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# SOME DESCRIPTIVE TITLE.
# Copyright (C) 2021, The Phobos Contributors
# This file is distributed under the same license as the Phobos package.
# FIRST AUTHOR <EMAIL@ADDRESS>, 2021.
#
#, fuzzy
msgid ""
msgstr ""
"Project-Id-Version: Phobos \n"
"Report-Msgid-Bugs-To: \n"
"POT-Creation-Date: 2026-05-10 21:11+0800\n"
"PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n"
"Last-Translator: FULL NAME <EMAIL@ADDRESS>\n"
"Language-Team: LANGUAGE <LL@li.org>\n"
"MIME-Version: 1.0\n"
"Content-Type: text/plain; charset=utf-8\n"
"Content-Transfer-Encoding: 8bit\n"
"Generated-By: Babel 2.16.0\n"
msgid "What's New"
msgstr "版本更新说明"
msgid ""
"This page lists the history of changes across stable Phobos releases and "
"also all the stuff that requires modders to change something in their "
"mods to accommodate."
msgstr "此页面列出了 Phobos 稳定版本的历史更改以及 modder 们为适应当前版本对其 mod 所需要做的必要改动。"
msgid "Migrating"
msgstr "迁移"
msgid ""
"You can use the migration utility (can be found on [Phobos "
"supplementaries repo](https://github.com/Phobos-"
"developers/PhobosSupplementaries)) to apply most of the changes "
"automatically using a corresponding sed script file."
msgstr ""
"你可以使用迁移工具(可以在 [Phobos 补充资源库](https://github.com/Phobos-"
"developers/PhobosSupplementaries) 中找到)通过相应的 sed 脚本文件自动应用大多数更改。"
msgid "From vanilla"
msgstr "由原版"
msgid ""
"Vehicles paradropped by AI players now default to `Hunt` mission instead "
"of `Guard`, matching what infantry do. This can be customized by setting "
"`AIParadropMission` on the VehicleType, defaults to `[General] -> "
"AIParadropMission`."
msgstr ""
"AI 玩家空降的载具现在默认为 `Hunt` 任务而不是 `Guard`,与步兵一致。可以通过在载具上设置 `AIParadropMission`"
" 来自定义,默认为 `[General] -> AIParadropMission`。"
msgid ""
"`IsSimpleDeployer` units now obey deploying facing constraint even "
"without deploying animation if `DeployDir` is explicitly set on the unit."
msgstr "现在 `IsSimpleDeployer` 的单位只要设置了 `DeployDir` 那么即便没有部署动画也会遵守部署朝向的约束。"
msgid ""
"`Vertical=true` projectiles now default to completely downwards initial "
"trajectory/facing regardless of if their projectile image has "
"`Voxel=true` or not. This behavior can be reverted by setting "
"`VerticalInitialFacing=false` on projectile in `rulesmd.ini`."
msgstr ""
"`Vertical=true` 的抛射体现在全部默认完全向下的初始弹道/朝向,无论其抛射体图像是否设置了 `Voxel=true`。通过在 "
"`rulesmd.ini` 中为抛射体设置 `VerticalInitialFacing=false` 可恢复原有行为。"
msgid ""
"`Vertical=true` projectiles no longer move horizontally if fired by "
"aircraft by default. To re-enable this behaviour set "
"`Vertical.AircraftFix=false` on the projectile."
msgstr ""
"`Vertical=true` 在由战机发射时不再默认水平移动。若要恢复该行为请在抛射体上设置 "
"`Vertical.AircraftFix=false`。"
msgid ""
"Weapons with `Airstrike=true` on Warhead will now check target "
"eligibility for airstrikes regardless of weapon slot. Use "
"`AirstrikeTargets=all` on `Primary` airstrike weapon Warhead to restore "
"previous behaviour."
msgstr ""
"使用 `Airstrike=true` 弹头的武器现在无论在哪个武器槽位都将检查目标的类别是否可被空袭。需要在作为主武器的空袭武器弹头上使用 "
"`AirstrikeTargets=all` 来恢复旧有行为。"
msgid ""
"`PowerUpNAnim` is now used instead of the upgrade building's image file "
"for upgrade animation if set. Note that displaying a damaged version will"
" still require setting `PowerUpNDamagedAnim` explicitly in all cases, as "
"the fallback to upgrade building image does not extend to it, nor would "
"it be safe to add. `PowersUpToLevel=-1` upgrades still do not work "
"correctly `PowerUpNAnim` and such buildings should forgo using explicit "
"upgrade animations."
msgstr ""
"现在如果通过 `PowerUpNAnim` 设置了加载物动画那么它们将会使用替代加载物建筑自身的图像来显示。注意你仍需显式设置 "
"`PowerUpNDamagedAnim` "
"来启用伤残版本的加载物动画,因为并没有添加一个它们不存在时回退到未伤残版本加载物图像的逻辑,并且那也不是一个安全的做法。`PowersUpToLevel=-1`"
" 的加载物在使用 `PowerUpNAnim` 时仍然无法正常工作,因此这类建筑应当避免使用显式的加载物动画。"
msgid ""
"Elite technos no longer scatter by default, behaviour can be restored by "
"including `SCATTER` in their `EliteAbilities`."
msgstr "精英单位不再默认获得分散能力,可以通过在他们的 `EliteAbilities` 中添加 `SCATTER` 来复原旧有行为。"
msgid ""
"`[CrateRules] -> FreeMCV` now controls whether or not player is forced to"
" receive unit from `[General] -> BaseUnit` from goodie crate if they own "
"no buildings or any existing `[General] -> BaseUnit` vehicles and own "
"more than `[CrateRules] -> FreeMCV.CreditsThreshold` (defaults to 1500) "
"credits."
msgstr ""
"现在 `[CrateRules] -> FreeMCV` 可以控制玩家是否会在他们没有任何建筑物或任何 `BaseUnit` 中的载具且资金超过 "
"`[CrateRules] -> FreeMCV.CreditsThreshold`(默认为 1500)时强制获得一个 `[General] ->"
" BaseUnit` 中的单位。"
msgid ""
"Translucent RLE SHPs will now be drawn using a more precise and "
"performant algorithm that has no green tint and banding. Can be disabled "
"with `rulesmd.ini -> [General] -> FixTransparencyBlitters=no`."
