diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 10c3e6b439..7cd3132fe7 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: 2025-09-12 20:49+0800\n" +"POT-Creation-Date: 2025-10-05 19:20+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:59 +#: ../../../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:413 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:415 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" -#: ../../../CREDITS.md:50 ../../../CREDITS.md:279 +#: ../../../CREDITS.md:50 ../../../CREDITS.md:280 msgid "Voxel light source position customization" msgstr "自定义 Voxel 光源" @@ -206,879 +206,883 @@ msgid "Ported XNA CnCNet Client MP save handling" msgstr "移植了 XNA CNCNet Client 的多人游戏存档处理" #: ../../../CREDITS.md:54 +msgid "Retint fix toggle" +msgstr "为地图光照重绘时的建筑光源问题修复添加开关" + +#: ../../../CREDITS.md:55 msgid "**Uranusian (Thrifinesma)**:" msgstr "**Uranusian (Thrifinesma)**:" -#: ../../../CREDITS.md:55 ../../../CREDITS.md:81 +#: ../../../CREDITS.md:56 ../../../CREDITS.md:82 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../../CREDITS.md:56 +#: ../../../CREDITS.md:57 msgid "Custom warhead splash list" msgstr "自定义弹头水花动画" -#: ../../../CREDITS.md:57 ../../../CREDITS.md:311 +#: ../../../CREDITS.md:58 ../../../CREDITS.md:312 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../../CREDITS.md:58 +#: ../../../CREDITS.md:59 msgid "Spawns promotion" msgstr "子机升级" -#: ../../../CREDITS.md:60 +#: ../../../CREDITS.md:61 msgid "Multiple death fix" msgstr "多重死亡修复" -#: ../../../CREDITS.md:61 +#: ../../../CREDITS.md:62 msgid "Customizable missing cameo" msgstr "自定义缺省图标" -#: ../../../CREDITS.md:62 +#: ../../../CREDITS.md:63 msgid "Cameo sorting priority" msgstr "图标排序优先级" -#: ../../../CREDITS.md:63 +#: ../../../CREDITS.md:64 msgid "Tab hotkey placement fix" msgstr "标签快捷键放置修复" -#: ../../../CREDITS.md:64 +#: ../../../CREDITS.md:65 msgid "Producing progress indicators" msgstr "生产进度指示器" -#: ../../../CREDITS.md:65 ../../../CREDITS.md:88 +#: ../../../CREDITS.md:66 ../../../CREDITS.md:89 msgid "Custom ore gathering anim" msgstr "自定义矿石采集动画" -#: ../../../CREDITS.md:66 +#: ../../../CREDITS.md:67 msgid "`NoManualMove`" msgstr "`NoManualMove`" -#: ../../../CREDITS.md:67 +#: ../../../CREDITS.md:68 msgid "Weapon target house filtering" msgstr "武器瞄准所属方筛选" -#: ../../../CREDITS.md:68 +#: ../../../CREDITS.md:69 msgid "`DeathWeapon` fix" msgstr "`DeathWeapon` 修复" -#: ../../../CREDITS.md:69 +#: ../../../CREDITS.md:70 msgid "Re-enable obsolete `[JumpjetControls]`" msgstr "重启废弃的 `[JumpjetControls]`" -#: ../../../CREDITS.md:70 +#: ../../../CREDITS.md:71 msgid "`AITrigger` Building Upgrades support" msgstr "`AITrigger` 支持建筑加载物" -#: ../../../CREDITS.md:71 +#: ../../../CREDITS.md:72 msgid "Wall-Gate links" msgstr "围墙与闸门的链接" -#: ../../../CREDITS.md:72 +#: ../../../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:73 +#: ../../../CREDITS.md:74 msgid "Observer PCX loading screen" msgstr "观察者 PCX 载入图" -#: ../../../CREDITS.md:74 ../../../CREDITS.md:102 ../../../CREDITS.md:221 -#: ../../../CREDITS.md:384 +#: ../../../CREDITS.md:75 ../../../CREDITS.md:103 ../../../CREDITS.md:222 +#: ../../../CREDITS.md:385 msgid "Original `Arcing` elevation inaccuracy fix" msgstr "原版 `Arcing` 高差打偏问题修复" -#: ../../../CREDITS.md:75 +#: ../../../CREDITS.md:76 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:77 msgid "**secsome (SEC-SOME)**:" msgstr "**secsome (SEC-SOME)**:" -#: ../../../CREDITS.md:77 +#: ../../../CREDITS.md:78 msgid "Debug info dump hotkey" msgstr "输出对象信息快捷键" -#: ../../../CREDITS.md:78 +#: ../../../CREDITS.md:79 msgid "Refactoring & porting of Ares helper code" msgstr "重构与导入 Ares 助手代码" -#: ../../../CREDITS.md:79 +#: ../../../CREDITS.md:80 msgid "Disguise removal warhead" msgstr "移除伪装弹头" -#: ../../../CREDITS.md:80 +#: ../../../CREDITS.md:81 msgid "Mind Control removal warhead" msgstr "解除心控弹头" -#: ../../../CREDITS.md:82 +#: ../../../CREDITS.md:83 msgid "Shields logic help" msgstr "护盾逻辑帮助" -#: ../../../CREDITS.md:83 +#: ../../../CREDITS.md:84 msgid "`AnimList.PickRandom`" msgstr "`AnimList.PickRandom`" -#: ../../../CREDITS.md:84 +#: ../../../CREDITS.md:85 msgid "`MoveToCell` fix" msgstr "`3 - 移动到坐标` 修复" -#: ../../../CREDITS.md:85 +#: ../../../CREDITS.md:86 msgid "Unlimited waypoints" msgstr "无限制路径点" -#: ../../../CREDITS.md:86 +#: ../../../CREDITS.md:87 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:88 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:90 msgid "`TemporalClass` related crash" msgstr "`TemporalClass` 相关修复" -#: ../../../CREDITS.md:90 +#: ../../../CREDITS.md:91 msgid "Retry dialog on mission failure" msgstr "任务失败重开对话框" -#: ../../../CREDITS.md:91 +#: ../../../CREDITS.md:92 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型微观定义默认伪装" -#: ../../../CREDITS.md:92 +#: ../../../CREDITS.md:93 msgid "PowerPlant Enhancer" msgstr "电厂增幅器" -#: ../../../CREDITS.md:93 +#: ../../../CREDITS.md:94 msgid "SaveGame Trigger Action" msgstr "保存游戏触发结果" -#: ../../../CREDITS.md:94 +#: ../../../CREDITS.md:95 msgid "QuickSave command" msgstr "快速保存命令" -#: ../../../CREDITS.md:95 +#: ../../../CREDITS.md:96 msgid "Numeric variables" msgstr "数字化变量" -#: ../../../CREDITS.md:96 +#: ../../../CREDITS.md:97 msgid "Custom gravity for projectiles" msgstr "抛射体自定义重力" -#: ../../../CREDITS.md:97 +#: ../../../CREDITS.md:98 msgid "Retint map actions bugfix" msgstr "地图触发光照 bug 修复" -#: ../../../CREDITS.md:98 +#: ../../../CREDITS.md:99 msgid "Sharpnel enhancement" msgstr "溅射增强" -#: ../../../CREDITS.md:99 +#: ../../../CREDITS.md:100 msgid "Vanilla map preview reading bugfix" msgstr "原版地图预览图读取 bug 修复" -#: ../../../CREDITS.md:100 +#: ../../../CREDITS.md:101 msgid "Customizable tooltip background" msgstr "自定义拓展工具条背景" -#: ../../../CREDITS.md:101 +#: ../../../CREDITS.md:102 msgid "Parts of Ares calling code" msgstr "部分 Ares 调用代码" -#: ../../../CREDITS.md:103 +#: ../../../CREDITS.md:104 msgid "**Otamaa (Fahroni, BoredEXE)**:" msgstr "**Otamaa (Fahroni, BoredEXE)**:" -#: ../../../CREDITS.md:104 +#: ../../../CREDITS.md:105 msgid "Help with CellSpread" msgstr "`CellSpread` 相关协助" -#: ../../../CREDITS.md:105 +#: ../../../CREDITS.md:106 msgid "Ported and fixed custom RadType code" msgstr "引入并修复了自定义辐射的代码" -#: ../../../CREDITS.md:106 +#: ../../../CREDITS.md:107 msgid "Togglable ElectricBolt bolts" msgstr "可开关的 EBolt 特效" -#: ../../../CREDITS.md:107 +#: ../../../CREDITS.md:108 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:108 +#: ../../../CREDITS.md:109 msgid "Building Placement Preview" msgstr "建筑放置预览" -#: ../../../CREDITS.md:109 +#: ../../../CREDITS.md:110 msgid "`DebrisMaximums` fixes" msgstr "`DebrisMaximums` 修复" -#: ../../../CREDITS.md:110 +#: ../../../CREDITS.md:111 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../../CREDITS.md:111 +#: ../../../CREDITS.md:112 msgid "`NotHuman` anim sequences improvements" msgstr "`NotHuman` 动画序列增强" -#: ../../../CREDITS.md:112 +#: ../../../CREDITS.md:113 msgid "Customizable `OpenTopped` Properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../../CREDITS.md:113 +#: ../../../CREDITS.md:114 msgid "Hooks for ScriptType Actions 92 & 93" msgstr "动作脚本 92 与 93 的钩子" -#: ../../../CREDITS.md:114 +#: ../../../CREDITS.md:115 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../../CREDITS.md:115 +#: ../../../CREDITS.md:116 msgid "Occupied building `MuzzleFlashX` bugfix" msgstr "驻军建筑 `MuzzleFlashX` bug 修复" -#: ../../../CREDITS.md:116 +#: ../../../CREDITS.md:117 msgid "`EnemyUIName` for other TechnoTypes" msgstr "其他科技类型的 `EnemyUIName`" -#: ../../../CREDITS.md:117 +#: ../../../CREDITS.md:118 msgid "TerrainType `DestroyAnim` & `DestroySound`" msgstr "地形对象的 `DestroyAnim` 和 `DestroySound`" -#: ../../../CREDITS.md:118 +#: ../../../CREDITS.md:119 msgid "Laser trails for VoxelAnims" msgstr "Voxel 碎片的激光尾焰" -#: ../../../CREDITS.md:119 +#: ../../../CREDITS.md:120 msgid "`MakeInfantry` logic on BombClass bugfix" msgstr "`MakeInfantry` 逻辑在 BombClass 上的 bug 修复" -#: ../../../CREDITS.md:120 ../../../CREDITS.md:199 +#: ../../../CREDITS.md:121 ../../../CREDITS.md:200 msgid "Debris & meteor impact behaviour settings" msgstr "碎片 & 流星撞击行为设置" -#: ../../../CREDITS.md:121 +#: ../../../CREDITS.md:122 msgid "Upgrade logic to allow altering of `SpySat` status" msgstr "允许加载物逻辑更改 `SpySat` 效果" -#: ../../../CREDITS.md:122 ../../../CREDITS.md:273 +#: ../../../CREDITS.md:123 ../../../CREDITS.md:274 msgid "Ares detection and integration" msgstr "Ares 检测和集成" -#: ../../../CREDITS.md:123 +#: ../../../CREDITS.md:124 msgid "Help with custom locomotors" msgstr "自定义运动模式相关的帮助" -#: ../../../CREDITS.md:124 ../../../CREDITS.md:219 +#: ../../../CREDITS.md:125 ../../../CREDITS.md:220 msgid "Extension class optimization" msgstr "扩展类优化" -#: ../../../CREDITS.md:125 +#: ../../../CREDITS.md:126 msgid "**FS-21**:" msgstr "**FS-21**:" -#: ../../../CREDITS.md:126 +#: ../../../CREDITS.md:127 msgid "Dump Object Info enhancements" msgstr "输出对象信息增强" -#: ../../../CREDITS.md:127 +#: ../../../CREDITS.md:128 msgid "`Powered.KillSpawns`" msgstr "`Powered.KillSpawns`" -#: ../../../CREDITS.md:128 +#: ../../../CREDITS.md:129 msgid "`Spawner.LimitRange`" msgstr "`Spawner.LimitRange`" -#: ../../../CREDITS.md:129 +#: ../../../CREDITS.md:130 msgid "Majority of ScriptType actions" msgstr "大多数动作脚本行为" -#: ../../../CREDITS.md:130 +#: ../../../CREDITS.md:131 msgid "MC deployer fixes" msgstr "被心灵控制状态下部署行为的修复" -#: ../../../CREDITS.md:131 ../../../CREDITS.md:280 +#: ../../../CREDITS.md:132 ../../../CREDITS.md:281 msgid "Help with docs" msgstr "文档相关的帮助" -#: ../../../CREDITS.md:132 +#: ../../../CREDITS.md:133 msgid "Automatic Passenger Deletion logic" msgstr "自动删除乘客逻辑" -#: ../../../CREDITS.md:133 +#: ../../../CREDITS.md:134 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:134 +#: ../../../CREDITS.md:135 msgid "Kill Object Automatically logic prototype" msgstr "单位自毁逻辑雏形" -#: ../../../CREDITS.md:135 +#: ../../../CREDITS.md:136 msgid "Customizable resource storage" msgstr "自定义资源存储" -#: ../../../CREDITS.md:136 +#: ../../../CREDITS.md:137 msgid "Override uncloaked underwater attack behavior" msgstr "覆盖对非隐身状态水下目标的攻击行为" -#: ../../../CREDITS.md:137 +#: ../../../CREDITS.md:138 msgid "AI Aircraft docks fix" msgstr "AI 战机对接修复" -#: ../../../CREDITS.md:138 +#: ../../../CREDITS.md:139 msgid "Shared ammo logic" msgstr "共享弹药逻辑" -#: ../../../CREDITS.md:139 +#: ../../../CREDITS.md:140 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:140 +#: ../../../CREDITS.md:141 msgid "Initial strength for cloned infantry" msgstr "克隆步兵的初始血量" -#: ../../../CREDITS.md:141 +#: ../../../CREDITS.md:142 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:142 +#: ../../../CREDITS.md:143 msgid "**Starkku**:" msgstr "**Starkku**:" -#: ../../../CREDITS.md:143 +#: ../../../CREDITS.md:144 msgid "Misc. minor bugfixes & improvements" msgstr "各种小 bug 修复与改进" -#: ../../../CREDITS.md:144 +#: ../../../CREDITS.md:145 msgid "AI script actions:" msgstr "AI 脚本动作:" -#: ../../../CREDITS.md:145 +#: ../../../CREDITS.md:146 msgid "Chronoshift to Enemy Base" msgstr "超时空传送到敌方基地" -#: ../../../CREDITS.md:146 +#: ../../../CREDITS.md:147 msgid "Warhead shield penetration & breaking" msgstr "弹头穿盾和破盾" -#: ../../../CREDITS.md:147 ../../../CREDITS.md:295 +#: ../../../CREDITS.md:148 ../../../CREDITS.md:296 msgid "Strafing aircraft weapon customization" msgstr "自定义战机武器扫射" -#: ../../../CREDITS.md:148 +#: ../../../CREDITS.md:149 msgid "Vehicle `DeployFire` fixes/improvements" msgstr "载具 `DeployFire` 修复/改进" -#: ../../../CREDITS.md:149 +#: ../../../CREDITS.md:150 msgid "Stationary VehicleTypes" msgstr "静止的载具" -#: ../../../CREDITS.md:150 +#: ../../../CREDITS.md:151 msgid "Burst logic improvements" msgstr "Burst 逻辑改进" -#: ../../../CREDITS.md:151 +#: ../../../CREDITS.md:152 msgid "TechnoType auto-firing weapons" msgstr "科技类型自动发射武器" -#: ../../../CREDITS.md:152 +#: ../../../CREDITS.md:153 msgid "Secondary weapon fallback customization" msgstr "自定义副武器自动推算" -#: ../../../CREDITS.md:153 +#: ../../../CREDITS.md:154 msgid "Weapon target type filtering" msgstr "武器目标类型过滤" -#: ../../../CREDITS.md:154 +#: ../../../CREDITS.md:155 msgid "`AreaFire` targeting customization" msgstr "自定义 `AreaFire` 目标选择" -#: ../../../CREDITS.md:155 +#: ../../../CREDITS.md:156 msgid "`CreateUnit` improvements" msgstr "`CreateUnit` 改进" -#: ../../../CREDITS.md:156 +#: ../../../CREDITS.md:157 msgid "Attached animation & jumpjet unit layer customization" msgstr "自定义附着动画与 Jumpjet 单位图层" -#: ../../../CREDITS.md:157 +#: ../../../CREDITS.md:158 msgid "`IsSimpleDeployer` improvements" msgstr "`IsSimpleDeployer` 改进" -#: ../../../CREDITS.md:158 +#: ../../../CREDITS.md:159 msgid "Shield modification warheads" msgstr "护盾修改弹头" -#: ../../../CREDITS.md:159 +#: ../../../CREDITS.md:160 msgid "Warhead decloaking toggle" msgstr "弹头解除隐形逻辑" -#: ../../../CREDITS.md:160 +#: ../../../CREDITS.md:161 msgid "`Warp(In/Out)Weapon`" msgstr "`Warp(In/Out)Weapon`" -#: ../../../CREDITS.md:161 +#: ../../../CREDITS.md:162 msgid "Grinder improvements / additions" msgstr "回收站改进/补充" -#: ../../../CREDITS.md:162 +#: ../../../CREDITS.md:163 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../../CREDITS.md:163 +#: ../../../CREDITS.md:164 msgid "Critical hit logic additions" msgstr "暴击逻辑补充" -#: ../../../CREDITS.md:164 +#: ../../../CREDITS.md:165 msgid "Aircraft & jumpjet speed modifiers fix" msgstr "战机与 Jumpjet 单位速度修正的修复" -#: ../../../CREDITS.md:165 +#: ../../../CREDITS.md:166 msgid "Local warhead screen shaking" msgstr "限制屏幕抖动于当前视角" -#: ../../../CREDITS.md:166 +#: ../../../CREDITS.md:167 msgid "Vehicle custom palette fix" msgstr "载具自定义色盘修复" -#: ../../../CREDITS.md:167 +#: ../../../CREDITS.md:168 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../../CREDITS.md:168 +#: ../../../CREDITS.md:169 msgid "TerrainType & ore minimap color customization" msgstr "自定义地形对象与矿石小地图颜色" -#: ../../../CREDITS.md:169 +#: ../../../CREDITS.md:170 msgid "Laser fixes & improvements" msgstr "激光修复和改进" -#: ../../../CREDITS.md:170 +#: ../../../CREDITS.md:171 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:171 +#: ../../../CREDITS.md:172 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:172 +#: ../../../CREDITS.md:173 msgid "Nuke carrier & payload `Bright` fix" msgstr "核弹载体与载荷武器 `Bright` 修复" -#: ../../../CREDITS.md:173 +#: ../../../CREDITS.md:174 msgid "Display damage numbers hotkey command" msgstr "显示伤害数字快捷键命令" -#: ../../../CREDITS.md:174 +#: ../../../CREDITS.md:175 msgid "`TransactMoney.Display`" msgstr "`TransactMoney.Display`" -#: ../../../CREDITS.md:175 +#: ../../../CREDITS.md:176 msgid "Building-provided self-heal customization" msgstr "自定义建筑提供的自愈" -#: ../../../CREDITS.md:176 +#: ../../../CREDITS.md:177 msgid "AI deploy script `DeploysInto` fix" msgstr "AI 部署脚本中 `DeploysInto` 的修复" -#: ../../../CREDITS.md:177 +#: ../../../CREDITS.md:178 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../../CREDITS.md:178 +#: ../../../CREDITS.md:179 msgid "Automatic passenger owner change toggle" msgstr "自动更改乘客所属方" -#: ../../../CREDITS.md:179 +#: ../../../CREDITS.md:180 msgid "Interceptor improvements" msgstr "抛射体拦截逻辑改进" -#: ../../../CREDITS.md:180 +#: ../../../CREDITS.md:181 msgid "`OpenTopped` transport behaviour customizations" msgstr "自定义 `OpenTopped` 运输工具行为" -#: ../../../CREDITS.md:181 +#: ../../../CREDITS.md:182 msgid "Animation damage / weapon improvements" msgstr "动画伤害/武器改进" -#: ../../../CREDITS.md:182 +#: ../../../CREDITS.md:183 msgid "Warhead self-damaging toggle" msgstr "弹头自伤开关" -#: ../../../CREDITS.md:183 +#: ../../../CREDITS.md:184 msgid "Trailer animation owner inheritance" msgstr "尾烟动画所属方继承" -#: ../../../CREDITS.md:184 +#: ../../../CREDITS.md:185 msgid "Warhead detonation on all objects on map" msgstr "全图弹头" -#: ../../../CREDITS.md:185 +#: ../../../CREDITS.md:186 msgid "Animated TerrainTypes extension" msgstr "动画化地形对象扩展" -#: ../../../CREDITS.md:186 +#: ../../../CREDITS.md:187 msgid "TerrainType damage & crumbling frames" msgstr "地形对象伤残与倒坍帧" -#: ../../../CREDITS.md:187 +#: ../../../CREDITS.md:188 msgid "Exploding unit passenger killing customization" msgstr "自定义易爆单位乘客死亡" -#: ../../../CREDITS.md:188 +#: ../../../CREDITS.md:189 msgid "Railgun particle target coordinate fix" msgstr "轨道炮粒子目标坐标修复" -#: ../../../CREDITS.md:189 +#: ../../../CREDITS.md:190 msgid "Building target coordinate offset fix" msgstr "建筑瞄准坐标偏移修复" -#: ../../../CREDITS.md:190 +#: ../../../CREDITS.md:191 msgid "Warhead / weapon detonation at superweapon target cell" msgstr "在目标单元格处引爆弹头/武器" -#: ../../../CREDITS.md:191 +#: ../../../CREDITS.md:192 msgid "Cloaked & disguised objects displaying to observers" msgstr "隐形和伪装对象对观察者可见" -#: ../../../CREDITS.md:192 +#: ../../../CREDITS.md:193 msgid "Building airstrike target eligibility customization" msgstr "自定义建筑能否作为空袭目标" -#: ../../../CREDITS.md:193 +#: ../../../CREDITS.md:194 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:194 +#: ../../../CREDITS.md:195 msgid "Customizable `ROF` random delay" msgstr "自定义 `ROF` 随机间隔" -#: ../../../CREDITS.md:195 +#: ../../../CREDITS.md:196 msgid "`BibShape` drawing during buildup fix" msgstr "建筑拔起期间绘制 `BibShape` 的修复" -#: ../../../CREDITS.md:196 +#: ../../../CREDITS.md:197 