diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 5f2eee56ea..3bba6c1098 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -2060,6 +2060,17 @@ JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value ``` +### Turret Response + +- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body. + - When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes. + +In `rulesmd.ini`: +```ini +[SOMEVEHICLE] ; VehicleType +TurretResponse= ; boolean +``` + ### Turretless Shape Vehicle FireUp ![image](_static/images/vehiclefireup.gif) @@ -2075,17 +2086,6 @@ FireUp= ; integer FireUp.ResetInRetarget=true ; boolean ``` -### Turret Response - -- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body. - - When `Speed=0` or TechnoTypes cells cannot move due to `MovementRestrictedTo`, the default value is no; in other cases, it is yes. - -In `rulesmd.ini`: -```ini -[SOMEVEHICLE] ; VehicleType -TurretResponse= ; boolean -``` - ## Warheads ```{hint} diff --git a/docs/Whats-New.md b/docs/Whats-New.md index f5f2345b8e..0fb5361db1 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -428,8 +428,8 @@ New: - [Units can customize the attack voice that plays when using more weapons](New-or-Enhanced-Logics.md#multi-voiceattack) (by FlyStar) - Customize squid grapple animation (by NetsuNegi) - [Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-infantry) (by TaranDahl) -- When the vehicle loses its target, you can customize whether to align the turret direction with the vehicle body (by FlyStar) -- Reverse engineer warhead (by CrimRecya) +- [Vehicles that have lost their target can customize the turret direction to align with the vehicle body](New-or-Enhanced-Logics.md#turret-response) (by FlyStar) +- [Reverse engineer warhead](New-or-Enhanced-Logics.md#reverse-engineer-warhead) (by CrimRecya) Vanilla fixes: - Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya) @@ -443,10 +443,10 @@ Vanilla fixes: - Fixed an issue where airstrike flare line drawn to target at lower elevation would clip (by Starkku) - Fixed the bug that damaged particle dont disappear after building has repaired by engineer (by NetsuNegi) - Projectiles with `Vertical=true` now drop straight down if fired off by AircraftTypes instead of behaving erratically (by Starkku) +- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective (by FlyStar) Phobos fixes: - Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi) -- When `Speed=0` or the TechnoTypes cell cannot move due to `MovementRestrictedTo`, vehicles cannot attack targets beyond the weapon's range. `Area Guard` and `Hunt` missions will also become ineffective (by FlyStar) Fixes / interactions with other extensions: - Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus) 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 c249bd1215..42c1fc7ef0 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: 2025-08-01 23:00+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -160,7 +160,7 @@ msgstr "" #: ../../AI-Scripting-and-Mapping.md:38 ../../AI-Scripting-and-Mapping.md:116 #: ../../AI-Scripting-and-Mapping.md:218 ../../AI-Scripting-and-Mapping.md:439 -#: ../../AI-Scripting-and-Mapping.md:705 +#: ../../AI-Scripting-and-Mapping.md:710 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -454,7 +454,8 @@ msgstr "*重复*" msgid "*Target Priority*" msgstr "*目标优先级*" -#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 +#: ../../AI-Scripting-and-Mapping.md:845 msgid "*Description*" msgstr "*描述*" @@ -466,7 +467,7 @@ msgstr "10000" msgid "Target Type#" msgstr "目标类型 #" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "Yes" msgstr "是" @@ -478,7 +479,7 @@ msgstr "较近的" msgid "10001" msgstr "10001" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "No" msgstr "否" @@ -593,7 +594,7 @@ msgstr "*值*" msgid "*Target Type*" msgstr "*目标类型*" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "1" msgstr "1" @@ -607,7 +608,7 @@ msgid "" "`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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "2" msgstr "2" @@ -619,7 +620,7 @@ msgstr "结构" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "3" msgstr "3" @@ -635,7 +636,7 @@ 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "4" msgstr "4" @@ -647,7 +648,7 @@ msgstr "步兵" msgid "Any enemy `InfantryTypes`" msgstr "任何地方`步兵类型`" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "5" msgstr "5" @@ -659,7 +660,7 @@ msgstr "载具" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "6" msgstr "6" @@ -671,7 +672,7 @@ msgstr "工厂" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "7" msgstr "7" @@ -683,7 +684,7 @@ msgstr "基地防御" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "8" msgstr "8" @@ -697,7 +698,7 @@ msgid "" " 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "9" msgstr "9" @@ -709,7 +710,7 @@ msgstr "电厂" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "10" msgstr "10" @@ -721,7 +722,7 @@ msgstr "驻营" 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:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "11" msgstr "11" @@ -1345,7 +1346,7 @@ msgstr "可选参数有:" msgid "*Action ends when...*" msgstr "*动作结束于...*" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:503 msgid "0" msgstr "0" @@ -1575,7 +1576,7 @@ msgstr "`18000-18999` 变量操作" msgid "`18000-18023` Edit Variable" msgstr "`18000-18023` 编辑变量" -#: ../../AI-Scripting-and-Mapping.md:461 ../../AI-Scripting-and-Mapping.md:516 +#: ../../AI-Scripting-and-Mapping.md:461 ../../AI-Scripting-and-Mapping.md:521 msgid "Operate a variable's value." msgstr "计算一个变量值。" @@ -1585,7 +1586,7 @@ msgid "" "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:463 ../../AI-Scripting-and-Mapping.md:518 +#: ../../AI-Scripting-and-Mapping.md:463 ../../AI-Scripting-and-Mapping.md:523 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!**" @@ -1658,10 +1659,18 @@ msgid "`500` Save Game" msgstr "`500` 单人任务存档" #: ../../AI-Scripting-and-Mapping.md:501 -msgid "Save the current game immediately (singleplayer game only)." -msgstr "立即保存当前游戏(仅限单人游戏)。" +msgid "Save the current game immediately." +msgstr "立即保存当前游戏。" -#: ../../AI-Scripting-and-Mapping.md:502 +#: ../../AI-Scripting-and-Mapping.md:504 +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:507 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -1669,28 +1678,28 @@ 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:503 +#: ../../AI-Scripting-and-Mapping.md:508 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:504 +#: ../../AI-Scripting-and-Mapping.md:509 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:506 ../../AI-Scripting-and-Mapping.md:520 -#: ../../AI-Scripting-and-Mapping.md:547 ../../AI-Scripting-and-Mapping.md:559 -#: ../../AI-Scripting-and-Mapping.md:572 ../../AI-Scripting-and-Mapping.md:598 -#: ../../AI-Scripting-and-Mapping.md:611 ../../AI-Scripting-and-Mapping.md:623 -#: ../../AI-Scripting-and-Mapping.md:636 ../../AI-Scripting-and-Mapping.md:664 -#: ../../AI-Scripting-and-Mapping.md:678 ../../AI-Scripting-and-Mapping.md:723 -#: ../../AI-Scripting-and-Mapping.md:739 ../../AI-Scripting-and-Mapping.md:766 -#: ../../AI-Scripting-and-Mapping.md:793 ../../AI-Scripting-and-Mapping.md:818 -#: ../../AI-Scripting-and-Mapping.md:832 ../../AI-Scripting-and-Mapping.md:850 -#: ../../AI-Scripting-and-Mapping.md:872 +#: ../../AI-Scripting-and-Mapping.md:511 ../../AI-Scripting-and-Mapping.md:525 +#: ../../AI-Scripting-and-Mapping.md:552 ../../AI-Scripting-and-Mapping.md:564 +#: ../../AI-Scripting-and-Mapping.md:577 ../../AI-Scripting-and-Mapping.md:603 +#: ../../AI-Scripting-and-Mapping.md:616 ../../AI-Scripting-and-Mapping.md:628 +#: ../../AI-Scripting-and-Mapping.md:641 ../../AI-Scripting-and-Mapping.md:669 +#: ../../AI-Scripting-and-Mapping.md:683 ../../AI-Scripting-and-Mapping.md:728 +#: ../../AI-Scripting-and-Mapping.md:744 ../../AI-Scripting-and-Mapping.md:771 +#: ../../AI-Scripting-and-Mapping.md:798 ../../AI-Scripting-and-Mapping.md:823 +#: ../../AI-Scripting-and-Mapping.md:837 ../../AI-Scripting-and-Mapping.md:855 +#: ../../AI-Scripting-and-Mapping.md:877 msgid "In `mycampaign.map`:" msgstr "在 `mycampaign.map`:" -#: ../../AI-Scripting-and-Mapping.md:507 +#: ../../AI-Scripting-and-Mapping.md:512 msgid "" "[Actions]\n" "...\n" @@ -1702,17 +1711,17 @@ msgstr "" "ID=ActionCount,[Action1],500,4,[CSFKey],0,0,0,0,A,[ActionX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:514 +#: ../../AI-Scripting-and-Mapping.md:519 msgid "`501` Edit Variable" msgstr "`501` 编辑变量" -#: ../../AI-Scripting-and-Mapping.md:517 +#: ../../AI-Scripting-and-Mapping.md:522 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:521 +#: ../../AI-Scripting-and-Mapping.md:526 msgid "" "[Actions]\n" "...\n" @@ -1726,69 +1735,69 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "*Operation*" msgstr "*操作*" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = Number" msgstr "当前值 = 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue + Number" msgstr "当前值 = 当前值 + 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue - Number" msgstr "当前值 = 当前值 - 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue * Number" msgstr "当前值 = 当前值 * 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue / Number" msgstr "当前值 = 当前值/数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue % Number" msgstr "当前值 = 当前值 % 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue leftshift Number" msgstr "当前值 = 当前值 左移 数字 位" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue rightshift Number" msgstr "当前值 = 当前值 右移 数字 位" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = ~CurrentValue" msgstr "当前值 = 当前值 按位取反" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue xor Number" msgstr "当前值 = 当前值 异或 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue or Number" msgstr "当前值 = 当前值 位或 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = CurrentValue and Number" msgstr "当前值 = 当前值 位与 数字" -#: ../../AI-Scripting-and-Mapping.md:543 +#: ../../AI-Scripting-and-Mapping.md:548 msgid "`502` Generate random number" msgstr "`502` 生成随机数" -#: ../../AI-Scripting-and-Mapping.md:545 +#: ../../AI-Scripting-and-Mapping.md:550 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:548 +#: ../../AI-Scripting-and-Mapping.md:553 msgid "" "[Actions]\n" "...\n" @@ -1802,15 +1811,15 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:555 +#: ../../AI-Scripting-and-Mapping.md:560 msgid "`503` Print variable value" msgstr "`503` 输出变量的值" -#: ../../AI-Scripting-and-Mapping.md:557 +#: ../../AI-Scripting-and-Mapping.md:562 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:560 +#: ../../AI-Scripting-and-Mapping.md:565 msgid "" "[Actions]\n" "...\n" @@ -1824,19 +1833,19 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:567 +#: ../../AI-Scripting-and-Mapping.md:572 msgid "`504` Binary Operation" msgstr "`504` 变量间计算" -#: ../../AI-Scripting-and-Mapping.md:569 +#: ../../AI-Scripting-and-Mapping.md:574 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:570 +#: ../../AI-Scripting-and-Mapping.md:575 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:573 +#: ../../AI-Scripting-and-Mapping.md:578 msgid "" "[Actions]\n" "...\n" @@ -1850,79 +1859,79 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:580 +#: ../../AI-Scripting-and-Mapping.md:585 msgid "`Operation` can be looked up at action `501`." msgstr "`Operation` 可以见上 `501` 号动作。" -#: ../../AI-Scripting-and-Mapping.md:582 +#: ../../AI-Scripting-and-Mapping.md:587 msgid "`505` Fire Super Weapon at specified location" msgstr "`505` 在坐标释放超级武器" -#: ../../AI-Scripting-and-Mapping.md:584 ../../AI-Scripting-and-Mapping.md:608 +#: ../../AI-Scripting-and-Mapping.md:589 ../../AI-Scripting-and-Mapping.md:613 msgid "**Use with caution**" msgstr "**谨慎使用**" -#: ../../AI-Scripting-and-Mapping.md:585 +#: ../../AI-Scripting-and-Mapping.md:590 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:586 +#: ../../AI-Scripting-and-Mapping.md:591 msgid "`HouseIndex` can take various values:" msgstr "`HouseIndex` 可取以下值:" -#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:503 ../../AI-Scripting-and-Mapping.md:845 msgid "*House Index*" msgstr "*所属方索引*" -#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:503 ../../AI-Scripting-and-Mapping.md:845 msgid ">= 0" msgstr ">= 0" -#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:503 ../../AI-Scripting-and-Mapping.md:845 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:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "4475-4482" msgstr "4475-4482" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "Like in the index range 0-7" msgstr "类似范围 0-7 的索引" -#: ../../AI-Scripting-and-Mapping.md:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:503 ../../AI-Scripting-and-Mapping.md:845 msgid "-1" msgstr "-1" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 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:66 ../../AI-Scripting-and-Mapping.md:840 +#: ../../AI-Scripting-and-Mapping.md:503 ../../AI-Scripting-and-Mapping.md:845 msgid "-2" msgstr "-2" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "Pick the first Neutral House" msgstr "选择第一个中立所属方" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "-3" msgstr "-3" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "Pick a random Human Player" msgstr "选择随机人类玩家" -#: ../../AI-Scripting-and-Mapping.md:596 +#: ../../AI-Scripting-and-Mapping.md:601 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:599 +#: ../../AI-Scripting-and-Mapping.md:604 msgid "" "[Actions]\n" "...\n" @@ -1936,17 +1945,17 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:606 +#: ../../AI-Scripting-and-Mapping.md:611 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:609 +#: ../../AI-Scripting-and-Mapping.md:614 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:612 +#: ../../AI-Scripting-and-Mapping.md:617 msgid "" "[Actions]\n" "...\n" @@ -1960,15 +1969,15 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:619 +#: ../../AI-Scripting-and-Mapping.md:624 msgid "`510` Toggle MCV redeployablility" msgstr "`510` 切换基地重新部署设定" -#: ../../AI-Scripting-and-Mapping.md:621 +#: ../../AI-Scripting-and-Mapping.md:626 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:624 +#: ../../AI-Scripting-and-Mapping.md:629 msgid "" "[Actions]\n" "...\n" @@ -1980,19 +1989,19 @@ msgstr "" "ID=ActionCount,[Action1],510,0,0,[MCVRedeploy],0,0,0,A,[ActionX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:631 +#: ../../AI-Scripting-and-Mapping.md:636 msgid "`606` Edit Hate-Value" msgstr "`606` 编辑仇恨值" -#: ../../AI-Scripting-and-Mapping.md:633 +#: ../../AI-Scripting-and-Mapping.md:638 msgid "Edit the hate-value that trigger houses to other houses." msgstr "编辑触发所属方对指定所属方的仇恨值。" -#: ../../AI-Scripting-and-Mapping.md:634 ../../AI-Scripting-and-Mapping.md:662 +#: ../../AI-Scripting-and-Mapping.md:639 ../../AI-Scripting-and-Mapping.md:667 msgid "-1 works for all houses." msgstr "-1为 所有国家。" -#: ../../AI-Scripting-and-Mapping.md:637 +#: ../../AI-Scripting-and-Mapping.md:642 msgid "" "[Actions]\n" "...\n" @@ -2006,15 +2015,15 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:659 +#: ../../AI-Scripting-and-Mapping.md:664 msgid "`607` Clear Hate-Value" msgstr "`607` 清除仇恨值" -#: ../../AI-Scripting-and-Mapping.md:661 +#: ../../AI-Scripting-and-Mapping.md:666 msgid "Clear the hate-value that trigger houses to other houses." msgstr "清空触发所属方对指定所属方的仇恨值。" -#: ../../AI-Scripting-and-Mapping.md:665 +#: ../../AI-Scripting-and-Mapping.md:670 msgid "" "[Actions]\n" "...\n" @@ -2026,23 +2035,23 @@ msgstr "" "ID=ActionCount,[Action1],607,0,[HouseIndex],0,0,0,0,A,[ActionX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:672 +#: ../../AI-Scripting-and-Mapping.md:677 msgid "`608` Set Force Enemy" msgstr "`608` 强制宣战" -#: ../../AI-Scripting-and-Mapping.md:674 +#: ../../AI-Scripting-and-Mapping.md:679 msgid "Force an enemy, it will not change with the change of hate-value." msgstr "强制和指定所属方成为敌人且不会因任何因素发生改变。" -#: ../../AI-Scripting-and-Mapping.md:675 +#: ../../AI-Scripting-and-Mapping.md:680 msgid "-1 will remove the forced enemy." msgstr "-1 会解除强制宣战。" -#: ../../AI-Scripting-and-Mapping.md:676 +#: ../../AI-Scripting-and-Mapping.md:681 msgid "-2 will never have any enemies." msgstr "-2 则强制没有敌人。" -#: ../../AI-Scripting-and-Mapping.md:679 +#: ../../AI-Scripting-and-Mapping.md:684 msgid "" "[Actions]\n" "...\n" @@ -2054,33 +2063,33 @@ msgstr "" "ID=ActionCount,[Action1],608,0,0,[HouseIndex],0,0,0,A,[ActionX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:686 +#: ../../AI-Scripting-and-Mapping.md:691 msgid "`800-802` Display Banner" msgstr "`800-802` 显示横幅" -#: ../../AI-Scripting-and-Mapping.md:688 +#: ../../AI-Scripting-and-Mapping.md:693 msgid "Display a 'banner' at a fixed location that is relative to the screen." msgstr "在屏幕固定位置显示一个“横幅”。" -#: ../../AI-Scripting-and-Mapping.md:689 +#: ../../AI-Scripting-and-Mapping.md:694 msgid "" "Action `800` will create a new banner or replace the banner with the same" " Banner ID if it exists. Using a local variable's value when displaying a" " text banner." msgstr "结果 `800` 将会创建一个新的横幅或替换掉拥有相同 Banner ID 的旧有横幅。显示文本横幅时将使用 **局部** 变量的值。" -#: ../../AI-Scripting-and-Mapping.md:690 +#: ../../AI-Scripting-and-Mapping.md:695 msgid "" "Action `801` will create a new banner or replace the banner with the same" " Banner ID if it exists. Using a global variable's value when displaying " "a text banner." msgstr "结果 `801` 将会创建一个新的横幅或替换掉拥有相同 Banner ID 的旧有横幅。显示文本横幅时将使用 **全局** 变量的值。" -#: ../../AI-Scripting-and-Mapping.md:691 +#: ../../AI-Scripting-and-Mapping.md:696 msgid "Action `802` will delete the banner corresponding to the set Banner ID." msgstr "结果 `802` 将会删除与设定 Banner ID 相同的横幅。" -#: ../../AI-Scripting-and-Mapping.md:692 +#: ../../AI-Scripting-and-Mapping.md:697 msgid "" "To make use of this, you need to set the properties of a `BannerType` in " "your ini file. The banner can either be a `PCX` file, a Shape (`SHP`) " @@ -2090,74 +2099,74 @@ msgstr "" "使用该功能前需在 ini 文件中配置 `BannerType` 属性。横幅支持使用一个 PCX 文件,一个 SHP 文件,或一个 CSF " "条目。若多项同时设置则同样按此处所列的优先级顺序生效。" -#: ../../AI-Scripting-and-Mapping.md:693 +#: ../../AI-Scripting-and-Mapping.md:698 msgid "" "`SHP.Palette` controls the palette that'll be used when drawing a banner " "for Shape file." msgstr "`SHP.Palette` 控制绘制 SHP 横幅时所使用的色盘。" -#: ../../AI-Scripting-and-Mapping.md:694 +#: ../../AI-Scripting-and-Mapping.md:699 msgid "" "`CSF.Color` controls the color of the text that'll be used when drawing a" " text banner." msgstr "`CSF.Color` 控制使用 CSF 条目横幅时的文本颜色" -#: ../../AI-Scripting-and-Mapping.md:695 +#: ../../AI-Scripting-and-Mapping.md:700 msgid "" "`CSF.Background` controls whether a black background will be displayed " "below the text banner." msgstr "`CSF.Background` 控制使用 CSF 条目横幅时是否具有黑色底色。" -#: ../../AI-Scripting-and-Mapping.md:696 +#: ../../AI-Scripting-and-Mapping.md:701 msgid "" "`CSF.VariableFormat` controls the way to print a variable together with " "the text banner." msgstr "`CSF.VariableFormat` 控制使用 CSF 条目横幅时的变量显示方式。" -#: ../../AI-Scripting-and-Mapping.md:697 +#: ../../AI-Scripting-and-Mapping.md:702 msgid "`none` will make the text banner not display the variable." msgstr "`none` - 不显示变量。" -#: ../../AI-Scripting-and-Mapping.md:698 +#: ../../AI-Scripting-and-Mapping.md:703 msgid "" "`variable` will make the text banner display the variable alone and will " "ignore the text in `CSF`." msgstr "`variable` - 仅显示变量,并忽略 CSF 条目文本。" -#: ../../AI-Scripting-and-Mapping.md:699 +#: ../../AI-Scripting-and-Mapping.md:704 msgid "" "`prefix`/`prefixed` will make the text banner display the variable before" " any other text." msgstr "`prefix`/`prefixed` - 变量在其他文本 **前** 显示。" -#: ../../AI-Scripting-and-Mapping.md:700 +#: ../../AI-Scripting-and-Mapping.md:705 msgid "" "`suffix`/`suffixed` will make the text banner display the variable after " "any other text." msgstr "`suffix`/`suffixed` - 变量在其他文本 **后** 显示。" -#: ../../AI-Scripting-and-Mapping.md:701 +#: ../../AI-Scripting-and-Mapping.md:706 msgid "" "`Duration` determines how long the banner will be displayed. Negative " "values mean the banner can always be displayed until being deleted. The " "banner itself won't be deleted when it's not displaying." msgstr "`Duration` 决定横幅的显示时长。负值代表会在被删除前一直显示。横幅自身不会在不显示时被删除。" -#: ../../AI-Scripting-and-Mapping.md:702 +#: ../../AI-Scripting-and-Mapping.md:707 msgid "" "`Delay` determines when the banner will be displayed again after it stops" " displaying by a positive `Duration`. Neagtive values mean it can't be " "displayed again." msgstr "`Delay` 决定横幅因一个正值 `Duration` 而结束显示后多久才会再次显示。负值代表不会再次显示。" -#: ../../AI-Scripting-and-Mapping.md:703 +#: ../../AI-Scripting-and-Mapping.md:708 msgid "" "If an `SHP` banner displays again after the delay, it'll start from the " "frame when it's stopped last time. This can also be changed to its first " "frame if `SHP.RefreshAfterDelay` set to true." msgstr "一个 `SHP` 横幅会在再次显示时从上次结束时的帧开始。这可以通过 `SHP.RefreshAfterDelay=true` 更改为从头开始。" -#: ../../AI-Scripting-and-Mapping.md:706 +#: ../../AI-Scripting-and-Mapping.md:711 msgid "" "[BannerTypes]\n" "0=SOMEBANNER\n" @@ -2193,7 +2202,7 @@ msgstr "" "Duration=-1 ; integer\n" "Delay=-1 ; integer\n" -#: ../../AI-Scripting-and-Mapping.md:724 +#: ../../AI-Scripting-and-Mapping.md:729 msgid "" "[Actions]\n" "...\n" @@ -2213,19 +2222,19 @@ msgstr "" "ID=ActionCount,[Action1],802,0,[Unique ID],0,0,0,0,A,[ActionX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:733 +#: ../../AI-Scripting-and-Mapping.md:738 msgid "Trigger events" msgstr "触发条件" -#: ../../AI-Scripting-and-Mapping.md:735 +#: ../../AI-Scripting-and-Mapping.md:740 msgid "`500-511` Variable comparation" msgstr "`500-511` 变量比较" -#: ../../AI-Scripting-and-Mapping.md:737 +#: ../../AI-Scripting-and-Mapping.md:742 msgid "Compares the variable's value with given number." msgstr "比较变量值与给定值。" -#: ../../AI-Scripting-and-Mapping.md:740 +#: ../../AI-Scripting-and-Mapping.md:745 msgid "" "[Events]\n" "...\n" @@ -2237,91 +2246,91 @@ msgstr "" "ID=EventCount,[Event1],[EVENTID],2,[VariableIndex],[Param],[EventX]\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "*Event ID*" msgstr "*条件 ID*" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "*Global*" msgstr "全局" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "500" msgstr "500" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue > Number" msgstr "当前值 > 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "501" msgstr "501" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue < Number" msgstr "当前值 < 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "502" msgstr "502" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "503" msgstr "503" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue >= Number" msgstr "当前值 >= 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "504" msgstr "504" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue <= Number" msgstr "当前值 <= 数字" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "505" msgstr "505" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue & Number" msgstr "当前值 & 数字 != 0" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "506" msgstr "506" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "507" msgstr "507" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "508" msgstr "508" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "509" msgstr "509" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "510" msgstr "510" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "511" msgstr "511" -#: ../../AI-Scripting-and-Mapping.md:762 +#: ../../AI-Scripting-and-Mapping.md:767 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:764 +#: ../../AI-Scripting-and-Mapping.md:769 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:767 +#: ../../AI-Scripting-and-Mapping.md:772 msgid "" "[Events]\n" "...\n" @@ -2335,87 +2344,87 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "512" msgstr "512" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue > LocalVariableValue" msgstr "当前值 > 局部变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "513" msgstr "513" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue < LocalVariableValue" msgstr "当前值 < 局部变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "514" msgstr "514" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = LocalVariableValue" msgstr "当前值 = 局部变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "515" msgstr "515" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue >= LocalVariableValue" msgstr "当前值 >= 局部变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "516" msgstr "516" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue <= LocalVariableValue" msgstr "当前值 <= 局部变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "517" msgstr "517" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue & LocalVariableValue" msgstr "当前值 & 局部变量值 != 0" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "518" msgstr "518" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "519" msgstr "519" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "520" msgstr "520" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "521" msgstr "521" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "522" msgstr "522" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "523" msgstr "523" -#: ../../AI-Scripting-and-Mapping.md:789 +#: ../../AI-Scripting-and-Mapping.md:794 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:791 +#: ../../AI-Scripting-and-Mapping.md:796 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:794 +#: ../../AI-Scripting-and-Mapping.md:799 msgid "" "[Events]\n" "...\n" @@ -2429,83 +2438,83 @@ msgstr "" "\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "524" msgstr "524" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue > GlobalVariableValue" msgstr "当前值 > 全局变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "525" msgstr "525" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue < GlobalVariableValue" msgstr "当前值 < 全局变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "526" msgstr "526" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue = GlobalVariableValue" msgstr "当前值 = 全局变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "527" msgstr "527" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue >= GlobalVariableValue" msgstr "当前值 >= 全局变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "528" msgstr "528" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue <= GlobalVariableValue" msgstr "当前值 <= 全局变量值" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "529" msgstr "529" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "CurrentValue & GlobalVariableValue" msgstr "当前值 & 全局变量值 != 0" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "530" msgstr "530" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "531" msgstr "531" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "532" msgstr "532" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "533" msgstr "533" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "534" msgstr "534" -#: ../../AI-Scripting-and-Mapping.md:66 +#: ../../AI-Scripting-and-Mapping.md:503 msgid "535" msgstr "535" -#: ../../AI-Scripting-and-Mapping.md:816 +#: ../../AI-Scripting-and-Mapping.md:821 msgid "`600` The shield of the attached object is broken" msgstr "`600` 对象护盾被摧毁" -#: ../../AI-Scripting-and-Mapping.md:819 +#: ../../AI-Scripting-and-Mapping.md:824 msgid "" "[Events]\n" "...\n" @@ -2517,27 +2526,27 @@ msgstr "" "ID=EventCount,...,600,2,0,0,...\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:826 +#: ../../AI-Scripting-and-Mapping.md:831 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:828 +#: ../../AI-Scripting-and-Mapping.md:833 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:829 +#: ../../AI-Scripting-and-Mapping.md:834 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:830 +#: ../../AI-Scripting-and-Mapping.md:835 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:833 +#: ../../AI-Scripting-and-Mapping.md:838 msgid "" "[Events]\n" "...\n" @@ -2549,7 +2558,7 @@ msgstr "" "ID=EventCount,...,[EVENTID],2,[HouseIndex],[TechnoType],...\n" "...\n" -#: ../../AI-Scripting-and-Mapping.md:841 +#: ../../AI-Scripting-and-Mapping.md:846 msgid "" "These events, as opposed to [events 81 & 82 from Ares](https://ares-" "developers.github.io/Ares-docs/new/triggerevents.html#house-owns-techno-" @@ -2560,39 +2569,39 @@ msgstr "" "docs/new/triggerevents.html#house-owns-techno-" "type-81-82)不同,这里的所属方使用触发条件中的所属方参数而不是触发自身的所有者。" -#: ../../AI-Scripting-and-Mapping.md:844 +#: ../../AI-Scripting-and-Mapping.md:849 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:846 +#: ../../AI-Scripting-and-Mapping.md:851 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:847 +#: ../../AI-Scripting-and-Mapping.md:852 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:848 +#: ../../AI-Scripting-and-Mapping.md:853 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:840 +#: ../../AI-Scripting-and-Mapping.md:845 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:840 +#: ../../AI-Scripting-and-Mapping.md:845 msgid "Pick the owner of the map trigger" msgstr "选择地图触发的所有者" -#: ../../AI-Scripting-and-Mapping.md:865 +#: ../../AI-Scripting-and-Mapping.md:870 msgid "`606` AttachEffect is attaching to a Techno" msgstr "`606` AttachEffect 已被附加到单位" -#: ../../AI-Scripting-and-Mapping.md:867 +#: ../../AI-Scripting-and-Mapping.md:872 msgid "" "Checks if an `AttachEffectType` is attaching to a techno. Doesn't work " "for [attached effects](New-or-Enhanced-Logics.md#attached-effects) that " @@ -2601,11 +2610,11 @@ msgstr "" "检查一个 `AttachEffectType` 是否已附加到某个单位上。不适用于触发器启动前就已附加的 [Attach Effect](New-" "or-Enhanced-Logics.md#attached-effects)。" -#: ../../AI-Scripting-and-Mapping.md:868 +#: ../../AI-Scripting-and-Mapping.md:873 msgid "To be elaborate, the event will be triggered during these occasions:" msgstr "具体而言,该条件将在下述情况被满足:" -#: ../../AI-Scripting-and-Mapping.md:869 +#: ../../AI-Scripting-and-Mapping.md:874 msgid "" "Self-owned effects: initial granted (triggered after " "`AttachEffect.InitialDelays` amount of frames), recreation (triggered " @@ -2615,13 +2624,13 @@ msgstr "" "初始 AE:初始赋予时(在 `AttachEffect.InitialDelays` 帧后)、重新创建时(在 " "`AttachEffect.Delays` 或 `AttachEffect.RecreationDelays` 帧后)。" -#: ../../AI-Scripting-and-Mapping.md:870 +#: ../../AI-Scripting-and-Mapping.md:875 msgid "" "Effects from other sources: granted, refreshing when trying to apply the " "same type of attached effect to the techno." msgstr "外源 AE:赋予时、对同一单位赋予同一 AE 使其刷新时。" -#: ../../AI-Scripting-and-Mapping.md:873 +#: ../../AI-Scripting-and-Mapping.md:878 msgid "" "[Events]\n" "...\n" diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 271e50f07a..e133418f90 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: 2025-08-11 00:26+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+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:58 +#: ../../../CREDITS.md:21 ../../../CREDITS.md:60 msgid "Shield logic" msgstr "护盾逻辑" @@ -185,11 +185,11 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:463 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:467 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" -#: ../../../CREDITS.md:50 ../../../CREDITS.md:295 +#: ../../../CREDITS.md:50 ../../../CREDITS.md:297 msgid "Voxel light source position customization" msgstr "自定义 Voxel 光源" @@ -202,955 +202,963 @@ msgid "Warhead activation target health thresholds" msgstr "目标血量作为弹头生效条件" #: ../../../CREDITS.md:53 +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:54 +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:55 msgid "**Uranusian (Thrifinesma)**:" msgstr "**Uranusian (Thrifinesma)**:" -#: ../../../CREDITS.md:54 ../../../CREDITS.md:81 +#: ../../../CREDITS.md:56 ../../../CREDITS.md:83 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../../CREDITS.md:55 +#: ../../../CREDITS.md:57 msgid "Custom warhead splash list" msgstr "自定义弹头水花动画" -#: ../../../CREDITS.md:56 ../../../CREDITS.md:329 +#: ../../../CREDITS.md:58 ../../../CREDITS.md:331 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../../CREDITS.md:57 +#: ../../../CREDITS.md:59 msgid "Spawns promotion" msgstr "子机升级" -#: ../../../CREDITS.md:59 +#: ../../../CREDITS.md:61 msgid "Multiple death fix" msgstr "多重死亡修复" -#: ../../../CREDITS.md:60 +#: ../../../CREDITS.md:62 msgid "Customizable missing cameo" msgstr "自定义缺省图标" -#: ../../../CREDITS.md:61 +#: ../../../CREDITS.md:63 msgid "Cameo sorting priority" msgstr "图标排序优先级" -#: ../../../CREDITS.md:62 +#: ../../../CREDITS.md:64 msgid "Tab hotkey placement fix" msgstr "标签快捷键放置修复" -#: ../../../CREDITS.md:63 +#: ../../../CREDITS.md:65 msgid "Producing progress indicators" msgstr "生产进度指示器" -#: ../../../CREDITS.md:64 ../../../CREDITS.md:88 +#: ../../../CREDITS.md:66 ../../../CREDITS.md:90 msgid "Custom ore gathering anim" msgstr "自定义矿石采集动画" -#: ../../../CREDITS.md:65 +#: ../../../CREDITS.md:67 msgid "`NoManualMove`" msgstr "`NoManualMove`" -#: ../../../CREDITS.md:66 +#: ../../../CREDITS.md:68 msgid "Weapon target house filtering" msgstr "武器瞄准所属方筛选" -#: ../../../CREDITS.md:67 +#: ../../../CREDITS.md:69 msgid "`DeathWeapon` fix" msgstr "`DeathWeapon` 修复" -#: ../../../CREDITS.md:68 +#: ../../../CREDITS.md:70 msgid "Re-enable obsolete `[JumpjetControls]`" msgstr "重启废弃的 `[JumpjetControls]`" -#: ../../../CREDITS.md:69 +#: ../../../CREDITS.md:71 msgid "`AITrigger` Building Upgrades support" msgstr "`AITrigger` 支持建筑加载物" -#: ../../../CREDITS.md:70 +#: ../../../CREDITS.md:72 msgid "Wall-Gate links" msgstr "围墙与闸门的链接" -#: ../../../CREDITS.md:71 +#: ../../../CREDITS.md:73 msgid "Ability for deployed infantry to use both weapons" msgstr "允许部署士兵使用两个武器" -#: ../../../CREDITS.md:72 +#: ../../../CREDITS.md:74 msgid "Observer PCX loading screen" msgstr "观察者 PCX 载入图" -#: ../../../CREDITS.md:73 ../../../CREDITS.md:102 ../../../CREDITS.md:232 -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:75 ../../../CREDITS.md:104 ../../../CREDITS.md:234 +#: ../../../CREDITS.md:425 msgid "Original `Arcing` elevation inaccuracy fix" msgstr "原版 `Arcing` 高差打偏问题修复" -#: ../../../CREDITS.md:74 ../../../CREDITS.md:429 +#: ../../../CREDITS.md:76 ../../../CREDITS.md:433 msgid "Display banner improvement" msgstr "横幅改进" -#: ../../../CREDITS.md:75 +#: ../../../CREDITS.md:77 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:76 +#: ../../../CREDITS.md:78 msgid "**secsome (SEC-SOME)**:" msgstr "**secsome (SEC-SOME)**:" -#: ../../../CREDITS.md:77 +#: ../../../CREDITS.md:79 msgid "Debug info dump hotkey" msgstr "输出对象信息快捷键" -#: ../../../CREDITS.md:78 +#: ../../../CREDITS.md:80 msgid "Refactoring & porting of Ares helper code" msgstr "重构与导入 Ares 助手代码" -#: ../../../CREDITS.md:79 +#: ../../../CREDITS.md:81 msgid "Disguise removal warhead" msgstr "移除伪装弹头" -#: ../../../CREDITS.md:80 +#: ../../../CREDITS.md:82 msgid "Mind Control removal warhead" msgstr "解除心控弹头" -#: ../../../CREDITS.md:82 +#: ../../../CREDITS.md:84 msgid "Shields logic help" msgstr "护盾逻辑帮助" -#: ../../../CREDITS.md:83 +#: ../../../CREDITS.md:85 msgid "`AnimList.PickRandom`" msgstr "`AnimList.PickRandom`" -#: ../../../CREDITS.md:84 +#: ../../../CREDITS.md:86 msgid "`MoveToCell` fix" msgstr "`3 - 移动到坐标` 修复" -#: ../../../CREDITS.md:85 +#: ../../../CREDITS.md:87 msgid "Unlimited waypoints" msgstr "无限制路径点" -#: ../../../CREDITS.md:86 +#: ../../../CREDITS.md:88 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:87 +#: ../../../CREDITS.md:89 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:89 +#: ../../../CREDITS.md:91 msgid "`TemporalClass` related crash" msgstr "`TemporalClass` 相关修复" -#: ../../../CREDITS.md:90 +#: ../../../CREDITS.md:92 msgid "Retry dialog on mission failure" msgstr "任务失败重开对话框" -#: ../../../CREDITS.md:91 +#: ../../../CREDITS.md:93 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型微观定义默认伪装" -#: ../../../CREDITS.md:92 +#: ../../../CREDITS.md:94 msgid "PowerPlant Enhancer" msgstr "电厂增幅器" -#: ../../../CREDITS.md:93 +#: ../../../CREDITS.md:95 msgid "SaveGame Trigger Action" msgstr "保存游戏触发结果" -#: ../../../CREDITS.md:94 +#: ../../../CREDITS.md:96 msgid "QuickSave command" msgstr "快速保存命令" -#: ../../../CREDITS.md:95 +#: ../../../CREDITS.md:97 msgid "Numeric variables" msgstr "数字化变量" -#: ../../../CREDITS.md:96 +#: ../../../CREDITS.md:98 msgid "Custom gravity for projectiles" msgstr "抛射体自定义重力" -#: ../../../CREDITS.md:97 +#: ../../../CREDITS.md:99 msgid "Retint map actions bugfix" msgstr "地图触发光照 bug 修复" -#: ../../../CREDITS.md:98 +#: ../../../CREDITS.md:100 msgid "Sharpnel enhancement" msgstr "溅射增强" -#: ../../../CREDITS.md:99 +#: ../../../CREDITS.md:101 msgid "Vanilla map preview reading bugfix" msgstr "原版地图预览图读取 bug 修复" -#: ../../../CREDITS.md:100 +#: ../../../CREDITS.md:102 msgid "Customizable tooltip background" msgstr "自定义拓展工具条背景" -#: ../../../CREDITS.md:101 +#: ../../../CREDITS.md:103 msgid "Parts of Ares calling code" msgstr "部分 Ares 调用代码" -#: ../../../CREDITS.md:103 +#: ../../../CREDITS.md:105 msgid "Dehardcode 255 limit of `OverlayType`" msgstr "解除了覆盖物最多 255 个的数量限制" -#: ../../../CREDITS.md:104 +#: ../../../CREDITS.md:106 msgid "**Otamaa (Fahroni, BoredEXE)**:" msgstr "**Otamaa (Fahroni, BoredEXE)**:" -#: ../../../CREDITS.md:105 +#: ../../../CREDITS.md:107 msgid "Help with CellSpread" msgstr "`CellSpread` 相关协助" -#: ../../../CREDITS.md:106 +#: ../../../CREDITS.md:108 msgid "Ported and fixed custom RadType code" msgstr "引入并修复了自定义辐射的代码" -#: ../../../CREDITS.md:107 +#: ../../../CREDITS.md:109 msgid "Togglable ElectricBolt bolts" msgstr "可开关的 EBolt 特效" -#: ../../../CREDITS.md:108 +#: ../../../CREDITS.md:110 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:109 +#: ../../../CREDITS.md:111 msgid "Building Placement Preview" msgstr "建筑放置预览" -#: ../../../CREDITS.md:110 +#: ../../../CREDITS.md:112 msgid "`DebrisMaximums` fixes" msgstr "`DebrisMaximums` 修复" -#: ../../../CREDITS.md:111 +#: ../../../CREDITS.md:113 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../../CREDITS.md:112 +#: ../../../CREDITS.md:114 msgid "`NotHuman` anim sequences improvements" msgstr "`NotHuman` 动画序列增强" -#: ../../../CREDITS.md:113 +#: ../../../CREDITS.md:115 msgid "Customizable `OpenTopped` Properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../../CREDITS.md:114 +#: ../../../CREDITS.md:116 msgid "Hooks for ScriptType Actions 92 & 93" msgstr "动作脚本 92 与 93 的钩子" -#: ../../../CREDITS.md:115 +#: ../../../CREDITS.md:117 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../../CREDITS.md:116 +#: ../../../CREDITS.md:118 msgid "Occupied building `MuzzleFlashX` bugfix" msgstr "驻军建筑 `MuzzleFlashX` bug 修复" -#: ../../../CREDITS.md:117 +#: ../../../CREDITS.md:119 msgid "`EnemyUIName` for other TechnoTypes" msgstr "其他科技类型的 `EnemyUIName`" -#: ../../../CREDITS.md:118 +#: ../../../CREDITS.md:120 msgid "TerrainType `DestroyAnim` & `DestroySound`" msgstr "地形对象的 `DestroyAnim` 和 `DestroySound`" -#: ../../../CREDITS.md:119 +#: ../../../CREDITS.md:121 msgid "Laser trails for VoxelAnims" msgstr "Voxel 碎片的激光尾焰" -#: ../../../CREDITS.md:120 +#: ../../../CREDITS.md:122 msgid "`MakeInfantry` logic on BombClass bugfix" msgstr "`MakeInfantry` 逻辑在 BombClass 上的 bug 修复" -#: ../../../CREDITS.md:121 ../../../CREDITS.md:210 +#: ../../../CREDITS.md:123 ../../../CREDITS.md:212 msgid "Debris & meteor impact behaviour settings" msgstr "碎片 & 流星撞击行为设置" -#: ../../../CREDITS.md:122 +#: ../../../CREDITS.md:124 msgid "Upgrade logic to allow altering of `SpySat` status" msgstr "允许加载物逻辑更改 `SpySat` 效果" -#: ../../../CREDITS.md:123 ../../../CREDITS.md:289 +#: ../../../CREDITS.md:125 ../../../CREDITS.md:291 msgid "Ares detection and integration" msgstr "Ares 检测和集成" -#: ../../../CREDITS.md:124 +#: ../../../CREDITS.md:126 msgid "Help with custom locomotors" msgstr "自定义运动模式相关的帮助" -#: ../../../CREDITS.md:125 ../../../CREDITS.md:230 +#: ../../../CREDITS.md:127 ../../../CREDITS.md:232 msgid "Extension class optimization" msgstr "扩展类优化" -#: ../../../CREDITS.md:126 +#: ../../../CREDITS.md:128 msgid "Overload characteristic dehardcoded" msgstr "自定义脑车过载" -#: ../../../CREDITS.md:127 +#: ../../../CREDITS.md:129 msgid "Customizable garrison and bunker properties" msgstr "自定义驻军建筑与坦克碉堡属性" -#: ../../../CREDITS.md:128 +#: ../../../CREDITS.md:130 msgid "Disable `DamageSound` for buildings" msgstr "禁用 `DamageSound`" -#: ../../../CREDITS.md:129 ../../../CREDITS.md:546 +#: ../../../CREDITS.md:131 ../../../CREDITS.md:551 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../../CREDITS.md:130 +#: ../../../CREDITS.md:132 msgid "**FS-21**:" msgstr "**FS-21**:" -#: ../../../CREDITS.md:131 +#: ../../../CREDITS.md:133 msgid "Dump Object Info enhancements" msgstr "输出对象信息增强" -#: ../../../CREDITS.md:132 +#: ../../../CREDITS.md:134 msgid "`Powered.KillSpawns`" msgstr "`Powered.KillSpawns`" -#: ../../../CREDITS.md:133 +#: ../../../CREDITS.md:135 msgid "`Spawner.LimitRange`" msgstr "`Spawner.LimitRange`" -#: ../../../CREDITS.md:134 +#: ../../../CREDITS.md:136 msgid "Majority of ScriptType actions" msgstr "大多数动作脚本行为" -#: ../../../CREDITS.md:135 +#: ../../../CREDITS.md:137 msgid "MC deployer fixes" msgstr "被心灵控制状态下部署行为的修复" -#: ../../../CREDITS.md:136 ../../../CREDITS.md:298 +#: ../../../CREDITS.md:138 ../../../CREDITS.md:300 msgid "Help with docs" msgstr "文档相关的帮助" -#: ../../../CREDITS.md:137 +#: ../../../CREDITS.md:139 msgid "Automatic Passenger Deletion logic" msgstr "自动删除乘客逻辑" -#: ../../../CREDITS.md:138 +#: ../../../CREDITS.md:140 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:139 +#: ../../../CREDITS.md:141 msgid "Kill Object Automatically logic prototype" msgstr "单位自毁逻辑雏形" -#: ../../../CREDITS.md:140 +#: ../../../CREDITS.md:142 msgid "Customizable resource storage" msgstr "自定义资源存储" -#: ../../../CREDITS.md:141 +#: ../../../CREDITS.md:143 msgid "Override uncloaked underwater attack behavior" msgstr "覆盖对非隐形状态水下目标的攻击行为" -#: ../../../CREDITS.md:142 +#: ../../../CREDITS.md:144 msgid "Override target under EMP attack behavior" msgstr "覆盖对被 EMP 瘫痪的目标的攻击行为" -#: ../../../CREDITS.md:143 +#: ../../../CREDITS.md:145 msgid "AI Aircraft docks fix" msgstr "AI 战机对接修复" -#: ../../../CREDITS.md:144 +#: ../../../CREDITS.md:146 msgid "Shared ammo logic" msgstr "共享弹药逻辑" -#: ../../../CREDITS.md:145 +#: ../../../CREDITS.md:147 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:146 +#: ../../../CREDITS.md:148 msgid "Initial strength for cloned infantry" msgstr "克隆步兵的初始血量" -#: ../../../CREDITS.md:147 +#: ../../../CREDITS.md:149 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:148 +#: ../../../CREDITS.md:150 msgid "Warhead that can not kill" msgstr "弹头击杀限制" -#: ../../../CREDITS.md:149 +#: ../../../CREDITS.md:151 msgid "`Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for shields" msgstr "护盾新增功能 `Pips.HideIfNoStrength` 与 `SelfHealing.EnabledBy`" -#: ../../../CREDITS.md:150 +#: ../../../CREDITS.md:152 msgid "Warhead activation target health thresholds enhancements" msgstr "目标血量作为弹头生效条件的进一步改进" -#: ../../../CREDITS.md:151 +#: ../../../CREDITS.md:153 msgid "Event 606: AttachEffect is attaching to a Techno" msgstr "触发条件 606:AttachEffect 已被附加到单位" -#: ../../../CREDITS.md:152 +#: ../../../CREDITS.md:154 msgid "Linked superweapons" msgstr "联动超武" -#: ../../../CREDITS.md:153 +#: ../../../CREDITS.md:155 msgid "**Starkku**:" msgstr "**Starkku**:" -#: ../../../CREDITS.md:154 +#: ../../../CREDITS.md:156 msgid "Misc. minor bugfixes & improvements" msgstr "各种小 bug 修复与改进" -#: ../../../CREDITS.md:155 +#: ../../../CREDITS.md:157 msgid "AI script actions:" msgstr "AI 脚本动作:" -#: ../../../CREDITS.md:156 +#: ../../../CREDITS.md:158 msgid "Chronoshift to Enemy Base" msgstr "超时空传送到敌方基地" -#: ../../../CREDITS.md:157 +#: ../../../CREDITS.md:159 msgid "Warhead shield penetration & breaking" msgstr "弹头穿盾和破盾" -#: ../../../CREDITS.md:158 ../../../CREDITS.md:313 +#: ../../../CREDITS.md:160 ../../../CREDITS.md:315 msgid "Strafing aircraft weapon customization" msgstr "自定义战机武器扫射" -#: ../../../CREDITS.md:159 +#: ../../../CREDITS.md:161 msgid "Vehicle `DeployFire` fixes/improvements" msgstr "载具 `DeployFire` 修复/改进" -#: ../../../CREDITS.md:160 +#: ../../../CREDITS.md:162 msgid "Stationary VehicleTypes" msgstr "静止的载具" -#: ../../../CREDITS.md:161 +#: ../../../CREDITS.md:163 msgid "Burst logic improvements" msgstr "Burst 逻辑改进" -#: ../../../CREDITS.md:162 +#: ../../../CREDITS.md:164 msgid "TechnoType auto-firing weapons" msgstr "科技类型自动发射武器" -#: ../../../CREDITS.md:163 +#: ../../../CREDITS.md:165 msgid "Secondary weapon fallback customization" msgstr "自定义副武器自动推算" -#: ../../../CREDITS.md:164 +#: ../../../CREDITS.md:166 msgid "Weapon target type filtering" msgstr "武器目标类型过滤" -#: ../../../CREDITS.md:165 +#: ../../../CREDITS.md:167 msgid "`AreaFire` targeting customization" msgstr "自定义 `AreaFire` 目标选择" -#: ../../../CREDITS.md:166 +#: ../../../CREDITS.md:168 msgid "`CreateUnit` improvements" msgstr "`CreateUnit` 改进" -#: ../../../CREDITS.md:167 +#: ../../../CREDITS.md:169 msgid "Attached animation & jumpjet unit layer customization" msgstr "自定义附着动画与 Jumpjet 单位图层" -#: ../../../CREDITS.md:168 +#: ../../../CREDITS.md:170 msgid "`IsSimpleDeployer` improvements" msgstr "`IsSimpleDeployer` 改进" -#: ../../../CREDITS.md:169 +#: ../../../CREDITS.md:171 msgid "Shield modification warheads" msgstr "护盾修改弹头" -#: ../../../CREDITS.md:170 +#: ../../../CREDITS.md:172 msgid "Warhead decloaking toggle" msgstr "弹头解除隐形逻辑" -#: ../../../CREDITS.md:171 +#: ../../../CREDITS.md:173 msgid "`Warp(In/Out)Weapon`" msgstr "`Warp(In/Out)Weapon`" -#: ../../../CREDITS.md:172 +#: ../../../CREDITS.md:174 msgid "Grinder improvements / additions" msgstr "回收站改进/补充" -#: ../../../CREDITS.md:173 +#: ../../../CREDITS.md:175 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../../CREDITS.md:174 +#: ../../../CREDITS.md:176 msgid "Critical hit logic additions" msgstr "暴击逻辑补充" -#: ../../../CREDITS.md:175 +#: ../../../CREDITS.md:177 msgid "Aircraft & jumpjet speed modifiers fix" msgstr "战机与 Jumpjet 单位速度修正的修复" -#: ../../../CREDITS.md:176 +#: ../../../CREDITS.md:178 msgid "Local warhead screen shaking" msgstr "限制屏幕抖动于当前视角" -#: ../../../CREDITS.md:177 +#: ../../../CREDITS.md:179 msgid "Vehicle custom palette fix" msgstr "载具自定义色盘修复" -#: ../../../CREDITS.md:178 +#: ../../../CREDITS.md:180 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../../CREDITS.md:179 +#: ../../../CREDITS.md:181 msgid "TerrainType & ore minimap color customization" msgstr "自定义地形对象与矿石小地图颜色" -#: ../../../CREDITS.md:180 +#: ../../../CREDITS.md:182 msgid "Laser fixes & improvements" msgstr "激光修复和改进" -#: ../../../CREDITS.md:181 +#: ../../../CREDITS.md:183 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:182 +#: ../../../CREDITS.md:184 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:183 +#: ../../../CREDITS.md:185 msgid "Nuke carrier & payload `Bright` fix" msgstr "核弹载体与载荷武器 `Bright` 修复" -#: ../../../CREDITS.md:184 +#: ../../../CREDITS.md:186 msgid "Display damage numbers hotkey command" msgstr "显示伤害数字快捷键命令" -#: ../../../CREDITS.md:185 +#: ../../../CREDITS.md:187 msgid "`TransactMoney.Display`" msgstr "`TransactMoney.Display`" -#: ../../../CREDITS.md:186 +#: ../../../CREDITS.md:188 msgid "Building-provided self-heal customization" msgstr "自定义建筑提供的自愈" -#: ../../../CREDITS.md:187 +#: ../../../CREDITS.md:189 msgid "AI deploy script `DeploysInto` fix" msgstr "AI 部署脚本中 `DeploysInto` 的修复" -#: ../../../CREDITS.md:188 +#: ../../../CREDITS.md:190 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../../CREDITS.md:189 +#: ../../../CREDITS.md:191 msgid "Automatic passenger owner change toggle" msgstr "自动更改乘客所属方" -#: ../../../CREDITS.md:190 +#: ../../../CREDITS.md:192 msgid "Interceptor improvements" msgstr "抛射体拦截逻辑改进" -#: ../../../CREDITS.md:191 +#: ../../../CREDITS.md:193 msgid "`OpenTopped` transport behaviour customizations" msgstr "自定义 `OpenTopped` 运输工具行为" -#: ../../../CREDITS.md:192 +#: ../../../CREDITS.md:194 msgid "Animation damage / weapon improvements" msgstr "动画伤害/武器改进" -#: ../../../CREDITS.md:193 +#: ../../../CREDITS.md:195 msgid "Warhead self-damaging toggle" msgstr "弹头自伤开关" -#: ../../../CREDITS.md:194 +#: ../../../CREDITS.md:196 msgid "Trailer animation owner inheritance" msgstr "尾烟动画所属方继承" -#: ../../../CREDITS.md:195 +#: ../../../CREDITS.md:197 msgid "Warhead detonation on all objects on map" msgstr "全图弹头" -#: ../../../CREDITS.md:196 +#: ../../../CREDITS.md:198 msgid "Animated TerrainTypes extension" msgstr "动画化地形对象扩展" -#: ../../../CREDITS.md:197 +#: ../../../CREDITS.md:199 msgid "TerrainType damage & crumbling frames" msgstr "地形对象伤残与倒坍帧" -#: ../../../CREDITS.md:198 +#: ../../../CREDITS.md:200 msgid "Exploding unit passenger killing customization" msgstr "自定义易爆单位乘客死亡" -#: ../../../CREDITS.md:199 +#: ../../../CREDITS.md:201 msgid "Railgun particle target coordinate fix" msgstr "轨道炮粒子目标坐标修复" -#: ../../../CREDITS.md:200 +#: ../../../CREDITS.md:202 msgid "Building target coordinate offset fix" msgstr "建筑瞄准坐标偏移修复" -#: ../../../CREDITS.md:201 +#: ../../../CREDITS.md:203 msgid "Warhead / weapon detonation at superweapon target cell" msgstr "在目标单元格处引爆弹头/武器" -#: ../../../CREDITS.md:202 +#: ../../../CREDITS.md:204 msgid "Cloaked & disguised objects displaying to observers" msgstr "隐形和伪装对象对观察者可见" -#: ../../../CREDITS.md:203 +#: ../../../CREDITS.md:205 msgid "Building airstrike target eligibility customization" msgstr "自定义建筑能否作为空袭目标" -#: ../../../CREDITS.md:204 +#: ../../../CREDITS.md:206 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:205 +#: ../../../CREDITS.md:207 msgid "Customizable `ROF` random delay" msgstr "自定义 `ROF` 随机间隔" -#: ../../../CREDITS.md:206 +#: ../../../CREDITS.md:208 msgid "`BibShape` drawing during buildup fix" msgstr "建筑拔起期间绘制 `BibShape` 的修复" -#: ../../../CREDITS.md:207 +#: ../../../CREDITS.md:209 msgid "Spawner spawn delay customization" msgstr "自定义子机生成间隔" -#: ../../../CREDITS.md:208 +#: ../../../CREDITS.md:210 msgid "`Cluster` scatter distance customization" msgstr "自定义 `Cluster` 散布距离" -#: ../../../CREDITS.md:209 +#: ../../../CREDITS.md:211 msgid "`FlakScatter` distance customization" msgstr "自定义 `FlakScatter` 散布距离" -#: ../../../CREDITS.md:211 +#: ../../../CREDITS.md:213 msgid "Custom warhead debris animations" msgstr "自定义弹头碎片动画" -#: ../../../CREDITS.md:212 +#: ../../../CREDITS.md:214 msgid "Attached particle system for animations" msgstr "动画的附加粒子系统" -#: ../../../CREDITS.md:213 +#: ../../../CREDITS.md:215 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:214 +#: ../../../CREDITS.md:216 msgid "Projectile obstacle logic additions" msgstr "抛射体障碍逻辑补充" -#: ../../../CREDITS.md:215 +#: ../../../CREDITS.md:217 msgid "`AnimList` on zero damage Warheads toggle" msgstr "0 伤害弹头上的 `AnimList` 播放开关" -#: ../../../CREDITS.md:216 +#: ../../../CREDITS.md:218 msgid "Additions to automatic passenger deletion" msgstr "自动删除乘客的补充" -#: ../../../CREDITS.md:217 +#: ../../../CREDITS.md:219 msgid "Buildings considered as vehicles" msgstr "将建筑视为载具" -#: ../../../CREDITS.md:218 +#: ../../../CREDITS.md:220 