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。可以通过 `rulesmd.ini -> "
"[General] -> FixTransparencyBlitters=no` 来禁用。"
msgid ""
"Iron Curtain status is now preserved by default when converting between "
"TechnoTypes via `DeploysInto` / `UndeploysInto`. This behavior can be "
"turned off per-TechnoType and global basis using "
"`[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no`."
msgstr ""
"现在铁幕效果会默认在科技类型通过 `DeploysInto`/`UndeploysInto` 转换时保留。这一行为可以通过每个科技类型和全局设置的"
" `[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no` 来关闭。"
msgid ""
"The obsolete `[General] -> WarpIn` has been enabled for the default anim "
"type when technos are warping in. If you want to restore the vanilla "
"behavior, use the same anim type as `[General] -> WarpOut`."
msgstr ""
"原本废弃的 `[General] -> WarpIn` 已启用于科技类型传送来时的默认动画类型。如果想要恢复原版行为,请为其设置一个与 "
"`[General] -> WarpOut` 相同的动画类型。"
msgid ""
"Vehicles with `Crusher=true` + `OmniCrusher=true` / "
"`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /"
" walls respectively. This now obeys `TiltsWhenCrushes` but can be "
"customized individually for these two scenarios using "
"`TiltsWhenCrusher.Vehicles` and `TiltsWhenCrusher.Overlays`, which both "
"default to `TiltsWhenCrushes`."
msgstr ""
"拥有 `Crusher=true` 和 `OmniCrusher=true`/`MovementZone=CrusherAll` "
"的载具类型硬编码在其碾压载具/围墙时会掀起而倾斜。现在此行为遵循 `TiltsWhenCrushes` 设置,但可以使用 "
"`TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` "
"分别定义这两种情况,它们都默认为 `TiltsWhenCrushes`。"
msgid "From older Phobos versions"
msgstr "由旧版本 Phobos"
msgid "From pre-0.5 devbuilds"
msgstr "由 pre-0.5 开发版"
msgid ""
"Due to the format issue with `select.shp` in vanilla Yuri's Revenge that "
"prevents the [Select box logic](User-Interface.md#select-box) from "
"rendering correctly, `select.shp` no longer serves as the default value "
"for `[SelectBoxType] -> Shape=`, and you need to manually specify a value"
" for this flag."
msgstr ""
"由于原版《尤里的复仇》中的 `select.shp` 存在格式问题,导致 [自定义选择框](User-Interface.md#select-"
"box) 逻辑无法正常绘制,`select.shp` 已不再作为 `[SelectBoxType] -> Shape=` "
"的默认值,你需要手动为该语句指定一个值。"
msgid "From 0.4"
msgstr "由 0.4"
msgid ""
"`Splits.TargetCellRange` < 0 now applies special behaviour where the "
"projectile does not consider nearby cells as additional targets if there "
"are not enough techno targets to match `Cluster` count at all."
msgstr ""
"`Splits.TargetCellRange` < 0 现在应用一种特殊行为:即便没有足以匹配 `Cluster` "
"数量的单位实体作为目标也不将附近的单元格视为额外目标。"
msgid ""
"Combat light customizations introduced a bug that removed vanilla "
"behaviour of ignoring detail level / framerate checks for colored combat "
"light. This bug has been fixed but the previous behaviour can be restored"
" by setting `CombatLightDetailLevel.CheckColored` on Warhead or globally "
"under `[AudioVisual]`."
msgstr ""
"自定义战斗光照引入过一个错误——原版中彩色战斗光照会忽略对细节等级/帧率的检查,而该忽略行为被移除了。这一错误现在已被修复,你可以通过在弹头或全局"
" `[AudioVisual]` 下设置 `CombatLightDetailLevel.CheckColored` 来复原先前的行为。"
msgid ""
"`[TechnoType] -> WarpAway=` has now been changed to set the animation "
"when units are erased to maintain semantic consistency with `[General] ->"
" WarpAway=`. The animation that was originally controlled by "
"`[TechnoType] -> WarpAway=`, which played instead of `[General] -> "
"WarpOut=` when a Techno is chronowarped by chronosphere, now needs to be "
"specified using `[TechnoType] -> Chronoshift.WarpOut=`, which defaults to"
" the value of `[TechnoType] -> WarpOut=`."
msgstr ""
"`[TechnoType] -> WarpAway=` 现已改为用于设置单位被抹除时的动画,以与 `[General] -> WarpAway=`"
" 保持语义一致。原先由 `[TechnoType] -> WarpAway=` 指定的动画用于单位被超时空传送超武移动时替代 `[General]"
" -> WarpOut=` 播放,现在它需要使用 `[TechnoType] -> Chronoshift.WarpOut=` "
"语句来指定,其默认为 `[TechnoType] -> WarpOut=` 的值。"
msgid ""
"`UseCenterCoordsIfAttached` has been replaced by enumeration key "
"`AttachedAnimPosition`. Set `AttachedAnimPosition=center` to replicate "
"effects of `UseCenterCoordsIfAttached=true`."
msgstr ""
"语句 `UseCenterCoordsIfAttached` 现已被替换为 `AttachedAnimPosition`。你需要通过设置 "
"`AttachedAnimPosition=center` 以达到原先 `UseCenterCoordsIfAttached=true` 的效果。"
msgid "From post-0.3 devbuilds"
msgstr "由 post-0.3 开发版"
msgid ""
"Ivan bombs no longer automatically center on building when attached. Set "
"`[CombatDamage] -> IvanBombAttachToCenter` to true to restore this "
"behaviour. Due to technical constraints this cannot be customized per "
"WeaponType."
msgstr ""
"伊文炸弹不再自动将位置设为建筑中心。可以通过设置 `[CombatDamage] -> IvanBombAttachToCenter=true` "
"以恢复该行为。由于技术限制,这无法在每种武器上微观定义。"
msgid ""
"`AlternateFLH` no longer affects vehicle passengers by default. To re-"
"enable it, set `AlternateFLH.ApplyVehicle=true` on the transport unit."