msgid "Spawner spawn delay customization" msgstr "自定义子机生成间隔" -#: ../../../CREDITS.md:197 +#: ../../../CREDITS.md:198 msgid "`Cluster` scatter distance customization" msgstr "自定义 `Cluster` 散布距离" -#: ../../../CREDITS.md:198 +#: ../../../CREDITS.md:199 msgid "`FlakScatter` distance customization" msgstr "自定义 `FlakScatter` 散布距离" -#: ../../../CREDITS.md:200 +#: ../../../CREDITS.md:201 msgid "Custom warhead debris animations" msgstr "自定义弹头碎片动画" -#: ../../../CREDITS.md:201 +#: ../../../CREDITS.md:202 msgid "Attached particle system for animations" msgstr "动画的附加粒子系统" -#: ../../../CREDITS.md:202 +#: ../../../CREDITS.md:203 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:203 +#: ../../../CREDITS.md:204 msgid "Projectile obstacle logic additions" msgstr "抛射体障碍逻辑补充" -#: ../../../CREDITS.md:204 +#: ../../../CREDITS.md:205 msgid "`AnimList` on zero damage Warheads toggle" msgstr "0 伤害弹头上的 `AnimList` 播放开关" -#: ../../../CREDITS.md:205 +#: ../../../CREDITS.md:206 msgid "Additions to automatic passenger deletion" msgstr "自动删除乘客的补充" -#: ../../../CREDITS.md:206 +#: ../../../CREDITS.md:207 msgid "Buildings considered as vehicles" msgstr "将建筑视为载具" -#: ../../../CREDITS.md:207 +#: ../../../CREDITS.md:208 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:208 +#: ../../../CREDITS.md:209 msgid "CanC4 damage rounding fix & toggle" msgstr "CanC4 伤害值四舍五入修复及开关" -#: ../../../CREDITS.md:209 +#: ../../../CREDITS.md:210 msgid "Option to center pause menu background" msgstr "暂停菜单背景居中" -#: ../../../CREDITS.md:210 +#: ../../../CREDITS.md:211 msgid "Disguise logic improvements" msgstr "伪装逻辑改进" -#: ../../../CREDITS.md:211 +#: ../../../CREDITS.md:212 msgid "Custom insignias" msgstr "自定义军衔" -#: ../../../CREDITS.md:212 +#: ../../../CREDITS.md:213 msgid "`ZShapePointMove` buildup toggle" msgstr "拔起动画使用 `ZShapePointMove` 开关" -#: ../../../CREDITS.md:213 +#: ../../../CREDITS.md:214 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:214 +#: ../../../CREDITS.md:215 msgid "AI naval vehicle production fix" msgstr "AI 海军载具生产修复" -#: ../../../CREDITS.md:215 +#: ../../../CREDITS.md:216 msgid "Crushing tilt and slowdown customization" msgstr "自定义碾压倾斜和减速" -#: ../../../CREDITS.md:216 +#: ../../../CREDITS.md:217 msgid "Extra warhead detonations on weapons" msgstr "在武器上引爆额外弹头" -#: ../../../CREDITS.md:217 +#: ../../../CREDITS.md:218 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:218 +#: ../../../CREDITS.md:219 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:220 +#: ../../../CREDITS.md:221 msgid "Additional sync logging" msgstr "额外的同步日志" -#: ../../../CREDITS.md:222 +#: ../../../CREDITS.md:223 msgid "`EMPulseCannon` projectile gravity fix" msgstr "`EMPulseCannon` 抛射体重力修复" -#: ../../../CREDITS.md:223 +#: ../../../CREDITS.md:224 msgid "Custom palette support for wall overlays" msgstr "墙类覆盖物的自定义色盘支持" -#: ../../../CREDITS.md:224 +#: ../../../CREDITS.md:225 msgid "Warhead animation improvements" msgstr "弹头动画改进" -#: ../../../CREDITS.md:225 +#: ../../../CREDITS.md:226 msgid "Reloading ammo in transports" msgstr "在运输工具内重装填弹药" -#: ../../../CREDITS.md:226 +#: ../../../CREDITS.md:227 msgid "Straight projectile trajectory additions" msgstr "直线抛射体轨迹补充" -#: ../../../CREDITS.md:227 +#: ../../../CREDITS.md:228 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:228 +#: ../../../CREDITS.md:229 msgid "Negative damage `Verses/PercentAtMax` toggle" msgstr "负值伤害 `Verses/PercentAtMax` 开关" -#: ../../../CREDITS.md:229 +#: ../../../CREDITS.md:230 msgid "Misc. singleplayer mission improvements" msgstr "各种单人任务改进" -#: ../../../CREDITS.md:230 +#: ../../../CREDITS.md:231 msgid "Weapon effect obstacle interaction fix" msgstr "武器的障碍交互效果修复" -#: ../../../CREDITS.md:231 +#: ../../../CREDITS.md:232 msgid "Fire particle rotation coordinate adjust toggle" msgstr "Fire 粒子旋转坐标调整开关" -#: ../../../CREDITS.md:232 +#: ../../../CREDITS.md:233 msgid "`AmbientDamage` warhead & main target ignore customization" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标" -#: ../../../CREDITS.md:233 +#: ../../../CREDITS.md:234 msgid "Projectile return weapon" msgstr "抛射体归返武器" -#: ../../../CREDITS.md:234 +#: ../../../CREDITS.md:235 msgid "Aircraft landing / docking direction" msgstr "战机着陆/对接方向" -#: ../../../CREDITS.md:235 +#: ../../../CREDITS.md:236 msgid "`DeploysInto` cursor desync fix" msgstr "`DeploysInto` 光标异步修复" -#: ../../../CREDITS.md:236 +#: ../../../CREDITS.md:237 msgid "Minor crate logic improvements" msgstr "箱子逻辑的小小改进" -#: ../../../CREDITS.md:237 +#: ../../../CREDITS.md:238 msgid "Custom tint effects" msgstr "自定义染色效果" -#: ../../../CREDITS.md:238 +#: ../../../CREDITS.md:239 msgid "Revenge weapons" msgstr "复仇武器" -#: ../../../CREDITS.md:239 +#: ../../../CREDITS.md:240 msgid "AttachEffect" msgstr "Attach Effect" -#: ../../../CREDITS.md:240 +#: ../../../CREDITS.md:241 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:241 +#: ../../../CREDITS.md:242 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:242 +#: ../../../CREDITS.md:243 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:243 +#: ../../../CREDITS.md:244 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:244 +#: ../../../CREDITS.md:245 msgid "AI superweapon delay timer customization" msgstr "自定义 AI 超级武器发射延迟" -#: ../../../CREDITS.md:245 +#: ../../../CREDITS.md:246 msgid "Disabling `MultipleFactory` bonus from specific BuildingType" msgstr "将特定建筑类型在 `MultipleFactory` 加成中排除" -#: ../../../CREDITS.md:246 +#: ../../../CREDITS.md:247 msgid "Customizable ChronoSphere teleport delays for units" msgstr "自定义单位的超时空传送延迟" -#: ../../../CREDITS.md:247 +#: ../../../CREDITS.md:248 msgid "Allowed and disallowed types for `FactoryPlant`" msgstr "`FactoryPlant` 的黑白名单" -#: ../../../CREDITS.md:248 +#: ../../../CREDITS.md:249 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:249 +#: ../../../CREDITS.md:250 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../../CREDITS.md:250 +#: ../../../CREDITS.md:251 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:251 +#: ../../../CREDITS.md:252 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:252 +#: ../../../CREDITS.md:253 msgid "Buildings considered as destroyable pathfinding obstacles" msgstr "建筑物视为可破坏的寻路障碍物" -#: ../../../CREDITS.md:253 +#: ../../../CREDITS.md:254 msgid "Animation visibility customization settings" msgstr "自定义动画可见性设置" -#: ../../../CREDITS.md:254 +#: ../../../CREDITS.md:255 msgid "Light effect customizations" msgstr "自定义灯光效果" -#: ../../../CREDITS.md:255 +#: ../../../CREDITS.md:256 msgid "Building unit repair customizations" msgstr "在建筑上自定义单位维修效果" -#: ../../../CREDITS.md:256 +#: ../../../CREDITS.md:257 msgid "Build area customizations" msgstr "自定义建造区域" -#: ../../../CREDITS.md:257 +#: ../../../CREDITS.md:258 msgid "`Scorch` / `Flamer` fire animation customization" msgstr "自定义 `Scorch`/`Flamer` 火焰动画" -#: ../../../CREDITS.md:258 +#: ../../../CREDITS.md:259 msgid "EM Pulse cannon logic improvements" msgstr "EMP 炮逻辑改进" -#: ../../../CREDITS.md:259 +#: ../../../CREDITS.md:260 msgid "`` as owner for pre-placed objects" msgstr "允许 `` 作为地图预置对象所有者" -#: ../../../CREDITS.md:260 +#: ../../../CREDITS.md:261 msgid "`IsSonic` wave drawing crash fix" msgstr "`IsSonic` 波绘制崩溃修复" -#: ../../../CREDITS.md:261 +#: ../../../CREDITS.md:262 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:262 +#: ../../../CREDITS.md:263 msgid "**Morton (MortonPL)**:" msgstr "**Morton (MortonPL)**:" -#: ../../../CREDITS.md:263 +#: ../../../CREDITS.md:264 msgid "`XDrawOffset` for animations" msgstr "动画的 `XDrawOffset`" -#: ../../../CREDITS.md:264 +#: ../../../CREDITS.md:265 msgid "Shield passthrough & absorption" msgstr "护盾穿透与吸收" -#: ../../../CREDITS.md:265 +#: ../../../CREDITS.md:266 msgid "Building `LimboDelivery` logic" msgstr "建筑 `LimboDelivery` 逻辑" -#: ../../../CREDITS.md:266 +#: ../../../CREDITS.md:267 msgid "Fix for `Image` in art rules" msgstr "修复 art 规则中的 `Image` 逻辑" -#: ../../../CREDITS.md:267 +#: ../../../CREDITS.md:268 msgid "Power delta counter" msgstr "电力变动指示器" -#: ../../../CREDITS.md:268 +#: ../../../CREDITS.md:269 msgid "Super Weapons launching other Super Weapons" msgstr "超级武器发射其他超级武器" -#: ../../../CREDITS.md:269 +#: ../../../CREDITS.md:270 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:270 +#: ../../../CREDITS.md:271 msgid "Real time timers" msgstr "实时计时器" -#: ../../../CREDITS.md:271 +#: ../../../CREDITS.md:272 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:272 +#: ../../../CREDITS.md:273 msgid "Including INI files and inheriting INI sections" msgstr "包含 INI 文件与继承 INI 节" -#: ../../../CREDITS.md:274 +#: ../../../CREDITS.md:275 msgid "TechnoType conversion warhead & superweapon" msgstr "单位转换弹头与超级武器" -#: ../../../CREDITS.md:275 +#: ../../../CREDITS.md:276 msgid "Unlimited skirmish colors" msgstr "无限制遭遇战颜色" -#: ../../../CREDITS.md:276 +#: ../../../CREDITS.md:277 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../../CREDITS.md:277 +#: ../../../CREDITS.md:278 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:278 +#: ../../../CREDITS.md:279 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:281 +#: ../../../CREDITS.md:282 msgid "" "**ChrisLv_CN** (work relicensed under [following " "permission](https://github.com/Phobos-" @@ -1087,395 +1091,395 @@ msgstr "" "**ChrisLv_CN**(授权见[此处](https://github.com/Phobos-" "developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" -#: ../../../CREDITS.md:282 +#: ../../../CREDITS.md:283 msgid "General assistance" msgstr "一般性协助" -#: ../../../CREDITS.md:283 +#: ../../../CREDITS.md:284 msgid "Interceptor logic prototype" msgstr "拦截抛射体逻辑雏形" -#: ../../../CREDITS.md:284 +#: ../../../CREDITS.md:285 msgid "LaserTrails prototype" msgstr "激光尾焰雏形" -#: ../../../CREDITS.md:285 +#: ../../../CREDITS.md:286 msgid "Laser fixes prototype" msgstr "激光修复雏形" -#: ../../../CREDITS.md:286 +#: ../../../CREDITS.md:287 msgid "**Trsdy**:" msgstr "**Trsdy**:" -#: ../../../CREDITS.md:287 +#: ../../../CREDITS.md:288 msgid "Preserve IronCurtain status upon `DeploysInto/UndeploysInto`" msgstr "`DeploysInto/UndeploysInto` 保留铁幕效果" -#: ../../../CREDITS.md:288 +#: ../../../CREDITS.md:289 msgid "Several jumpjet fixes:" msgstr "多项 Jumpjet 修复:" -#: ../../../CREDITS.md:289 +#: ../../../CREDITS.md:290 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:290 +#: ../../../CREDITS.md:291 msgid "Turret direction in idle state fix" msgstr "闲置状态炮塔方向修复" -#: ../../../CREDITS.md:291 +#: ../../../CREDITS.md:292 msgid "Sensor fix" msgstr "隐形探测修复" -#: ../../../CREDITS.md:292 +#: ../../../CREDITS.md:293 msgid "Allow to tilt regardless of `TiltCrashJumpjet`" msgstr "无视 `TiltCrashJumpjet` 允许倾斜" -#: ../../../CREDITS.md:293 +#: ../../../CREDITS.md:294 msgid "Forbid firing when crashing" msgstr "禁止在坠毁中继续开火" -#: ../../../CREDITS.md:294 +#: ../../../CREDITS.md:295 msgid "`OmniFire.TurnToTarget`" msgstr "`OmniFire.TurnToTarget`" -#: ../../../CREDITS.md:296 +#: ../../../CREDITS.md:297 msgid "Object Self-destruction logic" msgstr "物体自毁逻辑" -#: ../../../CREDITS.md:297 +#: ../../../CREDITS.md:298 msgid "Misc vanilla suicidal behavior fix" msgstr "各种原版自毁行为修复" -#: ../../../CREDITS.md:298 +#: ../../../CREDITS.md:299 msgid "Post-type-conversion update" msgstr "单位转换后的数据更新" -#: ../../../CREDITS.md:299 +#: ../../../CREDITS.md:300 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:300 +#: ../../../CREDITS.md:301 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:301 +#: ../../../CREDITS.md:302 msgid "Building `EVA_StructureSold` and `SellSound` dehardcode" msgstr "建筑 `EVA_StructureSold` 与 `SellSound` 去硬编码" -#: ../../../CREDITS.md:302 +#: ../../../CREDITS.md:303 msgid "Restore `EVA_StructureSold` for buildings with `UndeploysInto`" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`" -#: ../../../CREDITS.md:303 +#: ../../../CREDITS.md:304 msgid "Redeployable MCV in campaigns" msgstr "战役中的可重部署 MCV" -#: ../../../CREDITS.md:304 +#: ../../../CREDITS.md:305 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:305 +#: ../../../CREDITS.md:306 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:306 +#: ../../../CREDITS.md:307 msgid "`AlternateFLH` of vehicles in `OpenTopped` transport." msgstr "载具在 `OpenTopped` 载具中的 `AlternateFLH`" -#: ../../../CREDITS.md:307 +#: ../../../CREDITS.md:308 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:308 +#: ../../../CREDITS.md:309 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:309 +#: ../../../CREDITS.md:310 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:310 +#: ../../../CREDITS.md:311 msgid "Power delta counter : blackout indication mark" msgstr "电力差值计数器:停电指示标记" -#: ../../../CREDITS.md:312 +#: ../../../CREDITS.md:313 msgid "Income money string indication upon ore dump" msgstr "倒矿时的收入资金文本显示" -#: ../../../CREDITS.md:313 +#: ../../../CREDITS.md:314 msgid "Warhead superweapon launch logic" msgstr "弹头发射超级武器逻辑" -#: ../../../CREDITS.md:314 ../../../CREDITS.md:329 +#: ../../../CREDITS.md:315 ../../../CREDITS.md:330 msgid "TechnoType conversion placeholder" msgstr "单位转换占位符" -#: ../../../CREDITS.md:315 +#: ../../../CREDITS.md:316 msgid "`606 The shield of the attached object is broken` trigger event" msgstr "`600 对象护盾被摧毁...