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:219 +#: ../../../CREDITS.md:221 msgid "CanC4 damage rounding fix & toggle" msgstr "CanC4 伤害值四舍五入修复及开关" -#: ../../../CREDITS.md:220 +#: ../../../CREDITS.md:222 msgid "Option to center pause menu background" msgstr "暂停菜单背景居中" -#: ../../../CREDITS.md:221 +#: ../../../CREDITS.md:223 msgid "Disguise logic improvements" msgstr "伪装逻辑改进" -#: ../../../CREDITS.md:222 +#: ../../../CREDITS.md:224 msgid "Custom insignias" msgstr "自定义军衔" -#: ../../../CREDITS.md:223 +#: ../../../CREDITS.md:225 msgid "`ZShapePointMove` buildup toggle" msgstr "拔起动画使用 `ZShapePointMove` 开关" -#: ../../../CREDITS.md:224 +#: ../../../CREDITS.md:226 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:225 +#: ../../../CREDITS.md:227 msgid "AI naval vehicle production fix" msgstr "AI 海军载具生产修复" -#: ../../../CREDITS.md:226 +#: ../../../CREDITS.md:228 msgid "Crushing tilt and slowdown customization" msgstr "自定义碾压倾斜和减速" -#: ../../../CREDITS.md:227 +#: ../../../CREDITS.md:229 msgid "Extra warhead detonations on weapons" msgstr "在武器上引爆额外弹头" -#: ../../../CREDITS.md:228 +#: ../../../CREDITS.md:230 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:229 +#: ../../../CREDITS.md:231 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:231 +#: ../../../CREDITS.md:233 msgid "Additional sync logging" msgstr "额外的同步日志" -#: ../../../CREDITS.md:233 +#: ../../../CREDITS.md:235 msgid "`EMPulseCannon` projectile gravity fix" msgstr "`EMPulseCannon` 抛射体重力修复" -#: ../../../CREDITS.md:234 +#: ../../../CREDITS.md:236 msgid "Custom palette support for wall overlays" msgstr "墙类覆盖物的自定义色盘支持" -#: ../../../CREDITS.md:235 +#: ../../../CREDITS.md:237 msgid "Warhead animation improvements" msgstr "弹头动画改进" -#: ../../../CREDITS.md:236 +#: ../../../CREDITS.md:238 msgid "Reloading ammo in transports" msgstr "在运输工具内重装填弹药" -#: ../../../CREDITS.md:237 +#: ../../../CREDITS.md:239 msgid "Straight projectile trajectory additions" msgstr "直线抛射体轨迹补充" -#: ../../../CREDITS.md:238 +#: ../../../CREDITS.md:240 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:239 +#: ../../../CREDITS.md:241 msgid "Negative damage `Verses/PercentAtMax` toggle" msgstr "负值伤害 `Verses/PercentAtMax` 开关" -#: ../../../CREDITS.md:240 +#: ../../../CREDITS.md:242 msgid "Misc. singleplayer mission improvements" msgstr "各种单人任务改进" -#: ../../../CREDITS.md:241 +#: ../../../CREDITS.md:243 msgid "Weapon effect obstacle interaction fix" msgstr "武器的障碍交互效果修复" -#: ../../../CREDITS.md:242 +#: ../../../CREDITS.md:244 msgid "Fire particle rotation coordinate adjust toggle" msgstr "Fire 粒子旋转坐标调整开关" -#: ../../../CREDITS.md:243 +#: ../../../CREDITS.md:245 msgid "`AmbientDamage` warhead & main target ignore customization" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标" -#: ../../../CREDITS.md:244 +#: ../../../CREDITS.md:246 msgid "Projectile return weapon" msgstr "抛射体归返武器" -#: ../../../CREDITS.md:245 +#: ../../../CREDITS.md:247 msgid "Aircraft landing / docking direction" msgstr "战机着陆/对接方向" -#: ../../../CREDITS.md:246 +#: ../../../CREDITS.md:248 msgid "`DeploysInto` cursor desync fix" msgstr "`DeploysInto` 光标异步修复" -#: ../../../CREDITS.md:247 +#: ../../../CREDITS.md:249 msgid "Minor crate logic improvements" msgstr "箱子逻辑的小小改进" -#: ../../../CREDITS.md:248 +#: ../../../CREDITS.md:250 msgid "Custom tint effects" msgstr "自定义染色效果" -#: ../../../CREDITS.md:249 +#: ../../../CREDITS.md:251 msgid "Revenge weapons" msgstr "复仇武器" -#: ../../../CREDITS.md:250 +#: ../../../CREDITS.md:252 msgid "AttachEffect" msgstr "Attach Effect" -#: ../../../CREDITS.md:251 +#: ../../../CREDITS.md:253 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:252 +#: ../../../CREDITS.md:254 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:253 +#: ../../../CREDITS.md:255 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:254 +#: ../../../CREDITS.md:256 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:255 +#: ../../../CREDITS.md:257 msgid "AI superweapon delay timer customization" msgstr "自定义 AI 超级武器发射延迟" -#: ../../../CREDITS.md:256 +#: ../../../CREDITS.md:258 msgid "Disabling `MultipleFactory` bonus from specific BuildingType" msgstr "将特定建筑类型在 `MultipleFactory` 加成中排除" -#: ../../../CREDITS.md:257 +#: ../../../CREDITS.md:259 msgid "Customizable ChronoSphere teleport delays for units" msgstr "自定义单位的超时空传送延迟" -#: ../../../CREDITS.md:258 +#: ../../../CREDITS.md:260 msgid "Allowed and disallowed types for `FactoryPlant`" msgstr "`FactoryPlant` 的黑白名单" -#: ../../../CREDITS.md:259 +#: ../../../CREDITS.md:261 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:260 +#: ../../../CREDITS.md:262 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../../CREDITS.md:261 +#: ../../../CREDITS.md:263 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:262 +#: ../../../CREDITS.md:264 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:263 +#: ../../../CREDITS.md:265 msgid "Buildings considered as destroyable pathfinding obstacles" msgstr "建筑物视为可破坏的寻路障碍物" -#: ../../../CREDITS.md:264 +#: ../../../CREDITS.md:266 msgid "Animation visibility customization settings" msgstr "自定义动画可见性设置" -#: ../../../CREDITS.md:265 +#: ../../../CREDITS.md:267 msgid "Light effect customizations" msgstr "自定义灯光效果" -#: ../../../CREDITS.md:266 +#: ../../../CREDITS.md:268 msgid "Building unit repair customizations" msgstr "在建筑上自定义单位维修效果" -#: ../../../CREDITS.md:267 +#: ../../../CREDITS.md:269 msgid "Build area customizations" msgstr "自定义建造区域" -#: ../../../CREDITS.md:268 +#: ../../../CREDITS.md:270 msgid "`Scorch` / `Flamer` fire animation customization" msgstr "自定义 `Scorch`/`Flamer` 火焰动画" -#: ../../../CREDITS.md:269 +#: ../../../CREDITS.md:271 msgid "EM Pulse cannon logic improvements" msgstr "EMP 炮逻辑改进" -#: ../../../CREDITS.md:270 +#: ../../../CREDITS.md:272 msgid "`` as owner for pre-placed objects" msgstr "允许 `` 作为地图预置对象所有者" -#: ../../../CREDITS.md:271 +#: ../../../CREDITS.md:273 msgid "Custom exit cell for infantry factory" msgstr "自定义兵营退出单元格" -#: ../../../CREDITS.md:272 +#: ../../../CREDITS.md:274 msgid "Vehicles keeping target on move command" msgstr "载具在移动命令中保持目标" -#: ../../../CREDITS.md:273 +#: ../../../CREDITS.md:275 msgid "`IsSonic` wave drawing crash fix" msgstr "`IsSonic` 波绘制崩溃修复" -#: ../../../CREDITS.md:274 +#: ../../../CREDITS.md:276 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:275 +#: ../../../CREDITS.md:277 msgid "Airstrike flare visual customizations & fixes" msgstr "空袭引导效果的自定义和修复" -#: ../../../CREDITS.md:276 +#: ../../../CREDITS.md:278 msgid "Restored parabombs" msgstr "复原伞降炸弹" -#: ../../../CREDITS.md:277 +#: ../../../CREDITS.md:279 msgid "Delayed fire weapons" msgstr "延迟开火" -#: ../../../CREDITS.md:278 +#: ../../../CREDITS.md:280 msgid "**Morton (MortonPL)**:" msgstr "**Morton (MortonPL)**:" -#: ../../../CREDITS.md:279 +#: ../../../CREDITS.md:281 msgid "`XDrawOffset` for animations" msgstr "动画的 `XDrawOffset`" -#: ../../../CREDITS.md:280 +#: ../../../CREDITS.md:282 msgid "Shield passthrough & absorption" msgstr "护盾穿透与吸收" -#: ../../../CREDITS.md:281 +#: ../../../CREDITS.md:283 msgid "Building `LimboDelivery` logic" msgstr "建筑 `LimboDelivery` 逻辑" -#: ../../../CREDITS.md:282 +#: ../../../CREDITS.md:284 msgid "Fix for `Image` in art rules" msgstr "修复 art 规则中的 `Image` 逻辑" -#: ../../../CREDITS.md:283 +#: ../../../CREDITS.md:285 msgid "Power delta counter" msgstr "电力变动指示器" -#: ../../../CREDITS.md:284 +#: ../../../CREDITS.md:286 msgid "Super Weapons launching other Super Weapons" msgstr "超级武器发射其他超级武器" -#: ../../../CREDITS.md:285 +#: ../../../CREDITS.md:287 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:286 +#: ../../../CREDITS.md:288 msgid "Real time timers" msgstr "实时计时器" -#: ../../../CREDITS.md:287 +#: ../../../CREDITS.md:289 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:288 +#: ../../../CREDITS.md:290 msgid "Including INI files and inheriting INI sections" msgstr "包含 INI 文件与继承 INI 节" -#: ../../../CREDITS.md:290 +#: ../../../CREDITS.md:292 msgid "TechnoType conversion warhead & superweapon" msgstr "单位转换弹头与超级武器" -#: ../../../CREDITS.md:291 +#: ../../../CREDITS.md:293 msgid "Unlimited skirmish colors" msgstr "无限制遭遇战颜色" -#: ../../../CREDITS.md:292 +#: ../../../CREDITS.md:294 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../../CREDITS.md:293 +#: ../../../CREDITS.md:295 msgid "Dump variables to file on scenario end / hotkey" msgstr "在场景结束/按下快捷键时将变量输出至文件" -#: ../../../CREDITS.md:294 +#: ../../../CREDITS.md:296 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:296 +#: ../../../CREDITS.md:298 msgid "Extending `Power` to all TechnoTypes" msgstr "将 `Power` 扩展到所有科技类型" -#: ../../../CREDITS.md:297 ../../../CREDITS.md:449 +#: ../../../CREDITS.md:299 ../../../CREDITS.md:453 msgid "Display banner by triggers" msgstr "横幅相关触发" -#: ../../../CREDITS.md:299 +#: ../../../CREDITS.md:301 msgid "" "**ChrisLv_CN** (work relicensed under [following " "permission](https://github.com/Phobos-" @@ -1159,429 +1167,445 @@ msgstr "" "**ChrisLv_CN**(授权见[此处](https://github.com/Phobos-" "developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" -#: ../../../CREDITS.md:300 +#: ../../../CREDITS.md:302 msgid "General assistance" msgstr "一般性协助" -#: ../../../CREDITS.md:301 +#: ../../../CREDITS.md:303 msgid "Interceptor logic prototype" msgstr "拦截抛射体逻辑雏形" -#: ../../../CREDITS.md:302 +#: ../../../CREDITS.md:304 msgid "LaserTrails prototype" msgstr "激光尾焰雏形" -#: ../../../CREDITS.md:303 +#: ../../../CREDITS.md:305 msgid "Laser fixes prototype" msgstr "激光修复雏形" -#: ../../../CREDITS.md:304 +#: ../../../CREDITS.md:306 msgid "**Trsdy**:" msgstr "**Trsdy**:" -#: ../../../CREDITS.md:305 +#: ../../../CREDITS.md:307 msgid "Preserve IronCurtain status upon `DeploysInto/UndeploysInto`" msgstr "`DeploysInto/UndeploysInto` 保留铁幕效果" -#: ../../../CREDITS.md:306 +#: ../../../CREDITS.md:308 msgid "Several jumpjet fixes:" msgstr "多项 Jumpjet 修复:" -#: ../../../CREDITS.md:307 +#: ../../../CREDITS.md:309 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:308 +#: ../../../CREDITS.md:310 msgid "Turret direction in idle state fix" msgstr "闲置状态炮塔方向修复" -#: ../../../CREDITS.md:309 +#: ../../../CREDITS.md:311 msgid "Sensor fix" msgstr "隐形探测修复" -#: ../../../CREDITS.md:310 +#: ../../../CREDITS.md:312 msgid "Allow to tilt regardless of `TiltCrashJumpjet`" msgstr "无视 `TiltCrashJumpjet` 允许倾斜" -#: ../../../CREDITS.md:311 +#: ../../../CREDITS.md:313 msgid "Forbid firing when crashing" msgstr "禁止在坠毁中继续开火" -#: ../../../CREDITS.md:312 +#: ../../../CREDITS.md:314 msgid "`OmniFire.TurnToTarget`" msgstr "`OmniFire.TurnToTarget`" -#: ../../../CREDITS.md:314 +#: ../../../CREDITS.md:316 msgid "Object Self-destruction logic" msgstr "物体自毁逻辑" -#: ../../../CREDITS.md:315 +#: ../../../CREDITS.md:317 msgid "Misc vanilla suicidal behavior fix" msgstr "各种原版自毁行为修复" -#: ../../../CREDITS.md:316 +#: ../../../CREDITS.md:318 msgid "Post-type-conversion update" msgstr "单位转换后的数据更新" -#: ../../../CREDITS.md:317 +#: ../../../CREDITS.md:319 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:318 +#: ../../../CREDITS.md:320 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:319 +#: ../../../CREDITS.md:321 msgid "Building `EVA_StructureSold` and `SellSound` dehardcode" msgstr "建筑 `EVA_StructureSold` 与 `SellSound` 去硬编码" -#: ../../../CREDITS.md:320 +#: ../../../CREDITS.md:322 msgid "Restore `EVA_StructureSold` for buildings with `UndeploysInto`" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`" -#: ../../../CREDITS.md:321 +#: ../../../CREDITS.md:323 msgid "Redeployable MCV in campaigns" msgstr "战役中的可重部署 MCV" -#: ../../../CREDITS.md:322 +#: ../../../CREDITS.md:324 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:323 +#: ../../../CREDITS.md:325 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:324 +#: ../../../CREDITS.md:326 msgid "`AlternateFLH` of vehicles in `OpenTopped` transport" msgstr "载具在 `OpenTopped` 载具中的 `AlternateFLH`" -#: ../../../CREDITS.md:325 +#: ../../../CREDITS.md:327 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:326 +#: ../../../CREDITS.md:328 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:327 +#: ../../../CREDITS.md:329 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:328 +#: ../../../CREDITS.md:330 msgid "Power delta counter : blackout indication mark" msgstr "电力差值计数器:停电指示标记" -#: ../../../CREDITS.md:330 +#: ../../../CREDITS.md:332 msgid "Income money string indication upon ore dump" msgstr "倒矿时的收入资金文本显示" -#: ../../../CREDITS.md:331 +#: ../../../CREDITS.md:333 msgid "Warhead superweapon launch logic" msgstr "弹头发射超级武器逻辑" -#: ../../../CREDITS.md:332 ../../../CREDITS.md:347 +#: ../../../CREDITS.md:334 ../../../CREDITS.md:349 msgid "TechnoType conversion placeholder" msgstr "单位转换占位符" -#: ../../../CREDITS.md:333 +#: ../../../CREDITS.md:335 msgid "`600 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:334 +#: ../../../CREDITS.md:336 msgid "`RadialIndicator` observer visibility" msgstr "`RadialIndicator` 观察者可见性" -#: ../../../CREDITS.md:335 +#: ../../../CREDITS.md:337 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:336 +#: ../../../CREDITS.md:338 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:337 +#: ../../../CREDITS.md:339 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:338 +#: ../../../CREDITS.md:340 msgid "`ImmuneToCrit` for shields" msgstr "护盾的 `ImmuneToCrit`" -#: ../../../CREDITS.md:339 ../../../CREDITS.md:389 +#: ../../../CREDITS.md:341 ../../../CREDITS.md:393 msgid "Forbidding parallel AI queues by type" msgstr "按类禁止 AI 克隆生产" -#: ../../../CREDITS.md:340 +#: ../../../CREDITS.md:342 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:341 +#: ../../../CREDITS.md:343 msgid "Allow iron-curtain effects on infantries" msgstr "允许在步兵上使用铁幕效果" -#: ../../../CREDITS.md:342 +#: ../../../CREDITS.md:344 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:343 +#: ../../../CREDITS.md:345 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:344 +#: ../../../CREDITS.md:346 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:345 +#: ../../../CREDITS.md:347 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:346 +#: ../../../CREDITS.md:348 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:348 +#: ../../../CREDITS.md:350 msgid "TechnoType conversion upon ownership change" msgstr "科技类型根据操作者改变而变形" -#: ../../../CREDITS.md:349 +#: ../../../CREDITS.md:351 msgid "EIP 00529A14 crash fix on Linux" msgstr "Linux 系统上的 EIP 00529A14 崩溃修复" -#: ../../../CREDITS.md:350 +#: ../../../CREDITS.md:352 msgid "Teleport timer reset after load game fix" msgstr "读档后重置超时空计时器修复" -#: ../../../CREDITS.md:351 +#: ../../../CREDITS.md:353 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:352 +#: ../../../CREDITS.md:354 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:353 +#: ../../../CREDITS.md:355 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:354 +#: ../../../CREDITS.md:356 msgid "Droppod properties dehardcode" msgstr "DropPod 属性去硬编码" -#: ../../../CREDITS.md:355 +#: ../../../CREDITS.md:357 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:356 +#: ../../../CREDITS.md:358 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:357 +#: ../../../CREDITS.md:359 msgid "Skippable game save on scenario start" msgstr "可跳过的场景开始时自动存档" -#: ../../../CREDITS.md:358 +#: ../../../CREDITS.md:360 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:359 +#: ../../../CREDITS.md:361 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:360 +#: ../../../CREDITS.md:362 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:361 +#: ../../../CREDITS.md:363 msgid "Ares' Abductor weapon fix" msgstr "Ares 超时空监狱吸取武器的修复" -#: ../../../CREDITS.md:362 +#: ../../../CREDITS.md:364 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:363 +#: ../../../CREDITS.md:365 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:364 +#: ../../../CREDITS.md:366 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:365 +#: ../../../CREDITS.md:367 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:366 +#: ../../../CREDITS.md:368 msgid "**FlyStar**:" msgstr "**FlyStar**:" -#: ../../../CREDITS.md:367 +#: ../../../CREDITS.md:369 msgid "Campaign load screen PCX support" msgstr "战役 PCX 载入图支持" -#: ../../../CREDITS.md:368 +#: ../../../CREDITS.md:370 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:369 +#: ../../../CREDITS.md:371 msgid "Fix `AltNextScenario` not taking effect" msgstr "修复了 `AltNextScenario` 无法生效的问题" -#: ../../../CREDITS.md:370 +#: ../../../CREDITS.md:372 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:371 +#: ../../../CREDITS.md:373 msgid "`Edit/Clear Hate-Value` Trigger Action" msgstr "`606 编辑仇恨值`、`607 清除仇恨值` 触发结果" -#: ../../../CREDITS.md:372 +#: ../../../CREDITS.md:374 msgid "`Set Force Enemy` Trigger Action" msgstr "`608 强制宣战` 触发结果" -#: ../../../CREDITS.md:373 +#: ../../../CREDITS.md:375 msgid "" "Fix the issue where computer players did not search for new enemies after" " defeating them or forming alliances with them" msgstr "" -#: ../../../CREDITS.md:374 +#: ../../../CREDITS.md:376 msgid "Customize the damage taken when falling from a bridge" msgstr "自定义桥上坠落伤害" -#: ../../../CREDITS.md:375 +#: ../../../CREDITS.md:377 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:376 +#: ../../../CREDITS.md:378 msgid "" "Fix 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:377 +#: ../../../CREDITS.md:379 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:378 ../../../CREDITS.md:451 +#: ../../../CREDITS.md:380 ../../../CREDITS.md:455 msgid "Fix the issue where some units crashed after the deployment transformation" msgstr "" -#: ../../../CREDITS.md:379 +#: ../../../CREDITS.md:381 msgid "Turretless vehicles with `Voxel=no` support use `FireUp` like infantry" msgstr "无炮塔 Shape 载具开火前摇" -#: ../../../CREDITS.md:380 +#: ../../../CREDITS.md:382 msgid "Infantry support `IsGattling=yes`" msgstr "步兵类现已支持使用 `IsGattling=yes` 开启盖特逻辑" -#: ../../../CREDITS.md:381 +#: ../../../CREDITS.md:383 msgid "Support for more optional weapons" msgstr "多武器逻辑" -#: ../../../CREDITS.md:382 +#: ../../../CREDITS.md:384 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:383 +#: ../../../CREDITS.md:385 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:384 +#: ../../../CREDITS.md:386 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:385 +#: ../../../CREDITS.md:387 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:386 +#: ../../../CREDITS.md:388 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" -#: ../../../CREDITS.md:387 +#: ../../../CREDITS.md:389 msgid "Units can customize the attack voice that plays when using more weapons" msgstr "单位可以在使用更多武器时自定义各武器下达攻击指令时的音效" -#: ../../../CREDITS.md:388 +#: ../../../CREDITS.md:390 +msgid "" +"When `Speed=0` or the TechnoTypes cell cannot move due to " +"`MovementRestrictedTo`, vehicles cannot attack targets beyond the " +"weapon's range. `Area Guard` and `Hunt` missions will also become " +"ineffective" +msgstr "" +"若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area Guard` 和 `Hunt` 任务将不会生效" + +#: ../../../CREDITS.md:391 +msgid "" +"When the vehicle loses its target, you can customize whether to align the" +" turret direction with the vehicle body" +msgstr "" +"你可以自定义当载具丢失目标时炮塔方向是否回正(与车身对齐)" + +#: ../../../CREDITS.md:392 msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" -#: ../../../CREDITS.md:390 +#: ../../../CREDITS.md:394 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:391 +#: ../../../CREDITS.md:395 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:392 +#: ../../../CREDITS.md:396 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:393 +#: ../../../CREDITS.md:397 msgid "Assign Super Weapon cameo to any sidebar tab" msgstr "自定义超级武器所在栏" -#: ../../../CREDITS.md:394 +#: ../../../CREDITS.md:398 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:395 +#: ../../../CREDITS.md:399 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:396 +#: ../../../CREDITS.md:400 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:397 +#: ../../../CREDITS.md:401 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:398 +#: ../../../CREDITS.md:402 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:399 +#: ../../../CREDITS.md:403 msgid "" "Fix [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" @@ -1590,27 +1614,27 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:400 ../../../CREDITS.md:539 +#: ../../../CREDITS.md:404 ../../../CREDITS.md:544 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:401 +#: ../../../CREDITS.md:405 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:402 +#: ../../../CREDITS.md:406 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:407 msgid "Customize damaged speed ratio of drive/ship loco" msgstr "自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速度比率" -#: ../../../CREDITS.md:404 +#: ../../../CREDITS.md:408 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../../CREDITS.md:405 +#: ../../../CREDITS.md:409 msgid "" "Fix the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used" @@ -1618,795 +1642,799 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:410 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卸载状态且无法继续正常卸载的 Bug" -#: ../../../CREDITS.md:407 ../../../CREDITS.md:508 +#: ../../../CREDITS.md:411 ../../../CREDITS.md:512 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:408 +#: ../../../CREDITS.md:412 msgid "Enhanced reveal & gap warhead" msgstr "增强版揭示弹与黑幕弹" -#: ../../../CREDITS.md:409 +#: ../../../CREDITS.md:413 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:410 +#: ../../../CREDITS.md:414 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:411 +#: ../../../CREDITS.md:415 msgid "Customize parasite culling targets" msgstr "自定义寄生秒杀目标" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:416 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../../CREDITS.md:413 +#: ../../../CREDITS.md:417 msgid "Select box logic" msgstr "选择框逻辑" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:418 msgid "Customize airstrike targets" msgstr "自定义空袭目标" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:419 msgid "" "Separate the AirstrikeClass pointer between the attacker/aircraft and the" " target to avoid erroneous overwriting issues" msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:420 msgid "Fix the bug that buildings will always be tinted as airstrike owner" msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:421 msgid "" "Fix the bug that `AllowAirstrike=no` cannot completely prevent air " "strikes from being launched against it" msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:422 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:419 +#: ../../../CREDITS.md:423 msgid "Tiberium eater logic" msgstr "马夫逻辑" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:424 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:422 +#: ../../../CREDITS.md:426 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:423 ../../../CREDITS.md:519 +#: ../../../CREDITS.md:427 ../../../CREDITS.md:523 msgid "Exclusive SuperWeapon Sidebar" msgstr "超武侧边栏" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:428 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:425 +#: ../../../CREDITS.md:429 msgid "Weapon target filtering by health percentage" msgstr "武器根据血量百分比筛选目标" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:430 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:427 +#: ../../../CREDITS.md:431 msgid "Customize limit when engineer repair a building" msgstr "自定义工程师维修建筑时的修复值" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:432 msgid "" "Fix the bug that damaged particle dont disappear after building has " "repaired by engineer" msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:434 msgid "Electric/RadBeam trail for laser tails" msgstr "激光尾焰逻辑支持 EBolt/辐射波" -#: ../../../CREDITS.md:431 +#: ../../../CREDITS.md:435 msgid "Ground line for select box" msgstr "为选择框添加了投影线" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:436 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:433 +#: ../../../CREDITS.md:437 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:434 +#: ../../../CREDITS.md:438 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" -#: ../../../CREDITS.md:435 +#: ../../../CREDITS.md:439 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" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:440 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" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:441 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" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:442 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" -#: ../../../CREDITS.md:439 +#: ../../../CREDITS.md:443 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:440 +#: ../../../CREDITS.md:444 msgid "Customize squid grapple animation" msgstr "自定义乌贼拖拽动画" -#: ../../../CREDITS.md:441 +#: ../../../CREDITS.md:445 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:442 +#: ../../../CREDITS.md:446 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:443 +#: ../../../CREDITS.md:447 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:444 +#: ../../../CREDITS.md:448 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:445 +#: ../../../CREDITS.md:449 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:446 +#: ../../../CREDITS.md:450 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:447 +#: ../../../CREDITS.md:451 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:452 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:450 +#: ../../../CREDITS.md:454 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:452 +#: ../../../CREDITS.md:456 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:453 +#: ../../../CREDITS.md:457 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:454 +#: ../../../CREDITS.md:458 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:455 +#: ../../../CREDITS.md:459 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:456 +#: ../../../CREDITS.md:460 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:457 ../../../CREDITS.md:534 +#: ../../../CREDITS.md:461 ../../../CREDITS.md:539 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:462 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:463 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:460 +#: ../../../CREDITS.md:464 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:465 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:466 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:468 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:465 +#: ../../../CREDITS.md:469 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:466 +#: ../../../CREDITS.md:470 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:471 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:472 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:473 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:470 +#: ../../../CREDITS.md:474 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:475 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:476 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:473 +#: ../../../CREDITS.md:477 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:474 +#: ../../../CREDITS.md:478 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:479 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:476 +#: ../../../CREDITS.md:480 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:481 msgid "" "Adjust the dehardcoding of the 255 `OverlayType` limit to a different " "format" msgstr "将 255 种覆盖物数量限制解编码方式调整为使用一种不同的格式" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:482 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:483 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:484 msgid "Allow using waypoints, area guard and attack move with aircraft" msgstr "允许战机使用路径点、区域警戒和移动攻击" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:485 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:482 +#: ../../../CREDITS.md:486 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:483 +#: ../../../CREDITS.md:487 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination" msgstr "使用 2D 而不是 3D 距离来检查空中的小队成员是否抵达目的地" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:488 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:489 msgid "Enhanced Straight trajectory" msgstr "增强的直线轨迹" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:490 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:491 msgid "Fix for sidebar not updating queued unit numbers when on hold" msgstr "修复侧边栏在生产暂停时未能更新预购单位订单数量的问题" -#: ../../../CREDITS.md:488 +#: ../../../CREDITS.md:492 msgid "New Parabola trajectory" msgstr "新的抛物线轨迹" -#: ../../../CREDITS.md:489 ../../../CREDITS.md:537 +#: ../../../CREDITS.md:493 ../../../CREDITS.md:542 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击轨迹" -#: ../../../CREDITS.md:490 ../../../CREDITS.md:564 +#: ../../../CREDITS.md:494 ../../../CREDITS.md:569 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:495 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:496 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:497 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:498 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:495 +#: ../../../CREDITS.md:499 msgid "Technos recount current burst index when change the firing weapon" msgstr "科技类型在更换开火武器时重置当前连发索引" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:500 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:497 +#: ../../../CREDITS.md:501 msgid "Technos can maintain a suitable distance after firing" msgstr "科技类型可以在开火后保持适当的距离" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:502 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:503 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:504 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:505 msgid "" "Fix an issue that some amphibious technos being unable to enter on water " "structures" msgstr "修复了一些两栖单位无法进入水上建筑的问题" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:506 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:503 ../../../CREDITS.md:574 +#: ../../../CREDITS.md:507 ../../../CREDITS.md:579 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:504 +#: ../../../CREDITS.md:508 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:505 +#: ../../../CREDITS.md:509 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:506 +#: ../../../CREDITS.md:510 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:511 msgid "" "Fix an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter" msgstr "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题" -#: ../../../CREDITS.md:509 +#: ../../../CREDITS.md:513 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:510 +#: ../../../CREDITS.md:514 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:511 +#: ../../../CREDITS.md:515 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:512 +#: ../../../CREDITS.md:516 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:513 +#: ../../../CREDITS.md:517 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:514 +#: ../../../CREDITS.md:518 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:515 +#: ../../../CREDITS.md:519 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:516 +#: ../../../CREDITS.md:520 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../../CREDITS.md:517 +#: ../../../CREDITS.md:521 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../../CREDITS.md:518 +#: ../../../CREDITS.md:522 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:520 +#: ../../../CREDITS.md:524 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:521 +#: ../../../CREDITS.md:525 msgid "" "Several new Infotypes, no display in specific status and a new single " "frame display method" msgstr "多种新的数显信息类型、特定情况下不显示以及一种新的单帧显示方式" -#: ../../../CREDITS.md:522 +#: ../../../CREDITS.md:526 msgid "" "Customizable spawn delay of `VoxelAnim`'s `TrailerAnim` and fix its " "incorrect position" msgstr "自定义 Voxel 碎片 `TrailerAnim` 生成间隔并修复其生成位置错误的问题" -#: ../../../CREDITS.md:523 +#: ../../../CREDITS.md:527 msgid "Add `DebrisMinimums` to keep the count of debris within a certain range" msgstr "添加了 `DebrisMinimums` 语句以将碎片数量控制在一定范围内" -#: ../../../CREDITS.md:524 +#: ../../../CREDITS.md:528 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../../CREDITS.md:525 +#: ../../../CREDITS.md:529 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:526 +#: ../../../CREDITS.md:530 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:527 +#: ../../../CREDITS.md:531 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:528 +#: ../../../CREDITS.md:532 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:529 ../../../CREDITS.md:587 +#: ../../../CREDITS.md:533 ../../../CREDITS.md:592 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../../CREDITS.md:530 +#: ../../../CREDITS.md:534 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" -#: ../../../CREDITS.md:531 +#: ../../../CREDITS.md:535 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" -#: ../../../CREDITS.md:532 +#: ../../../CREDITS.md:536 +msgid "Reverse engineer warhead" +msgstr "逆向工程弹头" + +#: ../../../CREDITS.md:537 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:533 +#: ../../../CREDITS.md:538 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:535 +#: ../../../CREDITS.md:540 msgid "" "Allow `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`" -#: ../../../CREDITS.md:536 +#: ../../../CREDITS.md:541 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:538 +#: ../../../CREDITS.md:543 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:540 +#: ../../../CREDITS.md:545 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:541 +#: ../../../CREDITS.md:546 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:542 +#: ../../../CREDITS.md:547 msgid "Forcing specific weapon by range and target type" msgstr "根据射程和目标类型选取武器" -#: ../../../CREDITS.md:543 +#: ../../../CREDITS.md:548 msgid "Passenger-based insignias" msgstr "根据乘客切换军衔" -#: ../../../CREDITS.md:544 +#: ../../../CREDITS.md:549 msgid "Use `InsigniaType` to set the properties of insignia in a batch" msgstr "使用 `InsigniaType` 批量设置军衔属性" -#: ../../../CREDITS.md:545 +#: ../../../CREDITS.md:550 msgid "" "Allow player's self-healing effects to be benefited by allied or " "`PlayerControl=true` houses" msgstr "允许玩家的自愈效果可以从友军或 `PlayerControl=true` 的所属方受益" -#: ../../../CREDITS.md:547 +#: ../../../CREDITS.md:552 msgid "Allow faking digital display for `InfoType=Health` at disguise" msgstr "允许 `InfoType=Health` 伪造出伪装目标的数值" -#: ../../../CREDITS.md:548 +#: ../../../CREDITS.md:553 msgid "Display banner improvement and doc" msgstr "横幅的改进与文档" -#: ../../../CREDITS.md:549 +#: ../../../CREDITS.md:554 msgid "Damage multiplier for health percentage" msgstr "对不同剩余血量的伤害修正比" -#: ../../../CREDITS.md:550 +#: ../../../CREDITS.md:555 msgid "Linked superweapons tweak" msgstr "对联动超武的调整" -#: ../../../CREDITS.md:551 +#: ../../../CREDITS.md:556 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:552 +#: ../../../CREDITS.md:557 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:553 +#: ../../../CREDITS.md:558 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:554 +#: ../../../CREDITS.md:559 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:555 +#: ../../../CREDITS.md:560 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:556 +#: ../../../CREDITS.md:561 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:557 +#: ../../../CREDITS.md:562 msgid "Skip anim delay for burst fire" msgstr "为有 `Burst` 的武器跳过建筑开火前摇动画" -#: ../../../CREDITS.md:558 +#: ../../../CREDITS.md:563 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:559 +#: ../../../CREDITS.md:564 msgid "Raise alert when technos are taking damage" msgstr "当科技类型受到伤害时发出警报" -#: ../../../CREDITS.md:560 +#: ../../../CREDITS.md:565 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:561 +#: ../../../CREDITS.md:566 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:562 +#: ../../../CREDITS.md:567 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:563 +#: ../../../CREDITS.md:568 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡" -#: ../../../CREDITS.md:565 +#: ../../../CREDITS.md:570 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:566 +#: ../../../CREDITS.md:571 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:567 +#: ../../../CREDITS.md:572 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:568 +#: ../../../CREDITS.md:573 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:569 +#: ../../../CREDITS.md:574 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:570 +#: ../../../CREDITS.md:575 msgid "" "Fix the bug that spawned can not return to buildings with foundation " "bigger than 1x1" msgstr "修复了占地面积超过 1x1 的建筑无法回收子机的 Bug" -#: ../../../CREDITS.md:571 +#: ../../../CREDITS.md:576 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:572 +#: ../../../CREDITS.md:577 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:573 +#: ../../../CREDITS.md:578 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:575 +#: ../../../CREDITS.md:580 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:576 +#: ../../../CREDITS.md:581 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:577 +#: ../../../CREDITS.md:582 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:578 +#: ../../../CREDITS.md:583 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:579 +#: ../../../CREDITS.md:584 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:580 +#: ../../../CREDITS.md:585 msgid "Make harvesters do addtional scan after unload" msgstr "使矿车卸载后重新扫描较近的矿区" -#: ../../../CREDITS.md:581 +#: ../../../CREDITS.md:586 msgid "Customize the scatter caused by aircraft attack mission" msgstr "自定义战机攻击任务引发分散" -#: ../../../CREDITS.md:582 +#: ../../../CREDITS.md:587 msgid "Customize whether `Crater=yes` animation would destroy tiberium" msgstr "自定义 `Crater=yes` 的动画能否摧毁矿石" -#: ../../../CREDITS.md:583 +#: ../../../CREDITS.md:588 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:584 +#: ../../../CREDITS.md:589 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:585 +#: ../../../CREDITS.md:590 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:586 +#: ../../../CREDITS.md:591 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:588 +#: ../../../CREDITS.md:593 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:589 +#: ../../../CREDITS.md:594 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:590 +#: ../../../CREDITS.md:595 msgid "Force techno targeting in distributed frames to improve performance" msgstr "强制单位索敌行为分散到不同帧以提升性能" -#: ../../../CREDITS.md:591 +#: ../../../CREDITS.md:596 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2414,141 +2442,141 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:592 +#: ../../../CREDITS.md:597 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:593 +#: ../../../CREDITS.md:598 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:594 +#: ../../../CREDITS.md:599 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:595 +#: ../../../CREDITS.md:600 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:596 +#: ../../../CREDITS.md:601 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:597 +#: ../../../CREDITS.md:602 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix" msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:603 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:599 +#: ../../../CREDITS.md:604 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:600 +#: ../../../CREDITS.md:605 msgid "" "**Multfinite** - Allow to toggle main exception handler via command line " "argument `-ExceptionHandler=boolean`" msgstr "**Multfinite** - 允许通过命令行参数 `-ExceptionHandler=boolean` 开关主循环异常处理程序" -#: ../../../CREDITS.md:601 +#: ../../../CREDITS.md:606 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:602 +#: ../../../CREDITS.md:607 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:608 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:604 +#: ../../../CREDITS.md:609 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:605 +#: ../../../CREDITS.md:610 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:606 +#: ../../../CREDITS.md:611 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:607 +#: ../../../CREDITS.md:612 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:608 +#: ../../../CREDITS.md:613 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:609 +#: ../../../CREDITS.md:614 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:610 +#: ../../../CREDITS.md:615 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:611 +#: ../../../CREDITS.md:616 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:612 +#: ../../../CREDITS.md:617 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:613 +#: ../../../CREDITS.md:618 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:619 msgid "" "**Noble Fish** - some minor fixes, established Community Chinese docs, " "took over and completely rewrite the Official Chinese docs during " "Build#46" msgstr "**Noble Fish** - 一些小修复、文档维护者(官方英文文档维护、创建了社区中文文档、在 Build#46 接管并完全重写了官方中文文档)" -#: ../../../CREDITS.md:615 +#: ../../../CREDITS.md:620 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:616 +#: ../../../CREDITS.md:621 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:617 +#: ../../../CREDITS.md:622 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:618 +#: ../../../CREDITS.md:623 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:619 +#: ../../../CREDITS.md:624 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:620 +#: ../../../CREDITS.md:625 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:621 +#: ../../../CREDITS.md:626 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2556,33 +2584,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:622 +#: ../../../CREDITS.md:627 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:623 +#: ../../../CREDITS.md:628 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:624 +#: ../../../CREDITS.md:629 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:625 +#: ../../../CREDITS.md:630 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:626 +#: ../../../CREDITS.md:631 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:627 +#: ../../../CREDITS.md:632 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:628 +#: ../../../CREDITS.md:633 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2590,7 +2618,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:629 +#: ../../../CREDITS.md:634 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2604,15 +2632,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:635 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:631 +#: ../../../CREDITS.md:636 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:632 +#: ../../../CREDITS.md:637 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 8ddbc8962a..3b9ce221be 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: 2025-08-11 00:26+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -167,16 +167,16 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:29 ../../Fixed-or-Improved-Logics.md:39 #: ../../Fixed-or-Improved-Logics.md:49 ../../Fixed-or-Improved-Logics.md:78 -#: ../../Fixed-or-Improved-Logics.md:573 ../../Fixed-or-Improved-Logics.md:828 -#: ../../Fixed-or-Improved-Logics.md:954 ../../Fixed-or-Improved-Logics.md:979 -#: ../../Fixed-or-Improved-Logics.md:1097 -#: ../../Fixed-or-Improved-Logics.md:1430 -#: ../../Fixed-or-Improved-Logics.md:1446 -#: ../../Fixed-or-Improved-Logics.md:1520 -#: ../../Fixed-or-Improved-Logics.md:1721 -#: ../../Fixed-or-Improved-Logics.md:2123 -#: ../../Fixed-or-Improved-Logics.md:2168 -#: ../../Fixed-or-Improved-Logics.md:2193 +#: ../../Fixed-or-Improved-Logics.md:587 ../../Fixed-or-Improved-Logics.md:842 +#: ../../Fixed-or-Improved-Logics.md:968 ../../Fixed-or-Improved-Logics.md:993 +#: ../../Fixed-or-Improved-Logics.md:1111 +#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1534 +#: ../../Fixed-or-Improved-Logics.md:1735 +#: ../../Fixed-or-Improved-Logics.md:2137 +#: ../../Fixed-or-Improved-Logics.md:2182 +#: ../../Fixed-or-Improved-Logics.md:2207 msgid "image" msgstr "图像" @@ -1551,17 +1551,26 @@ msgid "" "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。" -#: ../../Fixed-or-Improved-Logics.md:257 +#: ../../Fixed-or-Improved-Logics.md:256 +msgid "" +"When `Speed=0` or the TechnoTypes cell cannot move due to " +"`MovementRestrictedTo`, vehicles cannot attack targets beyond the " +"weapon's range. `Area Guard` and `Hunt` missions will also become " +"ineffective." +msgstr "" +"若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area Guard` 和 `Hunt` 任务将不会生效。" + +#: ../../Fixed-or-Improved-Logics.md:258 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:259 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置。" -#: ../../Fixed-or-Improved-Logics.md:260 +#: ../../Fixed-or-Improved-Logics.md:261 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1569,51 +1578,51 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射。" -#: ../../Fixed-or-Improved-Logics.md:261 +#: ../../Fixed-or-Improved-Logics.md:262 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定" -#: ../../Fixed-or-Improved-Logics.md:262 +#: ../../Fixed-or-Improved-Logics.md:263 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely." msgstr "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` 的单位在部署后不再会卡住或无限播放移动音效。" -#: ../../Fixed-or-Improved-Logics.md:263 +#: ../../Fixed-or-Improved-Logics.md:264 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " "delay was active." msgstr "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟。" -#: ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:265 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed." msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`。" -#: ../../Fixed-or-Improved-Logics.md:265 +#: ../../Fixed-or-Improved-Logics.md:266 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted." msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态。" -#: ../../Fixed-or-Improved-Logics.md:266 +#: ../../Fixed-or-Improved-Logics.md:267 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " "was sold, erased or destroyed." msgstr "修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时它的 `ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:267 +#: ../../Fixed-or-Improved-Logics.md:268 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles." msgstr "修复了 Ares 的超时空监狱武器在绑架移动载具时会留下永久放置统计(空气墙)的问题。" -#: ../../Fixed-or-Improved-Logics.md:268 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1622,160 +1631,212 @@ msgstr "" "在解析 `Tags` 和 `TaskForces` 时抑制 Ares 的 swizzle 警告(通常以 `[Developer " "fatal]Pointer 00000000 declared change to both` 开头)。" -#: ../../Fixed-or-Improved-Logics.md:269 +#: ../../Fixed-or-Improved-Logics.md:270 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory." msgstr "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题。" -#: ../../Fixed-or-Improved-Logics.md:270 +#: ../../Fixed-or-Improved-Logics.md:271 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions." msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题。" -#: ../../Fixed-or-Improved-Logics.md:271 +#: ../../Fixed-or-Improved-Logics.md:272 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." msgstr "允许了 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物。" -#: ../../Fixed-or-Improved-Logics.md:272 +#: ../../Fixed-or-Improved-Logics.md:273 msgid "" "Taking over Ares' AlphaImage respawn logic to make it not recreate in " "every frame for buildings, static techno and techno without turret, in " "order to reduce lags from it." msgstr "接管了 Ares 的 AlphaImage 重绘逻辑,使其用于建筑、静止单位和无炮塔单位时不会每帧重绘,以减少其造成的卡顿。" -#: ../../Fixed-or-Improved-Logics.md:273 +#: ../../Fixed-or-Improved-Logics.md:274 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。" -#: ../../Fixed-or-Improved-Logics.md:274 +#: ../../Fixed-or-Improved-Logics.md:275 msgid "" "Fixed an 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。" -#: ../../Fixed-or-Improved-Logics.md:275 +#: ../../Fixed-or-Improved-Logics.md:276 msgid "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:276 +#: ../../Fixed-or-Improved-Logics.md:277 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:278 +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 "" +"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:279 +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:280 +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:281 +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:285 +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:289 +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:292 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:280 +#: ../../Fixed-or-Improved-Logics.md:294 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:282 +#: ../../Fixed-or-Improved-Logics.md:296 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:284 ../../Fixed-or-Improved-Logics.md:294 -#: ../../Fixed-or-Improved-Logics.md:312 ../../Fixed-or-Improved-Logics.md:328 -#: ../../Fixed-or-Improved-Logics.md:340 ../../Fixed-or-Improved-Logics.md:407 -#: ../../Fixed-or-Improved-Logics.md:480 ../../Fixed-or-Improved-Logics.md:501 -#: ../../Fixed-or-Improved-Logics.md:523 ../../Fixed-or-Improved-Logics.md:539 -#: ../../Fixed-or-Improved-Logics.md:550 ../../Fixed-or-Improved-Logics.md:565 -#: ../../Fixed-or-Improved-Logics.md:587 ../../Fixed-or-Improved-Logics.md:604 -#: ../../Fixed-or-Improved-Logics.md:622 ../../Fixed-or-Improved-Logics.md:632 -#: ../../Fixed-or-Improved-Logics.md:643 ../../Fixed-or-Improved-Logics.md:673 -#: ../../Fixed-or-Improved-Logics.md:686 ../../Fixed-or-Improved-Logics.md:698 -#: ../../Fixed-or-Improved-Logics.md:711 ../../Fixed-or-Improved-Logics.md:727 -#: ../../Fixed-or-Improved-Logics.md:739 ../../Fixed-or-Improved-Logics.md:768 -#: ../../Fixed-or-Improved-Logics.md:797 ../../Fixed-or-Improved-Logics.md:809 -#: ../../Fixed-or-Improved-Logics.md:819 ../../Fixed-or-Improved-Logics.md:835 -#: ../../Fixed-or-Improved-Logics.md:851 ../../Fixed-or-Improved-Logics.md:867 -#: ../../Fixed-or-Improved-Logics.md:897 ../../Fixed-or-Improved-Logics.md:926 -#: ../../Fixed-or-Improved-Logics.md:937 ../../Fixed-or-Improved-Logics.md:959 -#: ../../Fixed-or-Improved-Logics.md:971 ../../Fixed-or-Improved-Logics.md:985 -#: ../../Fixed-or-Improved-Logics.md:1005 -#: ../../Fixed-or-Improved-Logics.md:1034 -#: ../../Fixed-or-Improved-Logics.md:1087 -#: ../../Fixed-or-Improved-Logics.md:1105 -#: ../../Fixed-or-Improved-Logics.md:1117 -#: ../../Fixed-or-Improved-Logics.md:1128 -#: ../../Fixed-or-Improved-Logics.md:1140 +#: ../../Fixed-or-Improved-Logics.md:298 ../../Fixed-or-Improved-Logics.md:308 +#: ../../Fixed-or-Improved-Logics.md:326 ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:354 ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:494 ../../Fixed-or-Improved-Logics.md:515 +#: ../../Fixed-or-Improved-Logics.md:537 ../../Fixed-or-Improved-Logics.md:553 +#: ../../Fixed-or-Improved-Logics.md:564 ../../Fixed-or-Improved-Logics.md:579 +#: ../../Fixed-or-Improved-Logics.md:601 ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:636 ../../Fixed-or-Improved-Logics.md:646 +#: ../../Fixed-or-Improved-Logics.md:657 ../../Fixed-or-Improved-Logics.md:687 +#: ../../Fixed-or-Improved-Logics.md:700 ../../Fixed-or-Improved-Logics.md:712 +#: ../../Fixed-or-Improved-Logics.md:725 ../../Fixed-or-Improved-Logics.md:741 +#: ../../Fixed-or-Improved-Logics.md:753 ../../Fixed-or-Improved-Logics.md:782 +#: ../../Fixed-or-Improved-Logics.md:811 ../../Fixed-or-Improved-Logics.md:823 +#: ../../Fixed-or-Improved-Logics.md:833 ../../Fixed-or-Improved-Logics.md:849 +#: ../../Fixed-or-Improved-Logics.md:865 ../../Fixed-or-Improved-Logics.md:881 +#: ../../Fixed-or-Improved-Logics.md:911 ../../Fixed-or-Improved-Logics.md:940 +#: ../../Fixed-or-Improved-Logics.md:951 ../../Fixed-or-Improved-Logics.md:973 +#: ../../Fixed-or-Improved-Logics.md:985 ../../Fixed-or-Improved-Logics.md:999 +#: ../../Fixed-or-Improved-Logics.md:1019 +#: ../../Fixed-or-Improved-Logics.md:1048 +#: ../../Fixed-or-Improved-Logics.md:1101 +#: ../../Fixed-or-Improved-Logics.md:1119 +#: ../../Fixed-or-Improved-Logics.md:1131 +#: ../../Fixed-or-Improved-Logics.md:1142 #: ../../Fixed-or-Improved-Logics.md:1154 -#: ../../Fixed-or-Improved-Logics.md:1175 -#: ../../Fixed-or-Improved-Logics.md:1190 -#: ../../Fixed-or-Improved-Logics.md:1210 -#: ../../Fixed-or-Improved-Logics.md:1228 -#: ../../Fixed-or-Improved-Logics.md:1247 -#: ../../Fixed-or-Improved-Logics.md:1258 -#: ../../Fixed-or-Improved-Logics.md:1273 -#: ../../Fixed-or-Improved-Logics.md:1300 -#: ../../Fixed-or-Improved-Logics.md:1330 -#: ../../Fixed-or-Improved-Logics.md:1343 -#: ../../Fixed-or-Improved-Logics.md:1354 -#: ../../Fixed-or-Improved-Logics.md:1374 +#: ../../Fixed-or-Improved-Logics.md:1168 +#: ../../Fixed-or-Improved-Logics.md:1189 +#: ../../Fixed-or-Improved-Logics.md:1204 +#: ../../Fixed-or-Improved-Logics.md:1224 +#: ../../Fixed-or-Improved-Logics.md:1242 +#: ../../Fixed-or-Improved-Logics.md:1261 +#: ../../Fixed-or-Improved-Logics.md:1272 +#: ../../Fixed-or-Improved-Logics.md:1287 +#: ../../Fixed-or-Improved-Logics.md:1314 +#: ../../Fixed-or-Improved-Logics.md:1344 +#: ../../Fixed-or-Improved-Logics.md:1357 +#: ../../Fixed-or-Improved-Logics.md:1368 #: ../../Fixed-or-Improved-Logics.md:1388 -#: ../../Fixed-or-Improved-Logics.md:1409 -#: ../../Fixed-or-Improved-Logics.md:1459 -#: ../../Fixed-or-Improved-Logics.md:1477 -#: ../../Fixed-or-Improved-Logics.md:1498 -#: ../../Fixed-or-Improved-Logics.md:1527 -#: ../../Fixed-or-Improved-Logics.md:1545 -#: ../../Fixed-or-Improved-Logics.md:1564 -#: ../../Fixed-or-Improved-Logics.md:1576 -#: ../../Fixed-or-Improved-Logics.md:1589 -#: ../../Fixed-or-Improved-Logics.md:1602 -#: ../../Fixed-or-Improved-Logics.md:1614 -#: ../../Fixed-or-Improved-Logics.md:1632 -#: ../../Fixed-or-Improved-Logics.md:1647 -#: ../../Fixed-or-Improved-Logics.md:1658 -#: ../../Fixed-or-Improved-Logics.md:1676 -#: ../../Fixed-or-Improved-Logics.md:1696 +#: ../../Fixed-or-Improved-Logics.md:1402 +#: ../../Fixed-or-Improved-Logics.md:1423 +#: ../../Fixed-or-Improved-Logics.md:1473 +#: ../../Fixed-or-Improved-Logics.md:1491 +#: ../../Fixed-or-Improved-Logics.md:1512 +#: ../../Fixed-or-Improved-Logics.md:1541 +#: ../../Fixed-or-Improved-Logics.md:1559 +#: ../../Fixed-or-Improved-Logics.md:1578 +#: ../../Fixed-or-Improved-Logics.md:1590 +#: ../../Fixed-or-Improved-Logics.md:1603 +#: ../../Fixed-or-Improved-Logics.md:1616 +#: ../../Fixed-or-Improved-Logics.md:1628 +#: ../../Fixed-or-Improved-Logics.md:1646 +#: ../../Fixed-or-Improved-Logics.md:1661 +#: ../../Fixed-or-Improved-Logics.md:1672 +#: ../../Fixed-or-Improved-Logics.md:1690 #: ../../Fixed-or-Improved-Logics.md:1710 -#: ../../Fixed-or-Improved-Logics.md:1728 -#: ../../Fixed-or-Improved-Logics.md:1747 +#: ../../Fixed-or-Improved-Logics.md:1724 +#: ../../Fixed-or-Improved-Logics.md:1742 #: ../../Fixed-or-Improved-Logics.md:1761 -#: ../../Fixed-or-Improved-Logics.md:1777 -#: ../../Fixed-or-Improved-Logics.md:1794 -#: ../../Fixed-or-Improved-Logics.md:1811 -#: ../../Fixed-or-Improved-Logics.md:1839 -#: ../../Fixed-or-Improved-Logics.md:1870 -#: ../../Fixed-or-Improved-Logics.md:1894 -#: ../../Fixed-or-Improved-Logics.md:1913 -#: ../../Fixed-or-Improved-Logics.md:1926 -#: ../../Fixed-or-Improved-Logics.md:1938 -#: ../../Fixed-or-Improved-Logics.md:1954 -#: ../../Fixed-or-Improved-Logics.md:1966 -#: ../../Fixed-or-Improved-Logics.md:1979 -#: ../../Fixed-or-Improved-Logics.md:1997 -#: ../../Fixed-or-Improved-Logics.md:2021 -#: ../../Fixed-or-Improved-Logics.md:2034 -#: ../../Fixed-or-Improved-Logics.md:2045 -#: ../../Fixed-or-Improved-Logics.md:2060 -#: ../../Fixed-or-Improved-Logics.md:2077 +#: ../../Fixed-or-Improved-Logics.md:1775 +#: ../../Fixed-or-Improved-Logics.md:1791 +#: ../../Fixed-or-Improved-Logics.md:1808 +#: ../../Fixed-or-Improved-Logics.md:1825 +#: ../../Fixed-or-Improved-Logics.md:1853 +#: ../../Fixed-or-Improved-Logics.md:1884 +#: ../../Fixed-or-Improved-Logics.md:1908 +#: ../../Fixed-or-Improved-Logics.md:1927 +#: ../../Fixed-or-Improved-Logics.md:1940 +#: ../../Fixed-or-Improved-Logics.md:1952 +#: ../../Fixed-or-Improved-Logics.md:1968 +#: ../../Fixed-or-Improved-Logics.md:1980 +#: ../../Fixed-or-Improved-Logics.md:1993 +#: ../../Fixed-or-Improved-Logics.md:2011 +#: ../../Fixed-or-Improved-Logics.md:2035 +#: ../../Fixed-or-Improved-Logics.md:2048 +#: ../../Fixed-or-Improved-Logics.md:2059 +#: ../../Fixed-or-Improved-Logics.md:2074 #: ../../Fixed-or-Improved-Logics.md:2091 -#: ../../Fixed-or-Improved-Logics.md:2103 -#: ../../Fixed-or-Improved-Logics.md:2115 -#: ../../Fixed-or-Improved-Logics.md:2126 -#: ../../Fixed-or-Improved-Logics.md:2137 -#: ../../Fixed-or-Improved-Logics.md:2150 -#: ../../Fixed-or-Improved-Logics.md:2160 -#: ../../Fixed-or-Improved-Logics.md:2176 -#: ../../Fixed-or-Improved-Logics.md:2198 -#: ../../Fixed-or-Improved-Logics.md:2209 -#: ../../Fixed-or-Improved-Logics.md:2225 -#: ../../Fixed-or-Improved-Logics.md:2250 +#: ../../Fixed-or-Improved-Logics.md:2105 +#: ../../Fixed-or-Improved-Logics.md:2117 +#: ../../Fixed-or-Improved-Logics.md:2129 +#: ../../Fixed-or-Improved-Logics.md:2140 +#: ../../Fixed-or-Improved-Logics.md:2151 +#: ../../Fixed-or-Improved-Logics.md:2164 +#: ../../Fixed-or-Improved-Logics.md:2174 +#: ../../Fixed-or-Improved-Logics.md:2190 +#: ../../Fixed-or-Improved-Logics.md:2212 +#: ../../Fixed-or-Improved-Logics.md:2223 +#: ../../Fixed-or-Improved-Logics.md:2239 +#: ../../Fixed-or-Improved-Logics.md:2264 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:285 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1783,18 +1844,18 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:290 +#: ../../Fixed-or-Improved-Logics.md:304 msgid "Customize the scatter caused by aircraft attack mission" msgstr "自定义战机攻击任务引发分散" -#: ../../Fixed-or-Improved-Logics.md:292 +#: ../../Fixed-or-Improved-Logics.md:306 msgid "" "In vanilla, when an aircraft attacks, it forces the target's cell to " "trigger a scatter. Now you can disable this behavior by setting the " "following flag to `false`." msgstr "在原版中当一架战机发起攻击它会强制触发目标单元格上的分散效果。