msgstr ""
"`AlternateFLH` 已经不再默认对载具类载员生效,你可以通过在运输工具上设置 "
"`AlternateFLH.ApplyVehicle=true` 来手动重新启用它。"
msgid ""
"Parsing priority of `ShowBriefing` and `BriefingTheme` between map file "
"and `missionmd.ini` has been switched (from latter taking priority over "
"former to vice-versa) due to technical limitations and compatibility "
"issues with spawner DLL."
msgstr ""
"由于技术限制及与 spawner DLL 的兼容性问题,`ShowBriefing` 与 `BriefingTheme` "
"这两个标签的解析中地图文件与 `missionmd.ini` 的优先级已被对调(从后者优先改为前者优先)。"
msgid ""
"Game will now produce fatal error with an error message if any of the "
"files listed in `[$Include]` in any INI file do not exist."
msgstr "如果任何 INI 文件中 `[$Include]` 列出的任何文件都不存在那么游戏现在会产生 Fatal Error 并显示错误信息。"
msgid ""
"Aircraft with weapons that have `Strafing.Shots` < 5 will now keep flying"
" after last shot like those with `Strafing.Shots` >= 5 do. This delay can"
" now be customized explicitly by setting `Strafing.EndDelay` on the "
"weapon."
msgstr ""
"武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 "
"的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。"
msgid ""
"Selecting weapons other than primary against walls based on `Wall=true` "
"on Warhead etc. now requires `[CombatDamage] -> "
"AllowWeaponSelectAgainstWalls` to be set to true first."
msgstr ""
"现在对墙时根据弹头上的 `Wall=true` 选择武器需要先将 `[CombatDamage] -> "
"AllowWeaponSelectAgainstWalls` 设为 true。"
msgid ""
"Lunar theater tileset parsing unhardcoding is now only applied if "
"`lunarmd.ini` has `[General] -> ApplyLunarFixes` set to true."
msgstr ""
"月球气候地形集解析的去硬编码化现在仅在 `lunarmd.ini` 中 `[General] -> ApplyLunarFixes` 设为 "
"true 时生效。"
msgid ""
"`Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note "
"inverted expected value) as it no longer has discrete default value and "
"affects `Hospital=true` buildings, infantry do not have repair cost by "
"default."
msgstr ""
"`Units.DisableRepairCost` 已更名为 "
"`Units.UseRepairCost`(注意预期效果反转),因其不再具有分离的默认值且影响 `Hospital=true` "
"的建筑,默认情况下步兵无维修费用。"
msgid ""
"Critical hit animations created by `Crit.AnimOnAffectedTargets=true` "
"Warheads no longer default to `AnimList.PickRandom` if "
"`Crit.AnimList.PickRandom` is not set."
msgstr ""
"由 `Crit.AnimOnAffectedTargets=true` 弹头创建的暴击动画当 `Crit.AnimList.PickRandom`"
" 未设置时不再默认使用 `AnimList.PickRandom` 的值。"
msgid ""
"`SelfHealGainType` value `none` has been changed to `noheal` due to "
"`none` being treated as a blank string and not parsed by the game."
msgstr "`SelfHealGainType` 值 `none` 已更名为 `noheal`,因为 `none` 会被游戏视为空字符串且无法解析。"
msgid ""
"Affected target enum (`CanTarget`, `Crit.Affects` et al) now considers "
"buildings considered vehicles (`ConsideredVehicle=true` or not set in "
"conjunction with `UndeploysInto` & 1x1 foundation) as units instead of "
"buildings."
msgstr ""
"影响目标筛选(`CanTarget`、`Crit.Affects` "
"等)现在将「被视为载具的建筑」(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 "
"`Foundation=1x1` 的建筑)视为单位而非建筑。"
msgid ""
"If `CreateUnit.AlwaysSpawnOnGround` is set to false, jumpjet vehicles "
"created will now automatically take off instead of staying on ground. Set"
" to true to force spawn on ground."
msgstr ""
"如果 `CreateUnit.AlwaysSpawnOnGround` 设为 false 则创建的 JumpJet "
"载具将会自动起飞而不是躺在地上。设为 true 可强制在地面生成。"
msgid ""
"Digital display `Offset` and `Offset.ShieldDelta` Y-axis coordinates now "
"work in inverted fashion (negative goes up, positive goes down) to be "
"consistent with how pixel offsets work elsewhere in the game."
msgstr ""
"数字化显示逻辑中 `Offset` 和 `Offset.ShieldDelta` 的 Y "
"轴左边现在改为反向(负值向上,正值向下)以符合游戏中其他像素偏移语句的工作方式。"
msgid ""
"Phobos Warhead effects combined with `CellSpread` now correctly apply to "
"buildings if any of the foundation cells are hit instead of only the top-"
"left most cell (cell #0)."
msgstr ""
"现在 Phobos 弹头效果结合 `CellSpread` 使用时只要命中建筑所占的任意单元格即可对建筑生效而不再是必须命中最左上角的单元格(0 "
"号单元格)。"
msgid ""
"`ExtraWarheads.DamageOverrides` now falls back to last listed value if "
"list is shorter than `ExtraWarheads` for all Warhead detonations "
"exceeding the length."
msgstr ""
"现在 `ExtraWarheads` 列表比 `ExtraWarheads.DamageOverrides` "
"更长时超出部分的弹头会使用后者列出的最后一个值。"
msgid ""
"Air and Top layer contents are no longer sorted, animations in these "
"layers no longer respect `YSortAdjust`. Animations attached to flying "
"units now get their layer updated immediately after parent unit, if they "
"are on same layer they will draw above the parent unit."
msgstr ""
"Air 和 Top 层的内容不再排序,这些图层的动画不再遵循 "
"`YSortAdjust`。附着于飞行单位的动画现在会跟随所附着单位更新图层,若处于同层则绘制在父单位上方。"
msgid ""
"`AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage`"
" to make it more clear it applies to both `AnimList` and splash "
"animations."
msgstr ""
"`AnimList.ShowOnZeroDamage` 已更名为 `CreateAnimsOnZeroDamage` 以明确其同时作用于 "
"`AnimList` 和水花动画。"
msgid ""
"INI inclusion and inheritance are now turned off by default and need to "
"be turned on via command line flags `-Include` and `-Inheritance`."
