats-New.md:1047 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:1048 +#: ../../Whats-New.md:1050 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:1049 +#: ../../Whats-New.md:1051 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:1050 +#: ../../Whats-New.md:1052 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:1051 +#: ../../Whats-New.md:1053 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:1052 +#: ../../Whats-New.md:1054 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:1053 +#: ../../Whats-New.md:1055 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)"