现在你可以通过将下面的语句设为 `false` 来禁用该行为。" -#: ../../Fixed-or-Improved-Logics.md:295 +#: ../../Fixed-or-Improved-Logics.md:309 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" @@ -1802,28 +1863,28 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:300 +#: ../../Fixed-or-Improved-Logics.md:314 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:302 +#: ../../Fixed-or-Improved-Logics.md:316 msgid "Aircraft will now be able to use waypoints." msgstr "战机现在将能够使用路径点。" -#: ../../Fixed-or-Improved-Logics.md:303 +#: ../../Fixed-or-Improved-Logics.md:317 msgid "" "When a `guard` command (`[G]` by default) is issued, the aircraft will " "search for targets around the current location and return immediately " "when target is not found, target is destroyed or ammos are depleted." msgstr "当发出 `guard` 命令(默认为 `[G]`)时战机将在当前位置周围搜素目标并在未找到目标、目标被摧毁或弹药耗尽时立即返回。" -#: ../../Fixed-or-Improved-Logics.md:304 +#: ../../Fixed-or-Improved-Logics.md:318 msgid "" "If the target is destroyed but ammos are not depleted yet, it will also " "return because the aircraft's command is one-time." msgstr "如果目标被摧毁但弹药尚未耗尽,它同样会直接返回,因为战机的命令是一次性的。" -#: ../../Fixed-or-Improved-Logics.md:305 +#: ../../Fixed-or-Improved-Logics.md:319 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -1833,18 +1894,18 @@ msgstr "" "当发出 `attack move` " "命令(`[Ctrl]+[Shift]`)时战机将向目的地移动并在路线上搜索附近的目标进行攻击。一旦弹药耗尽或抵达目的地,它将返回。" -#: ../../Fixed-or-Improved-Logics.md:306 +#: ../../Fixed-or-Improved-Logics.md:320 msgid "" "If the automatically selected target is destroyed but ammo is not " "depleted yet during the process, the aircraft will continue flying to the" " destination." msgstr "如果在过程中自动选择的目标被摧毁但弹药尚未耗尽,战机将继续飞往目的地。" -#: ../../Fixed-or-Improved-Logics.md:307 +#: ../../Fixed-or-Improved-Logics.md:321 msgid "In addition, the actions of aircraft are also changed." msgstr "此外,战机的行为也可以更改。" -#: ../../Fixed-or-Improved-Logics.md:308 +#: ../../Fixed-or-Improved-Logics.md:322 msgid "" "`ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft " "will return to the airport when the distance to the destination is less " @@ -1853,7 +1914,7 @@ msgstr "" "`ExtendedAircraftMissions.SmoothMoving` 控制战机距离目的地距离小于 `SlowdownDistance` " "的一半或其转弯半径时是否会返回机场。" -#: ../../Fixed-or-Improved-Logics.md:309 +#: ../../Fixed-or-Improved-Logics.md:323 msgid "" "`ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft not" " have to fly directly above the airport before starting to descend when " @@ -1863,7 +1924,7 @@ msgstr "" "`ExtendedAircraftMissions.EarlyDescend` 控制战机距离着陆点小于 `SlowdownDistance` " "时是否无需飞越机场正上方即可开始下降(对航母舰载机同样有效)。" -#: ../../Fixed-or-Improved-Logics.md:310 +#: ../../Fixed-or-Improved-Logics.md:324 msgid "" "`ExtendedAircraftMissions.RearApproach` controls whether the aircraft " "should start landing at the airport from the opposite direction of " @@ -1872,7 +1933,7 @@ msgstr "" "`ExtendedAircraftMissions.RearApproach` 控制战机返回机场时是否应从与 `LandingDir` " "相反的方向飞入,即下降时向 `LandingDir` 的方向飞行并着陆。" -#: ../../Fixed-or-Improved-Logics.md:313 +#: ../../Fixed-or-Improved-Logics.md:327 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -1896,11 +1957,11 @@ msgstr "" "ExtendedAircraftMissions.RearApproach= ; boolean, default to [General] " "-> ExtendedAircraftMissions\n" -#: ../../Fixed-or-Improved-Logics.md:323 +#: ../../Fixed-or-Improved-Logics.md:337 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:325 +#: ../../Fixed-or-Improved-Logics.md:339 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1910,7 +1971,7 @@ 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:326 +#: ../../Fixed-or-Improved-Logics.md:340 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1919,18 +1980,18 @@ msgstr "" "也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> " "FlightLevel`。" -#: ../../Fixed-or-Improved-Logics.md:329 +#: ../../Fixed-or-Improved-Logics.md:343 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:335 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:337 +#: ../../Fixed-or-Improved-Logics.md:351 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1942,13 +2003,13 @@ msgstr "" " 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-" "docking-direction),则该设置优先于此设置。" -#: ../../Fixed-or-Improved-Logics.md:338 +#: ../../Fixed-or-Improved-Logics.md:352 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:341 +#: ../../Fixed-or-Improved-Logics.md:355 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -1958,15 +2019,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:346 +#: ../../Fixed-or-Improved-Logics.md:360 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:362 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:350 +#: ../../Fixed-or-Improved-Logics.md:364 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1975,7 +2036,7 @@ 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:351 +#: ../../Fixed-or-Improved-Logics.md:365 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 " @@ -1986,7 +2047,7 @@ 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:352 +#: ../../Fixed-or-Improved-Logics.md:366 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 " @@ -2003,14 +2064,14 @@ 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:353 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "" "`Damage.ApplyFirepowerMult` determines whether or not firepower modifiers" " from the animation's invoker are applied on the damage dealt from this " "animation, if exists." msgstr "`Damage.ApplyFirepowerMult` 决定动画存在调用者时是否可以获取其火力加成效果。" -#: ../../Fixed-or-Improved-Logics.md:354 +#: ../../Fixed-or-Improved-Logics.md:368 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -2022,19 +2083,19 @@ 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:356 ../../Fixed-or-Improved-Logics.md:377 -#: ../../Fixed-or-Improved-Logics.md:392 ../../Fixed-or-Improved-Logics.md:413 -#: ../../Fixed-or-Improved-Logics.md:434 ../../Fixed-or-Improved-Logics.md:458 -#: ../../Fixed-or-Improved-Logics.md:468 ../../Fixed-or-Improved-Logics.md:490 -#: ../../Fixed-or-Improved-Logics.md:512 ../../Fixed-or-Improved-Logics.md:654 -#: ../../Fixed-or-Improved-Logics.md:880 ../../Fixed-or-Improved-Logics.md:1011 -#: ../../Fixed-or-Improved-Logics.md:1436 -#: ../../Fixed-or-Improved-Logics.md:1508 -#: ../../Fixed-or-Improved-Logics.md:1800 +#: ../../Fixed-or-Improved-Logics.md:370 ../../Fixed-or-Improved-Logics.md:391 +#: ../../Fixed-or-Improved-Logics.md:406 ../../Fixed-or-Improved-Logics.md:427 +#: ../../Fixed-or-Improved-Logics.md:448 ../../Fixed-or-Improved-Logics.md:472 +#: ../../Fixed-or-Improved-Logics.md:482 ../../Fixed-or-Improved-Logics.md:504 +#: ../../Fixed-or-Improved-Logics.md:526 ../../Fixed-or-Improved-Logics.md:668 +#: ../../Fixed-or-Improved-Logics.md:894 ../../Fixed-or-Improved-Logics.md:1025 +#: ../../Fixed-or-Improved-Logics.md:1450 +#: ../../Fixed-or-Improved-Logics.md:1522 +#: ../../Fixed-or-Improved-Logics.md:1814 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:357 +#: ../../Fixed-or-Improved-Logics.md:371 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -2050,7 +2111,7 @@ msgstr "" "Damage.ApplyOncePerLoop=false ; boolean\n" "Damage.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:367 +#: ../../Fixed-or-Improved-Logics.md:381 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -2059,27 +2120,27 @@ 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:370 +#: ../../Fixed-or-Improved-Logics.md:384 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:372 +#: ../../Fixed-or-Improved-Logics.md:386 msgid "" "You can now customize position of attached animations via different " "values for `AttachedAnimPosition`." msgstr "现在你可以通过为 `AttachedAnimPosition` 设置不同的值来自定义附着动画显示的位置。" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:387 msgid "" "`default`: Animation shows up at the parent object's logical position " "(for buildings, this is the top-leftmost cell / cell #0)." msgstr "`default`:动画显示在父对象的逻辑中心(对于建筑,这是最上方的 0 号单元格)。" -#: ../../Fixed-or-Improved-Logics.md:374 +#: ../../Fixed-or-Improved-Logics.md:388 msgid "`center`: Animation shows up at the parent object's visual center." msgstr "`center`:动画显示在父对象的视觉中心。" -#: ../../Fixed-or-Improved-Logics.md:375 +#: ../../Fixed-or-Improved-Logics.md:389 msgid "" "`ground`: Animation shows up at the parent object's visual center but " "forced to ground level. Note that the animations is still considered " @@ -2087,7 +2148,7 @@ msgid "" "object itself would cover unless other settings are used to compensate." msgstr "`ground`:动画显示在父对象视觉中心正下方所对应的地面。注意该动画仍被视为附着于对象,因此如果不通过其他设置进行调整的话该动画的图层可能在该对象本应覆盖的其他对象之上。" -#: ../../Fixed-or-Improved-Logics.md:378 +#: ../../Fixed-or-Improved-Logics.md:392 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedAnimPosition=default ; Attached animation position enumeration " @@ -2097,11 +2158,11 @@ msgstr "" "AttachedAnimPosition=default ; Attached animation position enumeration " "(default|center|ground)\n" -#: ../../Fixed-or-Improved-Logics.md:383 ../../Fixed-or-Improved-Logics.md:1905 +#: ../../Fixed-or-Improved-Logics.md:397 ../../Fixed-or-Improved-Logics.md:1919 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:385 +#: ../../Fixed-or-Improved-Logics.md:399 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -2110,7 +2171,7 @@ 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:386 +#: ../../Fixed-or-Improved-Logics.md:400 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 " @@ -2119,7 +2180,7 @@ 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:387 +#: ../../Fixed-or-Improved-Logics.md:401 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -2128,13 +2189,13 @@ 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:388 +#: ../../Fixed-or-Improved-Logics.md:402 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water." 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。" -#: ../../Fixed-or-Improved-Logics.md:389 +#: ../../Fixed-or-Improved-Logics.md:403 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -2143,13 +2204,13 @@ msgstr "" "如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 " "`SplashAnims` 中列出的最后一个动画。" -#: ../../Fixed-or-Improved-Logics.md:390 +#: ../../Fixed-or-Improved-Logics.md:404 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:393 +#: ../../Fixed-or-Improved-Logics.md:407 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -2169,18 +2230,18 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:403 +#: ../../Fixed-or-Improved-Logics.md:417 msgid "Customize whether `Crater=yes` animation would destroy tiberium" msgstr "自定义 `Crater=yes` 的动画能否摧毁矿石" -#: ../../Fixed-or-Improved-Logics.md:405 +#: ../../Fixed-or-Improved-Logics.md:419 msgid "" "In vanilla, the anim with `Crater=yes` is hardcoded to destroy the " "tiberium in its cell. Now you can disable this behavior by setting the " "following tags to `false`." msgstr "在原版中带有 `Crater=yes` 的动画硬编码会摧毁其所在单元格的矿石。现在你可以通过将下面的语句设为 `false` 来禁用该行为。" -#: ../../Fixed-or-Improved-Logics.md:408 +#: ../../Fixed-or-Improved-Logics.md:422 msgid "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" @@ -2188,7 +2249,7 @@ msgstr "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:414 +#: ../../Fixed-or-Improved-Logics.md:428 msgid "" "[SOMEANIM] ; AnimationType\n" "Crater.DestroyTiberium= ; boolean, default to [General] -> " @@ -2198,11 +2259,11 @@ msgstr "" "Crater.DestroyTiberium= ; boolean, default to [General] -> " "AnimCraterDestroyTiberium\n" -#: ../../Fixed-or-Improved-Logics.md:419 +#: ../../Fixed-or-Improved-Logics.md:433 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:435 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -2211,14 +2272,14 @@ 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:422 +#: ../../Fixed-or-Improved-Logics.md:436 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:423 +#: ../../Fixed-or-Improved-Logics.md:437 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -2227,7 +2288,7 @@ 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:424 +#: ../../Fixed-or-Improved-Logics.md:438 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -2236,7 +2297,7 @@ 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:425 +#: ../../Fixed-or-Improved-Logics.md:439 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -2245,13 +2306,13 @@ 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:426 +#: ../../Fixed-or-Improved-Logics.md:440 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:427 +#: ../../Fixed-or-Improved-Logics.md:441 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -2262,7 +2323,7 @@ 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:428 +#: ../../Fixed-or-Improved-Logics.md:442 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2274,19 +2335,19 @@ 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:429 +#: ../../Fixed-or-Improved-Logics.md:443 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:430 +#: ../../Fixed-or-Improved-Logics.md:444 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:431 +#: ../../Fixed-or-Improved-Logics.md:445 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -2295,7 +2356,7 @@ 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:432 +#: ../../Fixed-or-Improved-Logics.md:446 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2305,7 +2366,7 @@ msgstr "" "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:435 +#: ../../Fixed-or-Improved-Logics.md:449 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -2345,25 +2406,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:451 +#: ../../Fixed-or-Improved-Logics.md:465 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:454 +#: ../../Fixed-or-Improved-Logics.md:468 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:456 +#: ../../Fixed-or-Improved-Logics.md:470 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:459 +#: ../../Fixed-or-Improved-Logics.md:473 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -2371,11 +2432,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:464 +#: ../../Fixed-or-Improved-Logics.md:478 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2384,7 +2445,7 @@ msgstr "" "现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` " "的动画。生长阶段低于指定值的单元格将不允许动画显示。" -#: ../../Fixed-or-Improved-Logics.md:469 +#: ../../Fixed-or-Improved-Logics.md:483 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -2392,15 +2453,15 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:488 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:476 +#: ../../Fixed-or-Improved-Logics.md:490 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:478 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2415,7 +2476,7 @@ msgstr "" "是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的 [降落方向](#landing-direction) " "设置并默认为 `[AudioVisual] -> PoseDir`。" -#: ../../Fixed-or-Improved-Logics.md:481 +#: ../../Fixed-or-Improved-Logics.md:495 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -2423,18 +2484,18 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:486 +#: ../../Fixed-or-Improved-Logics.md:500 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:502 msgid "" "In vanilla, the refinery uses different ActiveAnims depending on the " "storage. You can now make it use multiple ActiveAnims simultaneously like" " any other building." msgstr "在原版中矿场会根据其矿石存储量的不同播放不同的 `ActiveAnim`。现在你可以让它像其他建筑一样同时播放多个 `ActiveAnim`。" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:505 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" @@ -2442,11 +2503,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:496 +#: ../../Fixed-or-Improved-Logics.md:510 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:498 +#: ../../Fixed-or-Improved-Logics.md:512 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2455,13 +2516,13 @@ 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:499 +#: ../../Fixed-or-Improved-Logics.md:513 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:502 +#: ../../Fixed-or-Improved-Logics.md:516 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -2471,11 +2532,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:508 +#: ../../Fixed-or-Improved-Logics.md:522 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:510 +#: ../../Fixed-or-Improved-Logics.md:524 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" @@ -2487,7 +2548,7 @@ msgstr "" "以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` " "来开关此行为。" -#: ../../Fixed-or-Improved-Logics.md:513 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -2495,11 +2556,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:518 +#: ../../Fixed-or-Improved-Logics.md:532 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:520 +#: ../../Fixed-or-Improved-Logics.md:534 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2511,13 +2572,13 @@ msgstr "" "总的来说默认情况下游戏将同时设置了 `UndeploysInto` 且 `Foundation=1x1` 的建筑视为载具。现在可以通过设置 " "`ConsideredVehicle` 来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" -#: ../../Fixed-or-Improved-Logics.md:521 +#: ../../Fixed-or-Improved-Logics.md:535 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:524 +#: ../../Fixed-or-Improved-Logics.md:538 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2525,11 +2586,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:529 +#: ../../Fixed-or-Improved-Logics.md:543 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:531 +#: ../../Fixed-or-Improved-Logics.md:545 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2541,39 +2602,39 @@ msgstr "" "`Factory=InfantryType` 的建筑将会根据硬编码设置为创建的步兵设置出口单元格。现在可以通过 " "`BarracksExitCell` 为这类建筑定义任意单元格为出口。以下是硬编码值的单元格偏移量参考值。" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:464 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:540 +#: ../../Fixed-or-Improved-Logics.md:554 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2581,21 +2642,21 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:545 +#: ../../Fixed-or-Improved-Logics.md:559 msgid "Customizable garrison and bunker properties" msgstr "自定义驻军建筑与坦克碉堡属性" -#: ../../Fixed-or-Improved-Logics.md:547 +#: ../../Fixed-or-Improved-Logics.md:561 msgid "" "You can now customize damage or ROF multipliers of a garrison or tank " "bunker building." msgstr "现在可以自定义驻军建筑或坦克堡垒的 Damage 或 ROF 倍率。" -#: ../../Fixed-or-Improved-Logics.md:548 +#: ../../Fixed-or-Improved-Logics.md:562 msgid "You can now customize enter or exit sound of a tank bunker building." msgstr "现在可以自定义坦克碉堡建筑进入和离开时的音效。" -#: ../../Fixed-or-Improved-Logics.md:551 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "" "[SOMEBUILDING] ; BuildingType\n" "OccupyDamageMultiplier= ; floating point value, default to " @@ -2625,13 +2686,13 @@ msgstr "" "BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> " "BunkerWallsDownSound\n" -#: ../../Fixed-or-Improved-Logics.md:561 +#: ../../Fixed-or-Improved-Logics.md:575 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:563 +#: ../../Fixed-or-Improved-Logics.md:577 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2641,7 +2702,7 @@ msgstr "" "默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 " "`SellBuildupLength` 自定义。" -#: ../../Fixed-or-Improved-Logics.md:566 +#: ../../Fixed-or-Improved-Logics.md:580 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2649,11 +2710,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:571 +#: ../../Fixed-or-Improved-Logics.md:585 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:573 +#: ../../Fixed-or-Improved-Logics.md:587 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2662,50 +2723,50 @@ 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:576 +#: ../../Fixed-or-Improved-Logics.md:590 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:577 +#: ../../Fixed-or-Improved-Logics.md:591 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:578 +#: ../../Fixed-or-Improved-Logics.md:592 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:579 +#: ../../Fixed-or-Improved-Logics.md:593 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:580 +#: ../../Fixed-or-Improved-Logics.md:594 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:581 +#: ../../Fixed-or-Improved-Logics.md:595 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder." msgstr "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。" -#: ../../Fixed-or-Improved-Logics.md:582 +#: ../../Fixed-or-Improved-Logics.md:596 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building." msgstr "`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。" -#: ../../Fixed-or-Improved-Logics.md:583 +#: ../../Fixed-or-Improved-Logics.md:597 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` " @@ -2714,14 +2775,14 @@ 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:584 +#: ../../Fixed-or-Improved-Logics.md:598 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:585 +#: ../../Fixed-or-Improved-Logics.md:599 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2730,7 +2791,7 @@ msgstr "" "关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-" "of-income-from-grinders-and-refineries)。" -#: ../../Fixed-or-Improved-Logics.md:588 +#: ../../Fixed-or-Improved-Logics.md:602 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2758,15 +2819,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:600 +#: ../../Fixed-or-Improved-Logics.md:614 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../Fixed-or-Improved-Logics.md:602 +#: ../../Fixed-or-Improved-Logics.md:616 msgid "Now you can specific how building can be overpowerd." msgstr "现在你可以设定建筑什么情形下才会过载。" -#: ../../Fixed-or-Improved-Logics.md:605 +#: ../../Fixed-or-Improved-Logics.md:619 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ElectricAssaultLevel=1 ; integer\n" @@ -2786,7 +2847,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:615 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -2794,15 +2855,15 @@ msgstr "" "Ares 的 [电池超武](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) 不受此影响。" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:632 msgid "Disable `DamageSound`" msgstr "禁用 `DamageSound`" -#: ../../Fixed-or-Improved-Logics.md:620 +#: ../../Fixed-or-Improved-Logics.md:634 msgid "Now you can disable `DamageSound` of a building." msgstr "现在你可以禁用一个建筑的 `DamageSound`。" -#: ../../Fixed-or-Improved-Logics.md:623 +#: ../../Fixed-or-Improved-Logics.md:637 msgid "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" @@ -2810,17 +2871,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:628 +#: ../../Fixed-or-Improved-Logics.md:642 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:630 +#: ../../Fixed-or-Improved-Logics.md:644 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:633 +#: ../../Fixed-or-Improved-Logics.md:647 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -2828,11 +2889,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:638 +#: ../../Fixed-or-Improved-Logics.md:652 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../Fixed-or-Improved-Logics.md:640 +#: ../../Fixed-or-Improved-Logics.md:654 msgid "" "It is possible to customize the power decrement of a power plant when " "it's damaged. The actual power output for this plant will be: `Power` " @@ -2843,13 +2904,13 @@ msgstr "" "时损失的发电量,即 `损失发电量 = [1 - (当前血量 / 最大血量)] * PowerPlant.DamageFactor * " "Power=`;发电功率无法低于 0。" -#: ../../Fixed-or-Improved-Logics.md:641 +#: ../../Fixed-or-Improved-Logics.md:655 msgid "" "Specifically, if the factor is set to 0.0, power output won't be " "decreased by losing health for this power plant." msgstr "具体来说,如果该系数设为 0.0,则电厂的发电功率不受血量影响。" -#: ../../Fixed-or-Improved-Logics.md:644 +#: ../../Fixed-or-Improved-Logics.md:658 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" @@ -2857,22 +2918,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:649 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:651 +#: ../../Fixed-or-Improved-Logics.md:665 msgid "" "In Red Alert 1, the tesla coil will attack multiple times after charging " "animation. This is not possible in Red Alert 2, where the building must " "play the charge animation every time it fires." msgstr "《红色警戒 1》中的磁暴线圈会在充能后多次攻击。这在《红色警戒 2》中是不可能的,因为建筑必须每次发射时都播放充能动画。" -#: ../../Fixed-or-Improved-Logics.md:652 +#: ../../Fixed-or-Improved-Logics.md:666 msgid "Now you can implement the above logic using the following flag." msgstr "现在你可以使用下面的标签实现上述逻辑。" -#: ../../Fixed-or-Improved-Logics.md:655 +#: ../../Fixed-or-Improved-Logics.md:669 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -2880,17 +2941,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:661 +#: ../../Fixed-or-Improved-Logics.md:675 msgid "" "The prism towers' fire is hardcoded to be delayed. Their fire will ignore" " this flag, just as they ignore `IsAnimDelayedFire`." msgstr "光棱塔开火硬编码延迟。就像无视 `IsAnimDelayedFire` 那样,它们同样无视该语句。" -#: ../../Fixed-or-Improved-Logics.md:664 +#: ../../Fixed-or-Improved-Logics.md:678 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:666 +#: ../../Fixed-or-Improved-Logics.md:680 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2898,7 +2959,7 @@ 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:667 +#: ../../Fixed-or-Improved-Logics.md:681 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2910,17 +2971,17 @@ 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:668 +#: ../../Fixed-or-Improved-Logics.md:682 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:669 +#: ../../Fixed-or-Improved-Logics.md:683 msgid "`Units.RepairStep` how much `Strength` is restored per repair tick." msgstr "`Units.RepairStep` 设置每次维修时恢复多少点 `Strength`。" -#: ../../Fixed-or-Improved-Logics.md:670 +#: ../../Fixed-or-Improved-Logics.md:684 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Note that the final cost is set to 1 if " @@ -2929,13 +2990,13 @@ msgstr "" "`Units.RepairPercent` " "是维修成本的倍率[`Cost`/(`Strength`/`RepairStep`)]。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:671 +#: ../../Fixed-or-Improved-Logics.md:685 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:674 +#: ../../Fixed-or-Improved-Logics.md:688 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -2951,17 +3012,17 @@ msgstr "" "default to [General] -> RepairPercent\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:682 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:684 +#: ../../Fixed-or-Improved-Logics.md:698 msgid "" "In vanilla, buildings are forbidden to use waypoints. Now you can allow " "that using the following flag." msgstr "在原版中,建筑被禁止使用路径点。现在你可以使用以下标签来允许使用。" -#: ../../Fixed-or-Improved-Logics.md:687 +#: ../../Fixed-or-Improved-Logics.md:701 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -2969,26 +3030,25 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:692 +#: ../../Fixed-or-Improved-Logics.md:706 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:708 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../Fixed-or-Improved-Logics.md:696 +#: ../../Fixed-or-Improved-Logics.md:710 msgid "" "In RA2, the GI-like infantry controlled by the AI will automatically " "deploy to use their more powerful secondary weapons when engaging the " "enemy. This feature was broken in Yuri’s Revenge. Now you can use the " "following flags to re-enable this feature." msgstr "" -"在《红色警戒2》中,由 AI 控制的美国大兵在与敌人交战时会自动部署以使用火力更强的副武器。" -"此特性在《尤里的复仇》中遭到破坏。" -"现在你可以通过下面的开关语句重启这一特性。" +"在《红色警戒2》中,由 AI " +"控制的美国大兵在与敌人交战时会自动部署以使用火力更强的副武器。此特性在《尤里的复仇》中遭到破坏。现在你可以通过下面的开关语句重启这一特性。" -#: ../../Fixed-or-Improved-Logics.md:699 +#: ../../Fixed-or-Improved-Logics.md:713 msgid "" "[General]\n" "InfantryAutoDeploy=false ; boolean\n" @@ -3004,15 +3064,15 @@ msgstr "" "InfantryAutoDeploy= ; boolean, default to [General] -> " "InfantryAutoDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:707 +#: ../../Fixed-or-Improved-Logics.md:721 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:709 +#: ../../Fixed-or-Improved-Logics.md:723 msgid "In vanilla, infantry has hardcoded prone speed. Now you can customize it." msgstr "原版中步兵匍匐前进的速度是硬编码的。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:712 +#: ../../Fixed-or-Improved-Logics.md:726 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -3030,15 +3090,15 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:721 +#: ../../Fixed-or-Improved-Logics.md:735 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:723 +#: ../../Fixed-or-Improved-Logics.md:737 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:725 +#: ../../Fixed-or-Improved-Logics.md:739 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -3048,7 +3108,7 @@ msgstr "" "默认情况下拥有 `BehavesLike=Fire` " "的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" -#: ../../Fixed-or-Improved-Logics.md:728 +#: ../../Fixed-or-Improved-Logics.md:742 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -3056,19 +3116,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:733 +#: ../../Fixed-or-Improved-Logics.md:747 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:735 +#: ../../Fixed-or-Improved-Logics.md:749 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:737 +#: ../../Fixed-or-Improved-Logics.md:751 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:740 +#: ../../Fixed-or-Improved-Logics.md:754 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -3076,53 +3136,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:745 +#: ../../Fixed-or-Improved-Logics.md:759 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:747 +#: ../../Fixed-or-Improved-Logics.md:761 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:763 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:750 +#: ../../Fixed-or-Improved-Logics.md:764 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:751 +#: ../../Fixed-or-Improved-Logics.md:765 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:752 +#: ../../Fixed-or-Improved-Logics.md:766 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者视为目标。" -#: ../../Fixed-or-Improved-Logics.md:753 +#: ../../Fixed-or-Improved-Logics.md:767 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:754 +#: ../../Fixed-or-Improved-Logics.md:768 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:755 +#: ../../Fixed-or-Improved-Logics.md:769 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -3131,7 +3191,7 @@ 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:756 +#: ../../Fixed-or-Improved-Logics.md:770 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -3145,7 +3205,7 @@ msgstr "" "[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 " "[AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:757 +#: ../../Fixed-or-Improved-Logics.md:771 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -3155,31 +3215,31 @@ msgstr "" "注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 " "`AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:772 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:759 +#: ../../Fixed-or-Improved-Logics.md:773 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:760 +#: ../../Fixed-or-Improved-Logics.md:774 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:761 +#: ../../Fixed-or-Improved-Logics.md:775 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " "center to edges of affected area)." msgstr "`Airburst.RandomClusters` 如果设为 true,则受影响的单元格将随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" -#: ../../Fixed-or-Improved-Logics.md:762 +#: ../../Fixed-or-Improved-Logics.md:776 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -3188,13 +3248,13 @@ msgstr "" "`Airburst.TargetAsSource` 可用于令空爆中心坐标跟随目标坐标而非使用抛射体当前位置。例如原先会在爆点生成根据 " "`[Projectile] -> AroundTarget` 决定飞向原点或目标位置,现在会直接以目标为中心爆开。" -#: ../../Fixed-or-Improved-Logics.md:763 +#: ../../Fixed-or-Improved-Logics.md:777 msgid "" "If `Airburst.TargetAsSource.SkipHeight` is also set, then projectile's " "current height will be used instead of target's height still." msgstr "如果还设置了 `Airburst.TargetAsSource.SkipHeight` 则仍然使用抛射体当前高度而非目标高度。" -#: ../../Fixed-or-Improved-Logics.md:764 +#: ../../Fixed-or-Improved-Logics.md:778 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -3204,7 +3264,7 @@ 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:765 +#: ../../Fixed-or-Improved-Logics.md:779 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -3213,7 +3273,7 @@ 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:766 +#: ../../Fixed-or-Improved-Logics.md:780 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -3222,7 +3282,7 @@ msgstr "" "`AirburstWeapon.SourceScatterMin` 和 `AirburstWeapon.SourceScatterMax` " "可用于令空爆中心坐标产生散布。" -#: ../../Fixed-or-Improved-Logics.md:769 +#: ../../Fixed-or-Improved-Logics.md:783 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -3272,7 +3332,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:790 +#: ../../Fixed-or-Improved-Logics.md:804 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -3283,11 +3343,11 @@ 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:793 +#: ../../Fixed-or-Improved-Logics.md:807 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:795 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -3297,7 +3357,7 @@ msgstr "" "`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` " "设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" -#: ../../Fixed-or-Improved-Logics.md:798 +#: ../../Fixed-or-Improved-Logics.md:812 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -3307,15 +3367,15 @@ msgstr "" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" "ClusterScatter.Max=2.0 ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:804 +#: ../../Fixed-or-Improved-Logics.md:818 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:806 +#: ../../Fixed-or-Improved-Logics.md:820 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:807 +#: ../../Fixed-or-Improved-Logics.md:821 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 " @@ -3325,7 +3385,7 @@ msgstr "" "由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在相同高度的目标因此不推荐设置 `Gravity=0` 。我们建议使用 " "`Straight` 轨迹替代。见[这里](New-or-Enhanced-Logics.md#projectile-trajectories)。" -#: ../../Fixed-or-Improved-Logics.md:810 +#: ../../Fixed-or-Improved-Logics.md:824 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -3333,11 +3393,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:815 +#: ../../Fixed-or-Improved-Logics.md:829 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:817 +#: ../../Fixed-or-Improved-Logics.md:831 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -3355,7 +3415,7 @@ msgstr "" "`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:820 +#: ../../Fixed-or-Improved-Logics.md:834 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -3365,11 +3425,11 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:826 +#: ../../Fixed-or-Improved-Logics.md:840 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:828 +#: ../../Fixed-or-Improved-Logics.md:842 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -3378,13 +3438,13 @@ 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:831 +#: ../../Fixed-or-Improved-Logics.md:845 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:832 +#: ../../Fixed-or-Improved-Logics.md:846 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -3396,14 +3456,14 @@ msgstr "" "`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" "](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" -#: ../../Fixed-or-Improved-Logics.md:833 +#: ../../Fixed-or-Improved-Logics.md:847 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:836 +#: ../../Fixed-or-Improved-Logics.md:850 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -3415,34 +3475,34 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:843 +#: ../../Fixed-or-Improved-Logics.md:857 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:845 +#: ../../Fixed-or-Improved-Logics.md:859 msgid "Airstrike flare visual customizations" msgstr "自定义空袭引导效果" -#: ../../Fixed-or-Improved-Logics.md:847 +#: ../../Fixed-or-Improved-Logics.md:861 msgid "" "It is now possible to customize color of airstrike flare tint on target " "on the TechnoType calling in the airstrike as well as customize the color" " of the line drawn to target." msgstr "现在可以在召唤空袭的单位上自定义目标染色效果及引导激光颜色。" -#: ../../Fixed-or-Improved-Logics.md:848 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "" "`LaserTargetColor` can be used to set the index of color from " "`[ColorAdd]`." msgstr "`LaserTargetColor` 用于填写颜色在 `[ColorAdd]` 中的索引序号。" -#: ../../Fixed-or-Improved-Logics.md:849 +#: ../../Fixed-or-Improved-Logics.md:863 msgid "" "`AirstrikeLineColor` sets the color of the line and dot drawn from firer " "to target." msgstr "`AirstrikeLineColor` 用于填写引导激光的颜色。" -#: ../../Fixed-or-Improved-Logics.md:852 +#: ../../Fixed-or-Improved-Logics.md:866 msgid "" "[AudioVisual]\n" "AirstrikeLineColor=255,0,0 ; integer - Red,Green,Blue\n" @@ -3462,11 +3522,11 @@ msgstr "" "AirstrikeLineColor= ; integer - Red,Green,Blue, default to " "[AudioVisual] -> AirstrikeLineColor\n" -#: ../../Fixed-or-Improved-Logics.md:861 +#: ../../Fixed-or-Improved-Logics.md:875 msgid "Airstrike target eligibility" msgstr "空袭目标筛选" -#: ../../Fixed-or-Improved-Logics.md:863 +#: ../../Fixed-or-Improved-Logics.md:877 msgid "" "By default whether or not a building can be targeted by airstrikes " "(`Airstrike=true` Warhead) depends on value of `CanC4`, which also " @@ -3477,20 +3537,20 @@ msgstr "" "默认情况下建筑能否被空袭武器(弹头 `Airstrike=true`)作为目标取决于 `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。对于非建筑类单位这默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:864 +#: ../../Fixed-or-Improved-Logics.md:878 msgid "" "`AirstrikeTargets` determines what types of targets are valid airstrike " "targets for this Warhead." msgstr "`AirstrikeTargets` 决定了哪些目标是该弹头的有效空袭目标。" -#: ../../Fixed-or-Improved-Logics.md:865 +#: ../../Fixed-or-Improved-Logics.md:879 msgid "" "The airstrike aircraft will now aim at the target itself rather than the " "cell beneath its feet, therefore it is possible to properly designate air" " strikes against non-building targets." msgstr "现在空袭的战机会将目标设为单位自身而不再是单位脚下的单元格,因此可以对非建筑类目标正常地进行空袭引导。" -#: ../../Fixed-or-Improved-Logics.md:868 +#: ../../Fixed-or-Improved-Logics.md:882 msgid "" "[SOMETECHNO] ; TechnoType\n" "AllowAirstrike= ; boolean\n" @@ -3506,11 +3566,11 @@ msgstr "" "AirstrikeTargets=buildings ; List of Affected Target Enumeration " "(none|infantry|units|buildings|all)\n" -#: ../../Fixed-or-Improved-Logics.md:876 +#: ../../Fixed-or-Improved-Logics.md:890 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:878 +#: ../../Fixed-or-Improved-Logics.md:892 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLHN` used for `OpenTopped` transport firing coordinates, " @@ -3520,7 +3580,7 @@ msgstr "" "`AlternateFLH.OnTurret` 可自定义 `AlternateFLHN` 用于 `OpenTopped` " "运输工具的开火坐标、多重心控链接偏移等逻辑时其位置是否相对于炮塔而非车体。" -#: ../../Fixed-or-Improved-Logics.md:881 +#: ../../Fixed-or-Improved-Logics.md:895 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -3528,11 +3588,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:886 +#: ../../Fixed-or-Improved-Logics.md:900 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:888 +#: ../../Fixed-or-Improved-Logics.md:902 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -3543,7 +3603,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:889 +#: ../../Fixed-or-Improved-Logics.md:903 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -3551,7 +3611,7 @@ 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:890 +#: ../../Fixed-or-Improved-Logics.md:904 msgid "" "In campaign, whether or not these effects for player can be benefited by " "houses with `PlayerControl=true` can be controlled via " @@ -3560,13 +3620,13 @@ msgstr "" "玩家能否通过带有 `PlayerControl=true` 的所属方获得这些受益可以通过 " "`GainSelfHealFromPlayerControl` 控制。" -#: ../../Fixed-or-Improved-Logics.md:891 +#: ../../Fixed-or-Improved-Logics.md:905 msgid "" "Whether or not these effects can be benefited by allied houses can be " "controlled via `GainSelfHealFromAllies`." msgstr "玩家能否通过盟友所属获得这些受益效果可以由 `GainSelfHealFromAllies` 控制。" -#: ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:906 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 " @@ -3577,7 +3637,7 @@ 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:893 +#: ../../Fixed-or-Improved-Logics.md:907 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -3586,7 +3646,7 @@ 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:894 +#: ../../Fixed-or-Improved-Logics.md:908 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -3595,7 +3655,7 @@ 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:895 +#: ../../Fixed-or-Improved-Logics.md:909 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -3606,7 +3666,7 @@ msgstr "" "`InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` " "获得以及战机类型和建筑类型永远不会获得自愈。" -#: ../../Fixed-or-Improved-Logics.md:898 +#: ../../Fixed-or-Improved-Logics.md:912 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -3662,11 +3722,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:918 +#: ../../Fixed-or-Improved-Logics.md:932 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:920 +#: ../../Fixed-or-Improved-Logics.md:934 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -3675,7 +3735,7 @@ msgstr "" "现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被冻结的对象上创建 " "`[General] -> ChronoSparkle1` 动画之间的帧间隔。" -#: ../../Fixed-or-Improved-Logics.md:921 +#: ../../Fixed-or-Improved-Logics.md:935 msgid "" "By default on buildings with `MaxNumberOccupants` higher than 0, chrono " "sparkle animation would be shown at each of the `MuzzleFlashX` " @@ -3685,7 +3745,7 @@ msgstr "" "默认情况下对于 `MaxNumberOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " "坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" -#: ../../Fixed-or-Improved-Logics.md:922 +#: ../../Fixed-or-Improved-Logics.md:936 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -3696,7 +3756,7 @@ 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:923 +#: ../../Fixed-or-Improved-Logics.md:937 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -3706,14 +3766,14 @@ msgstr "" "如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 " "`MaxNumberOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" -#: ../../Fixed-or-Improved-Logics.md:924 +#: ../../Fixed-or-Improved-Logics.md:938 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:927 +#: ../../Fixed-or-Improved-Logics.md:941 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -3727,18 +3787,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:933 +#: ../../Fixed-or-Improved-Logics.md:947 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:935 +#: ../../Fixed-or-Improved-Logics.md:949 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:938 +#: ../../Fixed-or-Improved-Logics.md:952 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -3756,7 +3816,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:949 +#: ../../Fixed-or-Improved-Logics.md:963 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -3765,11 +3825,11 @@ 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:952 +#: ../../Fixed-or-Improved-Logics.md:966 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:954 +#: ../../Fixed-or-Improved-Logics.md:968 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -3777,13 +3837,13 @@ msgstr "" "![image](_static/images/oregath.gif) *在 [幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中的自定义矿石采集动画*" -#: ../../Fixed-or-Improved-Logics.md:957 +#: ../../Fixed-or-Improved-Logics.md:971 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:960 +#: ../../Fixed-or-Improved-Logics.md:974 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -3795,11 +3855,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:967 +#: ../../Fixed-or-Improved-Logics.md:981 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:969 +#: ../../Fixed-or-Improved-Logics.md:983 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -3815,7 +3875,7 @@ msgstr "" "(`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 " "(`TargetZoneScanType=inrange`)。" -#: ../../Fixed-or-Improved-Logics.md:972 +#: ../../Fixed-or-Improved-Logics.md:986 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -3825,11 +3885,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:977 +#: ../../Fixed-or-Improved-Logics.md:991 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:979 +#: ../../Fixed-or-Improved-Logics.md:993 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -3839,18 +3899,18 @@ msgstr "" "War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco " "使用不同的超时空设置*" -#: ../../Fixed-or-Improved-Logics.md:982 +#: ../../Fixed-or-Improved-Logics.md:996 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:983 +#: ../../Fixed-or-Improved-Logics.md:997 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:986 +#: ../../Fixed-or-Improved-Logics.md:1000 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; Anim (played when Techno warping out)\n" @@ -3882,18 +3942,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:998 +#: ../../Fixed-or-Improved-Logics.md:1012 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:1000 +#: ../../Fixed-or-Improved-Logics.md:1014 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:1001 +#: ../../Fixed-or-Improved-Logics.md:1015 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 " @@ -3902,19 +3962,19 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(无扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:1002 +#: ../../Fixed-or-Improved-Logics.md:1016 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:1003 +#: ../../Fixed-or-Improved-Logics.md:1017 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:1006 +#: ../../Fixed-or-Improved-Logics.md:1020 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -3922,7 +3982,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:1012 +#: ../../Fixed-or-Improved-Logics.md:1026 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -3932,15 +3992,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:1017 +#: ../../Fixed-or-Improved-Logics.md:1031 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:1019 +#: ../../Fixed-or-Improved-Logics.md:1033 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:1020 +#: ../../Fixed-or-Improved-Logics.md:1034 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -3949,7 +4009,7 @@ 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:1021 +#: ../../Fixed-or-Improved-Logics.md:1035 msgid "" "`InsigniaFrame(.Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -3959,7 +4019,7 @@ 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:1022 +#: ../../Fixed-or-Improved-Logics.md:1036 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -3968,7 +4028,7 @@ 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:1023 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType` is set." @@ -3976,7 +4036,7 @@ msgstr "" "如果设置了 `InsigniaType` 则上述设置会被 [InsigniaType](Miscellanous.md#insignia-" "type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1024 +#: ../../Fixed-or-Improved-Logics.md:1038 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia(.Frame/.Frames).WeaponN` where " @@ -3986,7 +4046,7 @@ 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:1025 +#: ../../Fixed-or-Improved-Logics.md:1039 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType.WeaponN` " @@ -3995,7 +4055,7 @@ msgstr "" "如果设置了 `InsigniaType.WeaponN` 则上述设置会被 [InsigniaType](Miscellanous.md" "#insignia-type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1026 +#: ../../Fixed-or-Improved-Logics.md:1040 msgid "" "Normal insignia can be overridden when its current passenger size reaches" " a certain amount by setting `Insignia(.Frame/.Frames).PassengersN` where" @@ -4008,7 +4068,7 @@ msgstr "" " `N` 表示当前载员数量(从 0 到运输工具 `Passengers` 的值)。如果不设置,默认无载员模式的军衔设置。如果已经设置了 " "`Insignia(.Frame/.Frames).WeaponN` 则覆盖该语句的效果。" -#: ../../Fixed-or-Improved-Logics.md:1027 +#: ../../Fixed-or-Improved-Logics.md:1041 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if " @@ -4017,19 +4077,19 @@ msgstr "" "如果设置了 `InsigniaType.PassengersN` 则上述设置会被 [InsigniaType](Miscellanous.md" "#insignia-type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1028 +#: ../../Fixed-or-Improved-Logics.md:1042 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players." msgstr "`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。" -#: ../../Fixed-or-Improved-Logics.md:1029 +#: ../../Fixed-or-Improved-Logics.md:1043 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:1030 +#: ../../Fixed-or-Improved-Logics.md:1044 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -4040,7 +4100,7 @@ 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:1031 +#: ../../Fixed-or-Improved-Logics.md:1045 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -4050,7 +4110,7 @@ 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:1032 +#: ../../Fixed-or-Improved-Logics.md:1046 msgid "" "`DrawInsignia.UsePixelSelectionBracketDelta` can be set to use techno's " "`PixelSelectionBracketDelta` to additionally adjust insignias vertically." @@ -4058,7 +4118,7 @@ msgstr "" "`DrawInsignia.UsePixelSelectionBracketDelta` 可以让军衔位置根据单位的 " "`PixelSelectionBracketDelta` 在竖直方向上调整位置。" -#: ../../Fixed-or-Improved-Logics.md:1035 +#: ../../Fixed-or-Improved-Logics.md:1049 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -4206,7 +4266,7 @@ msgstr "" "Insignia.ShowEnemy= ; boolean, " "defaults to [General] -> EnemyInsignia\n" -#: ../../Fixed-or-Improved-Logics.md:1079 +#: ../../Fixed-or-Improved-Logics.md:1093 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -4215,23 +4275,23 @@ msgstr "" "除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:1082 +#: ../../Fixed-or-Improved-Logics.md:1096 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:1084 +#: ../../Fixed-or-Improved-Logics.md:1098 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:1085 +#: ../../Fixed-or-Improved-Logics.md:1099 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:1088 +#: ../../Fixed-or-Improved-Logics.md:1102 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -4249,11 +4309,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:1095 +#: ../../Fixed-or-Improved-Logics.md:1109 msgid "Customize bridge falling down damage" msgstr "自定义桥上坠落伤害" -#: ../../Fixed-or-Improved-Logics.md:1097 +#: ../../Fixed-or-Improved-Logics.md:1111 msgid "" "![image](_static/images/fallingdowndamage.gif) *Use different fall damage" " depending on whether it lands in water in **Zero Boundary** by " @@ -4263,31 +4323,31 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** " "中根据是否落入水中使用不同的坠落伤害*" -#: ../../Fixed-or-Improved-Logics.md:1100 +#: ../../Fixed-or-Improved-Logics.md:1114 msgid "" "Now you can customize the damage a unit receives when it falls from a " "bridge." msgstr "现在你可以自定义单位从桥上坠落时受到的伤害。" -#: ../../Fixed-or-Improved-Logics.md:1101 +#: ../../Fixed-or-Improved-Logics.md:1115 msgid "" "`FallingDownDamage` customizes the damage a unit receives at the end of a" " fall. It can be a percentage or an integer." msgstr "`FallingDownDamage` 用于自定义单位坠落触底时所受到的伤害值,可以是比率或固定整数值。" -#: ../../Fixed-or-Improved-Logics.md:1102 +#: ../../Fixed-or-Improved-Logics.md:1116 msgid "" "`FallingDownDamage.Water` customizes the damage a unit receives when it " "falls onto the water. Defaults to `FallingDownDamage`." msgstr "`FallingDownDamage.Water` 用于自定义单位坠落到水中时所受的伤害值,默认同 `FallingDownDamage`。" -#: ../../Fixed-or-Improved-Logics.md:1103 +#: ../../Fixed-or-Improved-Logics.md:1117 msgid "" "If it is a negative percentage, corresponding damage will be dealt based " "on the current health of the unit." msgstr "若设置负百分比则会根据单位当前生命值按比例造成对应伤害。" -#: ../../Fixed-or-Improved-Logics.md:1106 +#: ../../Fixed-or-Improved-Logics.md:1120 msgid "" "[SOMETECHNO] ; TechnoType\n" "FallingDownDamage= ; integer / percentage\n" @@ -4297,11 +4357,11 @@ msgstr "" "FallingDownDamage= ; integer / percentage\n" "FallingDownDamage.Water= ; integer / percentage\n" -#: ../../Fixed-or-Improved-Logics.md:1112 +#: ../../Fixed-or-Improved-Logics.md:1126 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1128 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -4310,11 +4370,11 @@ msgstr "" "现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 " "`Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" -#: ../../Fixed-or-Improved-Logics.md:1115 +#: ../../Fixed-or-Improved-Logics.md:1129 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:1118 +#: ../../Fixed-or-Improved-Logics.md:1132 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -4322,18 +4382,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:1123 +#: ../../Fixed-or-Improved-Logics.md:1137 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:1125 +#: ../../Fixed-or-Improved-Logics.md:1139 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:1126 +#: ../../Fixed-or-Improved-Logics.md:1140 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -4342,7 +4402,7 @@ msgstr "" "`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` " "是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" -#: ../../Fixed-or-Improved-Logics.md:1129 +#: ../../Fixed-or-Improved-Logics.md:1143 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -4356,23 +4416,23 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1149 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:1137 +#: ../../Fixed-or-Improved-Logics.md:1151 msgid "" "In vanilla, units using drive/ship loco will has hardcoded speed " "multiplier when damaged. Now you can customize it." msgstr "原版中 `Locomotor` 使用 `Drive`/`Ship` 的单位在伤残时有一个硬编码的速度倍率。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:1138 +#: ../../Fixed-or-Improved-Logics.md:1152 msgid "" "The max valuebale value is 1.0, you cannot make unit get faster on yellow" " condition by it." msgstr "最大有效值为 1.0,你无法凭借这个逻辑让单位在黄血时变得更快。" -#: ../../Fixed-or-Improved-Logics.md:1141 +#: ../../Fixed-or-Improved-Logics.md:1155 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -4386,12 +4446,12 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:1149 +#: ../../Fixed-or-Improved-Logics.md:1163 msgid "Debris voxel animations limitation" msgstr "Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1151 -#: ../../Fixed-or-Improved-Logics.md:1963 +#: ../../Fixed-or-Improved-Logics.md:1165 +#: ../../Fixed-or-Improved-Logics.md:1977 msgid "" "Now, the original `DebrisMaximums` can be used in conjunction with new " "`DebrisMinimums` to limit the quantity of `DebrisTypes` when " @@ -4400,15 +4460,15 @@ msgstr "" "当启用 `DebrisTypes.Limit` 时可通过原有的 `DebrisMaximums` 结合新增的 `DebrisMinimums` " "共同限制 `DebrisTypes` 的数量。" -#: ../../Fixed-or-Improved-Logics.md:1152 -#: ../../Fixed-or-Improved-Logics.md:1964 +#: ../../Fixed-or-Improved-Logics.md:1166 +#: ../../Fixed-or-Improved-Logics.md:1978 msgid "" "The default value of `DebrisTypes.Limit` is whether the number of " "`DebrisMaximums` is greater than (not equal to) 1 (for compatibility " "reasons)." msgstr "出于兼容目的,若 `DebrisMaximums` 大于(不包括等于)1 则默认启用 `DebrisTypes.Limit`。" -#: ../../Fixed-or-Improved-Logics.md:1155 +#: ../../Fixed-or-Improved-Logics.md:1169 msgid "" "[SOMETECHNO] ; TechnoType\n" "DebrisTypes.Limit= ; boolean\n" @@ -4420,40 +4480,40 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1163 +#: ../../Fixed-or-Improved-Logics.md:1177 msgid "How to generate `DebrisTypes` in the game:" msgstr "游戏如何生成 `DebrisTypes`:" -#: ../../Fixed-or-Improved-Logics.md:1164 +#: ../../Fixed-or-Improved-Logics.md:1178 msgid "" "Generate the total number of debris through `MaxDebris` and `MinDebris` " "first." msgstr "首先通过 `MaxDebris` 与 `MinDebris` 确定所要生成碎片的总量。" -#: ../../Fixed-or-Improved-Logics.md:1165 +#: ../../Fixed-or-Improved-Logics.md:1179 msgid "" "Traverse `DebrisTypes` and limit the quantity range through " "`DebrisMaximums` and `DebrisMinimums`." msgstr "遍历 `DebrisTypes` 列表并通过 `DebrisMaximums` 和 `DebrisMinimums` 限制数量范围。" -#: ../../Fixed-or-Improved-Logics.md:1166 +#: ../../Fixed-or-Improved-Logics.md:1180 msgid "" "When the number of generated debris will exceeds the total number, limit " "the quantity and end the traversal." msgstr "当已生成碎片数量将要超过总量时限制数量并停止遍历。" -#: ../../Fixed-or-Improved-Logics.md:1167 +#: ../../Fixed-or-Improved-Logics.md:1181 msgid "" "When the number of debris generated after a single traversal is not " "enough to exceed the total number, it will end if `DebrisTypes.Limit` is " "enabled, otherwise the traversal will restart like vanilla game do." msgstr "当遍历完成但碎片的数量并未达到总量时,若启用 `DebrisTypes.Limit` 则直接结束,否则按原版游戏机制重新进行遍历。" -#: ../../Fixed-or-Improved-Logics.md:1170 +#: ../../Fixed-or-Improved-Logics.md:1184 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:1172 +#: ../../Fixed-or-Improved-Logics.md:1186 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -4462,7 +4522,7 @@ 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:1173 +#: ../../Fixed-or-Improved-Logics.md:1187 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -4473,7 +4533,7 @@ msgstr "" "`Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 " "false 一样。" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1190 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -4487,30 +4547,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1198 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1186 +#: ../../Fixed-or-Improved-Logics.md:1200 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:1187 +#: ../../Fixed-or-Improved-Logics.md:1201 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:1188 +#: ../../Fixed-or-Improved-Logics.md:1202 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:1191 +#: ../../Fixed-or-Improved-Logics.md:1205 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -4536,11 +4596,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1204 +#: ../../Fixed-or-Improved-Logics.md:1218 msgid "Force techno targeting in distributed frames to improve performance" msgstr "强制单位索敌行为分散到不同帧以提升性能" -#: ../../Fixed-or-Improved-Logics.md:1206 +#: ../../Fixed-or-Improved-Logics.md:1220 msgid "" "When you create many technos in a same frame (i.e. starting the game with" " a campaign map that initially has a large number of technos), they will " @@ -4549,7 +4609,7 @@ msgid "" "targeting is still synchronized." msgstr "当你在同一帧内创建大量单位(例如进入一个初始预置了大量单位的战役地图)时它们总是会同时扫描目标从而导致游戏卡顿。仅通过增大索敌间隔并不能改善这点,因为它们仍会同时索敌。" -#: ../../Fixed-or-Improved-Logics.md:1207 +#: ../../Fixed-or-Improved-Logics.md:1221 msgid "" "It is now possible to force them to seek targets separately. If " "`DistributeTargetingFrame=true` is set, techno's targeting timer will be " @@ -4561,13 +4621,13 @@ msgstr "" "`DistributeTargetingFrame=true`,单位的瞄准计时器将在随机延迟后启动,延迟范围在 `[0,15]` " "之间。这可以将它们的瞄准时间分散在 15 帧内,从而缓解上述卡顿问题。" -#: ../../Fixed-or-Improved-Logics.md:1208 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "" "You can use `DistributeTargetingFrame.AIOnly` to make it only work for AI" " (Players are not likely to have so many technos.)" msgstr "你可以使用 `DistributeTargetingFrame.AIOnly` 使其仅对 AI 生效(人类玩家通常不太可能有那么多单位)。" -#: ../../Fixed-or-Improved-Logics.md:1211 +#: ../../Fixed-or-Improved-Logics.md:1225 msgid "" "[General]\n" "DistributeTargetingFrame=false ; boolean\n" @@ -4583,11 +4643,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DistributeTargetingFrame= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1220 +#: ../../Fixed-or-Improved-Logics.md:1234 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:1222 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -4599,28 +4659,28 @@ 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:1223 +#: ../../Fixed-or-Improved-Logics.md:1237 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:1224 +#: ../../Fixed-or-Improved-Logics.md:1238 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:1225 +#: ../../Fixed-or-Improved-Logics.md:1239 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:1226 +#: ../../Fixed-or-Improved-Logics.md:1240 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:1229 +#: ../../Fixed-or-Improved-Logics.md:1243 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -4662,17 +4722,17 @@ msgstr "" "ForceShield.KillWarhead= ; WarheadType, default to " "[CombatDamage] -> ForceShield.KillOrganicsWarhead\n" -#: ../../Fixed-or-Improved-Logics.md:1243 +#: ../../Fixed-or-Improved-Logics.md:1257 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:1245 +#: ../../Fixed-or-Improved-Logics.md:1259 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:1248 +#: ../../Fixed-or-Improved-Logics.md:1262 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -4682,17 +4742,17 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1254 +#: ../../Fixed-or-Improved-Logics.md:1268 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1270 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:1259 +#: ../../Fixed-or-Improved-Logics.md:1273 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -4700,25 +4760,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1265 +#: ../../Fixed-or-Improved-Logics.md:1279 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:1268 +#: ../../Fixed-or-Improved-Logics.md:1282 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1270 +#: ../../Fixed-or-Improved-Logics.md:1284 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "拥有 `Powered=yes` 的建筑航母在断电时将会停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:1271 +#: ../../Fixed-or-Improved-Logics.md:1285 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:1274 +#: ../../Fixed-or-Improved-Logics.md:1288 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -4726,17 +4786,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1279 +#: ../../Fixed-or-Improved-Logics.md:1293 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1281 +#: ../../Fixed-or-Improved-Logics.md:1295 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:1282 +#: ../../Fixed-or-Improved-Logics.md:1296 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -4746,17 +4806,17 @@ 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:1283 +#: ../../Fixed-or-Improved-Logics.md:1297 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:1284 +#: ../../Fixed-or-Improved-Logics.md:1298 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:1285 +#: ../../Fixed-or-Improved-Logics.md:1299 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -4765,7 +4825,7 @@ 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:1286 +#: ../../Fixed-or-Improved-Logics.md:1300 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -4775,21 +4835,21 @@ 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:1287 +#: ../../Fixed-or-Improved-Logics.md:1301 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:1288 +#: ../../Fixed-or-Improved-Logics.md:1302 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:1289 +#: ../../Fixed-or-Improved-Logics.md:1303 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:1290 +#: ../../Fixed-or-Improved-Logics.md:1304 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -4798,7 +4858,7 @@ 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:1291 +#: ../../Fixed-or-Improved-Logics.md:1305 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -4806,19 +4866,19 @@ 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:1292 +#: ../../Fixed-or-Improved-Logics.md:1306 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:1293 +#: ../../Fixed-or-Improved-Logics.md:1307 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:1294 +#: ../../Fixed-or-Improved-Logics.md:1308 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 " @@ -4828,13 +4888,13 @@ 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:1295 +#: ../../Fixed-or-Improved-Logics.md:1309 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:1296 +#: ../../Fixed-or-Improved-Logics.md:1310 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -4844,7 +4904,7 @@ 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:1297 +#: ../../Fixed-or-Improved-Logics.md:1311 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` " @@ -4853,13 +4913,13 @@ msgstr "" "`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 科技类型上显示的帧,使用 " "`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认为 1。" -#: ../../Fixed-or-Improved-Logics.md:1298 +#: ../../Fixed-or-Improved-Logics.md:1312 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:1301 +#: ../../Fixed-or-Improved-Logics.md:1315 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -4939,17 +4999,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1326 +#: ../../Fixed-or-Improved-Logics.md:1340 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:1342 msgid "" "Infantry, vehicles and aircraft can now drain or provide `Power` if " "`UnitPowerDrain=true` is set." msgstr "如果设置了 `UnitPowerDrain=true`,步兵、载具和战机现在都将可以消耗或提供 `Power`。" -#: ../../Fixed-or-Improved-Logics.md:1331 +#: ../../Fixed-or-Improved-Logics.md:1345 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -4965,17 +5025,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1339 +#: ../../Fixed-or-Improved-Logics.md:1353 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1355 msgid "" "In vanilla, `RadarInvisible` is ignored if the techno is allied with the " "current player. Now you can change this behavior." msgstr "在原版游戏中 `RadarInvisible` 仅对当前非友军的玩家有效,现在你可以更改这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1344 +#: ../../Fixed-or-Improved-Logics.md:1358 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -4987,21 +5047,21 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " RadarInvisible=true, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1349 +#: ../../Fixed-or-Improved-Logics.md:1363 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1351 +#: ../../Fixed-or-Improved-Logics.md:1365 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:1352 +#: ../../Fixed-or-Improved-Logics.md:1366 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:1355 +#: ../../Fixed-or-Improved-Logics.md:1369 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -5011,7 +5071,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1362 +#: ../../Fixed-or-Improved-Logics.md:1376 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -5022,18 +5082,18 @@ 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:1365 +#: ../../Fixed-or-Improved-Logics.md:1379 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1367 +#: ../../Fixed-or-Improved-Logics.md:1381 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:1368 +#: ../../Fixed-or-Improved-Logics.md:1382 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -5041,7 +5101,7 @@ 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:1369 +#: ../../Fixed-or-Improved-Logics.md:1383 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -5051,23 +5111,23 @@ msgstr "" "`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为" " true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" -#: ../../Fixed-or-Improved-Logics.md:1370 +#: ../../Fixed-or-Improved-Logics.md:1384 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:1371 +#: ../../Fixed-or-Improved-Logics.md:1385 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:1372 +#: ../../Fixed-or-Improved-Logics.md:1386 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1375 +#: ../../Fixed-or-Improved-Logics.md:1389 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -5081,17 +5141,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1383 +#: ../../Fixed-or-Improved-Logics.md:1397 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1385 +#: ../../Fixed-or-Improved-Logics.md:1399 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:1386 +#: ../../Fixed-or-Improved-Logics.md:1400 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -5102,7 +5162,7 @@ msgstr "" "钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 " "`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1389 +#: ../../Fixed-or-Improved-Logics.md:1403 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -5124,17 +5184,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1400 +#: ../../Fixed-or-Improved-Logics.md:1414 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:1403 +#: ../../Fixed-or-Improved-Logics.md:1417 msgid "Target scanning delay optimization" msgstr "索敌间隔优化" -#: ../../Fixed-or-Improved-Logics.md:1405 +#: ../../Fixed-or-Improved-Logics.md:1419 msgid "" "In vanilla, the game used `NormalTargetingDelay` and " "`GuardAreaTargetingDelay` to globally control the target searching " @@ -5144,20 +5204,20 @@ msgstr "" "原版中游戏使用 `NormalTargetingDelay` 和 `GuardAreaTargetingDelay` " "来全局控制单位的索敌间隔。增大这些值会导致单位反应迟钝,减小这些值则可能导致游戏卡顿。" -#: ../../Fixed-or-Improved-Logics.md:1406 +#: ../../Fixed-or-Improved-Logics.md:1420 msgid "" "Now, you can define them per techno, also allowing different values for " "AI and players. The default values are the same as those originally " "defined by the vanilla flags." msgstr "现在可以在每种单位上微观定义这些参数,且可为 AI 玩家和人类玩家分离设置。默认值取自原版全局。" -#: ../../Fixed-or-Improved-Logics.md:1407 +#: ../../Fixed-or-Improved-Logics.md:1421 msgid "" "You can also specific this delay for attack move mission. The default " "value is `NormalTargetingDelay`." msgstr "你还可以为移动攻击指令单独设定间隔。默认使用 `NormalTargetingDelay` 的值。" -#: ../../Fixed-or-Improved-Logics.md:1410 +#: ../../Fixed-or-Improved-Logics.md:1424 msgid "" "[General]\n" "AINormalTargetingDelay= ; integer, game frames\n" @@ -5191,11 +5251,11 @@ msgstr "" "AIAttackMoveTargetingDelay= ; integer, game frames\n" "PlayerAttackMoveTargetingDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1428 +#: ../../Fixed-or-Improved-Logics.md:1442 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1430 +#: ../../Fixed-or-Improved-Logics.md:1444 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -5204,7 +5264,7 @@ 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:1433 +#: ../../Fixed-or-Improved-Logics.md:1447 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 " @@ -5216,7 +5276,7 @@ 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:1434 +#: ../../Fixed-or-Improved-Logics.md:1448 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -5228,7 +5288,7 @@ msgstr "" "`ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 " "`ShadowIndices.Frame` 默认如此。" -#: ../../Fixed-or-Improved-Logics.md:1437 +#: ../../Fixed-or-Improved-Logics.md:1451 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -5240,11 +5300,11 @@ msgstr "" "ShadowIndex.Frame=0 ; integer (HVA animation frame index)\n" "ShadowIndices.Frame= ; List of integers (HVA animation frame indices)\n" -#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1458 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1460 msgid "" "![image](_static/images/VoxelLightSourceComparison1.png) " "![image](_static/images/VoxelLightSourceComparison2.png) *Voxel by C&CrispS(另存为并解压第二张图片即可获得包括 pal & vpl 的示例文件)*" -#: ../../Fixed-or-Improved-Logics.md:1450 +#: ../../Fixed-or-Improved-Logics.md:1464 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:1451 +#: ../../Fixed-or-Improved-Logics.md:1465 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:1452 +#: ../../Fixed-or-Improved-Logics.md:1466 msgid "" "Vanilla game applies some weird unnecessary math which resulted in the " "voxel light source being \"nudged\" up by a bit and light being applied " @@ -5280,7 +5340,7 @@ msgstr "" "原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被 “微调” 向上了一些并在倾斜的 Voxel " "上光照效果不正确。现在可以修复这个问题。" -#: ../../Fixed-or-Improved-Logics.md:1453 +#: ../../Fixed-or-Improved-Logics.md:1467 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -5288,7 +5348,7 @@ 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:1456 +#: ../../Fixed-or-Improved-Logics.md:1470 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -5299,7 +5359,7 @@ msgstr "" "请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 " "`VoxelLightSource` 的 Z 值调高。" -#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1474 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -5311,7 +5371,7 @@ msgstr "" "VoxelLightSource= ; X,Y,Z - position of the light in the world" " relative to each voxel, floating point values\n" -#: ../../Fixed-or-Improved-Logics.md:1467 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -5324,18 +5384,18 @@ 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:1469 +#: ../../Fixed-or-Improved-Logics.md:1483 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:1472 +#: ../../Fixed-or-Improved-Logics.md:1486 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1474 +#: ../../Fixed-or-Improved-Logics.md:1488 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -5345,7 +5405,7 @@ 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:1475 +#: ../../Fixed-or-Improved-Logics.md:1489 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -5362,7 +5422,7 @@ msgstr "" "是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 " "`HeightShadowScaling.MinScale` 设置了缩放的下限。" -#: ../../Fixed-or-Improved-Logics.md:1478 +#: ../../Fixed-or-Improved-Logics.md:1492 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -5380,15 +5440,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1488 +#: ../../Fixed-or-Improved-Logics.md:1502 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1504 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1492 +#: ../../Fixed-or-Improved-Logics.md:1506 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -5396,11 +5456,11 @@ 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:1492 +#: ../../Fixed-or-Improved-Logics.md:1506 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1495 +#: ../../Fixed-or-Improved-Logics.md:1509 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -5409,7 +5469,7 @@ 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:1496 +#: ../../Fixed-or-Improved-Logics.md:1510 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -5419,7 +5479,7 @@ msgstr "" "现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-" "frames-and-crumbling-animation)则为四分之一)。" -#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:1513 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -5427,17 +5487,17 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1504 +#: ../../Fixed-or-Improved-Logics.md:1518 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1506 +#: ../../Fixed-or-Improved-Logics.md:1520 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:1509 +#: ../../Fixed-or-Improved-Logics.md:1523 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" @@ -5447,18 +5507,18 @@ msgstr "" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" -#: ../../Fixed-or-Improved-Logics.md:1515 +#: ../../Fixed-or-Improved-Logics.md:1529 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:1518 +#: ../../Fixed-or-Improved-Logics.md:1532 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1520 +#: ../../Fixed-or-Improved-Logics.md:1534 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -5466,18 +5526,18 @@ 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:1523 +#: ../../Fixed-or-Improved-Logics.md:1537 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:1524 +#: ../../Fixed-or-Improved-Logics.md:1538 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:1525 +#: ../../Fixed-or-Improved-Logics.md:1539 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" @@ -5485,7 +5545,7 @@ msgid "" "allow randomized growth stages from the range (inclusive)." msgstr "此外也可以指定将生成哪个矿石生长阶段以及每次播放矿石生成动画将会填充多少个单元格。相对应的标签接受单个整数值或两个逗号分隔的值以允许范围内(含)随机化的生长阶段。" -#: ../../Fixed-or-Improved-Logics.md:1528 +#: ../../Fixed-or-Improved-Logics.md:1542 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -5499,11 +5559,11 @@ msgstr "" "SpawnsTiberium.GrowthStage=3 ; integer - single or comma-sep. range\n" "SpawnsTiberium.CellsPerAnim=1 ; integer - single or comma-sep. range\n" -#: ../../Fixed-or-Improved-Logics.md:1536 +#: ../../Fixed-or-Improved-Logics.md:1550 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1538 +#: ../../Fixed-or-Improved-Logics.md:1552 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 " @@ -5513,7 +5573,7 @@ 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:1539 +#: ../../Fixed-or-Improved-Logics.md:1553 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -5522,7 +5582,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:1540 +#: ../../Fixed-or-Improved-Logics.md:1554 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -5531,25 +5591,25 @@ 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:1541 +#: ../../Fixed-or-Improved-Logics.md:1555 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:1542 +#: ../../Fixed-or-Improved-Logics.md:1556 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:1543 +#: ../../Fixed-or-Improved-Logics.md:1557 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:1546 +#: ../../Fixed-or-Improved-Logics.md:1560 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value, default to " @@ -5569,7 +5629,7 @@ msgstr "" "HasCrumblingFrames=false ; boolean\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1557 +#: ../../Fixed-or-Improved-Logics.md:1571 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -5581,18 +5641,18 @@ 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:1560 -#: ../../Fixed-or-Improved-Logics.md:1585 +#: ../../Fixed-or-Improved-Logics.md:1574 +#: ../../Fixed-or-Improved-Logics.md:1599 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1562 +#: ../../Fixed-or-Improved-Logics.md:1576 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:1565 +#: ../../Fixed-or-Improved-Logics.md:1579 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5600,29 +5660,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1570 +#: ../../Fixed-or-Improved-Logics.md:1584 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:1572 +#: ../../Fixed-or-Improved-Logics.md:1586 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:1573 +#: ../../Fixed-or-Improved-Logics.md:1587 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:1574 +#: ../../Fixed-or-Improved-Logics.md:1588 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:1577 +#: ../../Fixed-or-Improved-Logics.md:1591 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -5632,17 +5692,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1597 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1587 +#: ../../Fixed-or-Improved-Logics.md:1601 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:1590 +#: ../../Fixed-or-Improved-Logics.md:1604 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5650,15 +5710,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1595 +#: ../../Fixed-or-Improved-Logics.md:1609 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1597 +#: ../../Fixed-or-Improved-Logics.md:1611 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../Fixed-or-Improved-Logics.md:1599 +#: ../../Fixed-or-Improved-Logics.md:1613 msgid "" "In vanilla, when miners enter area guard mission, they immediately switch" " to harvest mission. Now you can make them perform area guard mission " @@ -5667,13 +5727,13 @@ msgstr "" "在原版中当一个矿车进入 `Area Guard` 任务时会立即切换为 `Havrest` 任务。现在你可以让它们像其他单位那样正常执行 `Area" " Guard` 任务了。" -#: ../../Fixed-or-Improved-Logics.md:1600 +#: ../../Fixed-or-Improved-Logics.md:1614 msgid "" "We made it work only for miners controlled by the player, because this " "will prevent AI's miners from going work." msgstr "这仅对玩家控制的矿车有效,因为这会阻断 AI 矿车正常工作。" -#: ../../Fixed-or-Improved-Logics.md:1603 +#: ../../Fixed-or-Improved-Logics.md:1617 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" @@ -5681,11 +5741,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1608 +#: ../../Fixed-or-Improved-Logics.md:1622 msgid "Bunker entering check dehardcode" msgstr "去除坦克碉堡准入检查的硬编码" -#: ../../Fixed-or-Improved-Logics.md:1610 +#: ../../Fixed-or-Improved-Logics.md:1624 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -5695,17 +5755,17 @@ msgstr "" "在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及速度类型不能为 " "`SpeedType=Hover`。现在你可以跳过这些限制。" -#: ../../Fixed-or-Improved-Logics.md:1611 +#: ../../Fixed-or-Improved-Logics.md:1625 msgid "This needs to be used with `Bunkerable=yes`." msgstr "这需要与 `Bunkerable=yes` 共同使用。" -#: ../../Fixed-or-Improved-Logics.md:1612 +#: ../../Fixed-or-Improved-Logics.md:1626 msgid "" "This flag only skips the static check, that is, the check on the unit " "type. The dynamic check (cannot be parasitized) remains unchanged." msgstr "这个标签仅跳过静态检查,即对单位类型的检查。动态检查(不能处于被寄生状态)保持不变。" -#: ../../Fixed-or-Improved-Logics.md:1615 +#: ../../Fixed-or-Improved-Logics.md:1629 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -5713,7 +5773,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1621 +#: ../../Fixed-or-Improved-Logics.md:1635 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -5724,11 +5784,11 @@ msgstr "" "使用此功能跳过检查并不就意味着载具和坦克碉堡可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在" " [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。" -#: ../../Fixed-or-Improved-Logics.md:1624 +#: ../../Fixed-or-Improved-Logics.md:1638 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1626 +#: ../../Fixed-or-Improved-Logics.md:1640 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -5742,7 +5802,7 @@ 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:1627 +#: ../../Fixed-or-Improved-Logics.md:1641 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -5752,13 +5812,13 @@ 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:1628 +#: ../../Fixed-or-Improved-Logics.md:1642 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:1629 +#: ../../Fixed-or-Improved-Logics.md:1643 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -5767,7 +5827,7 @@ msgstr "" "可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` " "的载具碾压围墙时移动速度的减速幅度。" -#: ../../Fixed-or-Improved-Logics.md:1630 +#: ../../Fixed-or-Improved-Logics.md:1644 msgid "" "You can also disable the slowdown completely by using the flag " "`SkipCrushSlowdown`. This is not the same as " @@ -5779,7 +5839,7 @@ msgstr "" "`CrushSlowdownMultiplier=1.0`。它可以避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 共用时单位有时会减速的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1647 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -5797,11 +5857,11 @@ msgstr "" "CrushSlowdownMultiplier=0.2 ; floating point value\n" "SkipCrushSlowdown=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1643 +#: ../../Fixed-or-Improved-Logics.md:1657 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1645 +#: ../../Fixed-or-Improved-Logics.md:1659 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -5812,7 +5872,7 @@ msgstr "" "那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-" "unit)逻辑使用。" -#: ../../Fixed-or-Improved-Logics.md:1648 +#: ../../Fixed-or-Improved-Logics.md:1662 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -5822,17 +5882,17 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:1668 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1670 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:1659 +#: ../../Fixed-or-Improved-Logics.md:1673 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -5840,7 +5900,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1679 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares'" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -5852,37 +5912,37 @@ 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:1668 +#: ../../Fixed-or-Improved-Logics.md:1682 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:1670 +#: ../../Fixed-or-Improved-Logics.md:1684 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:1671 +#: ../../Fixed-or-Improved-Logics.md:1685 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:1672 +#: ../../Fixed-or-Improved-Logics.md:1686 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:1673 +#: ../../Fixed-or-Improved-Logics.md:1687 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:1674 +#: ../../Fixed-or-Improved-Logics.md:1688 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:1677 +#: ../../Fixed-or-Improved-Logics.md:1691 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -5896,7 +5956,7 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1686 +#: ../../Fixed-or-Improved-Logics.md:1700 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares' Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -5906,11 +5966,11 @@ 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:1689 +#: ../../Fixed-or-Improved-Logics.md:1703 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1691 +#: ../../Fixed-or-Improved-Logics.md:1705 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -5919,26 +5979,26 @@ msgstr "" "`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` " "设置而对部署者在方向上的约束。只适用于地面单位。" -#: ../../Fixed-or-Improved-Logics.md:1692 +#: ../../Fixed-or-Improved-Logics.md:1706 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:1693 +#: ../../Fixed-or-Improved-Logics.md:1707 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:1694 +#: ../../Fixed-or-Improved-Logics.md:1708 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:1697 +#: ../../Fixed-or-Improved-Logics.md:1711 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DeployingAnim.AllowAnyDirection=false ; boolean\n" @@ -5952,25 +6012,25 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1705 +#: ../../Fixed-or-Improved-Logics.md:1719 msgid "Make harvesters do addtional scan after unload" msgstr "使矿车卸载后重新扫描较近的矿区" -#: ../../Fixed-or-Improved-Logics.md:1707 +#: ../../Fixed-or-Improved-Logics.md:1721 msgid "" "In vanilla, miners will remember their current location when they reach " "full load and move to that location after unloading. This makes miners to" " gradually move deeper into the mine and ignore the closer minerals." msgstr "在原版中矿车在满载时会记录当前位置并在卸载后返回该坐标。这一机制会让矿车逐渐向原矿区深处探索但却容易忽略距离更近的矿区。" -#: ../../Fixed-or-Improved-Logics.md:1708 +#: ../../Fixed-or-Improved-Logics.md:1722 msgid "" "Now you can have the miner search for the nearest mineral again after " "unloading. If a closer mineral is found, the miner will go to that " "location instead of the previously recorded location." msgstr "现在你可以让矿车在卸载后重新搜索最近的矿区。如果发现了更近的矿区那么矿车会优先前往它而不是返回先前记录的坐标。" -#: ../../Fixed-or-Improved-Logics.md:1711 +#: ../../Fixed-or-Improved-Logics.md:1725 msgid "" "[General]\n" "HarvesterScanAfterUnload=false ; boolean\n" @@ -5986,32 +6046,32 @@ msgstr "" "HarvesterScanAfterUnload= ; boolean, default to [General] -> " "HarvesterScanAfterUnload\n" -#: ../../Fixed-or-Improved-Logics.md:1719 +#: ../../Fixed-or-Improved-Logics.md:1733 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:1721 +#: ../../Fixed-or-Improved-Logics.md:1735 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:1724 +#: ../../Fixed-or-Improved-Logics.md:1738 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:1725 +#: ../../Fixed-or-Improved-Logics.md:1739 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:1726 +#: ../../Fixed-or-Improved-Logics.md:1740 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:1729 +#: ../../Fixed-or-Improved-Logics.md:1743 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -6035,36 +6095,36 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1739 +#: ../../Fixed-or-Improved-Logics.md:1753 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1741 +#: ../../Fixed-or-Improved-Logics.md:1755 msgid "" "It is now possible for vehicles to retain their target when issued " "movement command by setting `KeepTargetOnMove` to true." msgstr "现在可以通过设置 `KeepTargetOnMove` 为 true 来使载具在接收到移动命令时保留其目标。" -#: ../../Fixed-or-Improved-Logics.md:1742 +#: ../../Fixed-or-Improved-Logics.md:1756 msgid "" "Note that no check is done whether or not the vehicle or the weapon can " "actually fire while moving, this is on modder's discretion." msgstr "注意这不会检查载具或武器实际上能否在移动中开火,这由 modder 自行决定。" -#: ../../Fixed-or-Improved-Logics.md:1743 +#: ../../Fixed-or-Improved-Logics.md:1757 msgid "" "The target is automatically reset if the vehicle moves beyond the " "weapon's range from the target." msgstr "如果由于载具移动导致目标超出武器射程那么目标将自动重置。" -#: ../../Fixed-or-Improved-Logics.md:1744 +#: ../../Fixed-or-Improved-Logics.md:1758 msgid "" "`KeepTargetOnMove.NoMorePursuit` controls whether the unit will restart " "chasing the target for attack when it stops again, otherwise it will " "clear the target when it moves away." msgstr "`KeepTargetOnMove.NoMorePursuit` 控制单位是否会在再次停止后重新开始追击目标以发起攻击,否则会在移动时清除目标。" -#: ../../Fixed-or-Improved-Logics.md:1745 +#: ../../Fixed-or-Improved-Logics.md:1759 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -6073,7 +6133,7 @@ msgstr "" "`KeepTargetOnMove.ExtraDistance` 可以用来修改被认为 “超出射程” " "的范围(基于武器射程的修正值),负值会缩短判定距离。" -#: ../../Fixed-or-Improved-Logics.md:1748 +#: ../../Fixed-or-Improved-Logics.md:1762 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -6087,25 +6147,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1755 +#: ../../Fixed-or-Improved-Logics.md:1769 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1757 +#: ../../Fixed-or-Improved-Logics.md:1771 msgid "" "In vanilla, whether a ship sinks when it dies on the water is determined " "by multiple settings of hardcoding. The speed of the sinking is hardcoded" " to 5 Leptons per frame." msgstr "原版中一艘舰船在水上死亡是否会沉没由多个硬编码设置决定。沉没速度硬编码为每帧 5 leptons。" -#: ../../Fixed-or-Improved-Logics.md:1758 +#: ../../Fixed-or-Improved-Logics.md:1772 msgid "" "Now you can determine whether a ship sinks with a dedicated flag " "`Sinkable`, and use `SinkSpeed` to customize the speed at which the ship " "sinks." msgstr "现在你可以通过专门的标签 `Sinkable` 来决定一艘舰船是否会沉没,并且可以使用 `SinkSpeed` 来定义舰船的沉没速度。" -#: ../../Fixed-or-Improved-Logics.md:1759 +#: ../../Fixed-or-Improved-Logics.md:1773 msgid "" "`Sinkable.SquidGrab` controls the behavior of a ship when it is killed by" " a squid. Set it to `false` to cause the ship to take a lethal damage " @@ -6115,7 +6175,7 @@ msgstr "" "`Sinkable.SquidGrab` 控制一艘船在被巨型乌贼击杀时的行为。将其设为 false " "会导致舰船受到致命伤害而非在此时直接沉没(从而遵循 `Sinkable` 的设置)。" -#: ../../Fixed-or-Improved-Logics.md:1762 +#: ../../Fixed-or-Improved-Logics.md:1776 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -6127,11 +6187,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1769 +#: ../../Fixed-or-Improved-Logics.md:1783 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1771 +#: ../../Fixed-or-Improved-Logics.md:1785 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -6141,11 +6201,11 @@ 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:1773 +#: ../../Fixed-or-Improved-Logics.md:1787 msgid "Unit Without Turret Always Turn To Target" msgstr "无炮塔单位始终面向目标" -#: ../../Fixed-or-Improved-Logics.md:1775 +#: ../../Fixed-or-Improved-Logics.md:1789 msgid "" "Now vehicles without turret will attempt to turn to the target while the " "weapon is cooling down, rather than after the weapon has cooled down, by " @@ -6154,7 +6214,7 @@ msgstr "" "现在可以通过将 `NoTurret.TrackTarget` 设为 true " "来让没有炮塔的载具在武器冷却期间就尝试更改朝向以面向目标而不是等到武器冷却完成后。" -#: ../../Fixed-or-Improved-Logics.md:1778 +#: ../../Fixed-or-Improved-Logics.md:1792 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -6170,7 +6230,7 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1787 +#: ../../Fixed-or-Improved-Logics.md:1801 msgid "" "Jumpjet can also be affected by this if firing an `OmniFire` weapon with " "`OmniFire.TurnToTarget` set to true." @@ -6178,11 +6238,11 @@ msgstr "" "如果 Jumpjet 在 `OmniFire.TurnToTarget` 设为 true 的情况下发射一个 `OmniFire` " "武器那么也会受到影响。" -#: ../../Fixed-or-Improved-Logics.md:1790 +#: ../../Fixed-or-Improved-Logics.md:1804 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1792 +#: ../../Fixed-or-Improved-Logics.md:1806 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -6191,7 +6251,7 @@ msgstr "" "如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel " "炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1795 +#: ../../Fixed-or-Improved-Logics.md:1809 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -6199,7 +6259,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1801 +#: ../../Fixed-or-Improved-Logics.md:1815 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -6207,23 +6267,23 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1806 +#: ../../Fixed-or-Improved-Logics.md:1820 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1808 +#: ../../Fixed-or-Improved-Logics.md:1822 msgid "" "Now you can limit how much ore the harvester can dump out per time, like " "it in Tiberium Sun." msgstr "现在你可以限制矿车每次倒矿时卸载的矿石量,就像《泰伯利亚之日》中的设定" -#: ../../Fixed-or-Improved-Logics.md:1809 +#: ../../Fixed-or-Improved-Logics.md:1823 msgid "" "Less than or equal to 0 means no limit, it will always dump out all at " "one time." msgstr "若该值小于等于 0 则表示一次倒完,就像《红色警戒2》中原本的行为" -#: ../../Fixed-or-Improved-Logics.md:1812 +#: ../../Fixed-or-Improved-Logics.md:1826 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -6237,44 +6297,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1820 +#: ../../Fixed-or-Improved-Logics.md:1834 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1822 +#: ../../Fixed-or-Improved-Logics.md:1836 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1824 +#: ../../Fixed-or-Improved-Logics.md:1838 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:1825 +#: ../../Fixed-or-Improved-Logics.md:1839 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:1826 +#: ../../Fixed-or-Improved-Logics.md:1840 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:1827 +#: ../../Fixed-or-Improved-Logics.md:1841 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:1828 +#: ../../Fixed-or-Improved-Logics.md:1842 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:1829 +#: ../../Fixed-or-Improved-Logics.md:1843 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:1830 +#: ../../Fixed-or-Improved-Logics.md:1844 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -6283,7 +6343,7 @@ 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:1833 +#: ../../Fixed-or-Improved-Logics.md:1847 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -6306,7 +6366,7 @@ 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:1840 +#: ../../Fixed-or-Improved-Logics.md:1854 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -6356,7 +6416,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1867 +#: ../../Fixed-or-Improved-Logics.md:1881 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 " @@ -6367,7 +6427,7 @@ msgstr "" "游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 " "开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1871 +#: ../../Fixed-or-Improved-Logics.md:1885 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -6379,55 +6439,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1878 +#: ../../Fixed-or-Improved-Logics.md:1892 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1880 +#: ../../Fixed-or-Improved-Logics.md:1894 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:1881 +#: ../../Fixed-or-Improved-Logics.md:1895 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:1882 +#: ../../Fixed-or-Improved-Logics.md:1896 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:1883 +#: ../../Fixed-or-Improved-Logics.md:1897 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:1884 +#: ../../Fixed-or-Improved-Logics.md:1898 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:1886 +#: ../../Fixed-or-Improved-Logics.md:1900 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1888 +#: ../../Fixed-or-Improved-Logics.md:1902 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:1891 +#: ../../Fixed-or-Improved-Logics.md:1905 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:1895 +#: ../../Fixed-or-Improved-Logics.md:1909 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -6452,11 +6512,11 @@ msgstr "" " weeds % are stored, the SW will show it's ready on the building (open " "nuke/open chrono, etc.)