msgstr "Phobos 版的 INI 包含和继承默认关闭,需要通过命令行参数 `-Include` 和 `-Inheritance` 开启。"
msgid ""
"`Level=true` projectiles no longer attempt to do reposition against "
"targets that are behind non-water tiles by default. Use "
"`SubjectToLand=true` to re-enable this behaviour."
msgstr ""
"`Level=true` 的抛射体现在不再在对被非水地块阻隔的目标时移动自己的位置(恢复原版规则)。现在需要使用 "
"`SubjectToLand=true` 来启用这一行为。"
msgid ""
"Units' `LaserTrails` will no longer lag behind by one frame, so it needs "
"to be repositioned (Previously, units with faster speeds may need to be "
"positioned further ahead)."
msgstr "单位的 `LaserTrails` 将不再滞后一帧,因此需要重新定位(先前在一些移速较快的单位上可能会使用较超前的位置)。"
msgid "From 0.3"
msgstr "由 0.3"
msgid ""
"`DeployingAnim.AllowAnyDirection` has been superceded by `DeployDir`. Use"
" value of -1 to re-enable the no facing restriction."
msgstr "`DeployingAnim.AllowAnyDirection` 已被 `DeployDir` 取代。使用 -1 即可重新启用无朝向限制效果。"
msgid ""
"Phobos-introduced Warhead effects like shield modifiers, critical hits, "
"disguise & mind control removal now require Warhead `Verses` to affect "
"target to apply unless `EffectsRequireVerses` is set to false. Shield "
"armor type is used if target has an active shield that cannot be "
"penetrated by the Warhead."
msgstr ""
"现在由 Phobos 引入的弹头效果例如修改护盾、暴击、解除伪装和心控除非 `EffectsRequireVerses` 否则需要弹头 "
"`Verses` 能够影响目标才会生效。若目标拥有无法被弹头穿透的激活状态护盾则使用护盾的护甲类型判定。"
msgid ""
"`Trajectory=Straight` projectiles can now snap on targets within 0.5 "
"cells from their detonation point, this distance can be customized via "
"`Trajectory.Straight.TargetSnapDistance`."
msgstr ""
"现在 `Trajectory=Straight` 的抛射体可以自动锁定距离爆点 0.5 格内的目标,该距离可以通过 "
"`Trajectory.Straight.TargetSnapDistance` 进行调整。"
msgid ""
"`LaunchSW.RealLaunch=false` now checks if firing house has enough credits"
" to satisfy SW's `Money.Amount` in order to be fired."
msgstr "现在即便 `LaunchSW.RealLaunch=false` 也会检查发射方的资金是否满足超武 `Money.Amount` 的数值。"
msgid ""
"`CreateUnit` now creates the units by default at animation's height (even"
" if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at "
"ground level. This behaviour can be restored by setting "
"`CreateUnit.AlwaysSpawnOnGround` to true."
msgstr ""
"现在 `CreateUnit` 默认在动画所在高度处创建单位(即便启用了 "
"`CreateUnit.ConsiderPathfinding`)而非始终在地面创建。这一行为可以通过将 "
"`CreateUnit.AlwaysSpawnOnGround` 设为 true 来复原。"
msgid ""
"Phobos-introduced attack scripts now consider potential target's current "
"map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-"
"Logics.md#customizable-target-evaluation-map-zone-check-behaviour) can be"
" used to customize this behaviour."
msgstr ""
"Phobos 引入的攻击脚本现在会评估潜在目标当前所处的地图区域。可使用 [TargetZoneScanType](Fixed-or-"
"Improved-Logics.md#customizable-target-evaluation-map-zone-check-"
"behaviour) 来自定义该行为。"
msgid ""
"`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect"
" whether or not building is considered as vehicle for AI attack scripts. "
"Use [ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-"
"as-vehicles) instead on buildings that do not have both `UndeploysInto` "
"set and `Foundation=1x1`."
msgstr ""
"`Artillary`、`ICBMLauncher`、`TickTank` 及 `SensorArray` 不再影响建筑是否被 AI "
"攻击脚本视为载具。对于没有同时设置 `UndeploysInto` 与 `Foundation=1x1` 的建筑请使用 "
"[ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-"
"vehicles)。"
msgid ""
"`PassengerDeletion.SoylentFriendlies` has been replaced by "
"`PassengerDeletion.SoylentAllowedHouses`. Current default value of "
"`PassengerDeletion.SoylentAllowedHouses=enemies` matches the previous "
"default behaviour with `PassengerDeletion.SoylentFriendlies=false`."
msgstr ""
"`PassengerDeletion.SoylentFriendlies` 已被替换为 "
"`PassengerDeletion.SoylentAllowedHouses`。目前设定默认值 "
"`PassengerDeletion.SoylentAllowedHouses=enemies` 对应原本默认为 "
"`PassengerDeletion.SoylentFriendlies=false` 的行为。"
msgid ""
"`Grinding.DisplayRefund` is changed to `DisplayIncome`, "
"`Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, "
"`Grinding.DisplayRefund.Offset` is changed to `DisplayIncome.Offset`."
msgstr ""
"`Grinding.DisplayRefund` 已更名为 "
"`DisplayIncome`,`Grinding.DisplayRefund.Houses` 更名为 "
"`DisplayIncome.Houses`,`Grinding.DisplayRefund.Offset` 更名为 "
"`DisplayIncome.Offset`。"
msgid ""
"`[JumpjetControls] -> AllowLayerDeviation` and "
"`JumpjetAllowLayerDeviation` have been deprecated as the animation "
"layering issues have been properly fixed by default now."
msgstr ""
"`[JumpjetControls] -> AllowLayerDeviation` 和 `JumpjetAllowLayerDeviation`"
" 已被弃用,因为动画图层问题现在默认状态下已彻底修复。"
msgid ""
"`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are "
"obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to"
" targets as other units do."
msgstr ""
"`[JumpjetControls] -> TurnToTarget` 和 `JumpjetTurnToTarget` 均已过时。使用 "
"`OmniFire=no` 武器的 JumpJet 单位现在 **总是** 会像其他单位那样转向目标。"
msgid ""
"Buildings delivered by trigger action 125 will now **always** play "
"buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated."
msgstr "现在 125 号触发结果所投送的建筑只要存在就 **总是** 会播放其建造动画。`[ParamTypes] -> 53` 已弃用。"
msgid "`Shadow` for debris & meteor animations is changed to `ExtraShadow`."