\n" -#: ../../Fixed-or-Improved-Logics.md:1903 +#: ../../Fixed-or-Improved-Logics.md:1917 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1907 +#: ../../Fixed-or-Improved-Logics.md:1921 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -6468,17 +6528,17 @@ 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:1909 +#: ../../Fixed-or-Improved-Logics.md:1923 msgid "Customizable debris trailer anim spawn delay" msgstr "自定义 Voxel 碎片尾烟动画生成间隔" -#: ../../Fixed-or-Improved-Logics.md:1911 +#: ../../Fixed-or-Improved-Logics.md:1925 msgid "" "You can now customize the generation interval of VoxelAnim's trailer " "animation." msgstr "现在你可以自定义 Voxel 碎片的尾烟动画生成间隔。" -#: ../../Fixed-or-Improved-Logics.md:1914 +#: ../../Fixed-or-Improved-Logics.md:1928 msgid "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" @@ -6486,15 +6546,15 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1919 +#: ../../Fixed-or-Improved-Logics.md:1933 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1921 +#: ../../Fixed-or-Improved-Logics.md:1935 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1923 +#: ../../Fixed-or-Improved-Logics.md:1937 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -6504,14 +6564,14 @@ msgstr "" "现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 " "`DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。)" -#: ../../Fixed-or-Improved-Logics.md:1924 +#: ../../Fixed-or-Improved-Logics.md:1938 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:1927 +#: ../../Fixed-or-Improved-Logics.md:1941 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -6519,11 +6579,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1932 +#: ../../Fixed-or-Improved-Logics.md:1946 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1934 +#: ../../Fixed-or-Improved-Logics.md:1948 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -6532,20 +6592,20 @@ msgstr "" "现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 " "`CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别。" -#: ../../Fixed-or-Improved-Logics.md:1935 +#: ../../Fixed-or-Improved-Logics.md:1949 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:1936 +#: ../../Fixed-or-Improved-Logics.md:1950 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:1939 +#: ../../Fixed-or-Improved-Logics.md:1953 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -6567,11 +6627,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1949 +#: ../../Fixed-or-Improved-Logics.md:1963 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:1951 +#: ../../Fixed-or-Improved-Logics.md:1965 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -6581,7 +6641,7 @@ 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:1952 +#: ../../Fixed-or-Improved-Logics.md:1966 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -6589,7 +6649,7 @@ msgstr "" "`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 " "`DebrisAnims`。" -#: ../../Fixed-or-Improved-Logics.md:1955 +#: ../../Fixed-or-Improved-Logics.md:1969 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -6599,11 +6659,11 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1961 +#: ../../Fixed-or-Improved-Logics.md:1975 msgid "Custom debris voxel animations limitation" msgstr "自定义 Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1967 +#: ../../Fixed-or-Improved-Logics.md:1981 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisTypes.Limit= ; boolean\n" @@ -6615,22 +6675,22 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1974 +#: ../../Fixed-or-Improved-Logics.md:1988 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1976 +#: ../../Fixed-or-Improved-Logics.md:1990 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:1977 +#: ../../Fixed-or-Improved-Logics.md:1991 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:1980 +#: ../../Fixed-or-Improved-Logics.md:1994 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -6640,11 +6700,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1986 +#: ../../Fixed-or-Improved-Logics.md:2000 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1988 +#: ../../Fixed-or-Improved-Logics.md:2002 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -6656,7 +6716,7 @@ 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:1989 +#: ../../Fixed-or-Improved-Logics.md:2003 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 " @@ -6666,7 +6726,7 @@ 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:1990 +#: ../../Fixed-or-Improved-Logics.md:2004 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 " @@ -6681,20 +6741,20 @@ 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:1991 +#: ../../Fixed-or-Improved-Logics.md:2005 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:1992 +#: ../../Fixed-or-Improved-Logics.md:2006 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water." msgstr "`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画。" -#: ../../Fixed-or-Improved-Logics.md:1993 +#: ../../Fixed-or-Improved-Logics.md:2007 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -6703,7 +6763,7 @@ 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:1994 +#: ../../Fixed-or-Improved-Logics.md:2008 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -6712,7 +6772,7 @@ 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:1995 +#: ../../Fixed-or-Improved-Logics.md:2009 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -6724,7 +6784,7 @@ msgstr "" "会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 " "`SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:1998 +#: ../../Fixed-or-Improved-Logics.md:2012 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -6766,24 +6826,24 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2015 +#: ../../Fixed-or-Improved-Logics.md:2029 msgid "Customizable Warhead trigger conditions" msgstr "自定义弹头效果触发条件" -#: ../../Fixed-or-Improved-Logics.md:2017 +#: ../../Fixed-or-Improved-Logics.md:2031 msgid "" "It is now possible to make warheads only trigger when target's " "(TechnoTypes only) HP is above/below or equal to certain percentage. Both" " conditions need to evaluate to true in order for the warhead to trigger." msgstr "现在可以设置一个弹头仅在(仅限单位)目标生命值高/低于或等于特定百分比时才能触发。两个条件同时满足时才能触发。" -#: ../../Fixed-or-Improved-Logics.md:2018 +#: ../../Fixed-or-Improved-Logics.md:2032 msgid "" "If set to `false`, `AffectsNeutral` makes the warhead can't damage or " "affect target that belongs to neutral house." msgstr "若设置 `AffectsNeutral=false` 那么弹头将无法杀伤或作用于所属于中立所属方的目标。" -#: ../../Fixed-or-Improved-Logics.md:2019 +#: ../../Fixed-or-Improved-Logics.md:2033 #, python-format msgid "" "If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced " @@ -6793,7 +6853,7 @@ msgstr "" "若设置 `EffectsRequireVerses=false` 那么即便由于目标当前装甲类型导致弹头无法对其造成杀伤(例如 " "`Verses=0%`)Phobos 所引入的弹头效果也仍会触发。" -#: ../../Fixed-or-Improved-Logics.md:2022 +#: ../../Fixed-or-Improved-Logics.md:2036 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsBelowPercent=1.0 ; floating point value, percents or absolute\n" @@ -6807,17 +6867,17 @@ msgstr "" "AffectsNeutral=true ; boolean\n" "EffectsRequireVerses=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2030 +#: ../../Fixed-or-Improved-Logics.md:2044 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:2032 +#: ../../Fixed-or-Improved-Logics.md:2046 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:2035 +#: ../../Fixed-or-Improved-Logics.md:2049 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -6825,21 +6885,21 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2040 +#: ../../Fixed-or-Improved-Logics.md:2054 msgid "Customizing parasite" msgstr "自定义寄生" -#: ../../Fixed-or-Improved-Logics.md:2042 +#: ../../Fixed-or-Improved-Logics.md:2056 msgid "Now you can specify which targets the parasite will culling them." msgstr "现在你可以指定哪些目标会被寄生所秒杀" -#: ../../Fixed-or-Improved-Logics.md:2043 +#: ../../Fixed-or-Improved-Logics.md:2057 msgid "" "Squid grapple anim is hardcoded to use `SQDG` in vanilla, Now you can " "choose it." msgstr "在原版中乌贼拖拽的动画被硬编码为 `SQDG`,现在选择权归你了。" -#: ../../Fixed-or-Improved-Logics.md:2046 +#: ../../Fixed-or-Improved-Logics.md:2060 msgid "" "[AudioVisual]\n" "Parasite.GrappleAnim= ; animation\n" @@ -6857,11 +6917,11 @@ msgstr "" "(none|aircraft|infantry|units|all)\n" "Parasite.GrappleAnim= ; animation\n" -#: ../../Fixed-or-Improved-Logics.md:2055 +#: ../../Fixed-or-Improved-Logics.md:2069 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:2057 +#: ../../Fixed-or-Improved-Logics.md:2071 msgid "" "Now you can make the techno that has just been mind controlled not be " "automatically attacked by its original friendly forces for a period of " @@ -6870,13 +6930,13 @@ msgstr "" "现在你可以让刚被心灵控制的科技类型在一段时间内不会自动遭到来自原所属方友军的攻击,持续时间由心灵控制弹头的 " "`MindControl.ThreatDelay` 参数控制。" -#: ../../Fixed-or-Improved-Logics.md:2058 +#: ../../Fixed-or-Improved-Logics.md:2072 msgid "" "This will not affect the manual selection of attacks and is useless with " "permanent mind control." msgstr "这不会影响手动攻击,并且不(也没必要)作用于永久心控的情况。" -#: ../../Fixed-or-Improved-Logics.md:2061 +#: ../../Fixed-or-Improved-Logics.md:2075 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -6892,41 +6952,41 @@ msgstr "" "MindControl.ThreatDelay= ; integer, game frames, default to " "[General] -> MindControl.ThreatDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2069 +#: ../../Fixed-or-Improved-Logics.md:2083 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:2071 +#: ../../Fixed-or-Improved-Logics.md:2085 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:2072 +#: ../../Fixed-or-Improved-Logics.md:2086 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:2073 +#: ../../Fixed-or-Improved-Logics.md:2087 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:2074 +#: ../../Fixed-or-Improved-Logics.md:2088 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:2075 +#: ../../Fixed-or-Improved-Logics.md:2089 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:2078 +#: ../../Fixed-or-Improved-Logics.md:2092 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -6934,24 +6994,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2084 +#: ../../Fixed-or-Improved-Logics.md:2098 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:2087 +#: ../../Fixed-or-Improved-Logics.md:2101 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:2089 +#: ../../Fixed-or-Improved-Logics.md:2103 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:2092 +#: ../../Fixed-or-Improved-Logics.md:2106 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -6959,15 +7019,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2097 +#: ../../Fixed-or-Improved-Logics.md:2111 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:2099 +#: ../../Fixed-or-Improved-Logics.md:2113 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:2101 +#: ../../Fixed-or-Improved-Logics.md:2115 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -6976,7 +7036,7 @@ msgstr "" "现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 " "`AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" -#: ../../Fixed-or-Improved-Logics.md:2104 +#: ../../Fixed-or-Improved-Logics.md:2118 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -6986,11 +7046,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2110 +#: ../../Fixed-or-Improved-Logics.md:2124 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:2112 +#: ../../Fixed-or-Improved-Logics.md:2126 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -7004,13 +7064,13 @@ msgstr "" "等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 " "或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" -#: ../../Fixed-or-Improved-Logics.md:2113 +#: ../../Fixed-or-Improved-Logics.md:2127 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:2116 +#: ../../Fixed-or-Improved-Logics.md:2130 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -7018,19 +7078,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2121 +#: ../../Fixed-or-Improved-Logics.md:2135 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:2123 +#: ../../Fixed-or-Improved-Logics.md:2137 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:2124 +#: ../../Fixed-or-Improved-Logics.md:2138 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:2127 +#: ../../Fixed-or-Improved-Logics.md:2141 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; integer\n" @@ -7040,18 +7100,18 @@ msgstr "" "DiskLaser.Radius=240 ; integer\n" "; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:2133 +#: ../../Fixed-or-Improved-Logics.md:2147 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:2135 +#: ../../Fixed-or-Improved-Logics.md:2149 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:2138 +#: ../../Fixed-or-Improved-Logics.md:2152 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -7069,17 +7129,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game " "frames), default to [CombatDamage] -> ROF.RandomDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2146 +#: ../../Fixed-or-Improved-Logics.md:2160 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:2148 +#: ../../Fixed-or-Improved-Logics.md:2162 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:2151 +#: ../../Fixed-or-Improved-Logics.md:2165 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -7087,11 +7147,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2156 +#: ../../Fixed-or-Improved-Logics.md:2170 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:2158 +#: ../../Fixed-or-Improved-Logics.md:2172 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -7101,7 +7161,7 @@ msgstr "" "现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` " "武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" -#: ../../Fixed-or-Improved-Logics.md:2161 +#: ../../Fixed-or-Improved-Logics.md:2175 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -7109,11 +7169,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2166 +#: ../../Fixed-or-Improved-Logics.md:2180 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:2168 +#: ../../Fixed-or-Improved-Logics.md:2182 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -7122,13 +7182,13 @@ 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:2171 +#: ../../Fixed-or-Improved-Logics.md:2185 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:2172 +#: ../../Fixed-or-Improved-Logics.md:2186 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" @@ -7137,14 +7197,14 @@ msgstr "" "默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` " "为每种武器自定义这一效果。值为 0 将会绘制一条直线。" -#: ../../Fixed-or-Improved-Logics.md:2173 +#: ../../Fixed-or-Improved-Logics.md:2187 msgid "" "`Bolt.Duration` can be specified to explicitly set the overall duration " "of the visual electric bolt effect. Only values in range of 1 to 31 are " "accepted, values outside this range are clamped into it." msgstr "`Bolt.Duration` 可用于明确指定 EBolt 视觉效果的总持续时间,仅支持 1 到 31 范围内的值,超出此范围将会写回该范围内。" -#: ../../Fixed-or-Improved-Logics.md:2174 +#: ../../Fixed-or-Improved-Logics.md:2188 msgid "" "`Bolt.FollowFLH` can be used to override the default behaviour where the " "electric bolt source coordinates change to match the unit's firing coord " @@ -7154,7 +7214,7 @@ msgstr "" "`Bolt.FollowFLH` 可用于覆盖 EBolt 起始坐标跟随单位开火坐标每帧改变(时期跟随单位的移动、旋转等)的默认行为。载具默认为 " "true 其他所有情况默认为 false。" -#: ../../Fixed-or-Improved-Logics.md:2177 +#: ../../Fixed-or-Improved-Logics.md:2191 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -7172,7 +7232,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2188 +#: ../../Fixed-or-Improved-Logics.md:2202 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -7183,11 +7243,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:2191 +#: ../../Fixed-or-Improved-Logics.md:2205 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:2193 +#: ../../Fixed-or-Improved-Logics.md:2207 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -7197,7 +7257,7 @@ 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:2196 +#: ../../Fixed-or-Improved-Logics.md:2210 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -7207,7 +7267,7 @@ msgstr "" "现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor`" " 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" -#: ../../Fixed-or-Improved-Logics.md:2199 +#: ../../Fixed-or-Improved-Logics.md:2213 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -7215,18 +7275,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2204 +#: ../../Fixed-or-Improved-Logics.md:2218 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:2206 +#: ../../Fixed-or-Improved-Logics.md:2220 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:2210 +#: ../../Fixed-or-Improved-Logics.md:2224 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -7236,28 +7296,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:2215 +#: ../../Fixed-or-Improved-Logics.md:2229 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:2217 +#: ../../Fixed-or-Improved-Logics.md:2231 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:2218 +#: ../../Fixed-or-Improved-Logics.md:2232 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:2219 +#: ../../Fixed-or-Improved-Logics.md:2233 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:2220 +#: ../../Fixed-or-Improved-Logics.md:2234 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -7266,7 +7326,7 @@ 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:2221 +#: ../../Fixed-or-Improved-Logics.md:2235 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -7276,13 +7336,13 @@ 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:2222 +#: ../../Fixed-or-Improved-Logics.md:2236 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:2223 +#: ../../Fixed-or-Improved-Logics.md:2237 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -7292,7 +7352,7 @@ msgstr "" "现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) " "中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" -#: ../../Fixed-or-Improved-Logics.md:2226 +#: ../../Fixed-or-Improved-Logics.md:2240 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -7314,55 +7374,55 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:2237 +#: ../../Fixed-or-Improved-Logics.md:2251 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:2239 +#: ../../Fixed-or-Improved-Logics.md:2253 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:2240 +#: ../../Fixed-or-Improved-Logics.md:2254 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:2241 +#: ../../Fixed-or-Improved-Logics.md:2255 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:2242 +#: ../../Fixed-or-Improved-Logics.md:2256 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:2243 +#: ../../Fixed-or-Improved-Logics.md:2257 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:2244 +#: ../../Fixed-or-Improved-Logics.md:2258 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:2247 +#: ../../Fixed-or-Improved-Logics.md:2261 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:2251 +#: ../../Fixed-or-Improved-Logics.md:2265 msgid "" "[SOMETECHNO] ; TechnoType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -7410,7 +7470,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:2268 +#: ../../Fixed-or-Improved-Logics.md:2282 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/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 365af60314..50700cc06a 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-08-10 00:54+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -677,22 +677,23 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:1957 ../../New-or-Enhanced-Logics.md:1973 #: ../../New-or-Enhanced-Logics.md:1985 ../../New-or-Enhanced-Logics.md:1998 #: ../../New-or-Enhanced-Logics.md:2015 ../../New-or-Enhanced-Logics.md:2032 -#: ../../New-or-Enhanced-Logics.md:2053 ../../New-or-Enhanced-Logics.md:2095 -#: ../../New-or-Enhanced-Logics.md:2105 ../../New-or-Enhanced-Logics.md:2128 -#: ../../New-or-Enhanced-Logics.md:2175 ../../New-or-Enhanced-Logics.md:2199 -#: ../../New-or-Enhanced-Logics.md:2210 ../../New-or-Enhanced-Logics.md:2224 -#: ../../New-or-Enhanced-Logics.md:2255 ../../New-or-Enhanced-Logics.md:2279 -#: ../../New-or-Enhanced-Logics.md:2305 ../../New-or-Enhanced-Logics.md:2320 -#: ../../New-or-Enhanced-Logics.md:2343 ../../New-or-Enhanced-Logics.md:2363 -#: ../../New-or-Enhanced-Logics.md:2373 ../../New-or-Enhanced-Logics.md:2384 -#: ../../New-or-Enhanced-Logics.md:2397 ../../New-or-Enhanced-Logics.md:2411 -#: ../../New-or-Enhanced-Logics.md:2424 ../../New-or-Enhanced-Logics.md:2435 -#: ../../New-or-Enhanced-Logics.md:2449 ../../New-or-Enhanced-Logics.md:2465 -#: ../../New-or-Enhanced-Logics.md:2476 ../../New-or-Enhanced-Logics.md:2499 -#: ../../New-or-Enhanced-Logics.md:2527 ../../New-or-Enhanced-Logics.md:2544 -#: ../../New-or-Enhanced-Logics.md:2562 ../../New-or-Enhanced-Logics.md:2576 -#: ../../New-or-Enhanced-Logics.md:2599 ../../New-or-Enhanced-Logics.md:2613 -#: ../../New-or-Enhanced-Logics.md:2635 +#: ../../New-or-Enhanced-Logics.md:2053 ../../New-or-Enhanced-Logics.md:2083 +#: ../../New-or-Enhanced-Logics.md:2106 ../../New-or-Enhanced-Logics.md:2116 +#: ../../New-or-Enhanced-Logics.md:2139 ../../New-or-Enhanced-Logics.md:2186 +#: ../../New-or-Enhanced-Logics.md:2210 ../../New-or-Enhanced-Logics.md:2221 +#: ../../New-or-Enhanced-Logics.md:2235 ../../New-or-Enhanced-Logics.md:2266 +#: ../../New-or-Enhanced-Logics.md:2290 ../../New-or-Enhanced-Logics.md:2316 +#: ../../New-or-Enhanced-Logics.md:2331 ../../New-or-Enhanced-Logics.md:2354 +#: ../../New-or-Enhanced-Logics.md:2374 ../../New-or-Enhanced-Logics.md:2384 +#: ../../New-or-Enhanced-Logics.md:2395 ../../New-or-Enhanced-Logics.md:2405 +#: ../../New-or-Enhanced-Logics.md:2422 ../../New-or-Enhanced-Logics.md:2436 +#: ../../New-or-Enhanced-Logics.md:2449 ../../New-or-Enhanced-Logics.md:2460 +#: ../../New-or-Enhanced-Logics.md:2474 ../../New-or-Enhanced-Logics.md:2490 +#: ../../New-or-Enhanced-Logics.md:2501 ../../New-or-Enhanced-Logics.md:2524 +#: ../../New-or-Enhanced-Logics.md:2552 ../../New-or-Enhanced-Logics.md:2569 +#: ../../New-or-Enhanced-Logics.md:2587 ../../New-or-Enhanced-Logics.md:2601 +#: ../../New-or-Enhanced-Logics.md:2624 ../../New-or-Enhanced-Logics.md:2638 +#: ../../New-or-Enhanced-Logics.md:2660 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -1023,10 +1024,10 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../New-or-Enhanced-Logics.md:1555 ../../New-or-Enhanced-Logics.md:1613 #: ../../New-or-Enhanced-Logics.md:1672 ../../New-or-Enhanced-Logics.md:1691 #: ../../New-or-Enhanced-Logics.md:1774 ../../New-or-Enhanced-Logics.md:2045 -#: ../../New-or-Enhanced-Logics.md:2065 ../../New-or-Enhanced-Logics.md:2090 -#: ../../New-or-Enhanced-Logics.md:2158 ../../New-or-Enhanced-Logics.md:2207 -#: ../../New-or-Enhanced-Logics.md:2296 ../../New-or-Enhanced-Logics.md:2538 -#: ../../New-or-Enhanced-Logics.md:2588 ../../New-or-Enhanced-Logics.md:2629 +#: ../../New-or-Enhanced-Logics.md:2065 ../../New-or-Enhanced-Logics.md:2101 +#: ../../New-or-Enhanced-Logics.md:2169 ../../New-or-Enhanced-Logics.md:2218 +#: ../../New-or-Enhanced-Logics.md:2307 ../../New-or-Enhanced-Logics.md:2563 +#: ../../New-or-Enhanced-Logics.md:2613 ../../New-or-Enhanced-Logics.md:2654 msgid "image" msgstr "图像" @@ -4322,14 +4323,14 @@ msgstr "" msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:1042 ../../New-or-Enhanced-Logics.md:2161 +#: ../../New-or-Enhanced-Logics.md:1042 ../../New-or-Enhanced-Logics.md:2172 msgid "" "Warheads can now change TechnoTypes of affected units to other Types in " "the same category (infantry to infantry, vehicles to vehicles, aircraft " "to aircraft)." msgstr "现在弹头可以将受影响单位的科技类型更改为同大类的其他科技类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:1043 ../../New-or-Enhanced-Logics.md:2162 +#: ../../New-or-Enhanced-Logics.md:1043 ../../New-or-Enhanced-Logics.md:2173 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -4339,15 +4340,15 @@ msgstr "" "`ConvertN.From`(此处 N 为 0, 1, " "2...)指定哪些科技类型可用于转换。此条目可以列出许多类型以一次全部转换。当没有包含任何类型时将影响所有有效目标。" -#: ../../New-or-Enhanced-Logics.md:1044 ../../New-or-Enhanced-Logics.md:2163 +#: ../../New-or-Enhanced-Logics.md:1044 ../../New-or-Enhanced-Logics.md:2174 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1045 ../../New-or-Enhanced-Logics.md:2164 +#: ../../New-or-Enhanced-Logics.md:1045 ../../New-or-Enhanced-Logics.md:2175 msgid "`ConvertN.AffectedHouses` specifies whose units can be converted." msgstr "`ConvertN.AffectedHouses` 指定哪些所属方的单位可以被转换。" -#: ../../New-or-Enhanced-Logics.md:1046 ../../New-or-Enhanced-Logics.md:2165 +#: ../../New-or-Enhanced-Logics.md:1046 ../../New-or-Enhanced-Logics.md:2176 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -4409,7 +4410,7 @@ msgstr "" "Convert.AffectedHouses=owner ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1071 ../../New-or-Enhanced-Logics.md:2189 +#: ../../New-or-Enhanced-Logics.md:1071 ../../New-or-Enhanced-Logics.md:2200 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -4418,7 +4419,7 @@ msgstr "" "此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-" "docs/new/typeconversion.html) 存在同样的限制。此功能不支持建筑类型。" -#: ../../New-or-Enhanced-Logics.md:1075 ../../New-or-Enhanced-Logics.md:2193 +#: ../../New-or-Enhanced-Logics.md:1075 ../../New-or-Enhanced-Logics.md:2204 msgid "" "This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is " "not detected, not all properties of a unit may be updated." @@ -6508,15 +6509,15 @@ msgstr "单位可以在使用更多武器时自定义各武器下达攻击指令 msgid "" "If you need to assign an attack-voice to `Weapon1`, simply set " "`VoiceWeapon1Attack`. The same applies to other weapons." -msgstr "" -"如果你需要为 `Weapon1` 分配攻击音效那么直接设置 `VoiceWeapon1Attack` 即可。其他武器同理。" +msgstr "如果你需要为 `Weapon1` 分配攻击音效那么直接设置 `VoiceWeapon1Attack` 即可。其他武器同理。" #: ../../New-or-Enhanced-Logics.md:1713 msgid "" "`VoiceEliteWeaponNAttack` can also be used to specify attack voices for " "`EliteWeaponN`. The default is `VoiceWeaponNAttack`." msgstr "" -"也可使用 `VoiceEliteWeaponNAttack` 指定用于 `EliteWeaponN` 的音效。默认使用 `VoiceWeaponNAttack`。" +"也可使用 `VoiceEliteWeaponNAttack` 指定用于 `EliteWeaponN` 的音效。默认使用 " +"`VoiceWeaponNAttack`。" #: ../../New-or-Enhanced-Logics.md:1716 msgid "" @@ -7510,40 +7511,67 @@ msgstr "" "FireUp.ResetInRetarget=true ; boolean\n" #: ../../New-or-Enhanced-Logics.md:2078 +msgid "Turret Response" +msgstr "炮塔响应" + +#: ../../New-or-Enhanced-Logics.md:2080 +msgid "" +"When the vehicle loses its target, you can customize whether to align the" +" turret direction with the vehicle body." +msgstr "" +"你可以自定义当载具丢失目标时炮塔方向是否回正(与车身对齐)" + +#: ../../New-or-Enhanced-Logics.md:2081 +msgid "" +"When `Speed=0` or TechnoTypes cells cannot move due to " +"`MovementRestrictedTo`, the default value is no; in other cases, it is " +"yes." +msgstr "" +"若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,则默认 no;否则默认 yes。" + +#: ../../New-or-Enhanced-Logics.md:2084 +msgid "" +"[SOMEVEHICLE] ; VehicleType\n" +"TurretResponse= ; boolean\n" +msgstr "" +"[SOMEVEHICLE] ; VehicleType\n" +"TurretResponse= ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2089 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:2081 +#: ../../New-or-Enhanced-Logics.md:2092 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:2082 +#: ../../New-or-Enhanced-Logics.md:2093 msgid "" "Can be used with `CellSpread` and Ares' GenericWarhead superweapon where " "applicable." msgstr "可在适用的情况下与 `CellSpread` 和 Ares 的通用弹头超级武器一起使用。" -#: ../../New-or-Enhanced-Logics.md:2083 +#: ../../New-or-Enhanced-Logics.md:2094 msgid "Cannot be used with `MindControl.Permanent=yes` of Ares." msgstr "不能与 Ares 的 `MindControl.Permanent=yes` 共同使用。" -#: ../../New-or-Enhanced-Logics.md:2084 +#: ../../New-or-Enhanced-Logics.md:2095 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " `false`." msgstr "在适用的情况下除非 `EffectsRequireVerses` 设为 `false` 否则尊重 `Verses`。" -#: ../../New-or-Enhanced-Logics.md:2085 +#: ../../New-or-Enhanced-Logics.md:2096 msgid "" "If target has an active [shield](#shields), its armor type is used " "instead unless warhead can penetrate the shield." msgstr "如果目标拥有一个激活的 [护盾](#shields),那么它的护甲类型将被使用,除非弹头可以穿透护盾。" -#: ../../New-or-Enhanced-Logics.md:2088 +#: ../../New-or-Enhanced-Logics.md:2099 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:2090 +#: ../../New-or-Enhanced-Logics.md:2101 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7551,13 +7579,13 @@ msgstr "" "![image](_static/images/remove-mc.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的心控解除弹头*" -#: ../../New-or-Enhanced-Logics.md:2093 +#: ../../New-or-Enhanced-Logics.md:2104 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以解除心灵控制(不适用于永久心控的对象)。" -#: ../../New-or-Enhanced-Logics.md:2096 +#: ../../New-or-Enhanced-Logics.md:2107 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -7565,17 +7593,17 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2101 +#: ../../New-or-Enhanced-Logics.md:2112 msgid "Warhead that can not kill" msgstr "弹头击杀限制" -#: ../../New-or-Enhanced-Logics.md:2103 +#: ../../New-or-Enhanced-Logics.md:2114 msgid "" "Warheads can now damage the enemy without killing them (minimum health " "will be 1)." msgstr "现在可以让一个弹头可以杀伤敌人但无法击杀它们(至少保留 1 滴血)。" -#: ../../New-or-Enhanced-Logics.md:2106 +#: ../../New-or-Enhanced-Logics.md:2117 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" @@ -7583,11 +7611,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2111 +#: ../../New-or-Enhanced-Logics.md:2122 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:2113 +#: ../../New-or-Enhanced-Logics.md:2124 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -7595,7 +7623,7 @@ msgid "" "critical hit." msgstr "现在弹头可以基于概率额外造成暴击伤害或弹头爆炸,可以自定义暴击的概率、伤害、影响目标、受影响目标生命值阈值和暴击动画。" -#: ../../New-or-Enhanced-Logics.md:2114 +#: ../../New-or-Enhanced-Logics.md:2125 msgid "" "`Crit.Chance` determines chance for a critical hit to occur. By default " "this is checked once when the Warhead is detonated and every target that " @@ -7606,7 +7634,7 @@ msgstr "" "`Crit.Chance` 决定暴击发生的概率。默认情况下这在弹头爆炸时检查一次,每个受影响的目标都可能受到暴击。如果设置了 " "`Crit.ApplyChancePerTarget`,那么每个目标是否成功进行暴击的概率将单独计算。" -#: ../../New-or-Enhanced-Logics.md:2115 +#: ../../New-or-Enhanced-Logics.md:2126 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -7616,20 +7644,20 @@ msgstr "" "`Crit.ExtraDamage` 决定暴击造成的额外伤害,如果设置了 " "`Crit.Warhead`,那么伤害将用于在每个受影响的目标上引爆指定的弹头,否则伤害将基于当前弹头的 `Verses` 设置直接造成伤害。" -#: ../../New-or-Enhanced-Logics.md:2116 +#: ../../New-or-Enhanced-Logics.md:2127 msgid "" "`Crit.ExtraDamage.ApplyFirepowerMult` determines whether or not the " "critical hit damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Crit.ExtraDamage.ApplyFirepowerMult` 决定暴击造成的额外伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:2117 +#: ../../New-or-Enhanced-Logics.md:2128 msgid "" "`Crit.Warhead` can be used to set a Warhead to detonate instead of using " "current Warhead." msgstr "`Crit.Warhead` 可用于设置一个替代当前弹头引爆的弹头。" -#: ../../New-or-Enhanced-Logics.md:2118 +#: ../../New-or-Enhanced-Logics.md:2129 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -7638,20 +7666,20 @@ msgstr "" "`Crit.Warhead.FullDetonation` 控制弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2119 +#: ../../New-or-Enhanced-Logics.md:2130 msgid "" "`Crit.Affects` can be used to customize types of targets that this " "Warhead can deal critical hits against. Critical hits cannot affect empty" " cells or cells containing only TerrainTypes, overlays etc." msgstr "`Crit.Affects` 可用于自定义此弹头可暴击的目标类型。暴击不能影响空置单元格或仅包含地形对象和覆盖物等的单元格。" -#: ../../New-or-Enhanced-Logics.md:2120 +#: ../../New-or-Enhanced-Logics.md:2131 msgid "" "`Crit.AffectsHouses` can be used to customize houses that this Warhead " "can deal critical hits against." msgstr "`Crit.AffectsHouses` 可用于自定义此弹头可暴击的目标所属。" -#: ../../New-or-Enhanced-Logics.md:2121 +#: ../../New-or-Enhanced-Logics.md:2132 msgid "" "`Crit.AffectBelowPercent` and `Crit.AffectsAbovePercent` can be used to " "set the health percentage that targets must be below or above " @@ -7660,7 +7688,7 @@ msgstr "" "`Crit.AffectBelowPercent` 和 `Crit.AffectsAbovePercent` " "用于设置可被暴击影响的单位其当前血量所占百分比必须低于或高于的限制。" -#: ../../New-or-Enhanced-Logics.md:2122 +#: ../../New-or-Enhanced-Logics.md:2133 msgid "" "`Crit.AnimList` can be used to set a list of animations used instead of " "Warhead's `AnimList` if Warhead deals a critical hit to even one target. " @@ -7673,7 +7701,7 @@ msgstr "" "`Crit.AnimList.PickRandom`(默认为 `AnimList.PickRandom`),则从列表中随机选择一个动画。如果设置了" " `Crit.AnimList.CreateAll`(默认为 `AnimList.CreateAll`),则创建列表中的所有动画。" -#: ../../New-or-Enhanced-Logics.md:2123 +#: ../../New-or-Enhanced-Logics.md:2134 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -7688,7 +7716,7 @@ msgstr "" "独立所以,`Crit.AnimList.PickRandom` 和 `Crit.AnimList.CreateAll` 将不会默认为 " "`AnimList` 对应项的值,需要手动设置。" -#: ../../New-or-Enhanced-Logics.md:2124 +#: ../../New-or-Enhanced-Logics.md:2135 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -7696,7 +7724,7 @@ msgid "" "random one is selected." msgstr "`Crit.ActiveChanceAnims` 可用于设置当前弹头有几率造成暴击时始终显示在弹头爆炸坐标处的动画。列出多个动画则随机选择其一。" -#: ../../New-or-Enhanced-Logics.md:2125 +#: ../../New-or-Enhanced-Logics.md:2136 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -7705,13 +7733,13 @@ msgstr "" "`Crit.SuppressWhenIntercepted` 如果设置则禁用弹头在被[抛射体拦截](#projectile-" "interception-logic)而引爆时造成暴击。" -#: ../../New-or-Enhanced-Logics.md:2126 +#: ../../New-or-Enhanced-Logics.md:2137 msgid "" "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " "immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在科技类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:2129 +#: ../../New-or-Enhanced-Logics.md:2140 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -7765,7 +7793,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2153 +#: ../../New-or-Enhanced-Logics.md:2164 msgid "" "If you set `Crit.Warhead` to the same Warhead it is defined on, or create" " a chain of Warheads with it that loops back to the first one there is a " @@ -7773,11 +7801,11 @@ msgid "" "afterwards." msgstr "如果你将 `Crit.Warhead` 设为定义暴击的弹头或者创建一个最终回到第一个弹头的循环那么游戏可能会陷入循环并随后卡死或崩溃。" -#: ../../New-or-Enhanced-Logics.md:2156 +#: ../../New-or-Enhanced-Logics.md:2167 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:2158 +#: ../../New-or-Enhanced-Logics.md:2169 msgid "" "![image](_static/images/convertwh.gif) *Vehicle version of Genetic " "Converter in " @@ -7787,13 +7815,13 @@ msgstr "" "*[NanodaSupercalifragilisticexpialidocious](https://www.bilibili.com/opus/896077937747427433)" " 中的载具版基因突变*" -#: ../../New-or-Enhanced-Logics.md:2167 +#: ../../New-or-Enhanced-Logics.md:2178 msgid "" "In example, this warhead would convert all affected owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如这个弹头可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:2168 +#: ../../New-or-Enhanced-Logics.md:2179 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -7805,7 +7833,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:2176 +#: ../../New-or-Enhanced-Logics.md:2187 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -7831,15 +7859,15 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2196 +#: ../../New-or-Enhanced-Logics.md:2207 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:2197 +#: ../../New-or-Enhanced-Logics.md:2208 msgid "Allows Warheads to play custom `MindControl.Anim`." msgstr "允许弹头播放自定义的 `MindControl.Anim`。" -#: ../../New-or-Enhanced-Logics.md:2200 +#: ../../New-or-Enhanced-Logics.md:2211 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -7849,15 +7877,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:2205 +#: ../../New-or-Enhanced-Logics.md:2216 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:2207 +#: ../../New-or-Enhanced-Logics.md:2218 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:2208 +#: ../../New-or-Enhanced-Logics.md:2219 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -7868,7 +7896,7 @@ msgstr "" "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "系统。`SplashList.PickRandom` 可设置为 `true` 以从列表中随机选择一个动画。" -#: ../../New-or-Enhanced-Logics.md:2211 +#: ../../New-or-Enhanced-Logics.md:2222 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes, default to " @@ -7880,17 +7908,17 @@ msgstr "" "[CombatDamage] -> SplashList\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2217 +#: ../../New-or-Enhanced-Logics.md:2228 msgid "Damage multipliers" msgstr "伤害修正比" -#: ../../New-or-Enhanced-Logics.md:2219 +#: ../../New-or-Enhanced-Logics.md:2230 msgid "" "Warheads are now able to define the extra damage multiplier for owner " "house, ally houses and enemy houses." msgstr "现在弹头可以定义对己方所属、友方所属、敌方所属的额外伤害倍率。" -#: ../../New-or-Enhanced-Logics.md:2220 +#: ../../New-or-Enhanced-Logics.md:2231 msgid "" "`DamageOwnerMultiplier.NotAffectsEnemies` and " "`DamageAlliesMultiplier.NotAffectsEnemies` is used as the default value " @@ -7900,7 +7928,7 @@ msgstr "" "`DamageAlliesMultiplier.NotAffectsEnemies` 用于设定弹头 `AffectsEnemies=false` " "时的默认值。" -#: ../../New-or-Enhanced-Logics.md:2221 +#: ../../New-or-Enhanced-Logics.md:2232 msgid "" "An extra damage multiplier based on the firer or target's health " "percentage will be added to the total multiplier. To be elaborate: the " @@ -7912,13 +7940,13 @@ msgstr "" "DamageSourceHealthMultiplier)`,再增加 `(目标剩余血量比 * " "DamageTargetHealthMultiplier)`。" -#: ../../New-or-Enhanced-Logics.md:2222 +#: ../../New-or-Enhanced-Logics.md:2233 msgid "" "These multipliers will not affect damage with ignore defenses like " "`Suicide`.etc ." msgstr "这些修正不会影响无视防御的伤害,例如 `Suicide` 等。" -#: ../../New-or-Enhanced-Logics.md:2225 +#: ../../New-or-Enhanced-Logics.md:2236 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating point value\n" @@ -7962,17 +7990,17 @@ msgstr "" "DamageSourceHealthMultiplier=0.0 ; floating point value\n" "DamageTargetHealthMultiplier=0.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:2242 +#: ../../New-or-Enhanced-Logics.md:2253 msgid "" "`DamageAlliesMultiplier` won't affect your own units like `AffectsAllies`" " did." msgstr "`DamageAlliesMultiplier` 不会像旧有的 `AffectsAllies` 那样作用于友方单位的同时还带上己方单位。" -#: ../../New-or-Enhanced-Logics.md:2245 +#: ../../New-or-Enhanced-Logics.md:2256 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:2247 +#: ../../New-or-Enhanced-Logics.md:2258 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -7990,7 +8018,7 @@ msgstr "" "`AirburstWeapon/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:2248 +#: ../../New-or-Enhanced-Logics.md:2259 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -7999,7 +8027,7 @@ msgstr "" "`DetonateOnAllMapObjects.Full` " "自定义弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2249 +#: ../../New-or-Enhanced-Logics.md:2260 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -8012,7 +8040,7 @@ msgstr "" "时筛选哪些类型的目标(科技类型)可被视为有效。仅 `none`、`all`、`aircraft`、`buildings`、`infantry` 和" " `units` 是有效值。默认为 `none`,因为包含所有对象类型可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2250 +#: ../../New-or-Enhanced-Logics.md:2261 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -8023,7 +8051,7 @@ msgstr "" "`DetonateOnAllMapObjects.AffectHouses` 用于在非 `none` " "时筛选哪些所属方的目标可以被视为有效。仅适用于发射弹头的所属方已知的情况。默认为 `none`,因为包含所有所属方可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2251 +#: ../../New-or-Enhanced-Logics.md:2262 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -8036,13 +8064,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:2252 +#: ../../New-or-Enhanced-Logics.md:2263 msgid "" "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " "TechnoTypes to be never considered as valid targets." msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的科技类型不得作为目标。" -#: ../../New-or-Enhanced-Logics.md:2253 +#: ../../New-or-Enhanced-Logics.md:2264 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -8054,7 +8082,7 @@ msgstr "" "`Verses` 值的目标为有效。对于具有激活状态护盾的目标除非弹头拥有 " "`Shield.Penetrate=true`,否则使用护盾的护甲类型。在所有上述筛选之后进行检查。" -#: ../../New-or-Enhanced-Logics.md:2256 +#: ../../New-or-Enhanced-Logics.md:2267 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -8078,7 +8106,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2268 +#: ../../New-or-Enhanced-Logics.md:2279 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -8089,17 +8117,17 @@ msgstr "" "虽然此功能比巨大的 `CellSpread` 值性能上好得多但它仍然可能减慢游戏速度。特别是与动画、AlphaImage 等共同使用时。建议 " "modder 谨慎使用并通过筛选语句进行限制。" -#: ../../New-or-Enhanced-Logics.md:2271 +#: ../../New-or-Enhanced-Logics.md:2282 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../New-or-Enhanced-Logics.md:2273 +#: ../../New-or-Enhanced-Logics.md:2284 msgid "" "`KillWeapon` will be fired at the target TechnoType's location once it's " "killed by this Warhead." msgstr "被此弹头击杀时目标单位会爆出 `KillWeapon` 指定的武器。" -#: ../../New-or-Enhanced-Logics.md:2274 +#: ../../New-or-Enhanced-Logics.md:2285 msgid "" "`KillWeapon.OnFirer` will be fired at the attacker's location once the " "target TechnoType is killed by this Warhead. If the source of this " @@ -8107,7 +8135,7 @@ msgid "" "fired." msgstr "如果可以追溯到弹头来自哪个单位,那么 `KillWeapon.OnFirer` 可以让武器发射在开火者的位置。如果追溯不到来源那么将不会发射。" -#: ../../New-or-Enhanced-Logics.md:2275 +#: ../../New-or-Enhanced-Logics.md:2286 msgid "" "`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and " "`KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter" @@ -8118,13 +8146,13 @@ msgstr "" "`KillWeapon.OnFirer.AffectsHouses`/`KillWeapon.OnFirer.Affects` " "分别用于筛选哪些所属方和哪些类型的目标可以触发 `KillWeapon` 与 `KillWeapon.OnFirer`。" -#: ../../New-or-Enhanced-Logics.md:2276 +#: ../../New-or-Enhanced-Logics.md:2287 msgid "" "If the source of this Warhead is not another TechnoType, `KillWeapon` " "will be fired regardless of the target's house or type." msgstr "如果这个弹头的来源不是另一个单位,发射 `KillWeapon` 将不受目标所属方或类型的限制。" -#: ../../New-or-Enhanced-Logics.md:2277 +#: ../../New-or-Enhanced-Logics.md:2288 msgid "" "If a TechnoType has `SuppressKillWeapons` set to true, it will not " "trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. " @@ -8135,7 +8163,7 @@ msgstr "" "`KillWeapon.OnFirer`。`SuppressKillWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:2280 +#: ../../New-or-Enhanced-Logics.md:2291 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" @@ -8169,11 +8197,11 @@ msgstr "" "SuppressKillWeapons=false ; boolean\n" "SuppressKillWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:2294 +#: ../../New-or-Enhanced-Logics.md:2305 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:2296 +#: ../../New-or-Enhanced-Logics.md:2307 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -8181,18 +8209,18 @@ msgstr "" "![image](_static/images/hackerfinallyworks-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的 `TransactMoney` 应用*" -#: ../../New-or-Enhanced-Logics.md:2299 +#: ../../New-or-Enhanced-Logics.md:2310 msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在爆炸时向其所有者撒币。" -#: ../../New-or-Enhanced-Logics.md:2300 +#: ../../New-or-Enhanced-Logics.md:2311 msgid "" "`TransactMoney.Display` can be set to display the amount of credits given" " or deducted. The number is displayed in green if given, red if deducted " "and will move upwards after appearing." msgstr "`TransactMoney.Display` 可以设置是否显示给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2301 +#: ../../New-or-Enhanced-Logics.md:2312 msgid "" "`TransactMoney.Display.AtFirer` if set, makes the credits display appear " "on firer instead of target. If set and firer is not known, it will " @@ -8201,19 +8229,19 @@ msgstr "" "`TransactMoney.Display.AtFirer` " "如果设置则使资金出现在开火者处而非目标处。如果设置但开火者未知则无论如何都显示在目标处。" -#: ../../New-or-Enhanced-Logics.md:2302 +#: ../../New-or-Enhanced-Logics.md:2313 msgid "" "`TransactMoney.Display.Houses` determines which houses can see the " "credits display." msgstr "`TransactMoney.Display.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2303 +#: ../../New-or-Enhanced-Logics.md:2314 msgid "" "`TransactMoney.Display.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at target's/firer's center." msgstr "`TransactMoney.Display.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即目标/开火者的中心。" -#: ../../New-or-Enhanced-Logics.md:2306 +#: ../../New-or-Enhanced-Logics.md:2317 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -8233,11 +8261,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "TransactMoney.Display.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2315 +#: ../../New-or-Enhanced-Logics.md:2326 msgid "Iron Curtain & Force Shield damage penetration" msgstr "铁幕与力场护盾的伤害穿透" -#: ../../New-or-Enhanced-Logics.md:2317 +#: ../../New-or-Enhanced-Logics.md:2328 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -8246,7 +8274,7 @@ msgstr "" "现在可以让弹头对被铁幕和力场护盾保护的对象造成伤害。`PenetratesForceShield` 默认为 " "`PenetratesIronCurtain` 的值。" -#: ../../New-or-Enhanced-Logics.md:2318 +#: ../../New-or-Enhanced-Logics.md:2329 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -8256,7 +8284,7 @@ msgstr "" "注意这不会影响关联伤害类效果(例如 `Psychedelic`)之外的弹头功能以及类似碎片生成和 `AirburstWeapon` " "的引爆这类通常在攻击被抵消时**本就**不发生的效果。" -#: ../../New-or-Enhanced-Logics.md:2321 +#: ../../New-or-Enhanced-Logics.md:2332 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -8266,29 +8294,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2327 +#: ../../New-or-Enhanced-Logics.md:2338 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:2329 +#: ../../New-or-Enhanced-Logics.md:2340 msgid "Superweapons can now be launched when a warhead is detonated." msgstr "现在弹头可以在引爆时发射超级武器" -#: ../../New-or-Enhanced-Logics.md:2330 +#: ../../New-or-Enhanced-Logics.md:2341 msgid "" "`LaunchSW` specifies the superweapons to launch when the warhead is " "detonated. If superweapon has negative `Money.Amount`, the firing house " "must have enough credits in order for it to be fired." msgstr "`LaunchSW` 指定当弹头引爆时要发射的超级武器。如果超级武器的 `Money.Amount` 为负则发射的所属方还需要拥有足够的资金。" -#: ../../New-or-Enhanced-Logics.md:2331 +#: ../../New-or-Enhanced-Logics.md:2342 msgid "" "`LaunchSW.RealLaunch` controls whether the owner who fired the warhead " "must own all listed superweapons. Otherwise they will be launched out of " "nowhere." msgstr "`LaunchSW.RealLaunch` 控制弹头的所有者是否需要拥有所有列出的超级武器。否则它们将无从发射。" -#: ../../New-or-Enhanced-Logics.md:2332 +#: ../../New-or-Enhanced-Logics.md:2343 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -8296,7 +8324,7 @@ msgstr "" "`LaunchSW.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:2333 +#: ../../New-or-Enhanced-Logics.md:2344 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -8304,7 +8332,7 @@ msgstr "" "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:2334 +#: ../../New-or-Enhanced-Logics.md:2345 msgid "" "`LaunchSW.DisplayMoney` can be set to display the amount of credits given" " or deducted by the launched superweapon by `Money.Amount`. The number is" @@ -8314,31 +8342,31 @@ msgstr "" "`LaunchSW.DisplayMoney` 可以设置是否显示所发射超武 `Money.Amount` " "而给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2335 +#: ../../New-or-Enhanced-Logics.md:2346 msgid "" "`LaunchSW.DisplayMoney.Houses` determines which houses can see the " "credits display." msgstr "`LaunchSW.DisplayMoney.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2336 +#: ../../New-or-Enhanced-Logics.md:2347 msgid "" "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at superweapon's target cell." msgstr "`LaunchSW.DisplayMoney.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即超级武器目标单元格处。" -#: ../../New-or-Enhanced-Logics.md:2339 +#: ../../New-or-Enhanced-Logics.md:2350 msgid "" "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` " "must be set." msgstr "为使动画弹头/武器上的此逻辑生效必须设置 `Damage.DealtByInvoker`。" -#: ../../New-or-Enhanced-Logics.md:2340 +#: ../../New-or-Enhanced-Logics.md:2351 msgid "" "The superweapons are launched on the *cell* where the warhead is " "detonated, instead of being click-fired." msgstr "超级武器在弹头引爆的 **单元格** 上发射而不是通过点击发射。" -#: ../../New-or-Enhanced-Logics.md:2344 +#: ../../New-or-Enhanced-Logics.md:2355 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -8360,17 +8388,17 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LaunchSW.DisplayMoney.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2356 +#: ../../New-or-Enhanced-Logics.md:2367 msgid "" "Due to the nature of some superweapon types, not all superweapons are " "suitable for launch. **Please use with caution!**" msgstr "由于某些超级武器类型的特性并非所有超级武器都适合发射。**请慎用!**" -#: ../../New-or-Enhanced-Logics.md:2359 +#: ../../New-or-Enhanced-Logics.md:2370 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:2361 +#: ../../New-or-Enhanced-Logics.md:2372 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -8380,7 +8408,7 @@ msgstr "" "默认情况下如果单位从弹头收到负伤害(在 `Verses` " "前计算)任何寄生单位都会被移除和删除。现在可以自定义此行为以禁用负伤害的移除效果或为任意弹头启用它。" -#: ../../New-or-Enhanced-Logics.md:2364 +#: ../../New-or-Enhanced-Logics.md:2375 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -8388,18 +8416,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2369 +#: ../../New-or-Enhanced-Logics.md:2380 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:2371 +#: ../../New-or-Enhanced-Logics.md:2382 msgid "" "Warheads can now remove disguise from disguised spies or mirage tanks. " "This will work even if the disguised was acquired by default through " "`PermaDisguise`." msgstr "弹头现在可以移除间谍或幻影坦克的伪装。即使伪装是通过 `PermaDisguise` 默认获得来的。" -#: ../../New-or-Enhanced-Logics.md:2374 +#: ../../New-or-Enhanced-Logics.md:2385 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -8407,19 +8435,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2379 +#: ../../New-or-Enhanced-Logics.md:2390 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:2381 +#: ../../New-or-Enhanced-Logics.md:2392 msgid "Warheads can now reveal an area or the entire map on impact." msgstr "现在弹头可以在引爆时揭示部分区域或整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:2382 +#: ../../New-or-Enhanced-Logics.md:2393 msgid "Reveal only applies to the owner of the warhead." msgstr "仅适用于弹头所有者。" -#: ../../New-or-Enhanced-Logics.md:2385 +#: ../../New-or-Enhanced-Logics.md:2396 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Reveal=0 ; integer - cell radius, negative values mean reveal the " @@ -8429,29 +8457,52 @@ msgstr "" "Reveal=0 ; integer - cell radius, negative values mean reveal the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2390 +#: ../../New-or-Enhanced-Logics.md:2401 +msgid "Reverse engineer warhead" +msgstr "逆向工程弹头" + +#: ../../New-or-Enhanced-Logics.md:2403 +msgid "" +"Warheads can now uses the reverse-engineering logic *(Ares feature)* , " +"the technology of the victim will be reversed." +msgstr "" +"现在弹头可以使用逆向工程逻辑(*Ares 功能*),被命中的单位将会被逆向工程。" + +#: ../../New-or-Enhanced-Logics.md:2406 +msgid "" +"[SOMEWARHEAD] ; WarheadType\n" +"ReverseEngineer=false ; boolean\n" +msgstr "" +"[SOMEWARHEAD] ; WarheadType\n" +"ReverseEngineer=false ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2412 +msgid "This feature requires Ares 3.0 or higher to function!" +msgstr "此功能需要 3.0 及以上版本的 Ares 才能运作!" + +#: ../../New-or-Enhanced-Logics.md:2415 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:2392 +#: ../../New-or-Enhanced-Logics.md:2417 msgid "" "Warheads with `BuildingSell` can now sell buildings with build up image. " "It has a higher priority than `BuildingUndeploy`." msgstr "现在拥有 `BuildingSell` 的弹头可以出售拥有拔起动画的建筑。它的优先级高于 `BuildingUndeploy`。" -#: ../../New-or-Enhanced-Logics.md:2393 +#: ../../New-or-Enhanced-Logics.md:2418 msgid "" "`BuildingSell.IgnoreUnsellable` controls whether to ignore all possible " "situations where sales may be disabled except for build up image." msgstr "`BuildingSell.IgnoreUnsellable` 控制是否忽略除了缺失拔起动画之外所有可能禁止建筑出售的情况。" -#: ../../New-or-Enhanced-Logics.md:2394 +#: ../../New-or-Enhanced-Logics.md:2419 msgid "" "Warheads with `BuildingUndeploy` can now undeploy buildings with " "`UndeploysInto`." msgstr "现在拥有 `BuildingUndeploy` 的弹头可以令目标建筑反部署为 `UndeploysInto` 的对象。" -#: ../../New-or-Enhanced-Logics.md:2395 +#: ../../New-or-Enhanced-Logics.md:2420 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -8461,7 +8512,7 @@ msgstr "" "`BuildingUndeploy.Leave` " "控制是否需要让它们移动到附近较低威胁的位置。这里的威胁程度使用科技类型的价格计算。如果附近的科技类型没有主武器或属于友方所属,那么不被计入。" -#: ../../New-or-Enhanced-Logics.md:2398 +#: ../../New-or-Enhanced-Logics.md:2423 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "BuildingSell=false ; boolean\n" @@ -8475,19 +8526,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2406 +#: ../../New-or-Enhanced-Logics.md:2431 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:2408 +#: ../../New-or-Enhanced-Logics.md:2433 msgid "Warheads can now shroud an area or the entire map on impact." msgstr "现在弹头可以在引爆时填充部分区域或整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:2409 +#: ../../New-or-Enhanced-Logics.md:2434 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅适用于敌对所属方。" -#: ../../New-or-Enhanced-Logics.md:2412 +#: ../../New-or-Enhanced-Logics.md:2437 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " @@ -8497,11 +8548,11 @@ msgstr "" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2417 +#: ../../New-or-Enhanced-Logics.md:2442 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2419 +#: ../../New-or-Enhanced-Logics.md:2444 msgid "" "Warheads can now spawn powerup crates of specified type(s) on their " "impact cells (if free, or nearby cells if occupied something other than a" @@ -8510,13 +8561,13 @@ msgstr "" "现在弹头可以在其引爆的单元格上创建指定类型的升级工具箱(如果空置,若被非工具箱的对象占据则生成到附近的单元格)类似于地图触发动作 `108 " "创建工具箱...`。" -#: ../../New-or-Enhanced-Logics.md:2420 +#: ../../New-or-Enhanced-Logics.md:2445 msgid "" "`SpawnsCrateN` where N is a number starting from 0, parsed until no key " "is found can be used to define the type of crate spawned." msgstr "`SpawnsCrateN` 中的 N 是从 0 开始的数字,游戏会解析到最后一个为止。用于定义每个生成的升级工具箱类型。" -#: ../../New-or-Enhanced-Logics.md:2421 +#: ../../New-or-Enhanced-Logics.md:2446 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -8525,13 +8576,13 @@ msgstr "" "`SpawnsCrateN.Weight` 是一个用于确定生成对应升级工具箱类型与其他列出的类型相比的相对权重(0 " "表示没门,越高代表概率越高)如果未定义则默认为 1。" -#: ../../New-or-Enhanced-Logics.md:2422 +#: ../../New-or-Enhanced-Logics.md:2447 msgid "" "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if " "latter is not set." msgstr "如果未设置 `SpawnsCrate0.Type/Weight` 则 `SpawnsCrate.Type/Weight` 是其别名。" -#: ../../New-or-Enhanced-Logics.md:2425 +#: ../../New-or-Enhanced-Logics.md:2450 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -8545,18 +8596,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2431 +#: ../../New-or-Enhanced-Logics.md:2456 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2433 +#: ../../New-or-Enhanced-Logics.md:2458 msgid "" "Warheads are now able to trigger specific `NotHuman=yes` infantry `Death`" " anim sequence using the corresponding tag. It's value represents " "sequences from `Die1` to `Die5`." msgstr "现在弹头可以使用相应的标签触发特定的 `NotHuman=yes` 步兵 `Death` 动画序列。其值代表从 `Die1` 到 `Die5`。" -#: ../../New-or-Enhanced-Logics.md:2436 +#: ../../New-or-Enhanced-Logics.md:2461 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -8564,15 +8615,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2441 +#: ../../New-or-Enhanced-Logics.md:2466 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2443 +#: ../../New-or-Enhanced-Logics.md:2468 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2445 +#: ../../New-or-Enhanced-Logics.md:2470 msgid "" "You can now specify how AreaFire weapon picks its target. By default it " "targets the base cell the firer is currently on, but this can now be " @@ -8583,13 +8634,13 @@ msgstr "" "现在你可以指定 AreaFire 武器如何选择目标。默认情况下它会瞄准开火者当前所处的单元格,现在可以通过将 `AreaFire.Target` " "设为 `self` 或 `random` 分别改为瞄准发开火者自身或武器 `Range` 范围内的随机单元格。" -#: ../../New-or-Enhanced-Logics.md:2446 +#: ../../New-or-Enhanced-Logics.md:2471 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` " "etc.) against the firer itself." msgstr "`AreaFire.Target=self` 遵守对开火者自身的正常目标筛选规则(弹头 `Verses` 等)。" -#: ../../New-or-Enhanced-Logics.md:2447 +#: ../../New-or-Enhanced-Logics.md:2472 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -8598,7 +8649,7 @@ msgstr "" "`AreaFire.Target=random` 会忽略由武器 `CanTarget` 和 `CanTargetHouses` " "值设为不可作为目标的单元格或存在不可作为目标的对象的单元格。" -#: ../../New-or-Enhanced-Logics.md:2450 +#: ../../New-or-Enhanced-Logics.md:2475 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -8606,11 +8657,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2455 +#: ../../New-or-Enhanced-Logics.md:2480 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2457 +#: ../../New-or-Enhanced-Logics.md:2482 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -8623,7 +8674,7 @@ msgstr "" "逻辑,且适用于步兵和建筑类型的武器(由于战机类型武器的发射系统完全不同因此暂不支持),并允许独立设置每一发 `Burst` 之间的间隔而不仅限于第" " 1 发到第 4 发。" -#: ../../New-or-Enhanced-Logics.md:2458 +#: ../../New-or-Enhanced-Logics.md:2483 msgid "" "If no delay is defined for a shot, it falls back to last delay value " "defined (f.ex `Burst=3` and `Burst.Delays=10` would use 10 as delay for " @@ -8632,14 +8683,14 @@ msgstr "" "如果未未某一发设定间隔那么它会使用上一发所定义的间隔(例如 `Burst=3` 和 `Burst.Delays=10` 将使用 10 " "作为所有连发的间隔)。" -#: ../../New-or-Enhanced-Logics.md:2459 +#: ../../New-or-Enhanced-Logics.md:2484 msgid "" "Using `-1` as delay reverts back to old logic (`BurstDelay0-3` for " "VehicleTypes if available or random value between 3-5 otherwise) for that" " shot." msgstr "使用 `-1` 作为间隔会使该发使用旧逻辑(如果有则使用载具类型的 `BurstDelay0-3` 否则使用 3-5 之间的随机值)。" -#: ../../New-or-Enhanced-Logics.md:2460 +#: ../../New-or-Enhanced-Logics.md:2485 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryType or `Voxel=no` turretless VehicleType, and setting it to true" @@ -8649,13 +8700,13 @@ msgstr "" "`Burst.FireWithinSequence` 仅在步兵或 `Voxel=no` 的无炮塔载具发射武器时使用,将其设为 true " "以允许步兵/载具在同一射击序列内射出多发 `Burst`。" -#: ../../New-or-Enhanced-Logics.md:2461 +#: ../../New-or-Enhanced-Logics.md:2486 msgid "" "First shot is always fired at sequence frame determined by firing frame " "controls on InfantryType image (`FireUp` et al)." msgstr "第一发始终在由步兵类型图像的射击帧(如 `FireUp` 等)确定的帧序列决定。" -#: ../../New-or-Enhanced-Logics.md:2462 +#: ../../New-or-Enhanced-Logics.md:2487 msgid "" "Following shots come at intervals determined by `Burst.Delays` (with " "minimum delay of 1 frame) or random delay between 3 to 5 frames if not " @@ -8666,7 +8717,7 @@ msgstr "" "后续的连发发射间隔由 `Burst.Delays` 决定(最小间隔为 1 帧)或未定义情况下使用随机 3 到 5 " "帧。注意如果下一发的发射帧超出了射击序列长度则连发计数器将被重置且武器会重新开始装填。" -#: ../../New-or-Enhanced-Logics.md:2463 +#: ../../New-or-Enhanced-Logics.md:2488 msgid "" "Burst shot counter is not immediately reset if firing is ceased mid-" "sequence after at least one shot, but the frame at which each burst shot " @@ -8676,7 +8727,7 @@ msgid "" "burst shot should be fired is hit)." msgstr "如果在至少一发后停止射击则连发计数器不会立即重置,但每个连发的发射帧不会受此影响(换而言之,如果之后重新开始射击而武器没有重新装填,那么射击序列会重新开始,但不会发射任何直到下一发应该被发射的帧)。" -#: ../../New-or-Enhanced-Logics.md:2466 +#: ../../New-or-Enhanced-Logics.md:2491 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -8688,11 +8739,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2472 +#: ../../New-or-Enhanced-Logics.md:2497 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../New-or-Enhanced-Logics.md:2474 +#: ../../New-or-Enhanced-Logics.md:2499 msgid "" "In vanilla, vehicles and infantries will only fire once in one frame, " "even if their `ROF` or `BurstDelay` is set to 0. Now you can force units " @@ -8701,7 +8752,7 @@ msgstr "" "原版中即便武器的 `ROF` 或载具的 `BurstDelay` 设为 0 也最快每帧发射一次。现在可以通过将 `Burst.NoDelay` " "设为 true 强制单位在一帧内全部发射。" -#: ../../New-or-Enhanced-Logics.md:2477 +#: ../../New-or-Enhanced-Logics.md:2502 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" @@ -8709,32 +8760,32 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2483 +#: ../../New-or-Enhanced-Logics.md:2508 msgid "This is useless for buildings and aircraft." msgstr "此功能对建筑和战机无效。" -#: ../../New-or-Enhanced-Logics.md:2484 +#: ../../New-or-Enhanced-Logics.md:2509 msgid "This will ignore `Burst.Delays` setting." msgstr "这会无视 `Burst.Delays` 设置。" -#: ../../New-or-Enhanced-Logics.md:2487 +#: ../../New-or-Enhanced-Logics.md:2512 msgid "Delayed firing" msgstr "延迟开火" -#: ../../New-or-Enhanced-Logics.md:2489 +#: ../../New-or-Enhanced-Logics.md:2514 msgid "" "It is possible to have any weapon fire with a delay by setting " "`DelayedFire.Duration` on a WeaponType - it supports a single integer or " "two comma-separated ones for a random range to pick value from." msgstr "通过为武器设置 `DelayedFire.Duration` 可使其延迟开火 - 它支持单个整数或用逗号隔开的两个整数作为随机取值区间。" -#: ../../New-or-Enhanced-Logics.md:2490 +#: ../../New-or-Enhanced-Logics.md:2515 msgid "" "If `DelayedFire.SkipInTransport` is set to true and firer is in a " "transport, no delay is applied to firing." msgstr "若 `DelayedFire.SkipInTransport` 设为 true 且开火者在运输工具中则这种情况下跳过延迟。" -#: ../../New-or-Enhanced-Logics.md:2491 +#: ../../New-or-Enhanced-Logics.md:2516 msgid "" "`DelayedFire.Animation` can be used to define animation to create when " "the delay timer starts. `DelayedFire.OpenToppedAnimation` is used instead" @@ -8743,7 +8794,7 @@ msgstr "" "`DelayedFire.Animation` 可用于定义延时计时器启动时创建的动画。可用 " "`DelayedFire.OpenToppedAnimation` 单独定义开火者在运输工具中开火时创建的。" -#: ../../New-or-Enhanced-Logics.md:2492 +#: ../../New-or-Enhanced-Logics.md:2517 msgid "" "If `DelayedFire.AnimIsAttached` is set to true, the animation is attached" " to the firing TechnoType. If `DelayedFire.RemoveAnimOnNoDelay` is also " @@ -8754,26 +8805,26 @@ msgstr "" "`DelayedFire.RemoveAnimOnNoDelay` 也设为 " "true,则在持续时间结束或开火被中断时无论是否播放完毕都立即移除动画。" -#: ../../New-or-Enhanced-Logics.md:2493 +#: ../../New-or-Enhanced-Logics.md:2518 msgid "" "`DelayedFire.AnimOffset` can be used to override the weapon's firing " "coordinates / FLH for the animation's position." msgstr "`DelayedFire.AnimOffset` 可用于覆盖开火坐标来设置动画的位置。" -#: ../../New-or-Enhanced-Logics.md:2494 +#: ../../New-or-Enhanced-Logics.md:2519 msgid "" "`DelayedFire.AnimOnTurret` determines whether or not the animation's " "position is calculated relative to firer's body or turret (only if it has" " one)." msgstr "`DelayedFire.AnimOnTurret` 决定在单位有炮塔的情况下该动画的位置是相对于开火单位的本体还是炮塔。" -#: ../../New-or-Enhanced-Logics.md:2495 +#: ../../New-or-Enhanced-Logics.md:2520 msgid "" "If `DelayedFire.CenterAnimOnFirer` is set the animation is created at the" " firer's center rather than at the firing coordinates." msgstr "若设置了 `DelayedFire.CenterAnimOnFirer` 则动画会创建于开火单位的中心而非开火坐标处。" -#: ../../New-or-Enhanced-Logics.md:2496 +#: ../../New-or-Enhanced-Logics.md:2521 msgid "" "If the weapon was fired by InfantryType and " "`DelayedFire.PauseFiringSequence` is set to true, the infantry's firing " @@ -8785,7 +8836,7 @@ msgstr "" "`artmd.ini` 中由 `FireUp/Prone` 或 `SecondaryFire/Prone` " "定义的开火帧时其开火序列动画将会暂停直至延时计时器结束。" -#: ../../New-or-Enhanced-Logics.md:2497 +#: ../../New-or-Enhanced-Logics.md:2522 msgid "" "If the weapon has `Burst` > 1 and `DelayedFire.OnlyOnInitialBurst` set to" " true, the delay occurs only before the initial burst shot. Note that if " @@ -8797,7 +8848,7 @@ msgstr "" "则延迟仅在首次发射前生效。注意若使用了 Ares 则开火被中断或开火者失去目标时 `Burst` " "索引不会重置,这意味着它可以无需等待延迟时间即可开火。" -#: ../../New-or-Enhanced-Logics.md:2500 +#: ../../New-or-Enhanced-Logics.md:2525 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DelayedFire.Duration= ; integer - single or comma-sep. " @@ -8829,18 +8880,18 @@ msgstr "" "DelayedFire.PauseFiringSequence=false ; boolean\n" "DelayedFire.OnlyOnInitialBurst=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2516 +#: ../../New-or-Enhanced-Logics.md:2541 msgid "" "AircraftTypes, due to their different attack patterns, will not wait for " "the delay to expire before attempting to fire and will instead continue " "without firing if the delay is too long." msgstr "战机类单位由于其独特的攻击模式并不会等待延迟结束后才尝试开火而是延迟过长时会不开火直接继续飞。" -#: ../../New-or-Enhanced-Logics.md:2519 +#: ../../New-or-Enhanced-Logics.md:2544 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2521 +#: ../../New-or-Enhanced-Logics.md:2546 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -8853,7 +8904,7 @@ msgstr "" "来让同一武器在命中时引爆多个弹头。这些弹头会在主弹头爆炸后按列出的顺序在同一位置引爆。这仅适用于由武器发射且引爆时仍保留其信息的抛射体(由于目前存在的技术限制,这不包括" " `AirburstWeapon`)。" -#: ../../New-or-Enhanced-Logics.md:2522 +#: ../../New-or-Enhanced-Logics.md:2547 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -8863,7 +8914,7 @@ msgstr "" "`ExtraWarheads.DamageOverrides` 可用于额外弹头引爆时覆盖武器的 `Damage` 属性。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则使用武器的 `Damage` 属性。" -#: ../../New-or-Enhanced-Logics.md:2523 +#: ../../New-or-Enhanced-Logics.md:2548 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -8874,7 +8925,7 @@ msgstr "" "`ExtraWarheads.DetonationChances` 可用于自定义每个额外弹头爆炸的概率。如果找到 `ExtraWarheads` " "中与之对应的值则使用,否则使用最后列出的值。如果列表为空则每个额外弹头都必然引爆。" -#: ../../New-or-Enhanced-Logics.md:2524 +#: ../../New-or-Enhanced-Logics.md:2549 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -8886,13 +8937,13 @@ msgstr "" "可用于设置每个额外弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则默认为 true。" -#: ../../New-or-Enhanced-Logics.md:2525 +#: ../../New-or-Enhanced-Logics.md:2550 msgid "" "Note that the listed Warheads must be listed in `[Warheads]` for them to " "work." msgstr "注意列出的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:2528 +#: ../../New-or-Enhanced-Logics.md:2553 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -8908,11 +8959,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2536 +#: ../../New-or-Enhanced-Logics.md:2561 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2538 +#: ../../New-or-Enhanced-Logics.md:2563 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -8922,13 +8973,13 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) " "中使用反馈武器在发射武器时对目标施加治疗光环*" -#: ../../New-or-Enhanced-Logics.md:2541 +#: ../../New-or-Enhanced-Logics.md:2566 msgid "" "You can now specify an auxiliary weapon to be fired on the firer itself " "when a weapon is fired." msgstr "现在你可以指定一个辅助武器在发射武器时对开火者自身发射。" -#: ../../New-or-Enhanced-Logics.md:2542 +#: ../../New-or-Enhanced-Logics.md:2567 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -8939,7 +8990,7 @@ msgstr "" "当原始武器于运输工具内的载员使用时反馈武器会根据自身的 `FireInTransport` " "决定能否发射。如果反馈武器被发射那么它将命中运输工具。注:`OpenToppedDamageMultiplier` 不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:2545 +#: ../../New-or-Enhanced-Logics.md:2570 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -8947,17 +8998,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2550 +#: ../../New-or-Enhanced-Logics.md:2575 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2552 +#: ../../New-or-Enhanced-Logics.md:2577 msgid "" "Technos can maintain a suitable distance after firing if `KeepRange` is " "not set to 0." msgstr "如果 `KeepRange` 没有设为 0 那么科技类型可以在开火后与目标保持适当的距离。" -#: ../../New-or-Enhanced-Logics.md:2553 +#: ../../New-or-Enhanced-Logics.md:2578 msgid "" "`KeepRange` controls how long the distance to maintain when the techno's " "ROF timer is ticking. What is actually read is its absolute value. If it " @@ -8972,31 +9023,31 @@ msgstr "" "`MinimumRange`。对于负值则科技类型会尽可能保持在该距离附近,就像它有一个开火后的特殊 " "`Range`。此外如果有效射程区间太小单位将被视为无法开火。最好有一个 1.0 长度的有效射程,对步兵而言为 2.0。" -#: ../../New-or-Enhanced-Logics.md:2554 +#: ../../New-or-Enhanced-Logics.md:2579 msgid "" "`KeepRange.AllowAI` controls whether this function is effective for " "computer." msgstr "`KeepRange.AllowAI` 控制此功能是否对 AI 玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2555 +#: ../../New-or-Enhanced-Logics.md:2580 msgid "" "`KeepRange.AllowPlayer` controls whether this function is effective for " "human." msgstr "`KeepRange.AllowPlayer` 控制此功能是否对人类玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2556 +#: ../../New-or-Enhanced-Logics.md:2581 msgid "" "The function won't take effect if the techno's rearm time left is shorter" " than `KeepRange.EarlyStopFrame`." msgstr "如果单位开火剩余 CD 短于 `KeepRange.EarlyStopFrame` 的时间则该功能不会生效。" -#: ../../New-or-Enhanced-Logics.md:2559 +#: ../../New-or-Enhanced-Logics.md:2584 msgid "" "That is to say, the total duration of executing KeepRange equals the " "value of weapon `ROF` minus the value of `KeepRange.EarlyStopFrame`." msgstr "也就是说执行 KeepRange 效果的总时长 = 武器 `ROF` 的值 - `KeepRange.EarlyStopFrame` 的值。" -#: ../../New-or-Enhanced-Logics.md:2563 +#: ../../New-or-Enhanced-Logics.md:2588 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -9010,23 +9061,23 @@ msgstr "" "KeepRange.AllowPlayer=false ; boolean\n" "KeepRange.EarlyStopFrame=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2571 +#: ../../New-or-Enhanced-Logics.md:2596 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2573 +#: ../../New-or-Enhanced-Logics.md:2598 msgid "" "The unit will try to turn the body to target even firing with " "`OmniFire=yes`." msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" -#: ../../New-or-Enhanced-Logics.md:2574 +#: ../../New-or-Enhanced-Logics.md:2599 msgid "" "Jumpjets are recommended to have the same value of body `ROT` and " "`JumpjetTurnRate`." msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" -#: ../../New-or-Enhanced-Logics.md:2577 +#: ../../New-or-Enhanced-Logics.md:2602 msgid "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" @@ -9034,11 +9085,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2582 +#: ../../New-or-Enhanced-Logics.md:2607 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2584 +#: ../../New-or-Enhanced-Logics.md:2609 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -9048,11 +9099,11 @@ msgstr "" "除了允许自定义辐射类型外还有对于默认辐射类型 `[Radiation]` 的增强,例如可以设置所有者与开火者或对建筑造成伤害。详见[自定义辐射类型" "](#custom-radiation-types)。" -#: ../../New-or-Enhanced-Logics.md:2586 +#: ../../New-or-Enhanced-Logics.md:2611 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2588 +#: ../../New-or-Enhanced-Logics.md:2613 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -9061,11 +9112,11 @@ msgstr "" "![image](_static/images/strafing-01.gif) " "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的自定义战机扫射武器*" -#: ../../New-or-Enhanced-Logics.md:2591 +#: ../../New-or-Enhanced-Logics.md:2616 msgid "Some of the behavior of strafing aircraft weapons can now be customized." msgstr "现在可以自定义战机扫射武器的一些行为。" -#: ../../New-or-Enhanced-Logics.md:2592 +#: ../../New-or-Enhanced-Logics.md:2617 msgid "" "`Strafing` controls if the aircraft can strafe when firing at the target." " Default to `true` if the projectile's `ROT` < 2 and `Inviso=false` " @@ -9074,7 +9125,7 @@ msgstr "" "`Strafing` 控制战机在目标射击时是否可以扫射。如果抛射体 `ROT` < 2 且 `Inviso=false` 并且没有 " "`Trajectory` 则默认为 `true` 其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:2593 +#: ../../New-or-Enhanced-Logics.md:2618 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at" @@ -9083,7 +9134,7 @@ msgstr "" "`Strafing.Shots` 控制在单次扫射过程中武器发射的次数,如果未设置则默认为 5。`Ammo` " "只会在扫射结束后扣除一次,无论实际多少次。" -#: ../../New-or-Enhanced-Logics.md:2594 +#: ../../New-or-Enhanced-Logics.md:2619 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -9092,14 +9143,14 @@ msgstr "" "`Strafing.SimulateBurst` 控制在扫射过程中发射的武器是否模拟 `Burst` 的行为,即允许交替开火坐标。仅当武器 " "`Burst` 设置为 1 或未定义时才有效。" -#: ../../New-or-Enhanced-Logics.md:2595 +#: ../../New-or-Enhanced-Logics.md:2620 msgid "" "`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour" " of only deducting ammo after a strafing run and instead doing it after " "each individual shot." msgstr "`Strafing.UseAmmoPerShot` 如果设为 `true` 将在每次开火后都扣除弹药而不是通常的仅在扫射结束后才扣除弹药。" -#: ../../New-or-Enhanced-Logics.md:2596 +#: ../../New-or-Enhanced-Logics.md:2621 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -9114,7 +9165,7 @@ msgstr "" "Speed`。注意对于弹药量足够进行多次扫射的战机而言过短的间隔可能导致并不理想的行为例如四处游走或朝向怪异的方向,具体取决于 " "`[WeaponType] -> ROF` 和 `[AircraftType] -> Speed` 等其他因素。" -#: ../../New-or-Enhanced-Logics.md:2597 +#: ../../New-or-Enhanced-Logics.md:2622 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -9125,7 +9176,7 @@ msgstr "" "对于 `Type=SpyPlane` 超级武器生成的战机在 `SpyPlane Approach` 或 `SpyPlane Overfly` " "任务中的情况 `Strafing.Shots` 只有在其主武器上手动设置才会生效并决定地图揭示效果的最大次数而无视其他因素。" -#: ../../New-or-Enhanced-Logics.md:2600 +#: ../../New-or-Enhanced-Logics.md:2625 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -9141,11 +9192,11 @@ msgstr "" "Strafing.UseAmmoPerShot=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2609 +#: ../../New-or-Enhanced-Logics.md:2634 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2611 +#: ../../New-or-Enhanced-Logics.md:2636 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -9154,7 +9205,7 @@ msgstr "" "现在你可以在 `VisualScatter` 设为 true " "时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)添加一个随机偏移。" -#: ../../New-or-Enhanced-Logics.md:2614 +#: ../../New-or-Enhanced-Logics.md:2639 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -9170,7 +9221,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2624 +#: ../../New-or-Enhanced-Logics.md:2649 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -9180,11 +9231,11 @@ msgstr "" "此功能仅叠加到**视觉效果**原本的散布上,也就是说它独立于 `BallisticScatter.(Min/Max)` " "且可共同使用,不会影响抛射体实际爆点的散布。" -#: ../../New-or-Enhanced-Logics.md:2627 +#: ../../New-or-Enhanced-Logics.md:2652 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2629 +#: ../../New-or-Enhanced-Logics.md:2654 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -9195,14 +9246,14 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的武器瞄准筛选 - " "就像分别对单位和建筑使用那样对敌军和友军使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:2632 +#: ../../New-or-Enhanced-Logics.md:2657 msgid "" "You can now specify which targets or houses a weapon can fire at. This " "also affects weapon selection, other than certain special cases where the" " selection is fixed." msgstr "现在你可以指定武器可以开火的目标或所属方。这还会影响武器选择,除了某些特殊情况下的固定选择。" -#: ../../New-or-Enhanced-Logics.md:2633 +#: ../../New-or-Enhanced-Logics.md:2658 msgid "" "`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage " "thresholds for allowed targets (TechnoTypes only), maximum/minimum " @@ -9211,7 +9262,7 @@ msgstr "" "`CanTarget.MaxHealth` 和 `CanTarget.MinHealth` " "用于设置可被攻击的(仅单位)目标所需的血量阈值,分别对应上/下限。" -#: ../../New-or-Enhanced-Logics.md:2636 +#: ../../New-or-Enhanced-Logics.md:2661 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -9229,7 +9280,7 @@ msgstr "" "CanTarget.MaxHealth=1.0 ; floating point value, percents or absolute\n" "CanTarget.MinHealth=0.0 ; floating point value, percents or absolute\n" -#: ../../New-or-Enhanced-Logics.md:2645 +#: ../../New-or-Enhanced-Logics.md:2670 msgid "" "`CanTarget` explicitly requires either `all` or `empty` to be listed for " "the weapon to be able to fire at cells containing no TechnoTypes." diff --git a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index 40fc639aa8..c04a12b790 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 00:59+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -111,13 +111,13 @@ 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:190 ../../User-Interface.md:213 #: ../../User-Interface.md:238 ../../User-Interface.md:299 #: ../../User-Interface.md:346 ../../User-Interface.md:365 -#: ../../User-Interface.md:390 ../../User-Interface.md:413 -#: ../../User-Interface.md:509 ../../User-Interface.md:524 -#: ../../User-Interface.md:544 ../../User-Interface.md:572 -#: ../../User-Interface.md:617 ../../User-Interface.md:652 -#: ../../User-Interface.md:662 ../../User-Interface.md:681 -#: ../../User-Interface.md:740 ../../User-Interface.md:798 -#: ../../User-Interface.md:818 +#: ../../User-Interface.md:394 ../../User-Interface.md:413 +#: ../../User-Interface.md:514 ../../User-Interface.md:529 +#: ../../User-Interface.md:549 ../../User-Interface.md:577 +#: ../../User-Interface.md:622 ../../User-Interface.md:657 +#: ../../User-Interface.md:667 ../../User-Interface.md:686 +#: ../../User-Interface.md:745 ../../User-Interface.md:803 +#: ../../User-Interface.md:823 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -148,9 +148,9 @@ msgstr "" "Shape 文件的默认配置。*" #: ../../User-Interface.md:34 ../../User-Interface.md:144 -#: ../../User-Interface.md:172 ../../User-Interface.md:552 -#: ../../User-Interface.md:597 ../../User-Interface.md:640 -#: ../../User-Interface.md:700 ../../User-Interface.md:774 +#: ../../User-Interface.md:172 ../../User-Interface.md:557 +#: ../../User-Interface.md:602 ../../User-Interface.md:645 +#: ../../User-Interface.md:705 ../../User-Interface.md:779 msgid "image" msgstr "图像" @@ -497,10 +497,10 @@ msgstr "" #: ../../User-Interface.md:200 ../../User-Interface.md:221 #: ../../User-Interface.md:263 ../../User-Interface.md:278 #: ../../User-Interface.md:333 ../../User-Interface.md:355 -#: ../../User-Interface.md:379 ../../User-Interface.md:493 -#: ../../User-Interface.md:583 ../../User-Interface.md:628 -#: ../../User-Interface.md:688 ../../User-Interface.md:762 -#: ../../User-Interface.md:806 ../../User-Interface.md:830 +#: ../../User-Interface.md:379 ../../User-Interface.md:498 +#: ../../User-Interface.md:588 ../../User-Interface.md:633 +#: ../../User-Interface.md:693 ../../User-Interface.md:767 +#: ../../User-Interface.md:811 ../../User-Interface.md:835 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" @@ -916,7 +916,9 @@ msgid "" "**Solar Flare** by " "[Netsu_Negi](https://space.bilibili.com/26486915/lists/3151060)*" msgstr "" -"![选择框](_static/images/selectbox.png) *[Negi烈葱](https://space.bilibili.com/26486915/lists/3151060) 在 **耀斑** 中的选择框与投影线使用效果*" +"![选择框](_static/images/selectbox.png) " +"*[Negi烈葱](https://space.bilibili.com/26486915/lists/3151060) 在 **耀斑** " +"中的选择框与投影线使用效果*" #: ../../User-Interface.md:287 msgid "selectbox" @@ -1174,11 +1176,12 @@ msgstr "" #: ../../User-Interface.md:377 msgid "" -"If you also set `MessageApplyHoverState` to true, when the mouse hovers over the subtitle area (simply judged as a " -"rectangle), its opacity will increase and it will not disappear during " -"this period." +"If you also set `MessageApplyHoverState` to true, when the mouse hovers " +"over the subtitle area (simply judged as a rectangle), its opacity will " +"increase and it will not disappear during this period." msgstr "" -"若你同时设置了 `MessageApplyHoverState` 为 true 那么当鼠标选停在消息区域时(系统会将其按矩形范围判定),其不透明度会提高且在此期间不会消失。" +"若你同时设置了 `MessageApplyHoverState` 为 true " +"那么当鼠标选停在消息区域时(系统会将其按矩形范围判定),其不透明度会提高且在此期间不会消失。" #: ../../User-Interface.md:380 msgid "" @@ -1205,14 +1208,6 @@ msgstr "" #: ../../User-Interface.md:391 msgid "" -"[General]\n" -"BuildingTypeSelectable=false ; boolean\n" -msgstr "" -"[General]\n" -"BuildingTypeSelectable=false ; boolean\n" - -#: ../../User-Interface.md:397 -msgid "" "In Vanilla, you can type select a building by holding down the T key in " "advance and then clicking on the building. However, other type selection " "methods (such as selecting a building first and then pressing the T key, " @@ -1222,6 +1217,14 @@ msgstr "" "在原版中,你可以通过提前按住 `T` 键然后点击建筑来进行类型选择。然而,其他类型选择方法(例如先选择建筑再按 `T` " "键,或者先选择建筑再按底边栏的类型选择按钮)对建筑无效。" +#: ../../User-Interface.md:395 +msgid "" +"[General]\n" +"BuildingTypeSelectable=false ; boolean\n" +msgstr "" +"[General]\n" +"BuildingTypeSelectable=false ; boolean\n" + #: ../../User-Interface.md:401 msgid "" "Due to technical limitations, this feature is forcibly disabled without " @@ -1431,10 +1434,18 @@ msgid "`[ ]` Quicksave" msgstr "`[ ]` 快速保存" #: ../../User-Interface.md:465 -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:466 +#: ../../User-Interface.md:468 +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:471 msgid "" "For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, " "`TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your " @@ -1443,7 +1454,7 @@ 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:467 +#: ../../User-Interface.md:472 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -1451,43 +1462,43 @@ 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:468 +#: ../../User-Interface.md:473 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:470 +#: ../../User-Interface.md:475 msgid "Loading screen" msgstr "载入图" -#: ../../User-Interface.md:472 +#: ../../User-Interface.md:477 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:473 +#: ../../User-Interface.md:478 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:474 +#: ../../User-Interface.md:479 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:475 +#: ../../User-Interface.md:480 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:476 +#: ../../User-Interface.md:481 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:477 +#: ../../User-Interface.md:482 msgid "" "This feature works in conjunction with CnCNet5 spawner DLL which resizes " "loadscreen window to actual monitor size and places the image in center. " @@ -1497,27 +1508,27 @@ 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:478 +#: ../../User-Interface.md:483 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:479 +#: ../../User-Interface.md:484 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:481 ../../User-Interface.md:534 -#: ../../User-Interface.md:563 ../../User-Interface.md:609 -#: ../../User-Interface.md:646 ../../User-Interface.md:675 -#: ../../User-Interface.md:728 ../../User-Interface.md:786 +#: ../../User-Interface.md:486 ../../User-Interface.md:539 +#: ../../User-Interface.md:568 ../../User-Interface.md:614 +#: ../../User-Interface.md:651 ../../User-Interface.md:680 +#: ../../User-Interface.md:733 ../../User-Interface.md:791 msgid "In `uimd.ini`:" msgstr "在 `uimd.ini`:" -#: ../../User-Interface.md:482 +#: ../../User-Interface.md:487 msgid "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" @@ -1525,21 +1536,21 @@ msgstr "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" -#: ../../User-Interface.md:487 +#: ../../User-Interface.md:492 msgid "Miscellanous" msgstr "杂项" -#: ../../User-Interface.md:489 +#: ../../User-Interface.md:494 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:491 +#: ../../User-Interface.md:496 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:494 +#: ../../User-Interface.md:499 msgid "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" @@ -1547,27 +1558,27 @@ msgstr "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" -#: ../../User-Interface.md:499 +#: ../../User-Interface.md:504 msgid "Sidebar / Battle UI" msgstr "侧边栏/战斗界面 UI" -#: ../../User-Interface.md:502 ../../User-Interface.md:504 +#: ../../User-Interface.md:507 ../../User-Interface.md:509 msgid "Building Production Queue" msgstr "建筑生产队列" -#: ../../User-Interface.md:504 +#: ../../User-Interface.md:509 msgid "" "![Building Production Queue](_static/images/buildingQueue.png) *Queueing " "multiple buildings*" msgstr "![Building Production Queue](_static/images/buildingQueue.png) *列队多个建筑*" -#: ../../User-Interface.md:507 +#: ../../User-Interface.md:512 msgid "" "Buildings can now be queued for construction like other units if " "`BuildingProductionQueue` is set to true." msgstr "现在如果 `BuildingProductionQueue` 设置为 true 那么建筑可以像其他单位一样列队建造。" -#: ../../User-Interface.md:510 +#: ../../User-Interface.md:515 msgid "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" @@ -1575,40 +1586,40 @@ msgstr "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" -#: ../../User-Interface.md:516 +#: ../../User-Interface.md:521 msgid "" "When the building becomes ready to be placed, the next building's " "construction will not begin until the player places the current building." msgstr "只有等玩家摆下当前建筑以后序列中的下一个建筑才会开始生产。" -#: ../../User-Interface.md:519 +#: ../../User-Interface.md:524 msgid "Cameo Sorting" msgstr "图标排序" -#: ../../User-Interface.md:521 +#: ../../User-Interface.md:526 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:522 +#: ../../User-Interface.md:527 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:525 +#: ../../User-Interface.md:530 msgid "" "[SOMENAME] ; TechnoType / SuperWeaponType\n" "CameoPriority=0 ; integer\n" msgstr "" -#: ../../User-Interface.md:530 +#: ../../User-Interface.md:535 msgid "Center pause menu background" msgstr "暂停菜单背景居中" -#: ../../User-Interface.md:532 +#: ../../User-Interface.md:537 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 " @@ -1616,7 +1627,7 @@ msgid "" " `1024x768` in mind." msgstr "现在可以选择将暂停菜单背景(`bkgdXX(y).shp`) 居中而不是丢在左上角。这允许背景在分辨率大于 `1024x768` 的时候更好地设计。" -#: ../../User-Interface.md:535 +#: ../../User-Interface.md:540 msgid "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" @@ -1624,15 +1635,15 @@ msgstr "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" -#: ../../User-Interface.md:540 +#: ../../User-Interface.md:545 msgid "Custom Missing Cameo (`XXICON.SHP`)" msgstr "自定义缺省图标(`XXICON.SHP`)" -#: ../../User-Interface.md:542 +#: ../../User-Interface.md:547 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:545 +#: ../../User-Interface.md:550 msgid "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" @@ -1640,11 +1651,11 @@ msgstr "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" -#: ../../User-Interface.md:550 +#: ../../User-Interface.md:555 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../User-Interface.md:552 +#: ../../User-Interface.md:557 msgid "" "![image](_static/images/harvestercounter-01.gif) *Harvester Counter in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -1652,13 +1663,13 @@ 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:555 +#: ../../User-Interface.md:560 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:556 +#: ../../User-Interface.md:561 msgid "" "You can specify which TechnoType should be counted as a Harvester with " "`Harvester.Counted`. If not set, the techno with `Harvester=yes` or " @@ -1667,25 +1678,25 @@ 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:557 +#: ../../User-Interface.md:562 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:558 +#: ../../User-Interface.md:563 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:559 +#: ../../User-Interface.md:564 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:560 +#: ../../User-Interface.md:565 msgid "" "By setting `HarvesterCounter.ConditionYellow` and " "`HarvesterCounter.ConditionRed`, the game will warn player by changing " @@ -1697,13 +1708,13 @@ 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:561 +#: ../../User-Interface.md:566 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:564 +#: ../../User-Interface.md:569 msgid "" "[Sidebar]\n" "HarvesterCounter.Show=false ; boolean\n" @@ -1717,7 +1728,7 @@ msgstr "" "HarvesterCounter.ConditionYellow=99% ; floating point value, percents\n" "HarvesterCounter.ConditionRed=50% ; floating point value, percents\n" -#: ../../User-Interface.md:573 +#: ../../User-Interface.md:578 msgid "" "[SOMETECHNO] ; TechnoType\n" "Harvester.Counted= ; boolean\n" @@ -1737,7 +1748,7 @@ msgstr "" "Sidebar.HarvesterCounter.ColorYellow=255,255,0 ; integer - R,G,B\n" "Sidebar.HarvesterCounter.ColorRed=255,0,0 ; integer - R,G,B\n" -#: ../../User-Interface.md:584 +#: ../../User-Interface.md:589 msgid "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" @@ -1745,7 +1756,7 @@ msgstr "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" -#: ../../User-Interface.md:590 ../../User-Interface.md:635 +#: ../../User-Interface.md:595 ../../User-Interface.md:640 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 " @@ -1761,17 +1772,17 @@ msgstr "" ".arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D) " "绘制它们。" -#: ../../User-Interface.md:592 +#: ../../User-Interface.md:597 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:595 +#: ../../User-Interface.md:600 msgid "Power delta counter" msgstr "电力差值计数器" -#: ../../User-Interface.md:597 +#: ../../User-Interface.md:602 msgid "" "![image](_static/images/powerdelta-01.gif) *Power delta Counter in " "[Assault Amerika](https://www.moddb.com/mods/assault-amerika)*" @@ -1779,19 +1790,19 @@ 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:600 +#: ../../User-Interface.md:605 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:601 +#: ../../User-Interface.md:606 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:602 +#: ../../User-Interface.md:607 msgid "" "When the power of the player is blacked-out by a spy or force-shield, " "`PowerBlackoutLabel` in `ToolTips` is displayed instead (by default ⚡❌ " @@ -1800,13 +1811,13 @@ 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:603 +#: ../../User-Interface.md:608 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:604 +#: ../../User-Interface.md:609 msgid "" "You can adjust counter text alignment by `Sidebar.PowerDelta.Align`, " "acceptable values are left, right, center/centre." @@ -1814,7 +1825,7 @@ 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:605 +#: ../../User-Interface.md:610 msgid "" "By setting `PowerDelta.ConditionYellow` and `PowerDelta.ConditionRed`, " "the game will warn player by changing the color of counter whenever the " @@ -1825,19 +1836,19 @@ msgstr "" "`PowerDelta.ConditionRed`,当电力使用率超过指定值时,游戏将通过改变计数器颜色来警告玩家(例如,当负载与输出功率之比大于 " "100% 时,计数器会变为红色)。" -#: ../../User-Interface.md:606 +#: ../../User-Interface.md:611 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:607 +#: ../../User-Interface.md:612 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:610 +#: ../../User-Interface.md:615 msgid "" "[Sidebar]\n" "PowerDelta.Show=false ; boolean\n" @@ -1849,7 +1860,7 @@ msgstr "" "PowerDelta.ConditionYellow=75% ; floating point value, percents\n" "PowerDelta.ConditionRed=100% ; floating point value, percents\n" -#: ../../User-Interface.md:618 +#: ../../User-Interface.md:623 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.PowerDelta.Offset=0,0 ; X,Y, pixels relative to " @@ -1871,7 +1882,7 @@ msgstr "" "Sidebar.PowerDelta.Align=left ; Alignment enumeration - left " "| center/centre | right\n" -#: ../../User-Interface.md:629 +#: ../../User-Interface.md:634 msgid "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" @@ -1879,11 +1890,11 @@ msgstr "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" -#: ../../User-Interface.md:638 +#: ../../User-Interface.md:643 msgid "Producing Progress" msgstr "生产进度" -#: ../../User-Interface.md:640 +#: ../../User-Interface.md:645 msgid "" "![image](_static/images/producing-progress-01.gif) *Producing Progress " "bars in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -1892,17 +1903,17 @@ msgstr "" "![image](_static/images/producing-progress-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的生产进度条*" -#: ../../User-Interface.md:643 +#: ../../User-Interface.md:648 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:644 +#: ../../User-Interface.md:649 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:647 +#: ../../User-Interface.md:652 msgid "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" @@ -1910,17 +1921,17 @@ msgstr "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" -#: ../../User-Interface.md:653 +#: ../../User-Interface.md:658 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.ProducingProgress.Offset=0,0 ; X,Y, pixels relative to default\n" msgstr "" -#: ../../User-Interface.md:658 +#: ../../User-Interface.md:663 msgid "Specify Sidebar style" msgstr "指定侧边栏样式" -#: ../../User-Interface.md:660 +#: ../../User-Interface.md:665 msgid "" "It's now possible to switch hardcoded sidebar button coords to use GDI " "sidebar coords by setting `Sidebar.GDIPosition`. Defaults to true for " @@ -1929,17 +1940,17 @@ msgstr "" "现在可以通过设置 `Sidebar.GDIPosition` 来切换硬编码的侧边栏按钮坐标为 GDI " "阵营(原版盟军)侧边栏坐标。默认情况下,第一个阵营为 true,其他阵营为 false。" -#: ../../User-Interface.md:663 +#: ../../User-Interface.md:668 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.GDIPositions= ; boolean\n" msgstr "" -#: ../../User-Interface.md:668 +#: ../../User-Interface.md:673 msgid "Weeds counter" msgstr "废矿计数器" -#: ../../User-Interface.md:670 +#: ../../User-Interface.md:675 msgid "" "Counter for amount of [weeds in storage](Fixed-or-Improved-" "Logics.md#weeds--weed-eaters) can be added near the credits indicator." @@ -1947,25 +1958,25 @@ msgstr "" "你可以在资金示数器附近添加一个额外的计数器用于显示[存储的泰伯利亚废矿](Fixed-or-Improved-Logics.md#weeds" "--weed-eaters)的数量。" -#: ../../User-Interface.md:671 +#: ../../User-Interface.md:676 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:672 +#: ../../User-Interface.md:677 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:673 +#: ../../User-Interface.md:678 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:676 +#: ../../User-Interface.md:681 msgid "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" @@ -1973,7 +1984,7 @@ msgstr "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" -#: ../../User-Interface.md:682 +#: ../../User-Interface.md:687 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" @@ -1983,7 +1994,7 @@ msgstr "" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" "Sidebar.WeedsCounter.Color= ; integer - R,G,B\n" -#: ../../User-Interface.md:689 +#: ../../User-Interface.md:694 msgid "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" @@ -1991,17 +2002,17 @@ msgstr "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" -#: ../../User-Interface.md:695 +#: ../../User-Interface.md:700 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:698 +#: ../../User-Interface.md:703 msgid "SuperWeapon Sidebar" msgstr "超武侧边栏" -#: ../../User-Interface.md:700 +#: ../../User-Interface.md:705 msgid "" "![image](_static/images/sw_sidebar.png) *SuperWeapon Sidebar used with " "vanilla-like assets for from [Phobos supplementaries](https://github.com" @@ -2011,23 +2022,23 @@ msgstr "" "补充仓库](https://github.com/Phobos-developers/PhobosSupplementaries) 中类原版 UI" " 资产的超武侧边栏*" -#: ../../User-Interface.md:703 +#: ../../User-Interface.md:708 msgid "" "It is possible to put superweapon cameos on the left of screen like C&C3 " "when `SuperWeaponSidebar` is true." msgstr "当 `SuperWeaponSidebar` 为 true 时可以把超级武器的图标像 C&C3 那样放置在屏幕左侧。" -#: ../../User-Interface.md:704 +#: ../../User-Interface.md:709 msgid "Superweapon Sidebar is compatible with Ares superweapons." msgstr "超武侧边栏兼容 Ares 新增的超武类别。" -#: ../../User-Interface.md:705 +#: ../../User-Interface.md:710 msgid "" "`SuperWeaponSidebar.Pyramid` controls whether cameos are arranged in a " "pyramid or rectangle." msgstr "`SuperWeaponSidebar.Pyramid` 决定图标以金字塔形而不是矩形排列。" -#: ../../User-Interface.md:706 +#: ../../User-Interface.md:711 msgid "" "`SuperWeaponSidebar.Interval` controls the distance between two column " "cameos (excluding the background). When you need to make a background, " @@ -2037,7 +2048,7 @@ msgstr "" "`SuperWeaponSidebar.Interval` 控制两列图标之间的间距(不包括背景)。如果你需要制作背景那么背景图像的宽度应当为 " "`SuperWeaponSidebar.Interval` + 60(图标固定宽度)。" -#: ../../User-Interface.md:707 +#: ../../User-Interface.md:712 msgid "" "`SuperWeaponSidebar.LeftOffset` controls the distance between the left " "side of cameo and the left side of its column (background). This should " @@ -2046,7 +2057,7 @@ msgstr "" "`SuperWeaponSidebar.LeftOffset` 控制图标左侧与其所在列(背景)左侧的距离,该值不应大于 " "`SuperWeaponSidebar.Interval`。" -#: ../../User-Interface.md:708 +#: ../../User-Interface.md:713 msgid "" "`SuperWeaponSidebar.CameoHeight` controls the distance from the top of " "the previous cameo to the top of the next cameo. That is, the space " @@ -2058,17 +2069,17 @@ msgstr "" "`SuperWeaponSidebar.CameoHeight` - 48(图标固定高度)。该值不应小于 " "48。如果你需要制作背景那么此值即为背景图像的高度。" -#: ../../User-Interface.md:709 +#: ../../User-Interface.md:714 msgid "" "`SuperWeaponSidebar.Max` controls the maximum number of cameos on the " "leftmost column, which also depends on the current game resolution." msgstr "`SuperWeaponSidebar.Max` 控制左侧每列最多显示的图标数量,这也取决于游戏分辨率。" -#: ../../User-Interface.md:710 +#: ../../User-Interface.md:715 msgid "`SuperWeaponSidebar.MaxColumns` controls that maximum count of columns." msgstr "`SuperWeaponSidebar.MaxColumns` 控制最多有多少列。" -#: ../../User-Interface.md:711 +#: ../../User-Interface.md:716 msgid "" "`SuperWeaponSidebar.Significance` is needed for user to control which " "superweapons appear on the sidebar. Only superweapons with " @@ -2080,7 +2091,7 @@ msgstr "" "`SuperWeaponSidebar.Significance` 不低于用户定义的 " "`SuperWeaponSidebar.RequiredSignificance` 时才会出现。" -#: ../../User-Interface.md:714 +#: ../../User-Interface.md:719 msgid "" "While a mod maker can \"ban\" certain superweapons from appearing on a " "sidebar completely using `SuperWeaponSidebar.Allow=false` and " @@ -2102,37 +2113,37 @@ msgstr "" "来控制哪些超武出现在侧边栏上。