msgstr "用于碎片和流星动画的 `Shadow` 已更名为 `ExtraShadow`。"
msgid "From pre-0.3 devbuilds"
msgstr "由 pre-0.3 开发版"
msgid "`Trajectory.Speed` is now defined on projectile instead of weapon."
msgstr "`Trajectory.Speed` 现在定义在抛射体上而不再是武器上。"
msgid ""
"`Gravity=0` is not supported anymore as it will cause the projectile to "
"fly backwards and be unable to hit the target which is not at the same "
"height. Use `Straight` Trajectory instead. See [here](New-or-Enhanced-"
"Logics.md#straight-trajectory)."
msgstr ""
"由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在同一高度的目标因此它已不再被支持,请使用 [直线弹道](New-or-"
"Enhanced-Logics.md#straight-trajectory) 替代。"
msgid ""
"Automatic self-destruction logic logic has been reimplemented, "
"`Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been "
"remade/renamed and require adjustments to function."
msgstr ""
"自毁逻辑已被重新实现,`Death.NoAmmo`、`Death.Countdown` 和 `Death.Peaceful` "
"标签已被重做/重命名并需要调整以运作。"
msgid ""
"`DetachedFromOwner` on weapons is deprecated. This has been replaced by "
"`AllowDamageOnSelf` on warheads."
msgstr "武器上的 `DetachedFromOwner` 现已改为弹头上的 `AllowDamageOnSelf`。"
msgid ""
"Timed jump script actions now take the time measured in ingame seconds "
"instead of frames. Divide your value by 15 to accommodate to this change."
msgstr "定时跳转脚本现在使用 **游戏秒** 而非帧来作为时间单位。也就是你先前的值需要/15 来使用。"
msgid ""
"[Placement Preview](User-Interface.md#placement-preview) logic has been "
"adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, "
"`BuildingPlacementGrid.TranslucentLevel`, `PlacementPreview.Show`, "
"`PlacementPreview.TranslucentLevel` and `ShowBuildingPlacementPreview` "
"tags have been remade/renamed and require adjustments to function. In "
"addition, you must explicitly enable this feature by specifying "
"`[AudioVisual] -> PlacementPreview=yes`."
msgstr ""
"[放置预览](User-Interface.md#placement-preview) "
"逻辑已被调整,`BuildingPlacementPreview.DefaultTranslucentLevel`、`BuildingPlacementGrid.TranslucentLevel`、`PlacementPreview.Show`、`PlacementPreview.TranslucentLevel`"
" 以及 `ShowBuildingPlacementPreview` 标签已被重做/重命名并需要调整以运作。另外,你必须通过指定 "
"`[AudioVisual] -> PlacementPreview=yes` 手动启用此功能。"
msgid ""
"Existing script actions were renumbered, please use the migration utility"
" to change the numbers to the correct ones."
msgstr "现有的动作脚本已被重新编号,请使用迁移工具将旧有序号更改为正确的新序号。"
msgid ""
"`DiskLaser.Radius` values were misinterpreted by a factor of 1/2π. The "
"default radius is now 240, please multiply your customized radii by 2π."
msgstr "`DiskLaser.Radius` 的值曾被错误解释了一个大小为 1/2π 的系数。现在默认半径为 240,以及你需要将自定义的半径乘以 2π。"
msgid "From 0.2.2.2"
msgstr "由 0.2.2.2"
msgid ""
"Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini "
"-> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate`"
" and `Shield.Break`, respectively."
msgstr ""
"`rulesmd.ini -> [WarheadType] -> PenetratesShield` 和 `rulesmd.ini -> "
"[WarheadType] -> BreaksShield` 已分别更名为 `Shield.Penetrate` 和 "
"`Shield.Break`。"
msgid ""
"`Rad.NoOwner` on weapons is deprecated. This has been replaced by "
"`RadHasOwner` key on radiation types itself. It also defaults to no, so "
"radiation once again has no owner house by default."
msgstr ""
"武器上的 `Rad.NoOwner` 已被弃用。这已被辐射类型自身的 `RadHasOwner` "
"标签取代。其默认值同样为否,因此辐射默认情况下恢复回了无所属方。"
msgid ""
"`RadApplicationDelay` and `RadApplicationDelay.Building` on custom "
"radiation types are now only used if `[Radiation] -> "
"UseGlobalRadApplicationDelay` is explicitly set to false, otherwise "
"values from `[Radiation]` are used."
msgstr ""
"`RadApplicationDelay` 和 `RadApplicationDelay.Building` 现仅在 `[Radiation] "
"-> UseGlobalRadApplicationDelay` 设为 false 时使用,否则始终使用 `[Radiation]` 中的值。"
msgid "From 0.1.1"
msgstr "由 0.1.1"
msgid ""
"Key `rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` is "
"deprecated and can be removed now, the bugfix for `DeployToFire` "
"deployers is now always on."
msgstr ""
"`rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` 现已弃用,针对 "
"`DeployToFire` 部署者丢失目标的 Bug 修复现在始终开启。"
msgid ""
"Changed tags<!-- This is only a temporary solution; what method to use "
"afterwards has not been determined yet. -->"
msgstr "被更改过的标签"
msgid ""
"To standardize tag names for similar functions, prevent typos, or avoid "
"misunderstandings, replace them with new tag names."
msgstr "出于相似功能标签名标准化、防止习惯性拼写导致错误以及避免语义误解目的,它们被替换为新的标签名。"
msgid "The following tags were renamed:"
msgstr "以下标签被重命名:"
msgid ""
"`[WarheadType] -> Crit.AffectAbovePercent` -> `[WarheadType] -> "
"Crit.AffectsAbovePercent`."
msgstr ""
"`[WarheadType] -> Crit.AffectAbovePercent` -> `[WarheadType] -> "
"Crit.AffectsAbovePercent`."