这样一来具有不同偏好和不同显示分辨率的用户就可以通过客户端设置来控制他们希望在侧边栏上看到多少超武而无需编辑 Mod" " 文件,并且你可以通过默认的 Significance 值来精确指定你的预期效果。" -#: ../../User-Interface.md:717 +#: ../../User-Interface.md:722 msgid "" "There is a hotkey to toggle the sidebar on/off, which can be bound to a " "key in the hotkey settings." msgstr "快捷键设置中新增了一个快捷键条目以用于开关超武侧边栏。" -#: ../../User-Interface.md:718 +#: ../../User-Interface.md:723 msgid "" "`TXT_TOGGLE_SW_SIDEBAR` and `TXT_TOGGLE_SW_SIDEBAR_DESC` are used for " "localization of the hotkey." msgstr "`TXT_TOGGLE_SW_SIDEBAR` 与 `TXT_TOGGLE_SW_SIDEBAR_DESC` 用于该快捷键的本地化。" -#: ../../User-Interface.md:719 +#: ../../User-Interface.md:724 msgid "" "`SuperWeaponSidebarKeysEnabled` enables users to use hotkeys for " "superweapons displayed on the sidebar." msgstr "`SuperWeaponSidebarKeysEnabled` 允许用户使用快捷键拉起侧边栏上显示的超武。" -#: ../../User-Interface.md:720 +#: ../../User-Interface.md:725 msgid "" "The hotkeys are positional and are only provided for the first 10 " "superweapons." msgstr "这些快捷键的位置是定死仅对应前 10 个超武的。" -#: ../../User-Interface.md:721 +#: ../../User-Interface.md:726 msgid "" "If assigned, a hotkey will be displayed on a superweapon instead of the " "`Ready` (or its alternative) text." msgstr "如果已分配快捷键,则对应的按键会替代 `就绪` 等文本显示在超武图标上。" -#: ../../User-Interface.md:722 +#: ../../User-Interface.md:727 msgid "" "For localization of those hotkeys, add `TXT_FIRE_TACTICAL_SW_XX` and " "`TXT_FIRE_TACTICAL_SW_XX_DESC` into your `.csf` file." @@ -2140,7 +2151,7 @@ msgstr "" "为了本地化,请将 `TXT_FIRE_TACTICAL_SW_XX` 和 `TXT_FIRE_TACTICAL_SW_XX_DESC` 添加到你的" " `.csf` 文件中。" -#: ../../User-Interface.md:725 +#: ../../User-Interface.md:730 msgid "" "Positional superweapon hotkeys are an experimental feature and currently " "the user experience may be not polished enough, due to superweapon " @@ -2148,7 +2159,7 @@ msgid "" " default." msgstr "超武快捷键属于实验性功能并且由于超武在侧边栏上的位置并不固定所以当前用户体验可能不够完善,因此该功默认处于禁用状态。" -#: ../../User-Interface.md:729 +#: ../../User-Interface.md:734 msgid "" "[Sidebar]\n" "SuperWeaponSidebar=false ; boolean\n" @@ -2168,7 +2179,7 @@ msgstr "" "SuperWeaponSidebar.Max=0 ; integer\n" "SuperWeaponSidebar.MaxColumns= ; integer\n" -#: ../../User-Interface.md:741 +#: ../../User-Interface.md:746 msgid "" "[GlobalControls]\n" "SuperWeaponSidebarKeysEnabled=false ; boolean\n" @@ -2218,7 +2229,7 @@ msgstr "" "SuperWeaponSidebar.RequiredHouses= ; List of house types\n" "SuperWeaponSidebar.Significance=0 ; integer\n" -#: ../../User-Interface.md:763 +#: ../../User-Interface.md:768 msgid "" "[Phobos]\n" "SuperWeaponSidebar.RequiredSignificance=0 ; integer\n" @@ -2226,7 +2237,7 @@ msgstr "" "[Phobos]\n" "SuperWeaponSidebar.RequiredSignificance=0 ; integer\n" -#: ../../User-Interface.md:769 +#: ../../User-Interface.md:774 msgid "" "While the feature is usable without any extra graphics, you can find " "example assets to use with vanilla graphics on [Phobos supplementaries " @@ -2235,11 +2246,11 @@ msgstr "" "虽然该功能可以在没有任何额外图像的情况下使用,但你可以在 [Phobos 补充仓库](https://github.com/Phobos-" "developers/PhobosSupplementaries) 找到数与原版界面 UI 图像搭配使用的示例资产。" -#: ../../User-Interface.md:772 +#: ../../User-Interface.md:777 msgid "Tooltips" msgstr "拓展工具条" -#: ../../User-Interface.md:774 +#: ../../User-Interface.md:779 msgid "" "![image](_static/images/tooltips-01.png) *Extended tooltips used in [CnC:" " Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -2247,7 +2258,7 @@ 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:777 +#: ../../User-Interface.md:782 msgid "" "Sidebar tooltips can now display extended information about the " "TechnoType/SWType when hovered over it's cameo. In addition the low " @@ -2257,19 +2268,19 @@ 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:778 +#: ../../User-Interface.md:783 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:779 +#: ../../User-Interface.md:784 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:780 +#: ../../User-Interface.md:785 #, python-format msgid "" "If `SW.Shots` from Ares is used, a C-style format string default to " @@ -2280,7 +2291,7 @@ 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:781 +#: ../../User-Interface.md:786 msgid "" "Extended tooltips don't use `TXT_MONEY_FORMAT_1` and " "`TXT_MONEY_FORMAT_2`. Instead you can specify cost, power and time labels" @@ -2291,20 +2302,20 @@ 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:782 +#: ../../User-Interface.md:787 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:783 +#: ../../User-Interface.md:788 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:784 +#: ../../User-Interface.md:789 msgid "" "`AnchoredToolTips` positions the tooltip always to the left of sidebar, " "only applies to if `ExtendedToolTips` is set to true and they are enabled" @@ -2313,7 +2324,7 @@ 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:787 +#: ../../User-Interface.md:792 msgid "" "[ToolTips]\n" "ExtendedToolTips=false ; boolean\n" @@ -2335,7 +2346,7 @@ msgstr "" "SWShotsFormat= ; CSF entry key\n" "MaxWidth=0 ; integer, pixels\n" -#: ../../User-Interface.md:799 +#: ../../User-Interface.md:804 msgid "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" @@ -2343,13 +2354,13 @@ msgstr "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" -#: ../../User-Interface.md:804 +#: ../../User-Interface.md:809 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:807 +#: ../../User-Interface.md:812 msgid "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" @@ -2357,7 +2368,7 @@ msgstr "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" -#: ../../User-Interface.md:813 +#: ../../User-Interface.md:818 msgid "" "Same as with harvester counter, you can download the improved font (v4 " "and higher; can be found on [Phobos supplementaries " @@ -2367,13 +2378,13 @@ 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:816 +#: ../../User-Interface.md:821 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:819 +#: ../../User-Interface.md:824 msgid "" "[SOMESIDE] ; Side\n" "ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to " @@ -2393,13 +2404,13 @@ msgstr "" "ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual] ->" " ToolTip.Background.BlurSize, which defaults to 0.0\n" -#: ../../User-Interface.md:827 +#: ../../User-Interface.md:832 msgid "" "The blur effect is resource intensive. Please make sure you really want " "to enable this effect, otherwise leave it to 0.0 so it stays disabled." msgstr "模糊效果非常占用资源,请确保你的确想要启用此效果,否则请保持 0.0 以禁用。" -#: ../../User-Interface.md:831 +#: ../../User-Interface.md:836 msgid "" "[Phobos]\n" "ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 41d3a0a7fa..49cd52f7f9 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: 2025-08-11 00:26+0800\n" +"POT-Creation-Date: 2025-08-16 02:27+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1124,9 +1124,9 @@ msgstr "更新日志" msgid "Version TBD (develop branch nightly builds)" msgstr "待定版本(开发分支自动构建版本)" -#: ../../Whats-New.md:330 ../../Whats-New.md:457 ../../Whats-New.md:846 -#: ../../Whats-New.md:877 ../../Whats-New.md:1080 ../../Whats-New.md:1108 -#: ../../Whats-New.md:1125 ../../Whats-New.md:1183 +#: ../../Whats-New.md:330 ../../Whats-New.md:460 ../../Whats-New.md:851 +#: ../../Whats-New.md:882 ../../Whats-New.md:1085 ../../Whats-New.md:1113 +#: ../../Whats-New.md:1130 ../../Whats-New.md:1188 msgid "New:" msgstr "新增内容:" @@ -1843,34 +1843,48 @@ msgid "Customize squid grapple animation (by NetsuNegi)" msgstr "自定义乌贼拖拽动画(by NetsuNegi)" #: ../../Whats-New.md:430 -msgid "[Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-infantry) (by TaranDahl)" -msgstr "[GI 式步兵自动部署](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-infantry)(by TaranDahl)" +msgid "" +"[Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-" +"deploy-for-gi-like-infantry) (by TaranDahl)" +msgstr "" +"[GI 式步兵自动部署](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-" +"infantry)(by TaranDahl)" -#: ../../Whats-New.md:432 ../../Whats-New.md:623 ../../Whats-New.md:977 -#: ../../Whats-New.md:1086 ../../Whats-New.md:1111 ../../Whats-New.md:1150 -#: ../../Whats-New.md:1195 +#: ../../Whats-New.md:431 +msgid "" +"[Vehicles that have lost their target can customize the turret direction to align with the vehicle body](New-or-Enhanced-Logics.md#turret-response) (by FlyStar)" +msgstr "" +"[失去目标的车辆可以自定义炮塔方向与车体对齐](New-or-Enhanced-Logics.md#turret-response)(by FlyStar)" + +#: ../../Whats-New.md:432 +msgid "[Reverse engineer warhead](New-or-Enhanced-Logics.md#reverse-engineer-warhead) (by CrimRecya)" +msgstr "[逆向工程弹头](New-or-Enhanced-Logics.md#reverse-engineer-warhead)(by CrimRecya)" + +#: ../../Whats-New.md:434 ../../Whats-New.md:626 ../../Whats-New.md:982 +#: ../../Whats-New.md:1091 ../../Whats-New.md:1116 ../../Whats-New.md:1155 +#: ../../Whats-New.md:1200 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:435 msgid "" "Fixed sidebar not updating queued unit numbers when adding or removing " "units when the production is on hold (by CrimRecya)" msgstr "修复侧边栏在生产暂停时添加或去除订单未能更新预购单位队列数量的问题(by CrimRecya)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:436 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker (by TaranDahl)" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡(by TaranDahl)" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:437 msgid "" "Buildings with foundation bigger than 1x1 can now recycle spawned " "correctly (by TaranDahl)" msgstr "占地面积超过 1x1 的建筑现在可以正常回收子机(by TaranDahl)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:438 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -1879,7 +1893,7 @@ msgstr "" "修复了 `MovementZone=AmphibiousDestroyer` 与 `MovementZone=AmphibiousCrusher`" " 的单位无法进入水上建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:439 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -1888,298 +1902,307 @@ msgstr "" "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题(by " "CrimRecya)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:440 msgid "" "Separated the AirstrikeClass pointer between the attacker/aircraft and " "the target to avoid erroneous overwriting issues (by NetsuNegi)" msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题(by NetsuNegi)" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:441 msgid "" "Fixed the bug that buildings will always be tinted as airstrike owner (by" " NetsuNegi)" msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:440 +#: ../../Whats-New.md:442 msgid "" "Fixed an issue where computer players did not search for new enemies " "after defeating them or forming alliances with them (by FlyStar)" msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题(FlyStar)" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:443 msgid "" "Fixed an issue where airstrike flare line drawn to target at lower " "elevation would clip (by Starkku)" msgstr "修复了空袭引导激光高打低时会截断的问题(by Starkku)" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:444 msgid "" "Fixed the bug that damaged particle dont disappear after building has " "repaired by engineer (by NetsuNegi)" msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:445 msgid "" "Projectiles with `Vertical=true` now drop straight down if fired off by " "AircraftTypes instead of behaving erratically (by Starkku)" msgstr "现在当一个拥有 `Vertical=true` 的抛射体被战机类发射时将会正常下坠(by Starkku)" -#: ../../Whats-New.md:445 ../../Whats-New.md:768 ../../Whats-New.md:849 -#: ../../Whats-New.md:1013 ../../Whats-New.md:1054 ../../Whats-New.md:1066 -#: ../../Whats-New.md:1089 ../../Whats-New.md:1099 ../../Whats-New.md:1115 -#: ../../Whats-New.md:1163 ../../Whats-New.md:1174 +#: ../../Whats-New.md:447 ../../Whats-New.md:771 ../../Whats-New.md:854 +#: ../../Whats-New.md:1018 ../../Whats-New.md:1059 ../../Whats-New.md:1071 +#: ../../Whats-New.md:1094 ../../Whats-New.md:1104 ../../Whats-New.md:1120 +#: ../../Whats-New.md:1168 ../../Whats-New.md:1179 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:446 +#: ../../Whats-New.md:448 msgid "" "Fixed the bug that `AllowAirstrike=no` cannot completely prevent air " "strikes from being launched against it (by NetsuNegi)" msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:448 ../../Whats-New.md:821 ../../Whats-New.md:1042 +#: ../../Whats-New.md:449 +msgid "" +"When `Speed=0` or the TechnoTypes cell cannot move due to " +"`MovementRestrictedTo`, vehicles cannot attack targets beyond the " +"weapon's range. `Area Guard` and `Hunt` missions will also become " +"ineffective (by FlyStar)" +msgstr "" +"若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area Guard` 和 `Hunt` 任务将不会生效(by FlyStar)" + +#: ../../Whats-New.md:451 ../../Whats-New.md:824 ../../Whats-New.md:1047 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:452 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades (by Ollerus)" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" -#: ../../Whats-New.md:450 ../../Whats-New.md:835 +#: ../../Whats-New.md:453 ../../Whats-New.md:838 msgid "" "Taking over Ares' AlphaImage respawn logic to reduce lags from it (by " "NetsuNegi)" msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿(by NetsuNegi)" -#: ../../Whats-New.md:453 +#: ../../Whats-New.md:456 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:458 +#: ../../Whats-New.md:461 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:459 +#: ../../Whats-New.md:462 msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" msgstr "在目标单元格处引爆弹头或武器(by Starkku)" -#: ../../Whats-New.md:460 +#: ../../Whats-New.md:463 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:461 +#: ../../Whats-New.md:464 msgid "Launching Super Weapons on building infiltration (by Morton)" msgstr "允许在建筑被渗透时发射超级武器(by Morton)" -#: ../../Whats-New.md:462 +#: ../../Whats-New.md:465 msgid "Building airstrike target eligibility customization (by Starkku)" msgstr "自定义建筑能否作为空袭目标(by Starkku)" -#: ../../Whats-New.md:463 +#: ../../Whats-New.md:466 msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" msgstr "伊文炸弹引爆与图像显示于建筑中心(by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:467 msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" msgstr "强制对隐形或伪装中的目标使用特定武器(by Starkku)" -#: ../../Whats-New.md:465 +#: ../../Whats-New.md:468 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:466 +#: ../../Whats-New.md:469 msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘(by ststl)" -#: ../../Whats-New.md:467 +#: ../../Whats-New.md:470 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:471 msgid "Shields can inherit Techno ArmorType (by Starkku)" msgstr "护盾可以继承科技类型护甲(by Starkku)" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:472 msgid "" "Income money flying-string display when harvesters or slaves are docking " "to refineries or when spies steal credits (by Trsdy)" msgstr "矿车、奴隶对接矿场或间谍窃取资金时的 flying-string 显示(by Trsdy)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:473 msgid "Allow random crates to be generated only on lands (by Trsdy)" msgstr "允许随机工具箱仅生成在陆地(by Trsdy)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:474 msgid "Iron-curtain effects on infantries and organic units (by ststl)" msgstr "允许在步兵和生物单位上使用铁幕效果(by ststl)" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:475 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:476 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:477 msgid "Customizable priority of superweapons timer sorting(by ststl)" msgstr "自定义超武计时器优先级(by ststl)" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:478 msgid "Customizable aircraft spawner spawn delay (by Starkku)" msgstr "自定义子机发射器生成间隔(by Starkku)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:479 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:480 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:481 msgid "" "Customizable debris & meteor impact and warhead detonation behaviour (by " "Starkku & Otamaa)" msgstr "自定义碎片 & 流星撞击以及弹头引爆行为(by Starkku 与 Otamaa)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:482 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:483 msgid "" "Multiple burst shots / burst delay within infantry firing sequence (by " "Starkku)" msgstr "步兵开火序列的多发 Burst/Burst 间隔(by Starkku)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:484 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:485 msgid "" "Removal of hardcoded AA & Gattling weapon selection restrictions (by " "Starkku)" msgstr "移除硬编码的对空与盖特逻辑的武器选用限制(by Starkku)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:486 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:487 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:488 msgid "" "Default campaign game speed override and custom campaign game speed FPS " "(by Morton)" msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS(by Morton)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:489 msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" msgstr "允许/禁止 MCV 重部署的触发结果(by Trsdy)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:490 msgid "" "`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" " (by Starkku)" msgstr "由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:491 msgid "Including INI files and inheriting INI sections (by Morton)" msgstr "包含 INI 文件与继承 INI 节(by Morton)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:492 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:493 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:494 msgid "" "TechnoType target evaluation map zone check behaviour customization (by " "Starkku)" msgstr "自定义目标评估地图区域检查行为(by Starkku)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:495 msgid "`CanC4=false` building zero damage toggle (by Starkku)" msgstr "`CanC4=false` 建筑的 0 伤害开关(by Starkku)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:496 msgid "OpenTopped transport target sharing customization (by Starkku)" msgstr "自定义 OpenTopped 运输工具共享目标(by Starkku)" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:497 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:498 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:499 msgid "" "`CreateUnit` improvements & additions (can spawn infantry and aircraft, " "units spawning in air, spawn animation) (by Starkku)" msgstr "`CreateUnit` 改进与增强(可以生成步兵和战机、单位可以在空中生成、生成动画)(by Starkku)" -#: ../../Whats-New.md:497 +#: ../../Whats-New.md:500 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:501 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:502 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:503 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:504 msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" msgstr "允许加载物逻辑更改 SpySat 效果(by Otamaa)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:505 msgid "" "Allow `ZShapePointMove` to apply during buildup via " "`ZShapePointMove.OnBuildup` (by Starkku)" msgstr "允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:506 msgid "" "`UndeploysInto` building selling buildup sequence length customization " "(by Starkku)" msgstr "自定义可反部署建筑出售序列动画长度(by Starkku)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:507 msgid "" "Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" " (by Starkku)" msgstr "允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:508 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:509 msgid "TechnoType conversion on ownership change (by Trsdy)" msgstr "科技类型根据操作者改变而变形(by Trsdy)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:510 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:511 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2188,35 +2211,35 @@ msgstr "" "围绕目标旋转的自定义运动模式示例实现(注:仅限开发者使用)(by Kerbiter、CCHyper,Otamaa 提供协助;基于 CnCVK " "的早期尝试)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:512 msgid "" "Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" " & Trsdy)" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" -#: ../../Whats-New.md:510 +#: ../../Whats-New.md:513 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:514 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:515 msgid "" "Chrono sparkle animation display customization and improvements (by " "Starkku)" msgstr "超时空闪烁动画显示的自定义与改进(by Starkku)" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:516 msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "超时空传送到敌方基地的动作脚本(by Starkku)" -#: ../../Whats-New.md:514 +#: ../../Whats-New.md:517 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:518 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2224,37 +2247,37 @@ msgstr "" "数字化显示生命值和护盾值(by ststl、FlyStar、NaotoYuuki、Saigyouji、JunJacobYoung,基于 " "DeathFish 的知识)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:519 msgid "" "PipScale pip customizations (size, ammo / spawn / tiberium frames or " "offsets) (by Starkku)" msgstr "自定义各 PipScale 的 pip(大小、弹药/子机/矿石帧或偏移)(by Starkku)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:520 msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" msgstr "根据弹药自动部署/阻止部署(by Fryone)" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:521 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:522 msgid "Unhardcoded timer blinking color scheme (by Starkku)" msgstr "对计时器闪烁的配色方案去硬编码(by Starkku)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:523 msgid "" "Customizing shield self-healing timer restart when shield is damaged (by " "Starkku)" msgstr "自定义护盾受击重置自愈计时器(by Starkku)" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:524 msgid "" "Customizing minimum & maximum amount of damage shield can take from a " "single hit (by Starkku)" msgstr "自定义护盾单次可承受的最小与最大伤害(by Starkku)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:525 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2262,39 +2285,39 @@ msgstr "" "`AutoDeath.Technos(Dont)Exist` 可计入 Limbo 状态(不在地图上,例如在运输工具中等)的科技类型(by " "Starkku)" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:526 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:527 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:528 msgid "Owner-only sound on unit creation (by Fryone)" msgstr "单位创建时仅对所有者播放音效(by Fryone)" -#: ../../Whats-New.md:526 +#: ../../Whats-New.md:529 msgid "" "Allow using `Secondary` weapon against walls if `Primary` cannot target " "them (by Starkku)" msgstr "如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:530 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:531 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下快捷键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:532 msgid "" "\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " "events (by Morton)" msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件(by Morton)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:533 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2302,23 +2325,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:531 +#: ../../Whats-New.md:534 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" msgstr "自定义直线轨迹引爆和瞬移距离以及穿透选项(by Starkku)" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:535 msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" msgstr "空袭与间谍飞机固定生成距离与高度(by Starkku)" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:536 msgid "" "Allow enabling application of `Verses` and `PercentAtMax` for negative " "damage (by Starkku)" msgstr "允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:537 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2327,250 +2350,250 @@ msgstr "" "除 `PlacementGrid.Translucency` 外允许在启用 `PlacementPreview` 时使用 " "`PlacementGrid.TranslucencyWithPreview` 设置预览格子的透明度(by Belonit)" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:538 msgid "Show briefing screen on singleplayer mission start (by Starkku)" msgstr "单人任务开始时显示简报屏幕(by Starkku)" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:539 msgid "" "Allow setting mission par times and related messages in `missionmd.ini` " "(by Starkku)" msgstr "允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:540 msgid "" "Allow setting default singleplayer map loading screen and briefing " "offsets (by Starkku)" msgstr "允许设置单人游戏载入图与简报的偏移(by Starkku)" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:541 msgid "" "Allow toggling whether or not fire particle systems adjust target " "coordinates when firer rotates (by Starkku)" msgstr "允许开关 Fire 粒子系统是否在开火者旋转时调整目标坐标(by Starkku)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:542 msgid "`AmbientDamage` warhead & main target ignore customization (by Starkku)" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标(by Starkku)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:543 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:544 msgid "Customizable DropPod properties on a per-InfantryType basis (by Trsdy)" msgstr "自定义每个步兵的 DropPod 参数(by Trsdy)" -#: ../../Whats-New.md:542 +#: ../../Whats-New.md:545 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:546 msgid "" "Allow customizing aircraft landing direction per aircraft or per dock (by" " Starkku)" msgstr "允许每个战机和机场自定义战机着陆方向(by Starkku)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:547 msgid "" "Allow animations to play sounds detached from audio event handler (by " "Starkku)" msgstr "允许动画播放独立于音频事件处理程序的音效(by Starkku)" -#: ../../Whats-New.md:545 +#: ../../Whats-New.md:548 msgid "Game save option when starting campaigns (by Trsdy)" msgstr "开始游戏时是否自动存档的开关(by Trsdy)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:549 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:550 msgid "" "Option to have `Grinding.Weapon` require accumulated credits from " "grinding (by Starkku)" msgstr "可以设置 `Grinding.Weapon` 需要通过回收来积累足够的资金(by Starkku)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:551 msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑(by ZivDero)" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:552 msgid "" "Recreate the weed-charging of SWs like the TS Chemical Missile (by " "ZivDero)" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果(by ZivDero)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:553 msgid "Allow to change the speed of gas particles (by ZivDero)" msgstr "允许更改 gas 粒子的速度(by ZivDero)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:554 msgid "" "Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" " keys (by Starkku)" msgstr "允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:555 msgid "" "Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" " being sold (by Starkku)" msgstr "独立设置 `Explodes=true` 的建筑是否在拔起和出售时是否爆炸的开关(by Starkku)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:556 msgid "" "Toggleable height-based shadow scaling for voxel air units (by Trsdy & " "Starkku)" msgstr "可开关的 Voxel 空中单位影子随高度缩放效果(by Trsdy 与 Starkku)" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:557 msgid "" "User setting toggles for harvester counter & power delta indicator (by " "Starkku)" msgstr "用于矿车计数器和电力变动指示器的用户设置开关(by Starkku)" -#: ../../Whats-New.md:555 +#: ../../Whats-New.md:558 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:559 msgid "" "Restore functionality of `[CrateRules] -> FreeMCV` with customizable " "credits threshold (by Starkku)" msgstr "复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:560 msgid "" "Allow customizing the number of vehicles required for unit crates to turn" " into money crates (by Starkku)" msgstr "允许自定义单位箱子转为钱箱所判定的载具数量阈值(by Starkku)" -#: ../../Whats-New.md:558 +#: ../../Whats-New.md:561 msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" msgstr "每个 `CrateGoodie=true` 载具独立定义的重新随机概率(by Starkku)" -#: ../../Whats-New.md:559 +#: ../../Whats-New.md:562 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:563 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:564 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:565 msgid "" "AttachEffect types with new features like custom tint and weapon range " "modifier (by Starkku)" msgstr "AE 类型支持自定义染色和武器射程修正等新功能(by Starkku)" -#: ../../Whats-New.md:563 +#: ../../Whats-New.md:566 msgid "" "Force shield effect sync on deploy & vs. organic targets effect " "customization to complement the Iron Curtain ones (by Starkku)" msgstr "力场护盾在(反)部署时继承及针对有生物体的自定义铁幕功能补充(by Starkku)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:567 msgid "" "Map trigger action `41 Play Animation At...` now uses additional " "parameter to determine if animation can play sound, deal damage etc. (by " "Starkku)" msgstr "地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:568 msgid "" "Allow restricting how many times per frame a single radiation site can " "damage a building (by Starkku)" msgstr "允许限制同一辐射每帧对一个建筑造成杀伤的次数(by Starkku)" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:569 msgid "" "Allow explicitly setting the superweapons AI uses for Chronoshift script " "actions (by Starkku)" msgstr "允许明确定义 AI 使用超时空传送脚本动作时所使用的超级武器(by Starkku)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:570 msgid "" "Allow customizing Aircraft weapon strafing regardless of `ROT` and " "`Strafing.Shots` values beyond 5 (by Trsdy)" msgstr "允许自定义战机武器扫射功能不受 `ROT` 值限制且 `Strafing.Shots` 可以超过 5(by Trsdy)" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:571 msgid "" "Allow strafing weapons to deduct ammo per shot instead of per strafing " "run (by Starkku)" msgstr "允许扫射武器按每次开火而非每次扫射扣除弹药(by Starkku)" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:572 msgid "" "Allow `CloakVisible=true` laser trails optinally be seen only if unit is " "detected (by Starkku)" msgstr "允许 `CloakVisible=true` 的激光尾焰仅在单位被检测到时可见(by Starkku)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:573 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode (by TaranDahl)" msgstr "遭遇战 AI「卖家冲锋」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:574 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by TaranDahl)" msgstr "遭遇战 AI「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:575 msgid "" "Customizing whether passengers are kicked out when an aircraft fires (by " "ststl)" msgstr "自定义战机开火时是否踹出乘客(by ststl)" -#: ../../Whats-New.md:573 +#: ../../Whats-New.md:576 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:577 msgid "" "Option to scatter `(Anim/Splash)List` animations around impact " "coordinates (by Starkku)" msgstr "自定义 `(Anim/Splash)List` 在引爆坐标周围散布(by Starkku)" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:578 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:579 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:580 msgid "" "AI script action to jump back to previous script after picking a random " "script (by handama)" msgstr "随机跳转回先前步骤的 AI 脚本动作(by handama)" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:581 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:579 +#: ../../Whats-New.md:582 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:583 msgid "" "Allow different technos to share build limit in a group (by ststl & " "Ollerus)" msgstr "允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:584 msgid "" "Map events `604-605` for checking if a specific Techno enters in a cell " "(by FS-21)" msgstr "用于检查特定科技类型是否进入单元格的 `604-605` 号地图触发条件(by FS-21)" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:585 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -2578,286 +2601,286 @@ msgstr "" "当 `[GlobalControls] -> DebugPlanningPaths=yes` " "时为玩家控制的所有单位绘制路径点路径而不是仅限玩家所属方的(by Trsdy)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:586 msgid "`RemoveDisguise` now works on vehicle disguises (by Trsdy)" msgstr "允许 `RemoveDisguise` 作用于载具伪装效果(by Trsdy)" -#: ../../Whats-New.md:584 +#: ../../Whats-New.md:587 msgid "" "Allow anchoring extended tooltips to the left side of the sidebar (by " "Trsdy)" msgstr "允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:588 msgid "" "Toggle to allow spawned aircraft to attack immediately after being " "spawned (by Starkku)" msgstr "子机生成后是否等待集结的开关(by Starkku)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:589 msgid "`ZAdjust` for OverlayTypes (by Starkku)" msgstr "让覆盖物可以读取 `ZAdjust` 标签的值(by Starkku)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:590 msgid "" "Allow customizing extra tint intensity for Iron Curtain & Force Shield " "(by Starkku)" msgstr "允许自定义铁幕和力场护盾的额外染色强度(by Starkku)" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:591 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565 (by Starkku)" msgstr "允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:592 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" msgstr "自定义钻地单位的地下水平移动高度和速度(by Starkku)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:593 msgid "" "Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " "Starkku)" msgstr "允许弹头穿透铁幕或力场护盾(by Starkku)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:594 msgid "Option for Warhead to remove all shield types at once (by Starkku)" msgstr "允许弹头一次性移除所有护盾类型(by Starkku)" -#: ../../Whats-New.md:592 +#: ../../Whats-New.md:595 msgid "" "Allow customizing voxel light source position (by Kerbiter & Morton, " "based on knowledge of thomassnedon)" msgstr "自定义 Voxel 光照角度(by Kerbiter 与 Morton,基于 thomassnedon 的知识)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:596 msgid "" "Option to fix voxel light source being offset and incorrectly tilting on " "slopes (by Kerbiter)" msgstr "允许使用无额外调整的 Voxel 光照角度计算方式,原版算法会导致在斜坡上使用错误的倾斜角度(by Kerbiter)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:597 msgid "AI superweapon delay timer customization (by Starkku)" msgstr "自定义 AI 超级武器发射延迟(by Starkku)" -#: ../../Whats-New.md:595 +#: ../../Whats-New.md:598 msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" msgstr "排除特定工厂的多工厂加成(by Starkku)" -#: ../../Whats-New.md:596 +#: ../../Whats-New.md:599 msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" msgstr "自定义单位被超时空传送超武传送的延迟(by Starkku)" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:600 msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" msgstr "`FactoryPlant` 效果的受益类型限制(by Starkku)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:601 msgid "" "Customizable damage & 'crumbling' (destruction) frames for TerrainTypes " "(by Starkku)" msgstr "自定义地形对象残损与倒坍(摧毁)帧(by Starkku)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:602 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:603 msgid "Forbidding parallel AI queues for specific TechnoTypes (by Starkku)" msgstr "禁止特定科技类型的 AI 并行生产队列(by Starkku)" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:604 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:605 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:606 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:607 msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" msgstr "自定义超级武器所在栏(by NetsuNegi)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:608 msgid "Customizing effect of level lighting on air units (by Starkku)" msgstr "自定义光照等级对空中单位的影响(by Starkku)" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:609 msgid "" "Reimplemented `Airburst` & `Splits` logic with more customization options" " (by Starkku)" msgstr "重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:610 msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" msgstr "允许建筑被视为可摧毁的寻路障碍(by Starkku)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:611 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:612 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:610 +#: ../../Whats-New.md:613 msgid "Building unit repair customizations (by Starkku)" msgstr "在建筑上自定义单位维修参数(by Starkku)" -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:614 msgid "" "Toggle to disallow buildings from providing build area during buildup (by" " Starkku)" msgstr "允许禁用建筑还在建造过程中就提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:612 +#: ../../Whats-New.md:615 msgid "" "Allow customizing which building types provide build area for a building " "(by Starkku)" msgstr "允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:616 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:617 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:618 msgid "Allow infantry to use land sequences in water (by Starkku)" msgstr "允许步兵在水中使用陆地序列(by Starkku)" -#: ../../Whats-New.md:616 +#: ../../Whats-New.md:619 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps (by Starkku)" msgstr "`` 现在可以作为遭遇战/多人游戏地图预置对象的所有者(by Starkku)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:620 msgid "Allow customizing charge turret delays per burst on a weapon (by Starkku)" msgstr "允许武器自定义充能炮塔变换间隔(by Starkku)" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:621 msgid "Draw visual effects for airburst weapons (by CrimRecya)" msgstr "空爆武器正常绘制武器特效(by CrimRecya)" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:622 msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" msgstr "现在单位的 `Speed` 支持小数(by Starkku)" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:623 msgid "" "`Strafing` is now disabled by default when using `Trajectory` (by " "CrimRecya)" msgstr "现在 `Strafing` 在抛射体使用了 `Trajectory` 时默认禁用(by CrimRecya)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:624 msgid "" "Skip target scanning function calling for unarmed technos (by TaranDahl &" " solar-III)" msgstr "禁用了无武器单位的索敌(by TaranDahl & solar-III)" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:627 msgid "" "Allow AI to repair structures built from base nodes/trigger action 125/SW" " delivery in single player missions (by Trsdy)" msgstr "允许 AI 在单人任务中修复由基地节点/125 号触发结果/超级武器所投送的建筑(by Trsdy)" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:628 #, python-format msgid "" "Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " "(by Trsdy)" msgstr "令载具在 `OpenTopped` 运输工具中使用**运输工具的** `AlternateFLH%d`(by Trsdy)" -#: ../../Whats-New.md:626 +#: ../../Whats-New.md:629 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map. (by Trsdy, based on TwinkleStar's work)" msgstr "改进了升级工具箱在可见地图区域内生成位置的统计分布(by Trsdy,基于 TwinkleStar 的工作)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:630 msgid "" "Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " "logic normally (by Trsdy)" msgstr "通过触发结果 7/80/107 生成的小队现在可以正常使用 IFV 和 `OpenTopped` 逻辑(by Trsdy)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:631 msgid "" "Prevented units from retaining previous order after ownership change (by " "Trsdy)" msgstr "单位在所属变更后不再保留原指令(by Trsdy)" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:632 msgid "" "Break the mind-control link when capturing a mind-controlled building " "with an engineer (by Trsdy)" msgstr "工程师占领被心灵控制的建筑时切断心灵控制链接(by Trsdy)" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:633 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations (by Starkku)" msgstr "修复了建造动画较长的建筑其 BibShape 会在建造过程中闪现的问题(by Starkku)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:634 msgid "Cloaked & disguised objects displaying to observers (by Starkku)" msgstr "观察者现在可以看到隐形和伪装的对象(by Starkku)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:635 msgid "" "Cloaked objects from allies displaying to player in single player " "missions (by Trsdy)" msgstr "单人任务中玩家可以看到友军的隐形对象(by Trsdy)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:636 msgid "" "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" " (by Trsdy)" msgstr "地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:637 msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" msgstr "现在 `Suicide=yes` 的武器可以确保击杀开火者(by Trsdy)" -#: ../../Whats-New.md:635 +#: ../../Whats-New.md:638 msgid "" "Made sure that vxl units being flipped over get killed instead of " "rotating up and down (by Trsdy)" msgstr "现在确保了被翻转的 Voxel 单位会被击杀而不是占据原单元格持续翻滚(不死亡)(by Trsdy)" -#: ../../Whats-New.md:636 +#: ../../Whats-New.md:639 msgid "" "Allow jumpjet units to visually tilt or be flipped over on the ground " "even if `TiltCrashJumpjet=no` (by Trsdy)" msgstr "允许 Jumpjet 单位即便 `TiltCrashJumpjet=no` 也可以显示倾斜或翻转效果(by Trsdy)" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:640 msgid "" "Fixed the range for number of debris spawned by Warhead to use MaxDebris " "instead of MaxDebris - 1 (by Starkku)" msgstr "现在弹头碎片生成量上线正确使用 `MaxDebris` 而非 `MaxDebris - 1`(by Starkku)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:641 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land (by Starkku)" msgstr "修复了 `LandTargeting=1` 没有禁止瞄准陆地上的地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:639 +#: ../../Whats-New.md:642 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water (by Starkku)" msgstr "修复了 `NavalTargeting=6` 没有禁止瞄准空白水域或水上地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:643 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -2866,22 +2889,22 @@ msgstr "" "修复了 `NavalTargeting=7` 和 `LandTargeting=2` 仍允许使用主武器对陆地上的地形对象(树等)的问题(by " "Starkku)" -#: ../../Whats-New.md:641 +#: ../../Whats-New.md:644 msgid "" "Fixed an issue that causes objects in layers outside ground layer to not " "be sorted correctly (caused issues with animation and jumpjet layering " "for an instance) (by Starkku)" msgstr "修复非 ground 层物体排序异常所导致的问题(例如导致动画和 Jumpjet 图层排序错误)(by Starkku)" -#: ../../Whats-New.md:642 +#: ../../Whats-New.md:645 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:646 msgid "Allow MCV to redeploy in campaigns (by Trsdy)" msgstr "允许 MCV 在战役中重部署(by Trsdy)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:647 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -2889,13 +2912,13 @@ msgstr "" "允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` " "的情况下被出售(by Trsdy)" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:648 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water (by Starkku)" msgstr "修复了无 `C4=true` 的步兵通过空降/超时空等方式进入水域会死亡的问题。即便它们正常情况下进入水域(by Starkku)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:649 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -2904,23 +2927,23 @@ msgstr "" "修复了 `WaterBound=true` 且拥有 `UndeploysInto` 的建筑在反部署时无法正常设置载具移动位置的问题(by " "Starkku)" -#: ../../Whats-New.md:647 +#: ../../Whats-New.md:650 msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" msgstr "允许 `AlternateFLH` 条目超过 5 个(by ststl)" -#: ../../Whats-New.md:648 +#: ../../Whats-New.md:651 msgid "" "Buildings with `CanC4=false` will no longer take 1 point of positive " "damage if hit by negative damage (by Starkku)" msgstr "拥有 `CanC4=false` 的建筑在受到负值杀伤时不再获得 1 点正值伤害(by Starkku)" -#: ../../Whats-New.md:649 +#: ../../Whats-New.md:652 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" msgstr "主武器使用 `AG=false` 抛射体的的建筑现在在选中时将正常显示攻击光标(by Starkku)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:653 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -2929,59 +2952,59 @@ msgstr "" "现在 `OpenTopped=true` 且拥有大于 1 的 `Burst` 的武器的运输工具其载员开火不再由于连发的序数而改变侧向偏移位置(by" " Starkku)" -#: ../../Whats-New.md:651 +#: ../../Whats-New.md:654 msgid "" "Light tint created by a building is now able to be removed after loading " "the game (by Trsdy)" msgstr "现在建筑灯光效果可以正常在读档后移除(by Trsdy)" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:655 msgid "Prevented crashing jumpjet units from firing (by Trsdy)" msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug(by Trsdy)" -#: ../../Whats-New.md:653 +#: ../../Whats-New.md:656 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed (by Starkku)" msgstr "修复了伪装的步兵在必要时没有使用自定义色盘来绘制伪装图像的问题(by Starkku)" -#: ../../Whats-New.md:654 +#: ../../Whats-New.md:657 msgid "" "Reenabled the obsolete `[General] -> WarpIn` as default anim type when " "units are warping in (by Trsdy)" msgstr "重启废弃的 `[General] -> WarpIn` 作为单位超时空传送来的默认动画类型(by Trsdy)" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:658 msgid "" "Fixed permanent health bar display for units targeted by temporal weapons" " upon mouse hover (by Trsdy)" msgstr "修复了被超时空武器攻击的单位其血条在鼠标掠过其上后不会消失的 Bug(by Trsdy)" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:659 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map (by Starkku)" msgstr "地图上预先放置的超级武器类建筑在游戏开始时不再显示 `SuperAnimThree`(by Starkku)" -#: ../../Whats-New.md:657 +#: ../../Whats-New.md:660 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do (by Starkku)" msgstr "现在 AI 玩家可以像人类玩家一样同时建造 `Naval=true` 与 `Naval=false` 的载具(by Starkku)" -#: ../../Whats-New.md:658 +#: ../../Whats-New.md:661 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (by Kerbiter)" msgstr "修复了 Jumpjet 单位在开始移动时会突然面向右下方向的 Bug(by Kerbiter)" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:662 msgid "" "Suppressed the BuildingCaptured EVA events when capturing a building " "considered as a vehicle (by Trsdy)" msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报(by Trsdy)" -#: ../../Whats-New.md:660 +#: ../../Whats-New.md:663 msgid "" "Objects with `Palette` set now have their color tint adjusted accordingly" " by superweapons, map retint actions etc. if they belong to a house using" @@ -2991,14 +3014,14 @@ msgstr "" "现在拥有 `Palette` 设置的对象可以正常根据超级武器、地图重绘光照行为等调整其色调。只要它们属于使用了任何配色方案的所属方而不仅限于 " "`[Colors]` 列表前半部分那些(by Starkku)" -#: ../../Whats-New.md:661 +#: ../../Whats-New.md:664 msgid "" "Animations using `AltPalette` are now remapped to their owner's color " "scheme instead of first listed color scheme and no longer draw over " "shroud (by Starkku)" msgstr "现在使用 `AltPalette` 的动画会被重映射到其所属方的配色方案而不再是被列出的第一个配色方案并且不再绘制于黑幕之上(by Starkku)" -#: ../../Whats-New.md:662 +#: ../../Whats-New.md:665 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3007,13 +3030,13 @@ msgstr "" "修复了 `DeployToFire` 未考虑 `DeploysInto` 建筑的摆放规则并导致该功能无法与 `WaterBound` " "建筑一起正常工作的问题(by Starkku)" -#: ../../Whats-New.md:663 +#: ../../Whats-New.md:666 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy (by Starkku)" msgstr "修复了 `DeployToFire` 在当前无法部署时未能重新计算开火者在陆地上所处位置的问题(by Starkku)" -#: ../../Whats-New.md:664 +#: ../../Whats-New.md:667 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3021,67 +3044,67 @@ msgstr "" "现在可以通过设置 `Arcing.AllowElevationInaccuracy=false` 来修复 `Arcing=true` " "抛射体在有高程影响下的精度问题(by Starkku)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:668 msgid "" "Fixed position and layer of info tip and reveal production cameo on " "selected building (by Belonit)" msgstr "修复了被选中建筑上信息提示和显示生产图标的位置和图层问题(by Belonit)" -#: ../../Whats-New.md:666 +#: ../../Whats-New.md:669 msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" msgstr "现在 `TurretOffset` 可以支持 Shape 载具了(by TwinkleStar)" -#: ../../Whats-New.md:667 +#: ../../Whats-New.md:670 msgid "" "`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " "when being captured by enemies (by Trsdy)" msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题(by Trsdy)" -#: ../../Whats-New.md:668 +#: ../../Whats-New.md:671 msgid "" "Fixed a glitch related to incorrect target setting for missiles (by " "Belonit)" msgstr "修复导弹目标设置错误导致的图形问题(by Belonit)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:672 msgid "" "Skipped parsing `[Header]` section of compaign maps which led to " "occasional crashes on Linux (by Trsdy)" msgstr "跳过对战役地图 `[Header]` 小节的解析以修复 Linux 系统偶尔崩溃的问题(by Trsdy)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:673 msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" msgstr "修复了 EMP 状态下炮塔仍可转动炮塔以及 Jumpjet 单位仍旧浮动的问题(by Trsdy)" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:674 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes (by Starkku)" msgstr "修复了 `AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:675 msgid "" "Fixed railgun and fire particles being cut off by elevation changes (by " "Starkku)" msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:676 msgid "" "Fixed teleport units' frozen-still timer being reset after load game (by " "Trsdy)" msgstr "修复了超时空单位的僵直计时器在载入游戏后被清空的问题(by Trsdy)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:677 msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" msgstr "修复了超时空运动模式的单位无法在斜坡上视觉性倾斜的问题(by Trsdy)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:678 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" msgstr "修复了超时空和钻地单位无法视觉翻转的问题(by Trsdy)" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:679 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3090,89 +3113,89 @@ msgstr "" "现在战机在建筑上停靠时尊重 `[AudioVisual] -> PoseDir` " "作为默认设置而不总是朝向北方,或者在地图预置建筑上面向建筑的方向(by Starkku)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:680 msgid "" "Spawned aircraft now align with the spawner's facing when landing (by " "Starkku)" msgstr "现在生成的子机在降落时会与其母舰的朝向对正(by Starkku)" -#: ../../Whats-New.md:678 +#: ../../Whats-New.md:681 msgid "" "Fixed infantries attempted to entering buildings when waypointing " "together with engineer/agent/occupier/etc (by Trsdy)" msgstr "修复了步兵在与间谍/工程师/可驻军步兵等一起进入路径点时会尝试进入建筑的 Bug(by Trsdy)" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:682 msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果(by NetsuNegi)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:683 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units (by Starkku)" msgstr "修复了在选中 `DeploysInto` 单位上显示光标时可能引起的不同步问题(by Starkku)" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:684 msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" msgstr "跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:685 msgid "" "Tint effects are now correctly applied to SHP vehicles and all types of " "aircraft as well as building animations regardless of their position (by " "Starkku)" msgstr "现在染色效果无论对象位置如何都会正确对 Shape 载具、所有类型的战机以及建筑动画生效(by Starkku)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:686 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color (by Starkku)" msgstr "现在被铁幕或力场护盾保护的对象将始终使用正确的染色效果(by Starkku)" -#: ../../Whats-New.md:684 +#: ../../Whats-New.md:687 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations (by Starkku)" msgstr "位于无效地图坐标中的对象不再用于初始视图和 AI 基地中心计算(by Starkku)" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:688 msgid "" "Units & buildings with `DecloakToFire=false` weapons can now cloak while " "targeting & reloading (by Starkku)" msgstr "现在拥有 `DecloakToFire=false` 武器的单位和建筑在瞄准和装填时会隐形(by Starkku)" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:689 msgid "" "Units with `Sensors=true` will no longer reveal ally buildings (by " "Starkku)" msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形(by Starkku)" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:690 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread` (by Starkku)" msgstr "现在具有大范围的目标检索和大 `CellSpread` 的弹头爆炸范围可靠的包含了空中单位(by Starkku)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:691 msgid "" "Weapons with `AA=true` Projectile can now correctly fire at air units " "when both firer and target are over a bridge (by Starkku)" msgstr "现在当开火者和目标都在桥上时拥有 `AA=true` 抛射体的武器可以正确的对空中单位射击(by Starkku)" -#: ../../Whats-New.md:689 +#: ../../Whats-New.md:692 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette (by NetsuNegi)" msgstr "修复了伪装单位在目标具有自定义调色盘时未使用正确调色盘的问题(by NetsuNegi)" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:693 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible " "(by Starkku)" msgstr "现在建筑加载物将尽可能一致地使用与加载物 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置(by Starkku)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:694 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3182,19 +3205,19 @@ msgstr "" "现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` " "那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面(by Starkku)" -#: ../../Whats-New.md:692 +#: ../../Whats-New.md:695 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry (by Starkku)" msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题(by Starkku)" -#: ../../Whats-New.md:693 +#: ../../Whats-New.md:696 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast (by NetsuNegi)" msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题(by NetsuNegi)" -#: ../../Whats-New.md:694 +#: ../../Whats-New.md:697 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3203,31 +3226,31 @@ msgstr "" "现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化(by" " Starkku)" -#: ../../Whats-New.md:695 +#: ../../Whats-New.md:698 msgid "" "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " "Starkku)" msgstr "修复了核弹和心灵支配的光照等级未应用于战机类别的问题(by Starkku)" -#: ../../Whats-New.md:696 +#: ../../Whats-New.md:699 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " "infantries (by Trsdy)" msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果(by Trsdy)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:700 msgid "" "Projectiles created from `AirburstWeapon` now remember their WeaponType " "and can apply radiation etc. (by Starkku)" msgstr "现在由 `AirburstWeapon` 创建的抛射体会保留完整 WeaponType 并且可以应用辐射等效果(by Starkku)" -#: ../../Whats-New.md:698 +#: ../../Whats-New.md:701 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first (by Starkku)" msgstr "修复了受损的战机除非先降落于 `UnitReload=true` 的停靠点上否则不能修复的问题(by Starkku)" -#: ../../Whats-New.md:699 +#: ../../Whats-New.md:702 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3237,7 +3260,7 @@ msgstr "" "来切换某些全局地块索引(`ShorePieces`、`WaterSet`、`CliffSet`、`WaterCliffs`、`WaterBridge`、`BridgeSet`" " 和 `WoodBridgeSet`)以解析月球场景(by Starkku)" -#: ../../Whats-New.md:700 +#: ../../Whats-New.md:703 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3245,13 +3268,13 @@ msgstr "" "修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by " "Starkku)" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:704 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings (by Starkku)" msgstr "修复了目标为友军单位且 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑(by Starkku)" -#: ../../Whats-New.md:702 +#: ../../Whats-New.md:705 msgid "" "Follower vehicle index for preplaced vehicles in maps is now explicitly " "constrained to `[Units]` list in map files and is no longer thrown off by" @@ -3261,42 +3284,42 @@ msgstr "" "现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` " "列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰(by Starkku)" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:706 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix (by tyuah8)" msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题(by tyuah8)" -#: ../../Whats-New.md:704 +#: ../../Whats-New.md:707 msgid "Fixed `Stop` command not working so well in some cases (by CrimRecya)" msgstr "修复了 `停止` 命令有时候不灵光的问题(by CrimRecya)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:708 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination (by CrimRecya)" msgstr "现在作为小队成员的空中单位将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地(by CrimRecya)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:709 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" msgstr "现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成(by Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:710 msgid "" "Fixed an issue where a unit will leave an impassable invisible barrier in" " its original position when it is teleported by ChronoSphere onto an " "uncrushable unit and self destruct (by NetsuNegi)" msgstr "修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题(by NetsuNegi)" -#: ../../Whats-New.md:708 +#: ../../Whats-New.md:711 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied (by TaranDahl)" msgstr "修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug(by TaranDahl)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:712 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3307,38 +3330,38 @@ msgstr "" "战机现在会根据其 `MovementZone` 和 `SpeedType` " "在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为(by CrimRecya)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:713 msgid "" "Fixed the bug that destroyed unit may leaves sensors (by tyuah8 & " "NetsuNegi)" msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题(by