msgid ""
"`[AttachEffectType] -> AffectTargets` -> `[AttachEffectType] -> "
"AffectsTarget`"
msgstr ""
"`[AttachEffectType] -> AffectTargets` -> `[AttachEffectType] -> "
"AffectsTarget`"
msgid ""
"`[AttachEffectType] -> ReflectDamage.AffectsHouses` -> "
"`[AttachEffectType] -> ReflectDamage.AffectsHouse`"
msgstr ""
"`[AttachEffectType] -> ReflectDamage.AffectsHouses` -> "
"`[AttachEffectType] -> ReflectDamage.AffectsHouse`"
msgid ""
"`[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouses` -> "
"`[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouse`"
msgstr ""
"`[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouses` -> "
"`[AttachEffectType/TechnoType] -> RevengeWeapon.AffectsHouse`"
msgid "`[TechnoType] -> AutoFire` -> `[TechnoType] -> AutoTargetOwnPosition`"
msgstr "`[TechnoType] -> AutoFire` -> `[TechnoType] -> AutoTargetOwnPosition`"
msgid ""
"`[TechnoType] -> AutoFire.TargetSelf` -> `[TechnoType] -> "
"AutoTargetOwnPosition.Self`"
msgstr ""
"`[TechnoType] -> AutoFire.TargetSelf` -> `[TechnoType] -> "
"AutoTargetOwnPosition.Self`"
msgid ""
"`[WarheadType] -> DetonateOnAllMapObjects.AffectHouses` -> `[WarheadType]"
" -> DetonateOnAllMapObjects.AffectsHouse`"
msgstr ""
"`[WarheadType] -> DetonateOnAllMapObjects.AffectHouses` -> `[WarheadType]"
" -> DetonateOnAllMapObjects.AffectsHouse`"
msgid ""
"`[WarheadType] -> DetonateOnAllMapObjects.AffectTargets` -> "
"`[WarheadType] -> DetonateOnAllMapObjects.AffectsTarget`"
msgstr ""
"`[WarheadType] -> DetonateOnAllMapObjects.AffectTargets` -> "
"`[WarheadType] -> DetonateOnAllMapObjects.AffectsTarget`"
msgid ""
"`[WarheadType] -> Crit.AffectBelowPercent` -> `[WarheadType] -> "
"Crit.AffectsBelowPercent`."
msgstr ""
"`[WarheadType] -> Crit.AffectBelowPercent` -> `[WarheadType] -> "
"Crit.AffectsBelowPercent`."
msgid "`[WarheadType] -> Crit.Affects` -> `[WarheadType] -> Crit.AffectsTarget`"
msgstr "`[WarheadType] -> Crit.Affects` -> `[WarheadType] -> Crit.AffectsTarget`"
msgid ""
"`[WarheadType] -> Crit.AffectsHouses` -> `[WarheadType] -> "
"Crit.AffectsHouse`"
msgstr ""
"`[WarheadType] -> Crit.AffectsHouses` -> `[WarheadType] -> "
"Crit.AffectsHouse`"
msgid ""
"`[WarheadType] -> KillWeapon.Affects` -> `[WarheadType] -> "
"KillWeapon.AffectsTarget`"
msgstr ""
"`[WarheadType] -> KillWeapon.Affects` -> `[WarheadType] -> "
"KillWeapon.AffectsTarget`"
msgid ""
"`[WarheadType] -> KillWeapon.AffectsHouses` -> `[WarheadType] -> "
"KillWeapon.AffectsHouse`"
msgstr ""
"`[WarheadType] -> KillWeapon.AffectsHouses` -> `[WarheadType] -> "
"KillWeapon.AffectsHouse`"
msgid ""
"`[WarheadType] -> KillWeapon.OnFirer.Affects` -> `[WarheadType] -> "
"KillWeapon.OnFirer.AffectsTarget`"
msgstr ""
"`[WarheadType] -> KillWeapon.OnFirer.Affects` -> `[WarheadType] -> "
"KillWeapon.OnFirer.AffectsTarget`"
msgid ""
"`[WarheadType] -> KillWeapon.OnFirer.AffectsHouses` -> `[WarheadType] -> "
"KillWeapon.OnFirer.AffectsHouse`"
msgstr ""
"`[WarheadType] -> KillWeapon.OnFirer.AffectsHouses` -> `[WarheadType] -> "
"KillWeapon.OnFirer.AffectsHouse`"
msgid ""
"`[WarheadType/SuperWeaponType] -> Convert(N).AffectedHouses` -> "
"`[WarheadType/SuperWeaponType] -> Convert(N).AffectsHouse`"
msgstr ""
"`[WarheadType/SuperWeaponType] -> Convert(N).AffectedHouses` -> "
"`[WarheadType/SuperWeaponType] -> Convert(N).AffectsHouse`"
msgid ""
"`[SuperWeaponType] -> LimboKill.Affected` -> `[SuperWeaponType] -> "
"LimboKill.AffectsHouse`"
msgstr ""
"`[SuperWeaponType] -> LimboKill.Affected` -> `[SuperWeaponType] -> "
"LimboKill.AffectsHouse`"
msgid ""
"You can use the [*MigrationUtility*](https://github.com/Phobos-"
"developers/PhobosSupplementaries/tree/develop/MigrationUtility) in the "
"PhobosSupplementaries repository to conveniently complete these "
"migrations."
msgstr ""
"你可以使用 Phobos 补充资源库 中的 [*迁移工具*](https://github.com/Phobos-"
"developers/PhobosSupplementaries/tree/develop/MigrationUtility) 轻松完成这些迁移。"
msgid ""
"If it is detected that you are using the old INI flags, a warning log "
"will be output to `debug.log`."
msgstr "如果检测到你正在使用旧的 INI 语句,那么将会有一条警告日志输出到 `debug.log` 中。"
msgid ""
"The old INI flags will still take effect, but if there are corresponding "
"new version flags at the same time, the new version will take precedence."
msgstr "旧的 INI 语句仍会生效,但如果同时还有新版本的对应语句,那么新版本的会被优先使用。"
msgid "New user settings in RA2MD.INI"
msgstr "RA2MD.INI 中新增的用户设置项"
msgid ""
"These are new user setting keys added by various features in Phobos. Most"
" of them can be found in either in [user inteface](User-Interface.md) or "
"[miscellaneous](Miscellanous.md) sections. Search functionality can be "
"used to find them quickly if needed."
msgstr ""
"这些是由 Phobos 各种功能所新添加的用户设置标签。大多可以在 [用户界面特性](User-Interface.md) 或 "
"[杂项内容](Miscellanous.md) 部分找到。你可以用搜索功能快速查找。"
msgid "For Map Editor (Final Alert 2)"
msgstr "对地图编辑器(Final Alert 2)的更改"
msgid "Click to show"
msgstr "点击展开"
msgid "In `FAData.ini`:"
msgstr "在 `FAData.ini`:"
msgid "Changelog"
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)"
msgid "New:"
msgstr "新增内容:"
msgid ""
"[Allow using waypoints, area guard and attack move with aircraft](Fixed-"
"or-Improved-Logics.md#extended-aircraft-missions) (by CrimRecya)"
msgstr ""
"[允许战机使用路径点、区域警戒和移动攻击](Fixed-or-Improved-Logics.md#extended-aircraft-"
"missions)(by CrimRecya)"
msgid ""
"[Enhanced Straight trajectory](New-or-Enhanced-Logics.md#straight-"
"trajectory) (by CrimRecya)"
msgstr "[增强的直线弹道](New-or-Enhanced-Logics.md#straight-trajectory)(by CrimRecya)"
msgid ""
"[Enable building production queue](User-Interface.md#building-production-"
"queue) (by CrimRecya)"
msgstr "[启用建筑生产队列](User-Interface.md#building-production-queue)(by CrimRecya)"
msgid ""
"[Custom exit cell for infantry factory](Fixed-or-Improved-Logics.md"
"#custom-exit-cell-for-infantry-factory) (by Starkku)"
msgstr ""
"[自定义兵营退出单元格](Fixed-or-Improved-Logics.md#custom-exit-cell-for-infantry-"
"factory)(by Starkku)"
msgid ""
"[Option for vehicles to keep target when issued move command](Fixed-or-"
"Improved-Logics.md#retain-target-on-movement-command) (by Starkku)"
msgstr ""
"[设置载具在发出移动命令时是否保持目标](Fixed-or-Improved-Logics.md#retain-target-on-"
"movement-command)(by Starkku)"
msgid ""
"[Skip anim delay for burst fire](Fixed-or-Improved-Logics.md#skip-anim-"
"delay-for-burst-fire) (by TaranDahl)"
msgstr ""
"[为有 `Burst` 的武器跳过建筑开火前摇动画](Fixed-or-Improved-Logics.md#skip-anim-delay-"
"for-burst-fire)(by TaranDahl)"
msgid ""
"[Extending `Power` to all TechnoTypes](Fixed-or-Improved-Logics.md#power-"
"drain-for-units) (by Morton)"
msgstr ""
"[将 `Power` 拓展到所有科技类型](Fixed-or-Improved-Logics.md#power-drain-for-"
"units)(by Morton)"
msgid ""
"[New Parabola trajectory](New-or-Enhanced-Logics.md#parabola-trajectory) "
"(by CrimRecya)"
msgstr "[新的抛物线弹道](New-or-Enhanced-Logics.md#parabola-trajectory)(by CrimRecya)"
msgid ""
"[Type select for buildings](User-Interface.md#type-select-for-buildings) "
"(code by TaranDahl, doc by Ollerus)"
msgstr ""
"[建筑的类型选择](User-Interface.md#type-select-for-buildings)(代码 By TaranDahl,文档"
" by Ollerus)"
msgid ""
"[Raise alert when technos are taking damage](New-or-Enhanced-Logics.md"
"#raise-alert-when-technos-are-taking-damage) (by TaranDahl)"
msgstr ""
"[当科技类型受到伤害时发出警报](New-or-Enhanced-Logics.md#raise-alert-when-technos-are-"
"taking-damage)(by TaranDahl)"
msgid ""
"[Enhanced Bombard trajectory](New-or-Enhanced-Logics.md#bombard-"
"trajectory) (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)"
msgstr ""
"[增强的轰击弹道](New-or-Enhanced-Logics.md#bombard-trajectory)(by CrimRecya 与 "
"Ollerus,基于 NaotoYuuki 的知识)"
msgid ""
"[Toggle waypoint for building](Fixed-or-Improved-Logics.md#waypoints-for-"
"buildings) (by TaranDahl)"
msgstr ""
"[建筑路径点开关](Fixed-or-Improved-Logics.md#waypoints-for-buildings)(by "
"TaranDahl)"
msgid ""
"[Bunkerable checks dehardcode](Fixed-or-Improved-Logics.md#bunker-"
"entering-check-dehardcode) (by TaranDahl)"
msgstr ""
"[坦克碉堡准入检查的去硬编码化](Fixed-or-Improved-Logics.md#bunker-entering-check-"
"dehardcode)(by TaranDahl)"
msgid ""
"[No turret unit turn to the target](Fixed-or-Improved-Logics.md#unit-"
"without-turret-always-turn-to-target) (by CrimRecya & TaranDahl)"
msgstr ""
"[无炮塔单位转向目标](Fixed-or-Improved-Logics.md#unit-without-turret-always-turn-"
"to-target)(by CrimRecya 与 TaranDahl)"
msgid ""
"[Damage multipliers](New-or-Enhanced-Logics.md#damage-multipliers) (by "
"CrimRecya & Ollerus)"
msgstr ""
"[伤害修正比](New-or-Enhanced-Logics.md#damage-multipliers)(by CrimRecya 与 "
"Ollerus)"
msgid "Customizable duration for electric bolts (by Starkku)"
msgstr "自定义 EBolt 电弧持续时间(by Starkku)"
msgid "Customizable FLH tracking for electric bolts (by Starkku)"
msgstr "自定义 EBolt 跟随 FLH(by Starkku)"
msgid ""
"[Extended gattling rate down logic](New-or-Enhanced-Logics.md#extended-"
"gattling-rate-down-logic) (by CrimRecya)"
msgstr ""
"[拓展的盖特掉档逻辑](New-or-Enhanced-Logics.md#extended-gattling-rate-down-"
"logic)(by CrimRecya)"
msgid ""
"[Sell or undeploy building on impact](New-or-Enhanced-Logics.md#sell-or-"
"undeploy-building-on-impact) (by CrimRecya)"
msgstr ""
"[弹头将建筑出售或反部署](New-or-Enhanced-Logics.md#sell-or-undeploy-building-on-"
"impact)(by CrimRecya)"
msgid ""