tyuah8 与 NetsuNegi)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:714 msgid "" "`FreeUnit` uses its own `SpeedType` to determine where to spawn (by " "NetsuNegi)" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:715 msgid "" "Fixed the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land (by NetsuNegi)" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:716 msgid "" "Fixed the bug where pathfinding issues occur when a building performs " "undeploy (by NetsuNegi)" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" -#: ../../Whats-New.md:714 +#: ../../Whats-New.md:717 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory (by CrimRecya & " "TaranDahl)" msgstr "单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:715 +#: ../../Whats-New.md:718 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -3347,32 +3370,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:719 msgid "" "Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, " "Xkein, ZivDero)" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:720 msgid "" "Fixed issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:721 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance (by Starkku)" msgstr "修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题(by Starkku)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:722 msgid "" "Fixed `Hospital=yes` building can't kick out infantry after loading a " "save (by FlyStar)" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题(by FlyStar)" -#: ../../Whats-New.md:720 +#: ../../Whats-New.md:723 msgid "" "Electric bolts that are supposed to update their position based on units " "current firing coords (by default, those fired by vehicles) now do so " @@ -3381,57 +3404,57 @@ msgstr "" "现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效(by " "Starkku)" -#: ../../Whats-New.md:721 +#: ../../Whats-New.md:724 msgid "" "Fixed an issue where `FireAngle` would not work properly under certain " "circumstances (by TaranDahl)" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题(by TaranDahl)" -#: ../../Whats-New.md:722 +#: ../../Whats-New.md:725 msgid "" "Fixed the bug that healing weapons could not automatically acquire aerial" " targets (by TaranDahl)" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug(by TaranDahl)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:726 msgid "" "Technos are no longer unable to stop when it is above the elevated " "bridge, and they are still not allowed to stop moving under the elevated " "bridge, but can stop other missions (by CrimRecya)" msgstr "单位不再会因为在桥上而无法停止,目前它们在桥下还无法停止移动,但可以停止其他任务(by CrimRecya)" -#: ../../Whats-New.md:724 +#: ../../Whats-New.md:727 msgid "" "Fixed an issue that aircraft carriers can not find suitable locations for" " attacks when under elevated bridges on their own (by CrimRecya)" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题(by CrimRecya)" -#: ../../Whats-New.md:725 +#: ../../Whats-New.md:728 msgid "" "Fixed an issue that in air aircraft carriers being unable to attack when " "it is near by elevated bridges (by CrimRecya & TaranDahl)" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:726 +#: ../../Whats-New.md:729 msgid "" "Fixed an issue that aircraft carriers cannot retract its spawned aircraft" " when on the bridge (by CrimRecya)" msgstr "修复了航空母舰在桥上无法回收子机的问题(by CrimRecya)" -#: ../../Whats-New.md:727 +#: ../../Whats-New.md:730 msgid "" "Fixed an issue where the shadow of jumpjet remained on the ground when it" " was above the elevated bridge (by CrimRecya)" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题(by CrimRecya)" -#: ../../Whats-New.md:728 +#: ../../Whats-New.md:731 msgid "" "Fixed an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc. (by " "TaranDahl)" msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题(by TaranDahl)" -#: ../../Whats-New.md:729 +#: ../../Whats-New.md:732 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -3439,259 +3462,259 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:730 +#: ../../Whats-New.md:733 msgid "" "Fixed the bug that harvester dont stop unloading and cannot unload cargos" " anymore when lifting by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:731 +#: ../../Whats-New.md:734 msgid "" "Fixed an issue that units on the slope tilted at an excessive angle (by " "CrimRecya & NetsuNegi)" msgstr "修复了单位在斜坡上倾斜角度过大的问题(by CrimRecya 与 NetsuNegi)" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:735 msgid "" "Fixed an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding (by" " CrimRecya)" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题(by CrimRecya)" -#: ../../Whats-New.md:733 +#: ../../Whats-New.md:736 msgid "" "Fixed an issue that impassable invisible barrier generated by the " "behavior of infantry continuously entering vehicles (by CrimRecya)" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题(by CrimRecya)" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:737 msgid "" "Fixed an issue that teleport units board transport vehicles on the bridge" " will create an impassable invisible barrier, which may cause the game to" " freeze or even crash (by NetsuNegi)" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题(by NetsuNegi)" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:738 msgid "" "Fixed an issue that moving MCV with Teleport locomotion will cause " "reconnection error (by CrimRecya)" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题(by CrimRecya)" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:739 msgid "" "Fixed wrong shadow when a vehicle has hover locomotor and is being lifted" " by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影(by NetsuNegi)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:740 msgid "" "Fixed an issue that harvesters with amphibious movement zone can not " "automatically return to refineries with `WaterBound` on water surface (by" " NetsuNegi)" msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题(by NetsuNegi)" -#: ../../Whats-New.md:738 +#: ../../Whats-New.md:741 msgid "" "Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead " "(by CrimRecya)" msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)(by CrimRecya)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:742 msgid "" "Fixed an issue that game crashes when spawnee has been removed and is not" " real dead (by CrimRecya)" msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题(by CrimRecya)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:743 msgid "" "Fixed the bug that infantry ignored `Passengers` and `SizeLimit` when " "entering buildings (by NetsuNegi)" msgstr "修复了步兵进入建筑时忽略 `Passengers` 和 `SizeLimit` 的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:744 msgid "" "Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar" " (by Fryone)" msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题(by Fryone)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:745 msgid "Fixed the bug that ships can travel on elevated bridges (by NetsuNegi)" msgstr "修复了船只可以在高架桥上行驶的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:746 msgid "" "Fixed the bug that uncontrolled scatter when elite techno attacked by " "aircraft or some unit try crush it (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:747 msgid "" "Second weapon with `ElectricAssault=yes` will not unconditionally attack " "your building with `Overpowerable=yes` (by FlyStar)" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑(by FlyStar)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:748 msgid "" "Fixed 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 (by CrimRecya)" 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(by CrimRecya)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:749 msgid "" "Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective " "on airforce (by NetsuNegi)" msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:750 msgid "" "Fixed an issue of incorrect position of `TrailerAnim` in `VoxelAnim` (by " "CrimRecya)" msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题(by CrimRecya)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:751 msgid "" "Fixed the bug that `OpenToppedWarpDistance` is calculated incorrectly for" " building target (by TaranDahl)" msgstr "修复了建筑类目标 `OpenToppedWarpDistance` 计算错误的 Bug(by TaranDahl)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:752 msgid "" "Fixed an issue that `MovementZone=Fly` harvesters can not be able to " "enter refinery buildings manually (by CrimRecya)" msgstr "修复了 `MovementZone=Fly` 的矿车无法手动进入矿场的问题(by CrimRecya)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:753 msgid "" "Fixed an issue that jumpjet harvester cannot automatically go mining when" " leaving the weapons factory (by CrimRecya)" msgstr "修复了 `Locomotor=Jumpjet` 的矿车出厂后不会自动去采矿的问题(by CrimRecya)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:754 msgid "" "Fixed an issue that jumpjet harvester will overlap when manually entering" " refinery buildings and cause game crashes (by CrimRecya)" 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(by CrimRecya)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:755 msgid "" "Fixed an issue that `Spawned` aircraft will fly towards the edge of the " "map when its `Spawner` is under EMP (by CrimRecya)" 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(by CrimRecya)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:756 msgid "" "Engineers can enter buildings normally when they don't need to be " "repaired (or you can force it by pressing Alt) (by FlyStar)" 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)(by FlyStar)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:757 msgid "" "Player-controlled spies are not forced to perform other tasks while " "attacking buildings (by FlyStar)" 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(by FlyStar)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:758 msgid "" "If `BombDisarm=yes` is not present for all weapon warheads, then the " "engineer will no longer use the appropriate mouse action (by FlyStar)" 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(by FlyStar)" -#: ../../Whats-New.md:756 +#: ../../Whats-New.md:759 msgid "Fixed an unusual use of DeployFireWeapon for InfantryType (by FlyStar)" msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况(by FlyStar)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:760 msgid "" "Fixed the bug that passengers' Temporal attacks wouldn't stop when an " "OpenTopped vehicle was frozen by a Temporal warhead (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:761 msgid "" "Fixed the bug that vehicle owned by computer will scatter when cloaking " "(by NetsuNegi)" msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:762 msgid "" "Fixed the bug that submarine always turn left after changed owner by map " "event (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:763 msgid "" "Fixed the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:764 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 " "(by CrimRecya)" 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(by CrimRecya)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:765 msgid "" "Fixed the bug that Locomotor warhead won’t stop working when the attacker" " is being affected by `Temporal=yes` warhead (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:766 msgid "" "Fixed the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:764 +#: ../../Whats-New.md:767 msgid "" "Fixed the bug that Locomotor warhead won't stop working when firer " "(except for vehicle) stop firing (by NetsuNegi)" 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(by NetsuNegi)" -#: ../../Whats-New.md:765 +#: ../../Whats-New.md:768 msgid "" "Fixed the bug that hover vehicle will sink if destroyed on bridge (by " "NetsuNegi)" msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:766 +#: ../../Whats-New.md:769 msgid "" "Fixed the fact that when the selected unit is in a rearmed state, it can " "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:769 +#: ../../Whats-New.md:772 msgid "" "Fixed a few errors of calling for superweapon launch by `LaunchSW` or " "building infiltration (by Trsdy)" msgstr "修复了通过 `LaunchSW` 或渗透建筑来调用超级武器发射相关的若干错误(by Trsdy)" -#: ../../Whats-New.md:770 +#: ../../Whats-New.md:773 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:771 +#: ../../Whats-New.md:774 msgid "" "Reimplemented the bugfix for jumpjet units' facing when firing, discard " "the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" msgstr "重新实现了 Jumpjet 开火朝向 Bug 修复,弃用不合适的 `JumpjetTurnToTarget` 标签(by Trsdy)" -#: ../../Whats-New.md:772 +#: ../../Whats-New.md:775 msgid "" "`Gunner=true` transports now correctly change turret if a passenger is " "removed by `PassengerDeletion` (by Starkku)" msgstr "现在 `Gunner=true` 的运输工具可以在载员被 `PassengerDeletion` 删除时正确更换炮塔图像(by Starkku)" -#: ../../Whats-New.md:773 +#: ../../Whats-New.md:776 msgid "" "`PassengerDeletion.Soylent` now correctly calculates refund value if " "removed passenger has no explicitly set `Soylent` value (by Starkku)" msgstr "现在 `PassengerDeletion.Soylent` 可以在载员未设置 `Soylent` 的情况下正确计算退款金额(by Starkku)" -#: ../../Whats-New.md:774 +#: ../../Whats-New.md:777 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -3700,68 +3723,68 @@ msgstr "" "现在超武的 `Detonate.Weapon` 和 `Detonate.Warhead` 即便找不到发射建筑也会使用发射者的所属方来造成伤害并使用" " Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:778 msgid "" "`CreateUnit` now uses civilian house as owner instead if the intended " "owner house has been defeated (this is in-line with how `MakeInfantry` " "works) (by Starkku)" msgstr "现在 `CreateUnit` 会在目标所属方失败时转为中立所属方(与 `MakeInfantry` 的工作方式一致)(by Starkku)" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:779 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" msgstr "现在 `IsHouseColor` 的激光尾焰可以在所属方变更时正确改变颜色(by Trsdy)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:780 msgid "" "Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " "object changes layer (by Starkku)" msgstr "修复了 `Layer.UseObjectLayer=true` 以在所有对象改变层级的情形下都能正确工作(by Starkku)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:781 msgid "" "Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " "armor types (by Starkku)" msgstr "修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:782 msgid "" "Fixed new Phobos script actions not picking team leader correctly based " "on `LeadershipRating` (by Starkku)" msgstr "修复了 Phobos 新增动作脚本未能正确根据 `LeadershipRating` 选择队长的问题(by Starkku)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:783 msgid "" "Fixed an issue with `Gunner=true` vehicles not correctly using the first " "passenger's mode with multiple passengers inside (by Starkku)" msgstr "修复了 `Gunner=true` 载具存在多名载员时未能正确使用首位载员 `IFVMode` 的问题(by Starkku)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:784 msgid "" "Used `MindControl.Anim` for buildings deployed from mind-controlled " "vehicles (by Trsdy)" msgstr "为从被心灵控制的载具部署而来的建筑应用 `MindControl.Anim` 动画(by Trsdy)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:785 msgid "" "Optimized extension class implementation, should improve performance all " "around (by Otamaa & Starkku)" msgstr "优化了扩展类的实现,应该能提高整体性能(by Otamaa 与 Starkku)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:786 msgid "" "Fixed `Interceptor` not resetting target if the intercepted projectile " "changes type to non-interceptable one afterwards (by Starkku)" msgstr "修复了 `Interceptor` 在拦截的抛射体变为不可拦截抛射体后未能重置目标的问题(by Starkku)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:787 msgid "" "Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " "INI (by Starkku)" msgstr "修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:785 +#: ../../Whats-New.md:788 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -3769,13 +3792,13 @@ msgstr "" "修复使用了 `CreateUnit.Owner` 的 Phobos 动画新增逻辑后导致不再检查 `MakeInfantryOwner` " "的问题(by Starkku)" -#: ../../Whats-New.md:786 +#: ../../Whats-New.md:789 msgid "" "Fixed `AutoDeath` to consider all conditions for objects in limbo (by " "Starkku)" msgstr "修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:790 msgid "" "Shields will no longer take damage if the parent techno has `Immune=true`" " or has `TypeImmune=true` and the damage comes from instance of same " @@ -3784,42 +3807,42 @@ msgstr "" "护盾现在可以正常根据单位上的 `Immune=true` 和 `TypeImmune=true` 正常忽略这些语句所免疫的伤害(by " "Starkku)" -#: ../../Whats-New.md:788 +#: ../../Whats-New.md:791 msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" msgstr "修复了抛射体拦截导致的 Reconnection Error 问题(by Starkku)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:792 msgid "" "Optimized performance for map trigger retint action light source fix (by " "Starkku)" msgstr "优化了地图触发器重绘光源修复的性能表现(by Starkku)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:793 msgid "" "Fixed a number of issues with Warhead Shield respawn / self heal rate " "modifiers like timers getting reset unnecessarily, the timer being " "adjusted wrong after the Warhead effect runs out etc. (by Starkku)" msgstr "修复了弹头护盾重生/自愈相关的多个问题例如计时器在不必要的情况下重置以及弹头效果结束后计时器被错误地调整等(by Starkku)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:794 msgid "" "Fixed a problem with disguise visibility logic that could cause game to " "crash on loading a map (by Starkku)" msgstr "修复了伪装可见性可能导致地图加载时崩溃的问题(by Starkku)" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:795 msgid "" "Fixed owned `LimboDelivery` buildings not being saved correctly in " "savegames (by Starkku)" msgstr "修复了已有 `LimboDelivery` 建筑没有正确写入存档的问题(by Starkku)" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:796 msgid "" "Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " "and related checks (by Starkku)" msgstr "修复了武器选择代码中导致 `NoAmmoWeapon` 及相关检查出错的拼写错误(by Starkku)" -#: ../../Whats-New.md:794 +#: ../../Whats-New.md:797 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -3828,67 +3851,67 @@ msgstr "" "修复了 `DetonateOnAllMapObjects` 在摧毁使用了 Ares 的高级废墟逻辑的建筑上行为异常甚至存在潜在崩溃风险的问题(by" " Starkku)" -#: ../../Whats-New.md:795 +#: ../../Whats-New.md:798 msgid "" "Fixed game crashing on loading save games if the saved game state had " "active radiation sites (by Starkku)" msgstr "修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" -#: ../../Whats-New.md:796 +#: ../../Whats-New.md:799 msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" msgstr "修复了 air/top 图层排序引发的 Reconnection Error 文件(by Starkku)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:800 msgid "" "Fixed heal / repair weapons being unable to remove parasites from " "shielded targets if they were unable to heal / repair the parent unit (by" " Starkku)" msgstr "修复了寄生在无法治疗/维修的单位中的寄生者无法被自愈/维修武器驱逐的问题" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:801 msgid "" "Fixed `Inviso=true` interceptor projectiles applying damage on " "interceptable, armor type-having projectiles twice (by Starkku)" msgstr "修复了拦截者使用 `Inviso=true` 抛射体会对可拦截且拥有护甲类型的被拦截抛射体造成两次伤害的问题(by Starkku)" -#: ../../Whats-New.md:799 +#: ../../Whats-New.md:802 msgid "" "Fixed `AutoDeath` causing crashes when used to kill a parasite unit " "inside an another unit (by Starkku)" msgstr "修复了 `AutoDeath` 在击杀当前寄生在另一个单位中的寄生者时导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:803 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit (by Starkku)" msgstr "现在 Phobos 弹头效果可以在 `CellSpread` 套住建筑所占据的任意单元格时均可正确作用(by Starkku)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:804 msgid "" "Phobos Warhead effects on zero-`CellSpread` Warheads no longer apply to " "target if projectile detonates prematurely, far-away from target (by " "Starkku)" msgstr "现在 Phobos 弹头效果在 `CellSpread` 为 0 时不会在抛射体提前引爆的情况下依旧作用于目标(by Starkku)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:805 msgid "" "Fixed radiation site damage not taking the radiation level reduction into" " accord (by Starkku)" msgstr "修复了辐射伤害未考虑辐射等级衰减的问题(by Starkku)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:806 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" msgstr "现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾焰的位置(by Starkku)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:807 msgid "" "Fixed `Shield.Respawn.Amount` not defaulting to shield type default if " "not set (by Starkku)" msgstr "修复了 `Shield.Respawn.Amount` 在未设置时未正确使用护盾类型默认值的问题(by Starkku)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:808 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -3897,7 +3920,7 @@ msgstr "" "修复了逐帧模式快捷键的消息提示文本读取了 `TXT_DISPLAY_DAMAGE_DESC` 而不是 " "`TXT_FRAME_BY_FRAME_DESC` 的问题(by DeathFish)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:809 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -3906,29 +3929,29 @@ msgstr "" "现在被视为载具的建筑(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 " "`Foundation=1x1` 的建筑)在目标类型检查时被视为载具(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:810 msgid "" "Fixed Phobos Warhead effects not reliably being applied on damage area as" " opposed to full weapon-based Warhead detonation (by Starkku)" msgstr "修复了 Phobos 弹头效果未能像由武器引爆的完整弹头那样可靠地作用于伤害区域的问题(by Starkku)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:811 msgid "Fixed `LimboKill` not working reliably (by CrimRecya)" msgstr "修复了 `LimboKill` 未能可靠地移除虚拟建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:812 msgid "" "Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " "Starkku)" msgstr "修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:813 msgid "" "Fixed AircraftTypes gaining self-healing from `UnitsGainSelfHeal` by " "default (while not displaying the pip) when they should not (by Starkku)" msgstr "修复了默认情况下战机类型错误地通过 `UnitsGainSelfHeal` 获得自愈能力(同时也不现实 pip)的问题(by Starkku)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:814 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -3937,14 +3960,14 @@ msgstr "" "修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 " "`IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:815 msgid "" "Type conversion on Warheads and Superweapons will no longer recursively " "convert units if applicable conversion pairs are listed, and only first " "applicable pair takes effect (by Starkku)" msgstr "单位转换弹头和超武在存在有效的转换对应关系时不再递归执行而是仅使用列表中更早读到的那组对应关系(by Starkku)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:816 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -3953,45 +3976,45 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:817 msgid "" "Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " "(by Fryone)" msgstr "修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:818 msgid "" "Fixed an issue that caused new attack and move script actions to pick " "buildings with `InvisibleInGame=yes` as targets (by FS-21)" msgstr "修复了新攻击和移动脚本将 `InvisibleInGame=yes` 建筑视为目标的问题(by FS-21)" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:819 msgid "Fixed `Insignia.Weapon` failing to parse in map (by Ollerus)" msgstr "修复了地图内置 `Insignia.Weapon` 解析失败的问题(by Ollerus)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:820 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:821 msgid "" "Fixed `DefaultDisguise` showing wrong house colors for different players " "(by NetsuNegi & Ollerus)" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题(by NetsuNegi 与 Ollerus)" -#: ../../Whats-New.md:819 +#: ../../Whats-New.md:822 msgid "" "`600 The shield of the attached object is broken` bug fix for the " "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:822 +#: ../../Whats-New.md:825 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH (by Starkku)" msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:826 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -3999,7 +4022,7 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定(by" " Starkku)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:827 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4008,7 +4031,7 @@ msgstr "" "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` " "的单位在部署后不再会卡住或无限播放移动音效(by Starkku)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:828 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4017,26 +4040,26 @@ msgstr "" "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟(by " "Starkku)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:829 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed (by Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`(by Starkku)" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:830 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted (by " "Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:831 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" msgstr "现在从由于类型转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:829 +#: ../../Whats-New.md:832 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4045,23 +4068,23 @@ msgstr "" "修复了 Ares 引入的建筑正在播放 `SpecialAnim` 时被出售/抹除/摧毁会错误恢复 `ActiveAnim` 的问题(by " "Starkku 与 Trsdy)" -#: ../../Whats-New.md:830 +#: ../../Whats-New.md:833 msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" msgstr "允许将 Ares 的 `SW.Shots` 添加至扩展拓展工具条(by Trsdy)" -#: ../../Whats-New.md:831 +#: ../../Whats-New.md:834 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles (by Trsdy)" msgstr "修复了 Ares 超时空监狱吸取移动载具时会留下空气墙的问题(by Trsdy)" -#: ../../Whats-New.md:832 +#: ../../Whats-New.md:835 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" " Trsdy)" msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" -#: ../../Whats-New.md:833 +#: ../../Whats-New.md:836 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4070,67 +4093,82 @@ msgstr "" "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题(by Trsdy,取代了 Aephiex" " 的实现)" -#: ../../Whats-New.md:834 +#: ../../Whats-New.md:837 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions (by Trsdy)" msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题(by Trsdy)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:839 msgid "" "Fixed an issue where a portion of Ares's trigger event 75/77 was " "determined unsuccessfully (by FlyStar)" msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题(by FlyStar)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:840 msgid "" "Fixed an issue where some units crashed after the deployment " "transformation (by ststl & FlyStar)" msgstr "修复了某些单位部署变形后崩溃的问题(by ststl & FlyStar)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:841 msgid "" "Fixed the bug that AlphaImage remained after unit entered tunnel (by " "NetsuNegi)" msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:842 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:843 +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:844 +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:847 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:847 +#: ../../Whats-New.md:852 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:850 +#: ../../Whats-New.md:855 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:856 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:852 +#: ../../Whats-New.md:857 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:853 +#: ../../Whats-New.md:858 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:854 +#: ../../Whats-New.md:859 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4138,23 +4176,23 @@ 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:855 +#: ../../Whats-New.md:860 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:856 +#: ../../Whats-New.md:861 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:857 +#: ../../Whats-New.md:862 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:858 +#: ../../Whats-New.md:863 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4163,561 +4201,561 @@ msgstr "" "现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` " "即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:859 +#: ../../Whats-New.md:864 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:860 +#: ../../Whats-New.md:865 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:861 +#: ../../Whats-New.md:866 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:862 +#: ../../Whats-New.md:867 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:863 +#: ../../Whats-New.md:868 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:864 +#: ../../Whats-New.md:869 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:865 +#: ../../Whats-New.md:870 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:866 +#: ../../Whats-New.md:871 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:867 +#: ../../Whats-New.md:872 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:868 +#: ../../Whats-New.md:873 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:869 +#: ../../Whats-New.md:874 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:873 +#: ../../Whats-New.md:878 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:878 +#: ../../Whats-New.md:883 msgid "LaserTrails initial implementation (by Kerbiter & ChrisLv_CN)" msgstr "激光尾焰初始实现(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:879 +#: ../../Whats-New.md:884 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:880 +#: ../../Whats-New.md:885 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:881 +#: ../../Whats-New.md:886 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:887 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:883 +#: ../../Whats-New.md:888 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:884 +#: ../../Whats-New.md:889 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:885 +#: ../../Whats-New.md:890 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:886 +#: ../../Whats-New.md:891 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:887 +#: ../../Whats-New.md:892 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:888 +#: ../../Whats-New.md:893 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:889 +#: ../../Whats-New.md:894 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:890 +#: ../../Whats-New.md:895 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:891 +#: ../../Whats-New.md:896 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:892 +#: ../../Whats-New.md:897 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:893 +#: ../../Whats-New.md:898 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:894 +#: ../../Whats-New.md:899 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:895 +#: ../../Whats-New.md:900 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:896 +#: ../../Whats-New.md:901 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:897 +#: ../../Whats-New.md:902 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:898 +#: ../../Whats-New.md:903 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:899 +#: ../../Whats-New.md:904 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:900 +#: ../../Whats-New.md:905 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:901 +#: ../../Whats-New.md:906 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:902 +#: ../../Whats-New.md:907 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:908 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:904 +#: ../../Whats-New.md:909 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:905 +#: ../../Whats-New.md:910 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:906 +#: ../../Whats-New.md:911 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:907 +#: ../../Whats-New.md:912 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:908 +#: ../../Whats-New.md:913 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:909 +#: ../../Whats-New.md:914 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:910 +#: ../../Whats-New.md:915 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:911 +#: ../../Whats-New.md:916 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:912 +#: ../../Whats-New.md:917 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:913 +#: ../../Whats-New.md:918 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:914 +#: ../../Whats-New.md:919 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:915 +#: ../../Whats-New.md:920 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:916 +#: ../../Whats-New.md:921 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:917 +#: ../../Whats-New.md:922 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:918 +#: ../../Whats-New.md:923 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:924 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:920 +#: ../../Whats-New.md:925 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:921 +#: ../../Whats-New.md:926 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:922 +#: ../../Whats-New.md:927 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:928 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:929 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:930 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:926 +#: ../../Whats-New.md:931 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:927 +#: ../../Whats-New.md:932 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:928 +#: ../../Whats-New.md:933 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:929 +#: ../../Whats-New.md:934 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:930 +#: ../../Whats-New.md:935 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:931 +#: ../../Whats-New.md:936 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:932 +#: ../../Whats-New.md:937 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:933 +#: ../../Whats-New.md:938 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:934 +#: ../../Whats-New.md:939 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:935 +#: ../../Whats-New.md:940 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:936 +#: ../../Whats-New.md:941 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:942 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:938 +#: ../../Whats-New.md:943 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:939 +#: ../../Whats-New.md:944 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:940 +#: ../../Whats-New.md:945 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:941 +#: ../../Whats-New.md:946 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:942 +#: ../../Whats-New.md:947 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:943 +#: ../../Whats-New.md:948 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:944 +#: ../../Whats-New.md:949 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:945 +#: ../../Whats-New.md:950 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:946 +#: ../../Whats-New.md:951 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:947 +#: ../../Whats-New.md:952 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:948 +#: ../../Whats-New.md:953 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:949 +#: ../../Whats-New.md:954 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:950 +#: ../../Whats-New.md:955 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:951 +#: ../../Whats-New.md:956 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:952 +#: ../../Whats-New.md:957 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:958 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:954 +#: ../../Whats-New.md:959 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:960 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:961 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:957 +#: ../../Whats-New.md:962 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:958 +#: ../../Whats-New.md:963 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:959 +#: ../../Whats-New.md:964 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:960 +#: ../../Whats-New.md:965 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:961 +#: ../../Whats-New.md:966 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:962 +#: ../../Whats-New.md:967 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:963 +#: ../../Whats-New.md:968 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:964 +#: ../../Whats-New.md:969 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:965 +#: ../../Whats-New.md:970 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:966 +#: ../../Whats-New.md:971 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:972 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:973 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:974 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:970 +#: ../../Whats-New.md:975 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:971 +#: ../../Whats-New.md:976 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:972 +#: ../../Whats-New.md:977 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:973 +#: ../../Whats-New.md:978 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:974 +#: ../../Whats-New.md:979 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:975 +#: ../../Whats-New.md:980 msgid "" "For developers: now you can use command line arg to control main " "exception handler (by Multfinite)" msgstr "开发者功能:现在可以通过命令行参数控制主循环的异常处理程序" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:983 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:979 +#: ../../Whats-New.md:984 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:980 +#: ../../Whats-New.md:985 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:981 +#: ../../Whats-New.md:986 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:982 +#: ../../Whats-New.md:987 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:983 +#: ../../Whats-New.md:988 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:984 +#: ../../Whats-New.md:989 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:985 +#: ../../Whats-New.md:990 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:986 +#: ../../Whats-New.md:991 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:987 +#: ../../Whats-New.md:992 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -4725,13 +4763,13 @@ 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:988 +#: ../../Whats-New.md:993 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:989 +#: ../../Whats-New.md:994 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -4739,85 +4777,85 @@ 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:990 +#: ../../Whats-New.md:995 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:991 +#: ../../Whats-New.md:996 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:992 +#: ../../Whats-New.md:997 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:993 +#: ../../Whats-New.md:998 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:994 +#: ../../Whats-New.md:999 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:995 +#: ../../Whats-New.md:1000 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:996 +#: ../../Whats-New.md:1001 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:997 +#: ../../Whats-New.md:1002 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:998 +#: ../../Whats-New.md:1003 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:999 +#: ../../Whats-New.md:1004 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:1000 +#: ../../Whats-New.md:1005 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:1001 +#: ../../Whats-New.md:1006 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:1002 +#: ../../Whats-New.md:1007 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:1003 +#: ../../Whats-New.md:1008 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 " @@ -4825,21 +4863,21 @@ 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:1004 +#: ../../Whats-New.md:1009 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:1005 +#: ../../Whats-New.md:1010 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:1006 +#: ../../Whats-New.md:1011 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -4848,56 +4886,56 @@ 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:1007 +#: ../../Whats-New.md:1012 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:1008 +#: ../../Whats-New.md:1013 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:1009 +#: ../../Whats-New.md:1014 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:1010 +#: ../../Whats-New.md:1015 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:1011 +#: ../../Whats-New.md:1016 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:1014 +#: ../../Whats-New.md:1019 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:1015 +#: ../../Whats-New.md:1020 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:1016 +#: ../../Whats-New.md:1021 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:1017 +#: ../../Whats-New.md:1022 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:1018 +#: ../../Whats-New.md:1023 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -4905,13 +4943,13 @@ 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:1019 +#: ../../Whats-New.md:1024 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:1020 +#: ../../Whats-New.md:1025 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -4919,47 +4957,47 @@ 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:1021 +#: ../../Whats-New.md:1026 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:1022 +#: ../../Whats-New.md:1027 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:1023 +#: ../../Whats-New.md:1028 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:1024 +#: ../../Whats-New.md:1029 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:1025 +#: ../../Whats-New.md:1030 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:1026 +#: ../../Whats-New.md:1031 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:1027 +#: ../../Whats-New.md:1032 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:1028 +#: ../../Whats-New.md:1033 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -4968,75 +5006,75 @@ 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:1029 +#: ../../Whats-New.md:1034 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:1030 +#: ../../Whats-New.md:1035 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:1031 +#: ../../Whats-New.md:1036 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:1032 +#: ../../Whats-New.md:1037 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:1033 +#: ../../Whats-New.md:1038 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:1034 +#: ../../Whats-New.md:1039 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:1035 +#: ../../Whats-New.md:1040 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:1036 +#: ../../Whats-New.md:1041 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:1037 +#: ../../Whats-New.md:1042 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:1038 +#: ../../Whats-New.md:1043 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:1039 +#: ../../Whats-New.md:1044 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:1040 +#: ../../Whats-New.md:1045 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:1043 +#: ../../Whats-New.md:1048 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5044,57 +5082,57 @@ 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:1045 +#: ../../Whats-New.md:1050 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:1051 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:1050 +#: ../../Whats-New.md:1055 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1055 +#: ../../Whats-New.md:1060 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:1056 +#: ../../Whats-New.md:1061 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:1057 +#: ../../Whats-New.md:1062 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:1058 +#: ../../Whats-New.md:1063 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:1062 +#: ../../Whats-New.md:1067 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1067 +#: ../../Whats-New.md:1072 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:1068 +#: ../../Whats-New.md:1073 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:1069 +#: ../../Whats-New.md:1074 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:1070 +#: ../../Whats-New.md:1075 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5102,83 +5140,83 @@ 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:1071 +#: ../../Whats-New.md:1076 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:1072 +#: ../../Whats-New.md:1077 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:1076 +#: ../../Whats-New.md:1081 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1081 +#: ../../Whats-New.md:1086 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:1082 +#: ../../Whats-New.md:1087 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1083 +#: ../../Whats-New.md:1088 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:1084 +#: ../../Whats-New.md:1089 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:1087 +#: ../../Whats-New.md:1092 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:1090 +#: ../../Whats-New.md:1095 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:1091 +#: ../../Whats-New.md:1096 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:1095 +#: ../../Whats-New.md:1100 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1100 +#: ../../Whats-New.md:1105 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:1104 +#: ../../Whats-New.md:1109 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1109 +#: ../../Whats-New.md:1114 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:1112 +#: ../../Whats-New.md:1117 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:1113 +#: ../../Whats-New.md:1118 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5186,189 +5224,189 @@ 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:1116 +#: ../../Whats-New.md:1121 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:1121 +#: ../../Whats-New.md:1126 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1126 +#: ../../Whats-New.md:1131 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:1127 +#: ../../Whats-New.md:1132 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1128 +#: ../../Whats-New.md:1133 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:1129 +#: ../../Whats-New.md:1134 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:1130 +#: ../../Whats-New.md:1135 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:1131 +#: ../../Whats-New.md:1136 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:1132 +#: ../../Whats-New.md:1137 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:1133 +#: ../../Whats-New.md:1138 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:1134 +#: ../../Whats-New.md:1139 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:1135 +#: ../../Whats-New.md:1140 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1136 +#: ../../Whats-New.md:1141 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:1137 +#: ../../Whats-New.md:1142 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:1138 +#: ../../Whats-New.md:1143 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:1139 +#: ../../Whats-New.md:1144 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:1140 +#: ../../Whats-New.md:1145 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:1141 +#: ../../Whats-New.md:1146 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:1142 +#: ../../Whats-New.md:1147 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:1143 +#: ../../Whats-New.md:1148 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:1144 +#: ../../Whats-New.md:1149 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:1145 +#: ../../Whats-New.md:1150 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:1146 +#: ../../Whats-New.md:1151 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:1147 +#: ../../Whats-New.md:1152 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:1148 +#: ../../Whats-New.md:1153 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1151 +#: ../../Whats-New.md:1156 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:1152 +#: ../../Whats-New.md:1157 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1153 +#: ../../Whats-New.md:1158 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:1154 +#: ../../Whats-New.md:1159 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:1155 +#: ../../Whats-New.md:1160 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:1156 +#: ../../Whats-New.md:1161 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:1157 +#: ../../Whats-New.md:1162 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:1158 +#: ../../Whats-New.md:1163 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:1159 +#: ../../Whats-New.md:1164 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:1160 +#: ../../Whats-New.md:1165 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:1161 +#: ../../Whats-New.md:1166 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -5376,13 +5414,13 @@ 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:1164 +#: ../../Whats-New.md:1169 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:1165 +#: ../../Whats-New.md:1170 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -5390,97 +5428,97 @@ 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:1166 +#: ../../Whats-New.md:1171 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:1170 +#: ../../Whats-New.md:1175 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1175 +#: ../../Whats-New.md:1180 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:1179 +#: ../../Whats-New.md:1184 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1184 +#: ../../Whats-New.md:1189 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1185 +#: ../../Whats-New.md:1190 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:1186 +#: ../../Whats-New.md:1191 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:1187 +#: ../../Whats-New.md:1192 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1188 +#: ../../Whats-New.md:1193 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1189 +#: ../../Whats-New.md:1194 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:1190 +#: ../../Whats-New.md:1195 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:1191 +#: ../../Whats-New.md:1196 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:1192 +#: ../../Whats-New.md:1197 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:1193 +#: ../../Whats-New.md:1198 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:1196 +#: ../../Whats-New.md:1201 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:1197 +#: ../../Whats-New.md:1202 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:1198 +#: ../../Whats-New.md:1203 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:1199 +#: ../../Whats-New.md:1204 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:1200 +#: ../../Whats-New.md:1205 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:1201 +#: ../../Whats-New.md:1206 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)"