"[No rearm and reload in EMP or temporal](New-or-Enhanced-Logics.md#no-"
"rearm-and-reload-in-emp-or-temporal) (by CrimRecya)"
msgstr ""
"[EMP 或超时空停止 CD](New-or-Enhanced-Logics.md#no-rearm-and-reload-in-emp-or-"
"temporal)(by CrimRecya)"
msgid ""
"[Technos recount current burst index when change the firing weapon](New-"
"or-Enhanced-Logics.md#recount-burst-index) (by CrimRecya)"
msgstr ""
"[科技类型在更换开火武器时重置当前连发索引](New-or-Enhanced-Logics.md#recount-burst-index)(by "
"CrimRecya)"
msgid "Shield armor inheritance customization (by Ollerus)"
msgstr "自定义护盾继承单位护甲(by Ollerus)"
msgid ""
"[Damaged unit image changes](New-or-Enhanced-Logics.md#damaged-unit-"
"image-changes) (by Fryone)"
msgstr ""
"[载具伤残更换图像](New-or-Enhanced-Logics.md#damaged-unit-image-changes)(by "
"Fryone)"
msgid ""
"[Customizable spawns queue](New-or-Enhanced-Logics.md#customizable-"
"spawns-queue) (by TwinkleStar)"
msgstr ""
"[自定义子机序列](New-or-Enhanced-Logics.md#customizable-spawns-queue)(by "
"TwinkleStar)"
msgid ""
"[Initial spawns number](New-or-Enhanced-Logics.md#initial-spawns-number) "
"(by TwinkleStar)"
msgstr "[初始子机数量](New-or-Enhanced-Logics.md#initial-spawns-number)(by TwinkleStar)"
msgid ""
"[Override target under EMP attack behavior](New-or-Enhanced-Logics.md"
"#forcing-specific-weapon-against-certain-targets) (By FS-21)"
msgstr ""
"[覆盖对被 EMP 瘫痪的目标的攻击行为](New-or-Enhanced-Logics.md#forcing-specific-weapon-"
"against-certain-targets)(by FS-21)"
msgid ""
"[Aircraft spawner recycling improvements (custom offset, animation etc"
".)](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by "
"TaranDahl)"
msgstr ""
"[子机回收增强(自定义坐标、动画等)](New-or-Enhanced-Logics.md#aircraft-spawner-"
"customizations)(by TaranDahl)"
msgid ""
"[Technos can maintain a suitable distance after firing](New-or-Enhanced-"
"Logics.md#keep-range-after-firing) (by CrimRecya)"
msgstr ""
"[单位在开火后与目标保持适当的距离](New-or-Enhanced-Logics.md#keep-range-after-firing)(by "
"CrimRecya)"
msgid ""
"[Projectile subject to ground check before firing](New-or-Enhanced-"
"Logics.md#projectiles-blocked-by-land-or-water) (by CrimRecya)"
msgstr ""
"[开火前检查抛射体是否抢地](New-or-Enhanced-Logics.md#projectiles-blocked-by-land-or-"
"water)(by CrimRecya)"
msgid ""
"[Delay automatic attack on the controlled unit](Fixed-or-Improved-"
"Logics.md#delay-automatic-attack-on-the-controlled-unit) (by CrimRecya)"
msgstr ""
"[攻击被心控单位的延迟](Fixed-or-Improved-Logics.md#delay-automatic-attack-on-the-"
"controlled-unit)(by CrimRecya)"
msgid "[Parabombs](New-or-Enhanced-Logics.md#parabombs) (by Starkku & TaranDahl)"
msgstr "[伞降炸弹](New-or-Enhanced-Logics.md#parabombs)(by Starkku 与 TaranDahl)"
msgid ""
"[Sinkablity and sinking speed customization](Fixed-or-Improved-Logics.md"
"#sinking-behavior-dehardcode) (by TaranDahl)"
msgstr ""
"[自定义能否沉没以及沉没速度](Fixed-or-Improved-Logics.md#sinking-behavior-"
"dehardcode)(by TaranDahl)"
msgid ""
"[Fast access vehicle](New-or-Enhanced-Logics.md#fast-access-vehicle) (by "
"CrimRecya)"
msgstr "[快速上车](New-or-Enhanced-Logics.md#fast-access-vehicle)(by CrimRecya)"
msgid "Laser, electric bolt and rad beam scatter (by CrimRecya)"
msgstr "激光、EBolt 和辐射波的散布(by CrimRecya)"
msgid ""
"[Airburst weapon firing/source coordinate & firing effects customizations"
"](Fixed-or-Improved-Logics.md#airburst--splits) (by Starkku)"
msgstr ""
"[自定义空爆武器中心坐标和开火效果](Fixed-or-Improved-Logics.md#airburst--splits)(by "
"Starkku)"
msgid ""
"[AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-"
"flh-customizations) (by Starkku)"
msgstr ""
"[AlternateFLH 跟随炮塔开关](Fixed-or-Improved-Logics.md#alternate-flh-"
"customizations)(by Starkku)"
msgid ""
"[Fire weapon when Warhead kills something](New-or-Enhanced-Logics.md"
"#fire-weapon-when-warhead-kills-something) (by Ollerus)"
msgstr ""
"[击杀武器](New-or-Enhanced-Logics.md#fire-weapon-when-warhead-kills-"
"something)(by Ollerus)"
msgid ""
"[Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-"
"customization) (by TaranDahl)"
msgstr ""
"[自定义匍匐速度](Fixed-or-Improved-Logics.md#prone-speed-customization)(by "
"TaranDahl)"
msgid ""
"[Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-"
"Logics.md#damaged-speed-customization) (by NetsuNegi)"
msgstr ""
"[自定义单位 `Locomotor=(Drive/Ship)` 且处于伤残状态时的速度比率](Fixed-or-Improved-"
"Logics.md#damaged-speed-customization)(by NetsuNegi)"
msgid ""
"[Customize overpower logic](Fixed-or-Improved-Logics.md#customize-"
"overpower-logic) (by NetsuNegi)"
msgstr ""
"[自定义磁暴线圈充能](Fixed-or-Improved-Logics.md#customize-overpower-logic)(by "
"NetsuNegi)"
msgid ""
"[Promotion animation deglobalization](New-or-Enhanced-Logics.md"