` 触发条件" -#: ../../../CREDITS.md:316 +#: ../../../CREDITS.md:317 msgid "`RadialIndicator` observer visibility" msgstr "`RadialIndicator` 观察者可见性" -#: ../../../CREDITS.md:317 +#: ../../../CREDITS.md:318 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:318 +#: ../../../CREDITS.md:319 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:319 +#: ../../../CREDITS.md:320 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:320 +#: ../../../CREDITS.md:321 msgid "`ImmuneToCrit` for shields" msgstr "护盾的 `ImmuneToCrit`" -#: ../../../CREDITS.md:321 ../../../CREDITS.md:363 +#: ../../../CREDITS.md:322 ../../../CREDITS.md:364 msgid "Forbidding parallel AI queues by type" msgstr "按类禁止 AI 克隆生产" -#: ../../../CREDITS.md:322 +#: ../../../CREDITS.md:323 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:323 +#: ../../../CREDITS.md:324 msgid "Allow iron-curtain effects on infantries" msgstr "允许在步兵上使用铁幕效果" -#: ../../../CREDITS.md:324 +#: ../../../CREDITS.md:325 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:325 +#: ../../../CREDITS.md:326 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:326 +#: ../../../CREDITS.md:327 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:327 +#: ../../../CREDITS.md:328 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:328 +#: ../../../CREDITS.md:329 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:330 +#: ../../../CREDITS.md:331 msgid "TechnoType conversion upon ownership change" msgstr "科技类型根据操作者改变而变形" -#: ../../../CREDITS.md:331 +#: ../../../CREDITS.md:332 msgid "EIP 00529A14 crash fix on Linux" msgstr "Linux 系统上的 EIP 00529A14 崩溃修复" -#: ../../../CREDITS.md:332 +#: ../../../CREDITS.md:333 msgid "Teleport timer reset after load game fix" msgstr "读档后重置超时空计时器修复" -#: ../../../CREDITS.md:333 +#: ../../../CREDITS.md:334 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:334 +#: ../../../CREDITS.md:335 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:335 +#: ../../../CREDITS.md:336 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:336 +#: ../../../CREDITS.md:337 msgid "Droppod properties dehardcode" msgstr "DropPod 属性去硬编码" -#: ../../../CREDITS.md:337 +#: ../../../CREDITS.md:338 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:338 +#: ../../../CREDITS.md:339 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:339 +#: ../../../CREDITS.md:340 msgid "Skippable game save on scenario start" msgstr "可跳过的场景开始时自动存档" -#: ../../../CREDITS.md:340 +#: ../../../CREDITS.md:341 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:341 +#: ../../../CREDITS.md:342 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:342 +#: ../../../CREDITS.md:343 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:343 +#: ../../../CREDITS.md:344 msgid "Ares' Abductor weapon fix" msgstr "Ares 超时空监狱吸取武器的修复" -#: ../../../CREDITS.md:344 +#: ../../../CREDITS.md:345 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:345 +#: ../../../CREDITS.md:346 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:346 +#: ../../../CREDITS.md:347 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:347 +#: ../../../CREDITS.md:348 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:348 +#: ../../../CREDITS.md:349 msgid "**FlyStar**:" msgstr "**FlyStar**:" -#: ../../../CREDITS.md:349 +#: ../../../CREDITS.md:350 msgid "Campaign load screen PCX support" msgstr "战役 PCX 载入图支持" -#: ../../../CREDITS.md:350 +#: ../../../CREDITS.md:351 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:351 +#: ../../../CREDITS.md:352 msgid "Fix `AltNextScenario` not taking effect" msgstr "修复了 `AltNextScenario` 无法生效的问题" -#: ../../../CREDITS.md:352 +#: ../../../CREDITS.md:353 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:353 +#: ../../../CREDITS.md:354 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:354 +#: ../../../CREDITS.md:355 msgid "" "Fixed an issue where a portion of Ares's trigger event 75/77 was " "determined unsuccessfully" msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题" -#: ../../../CREDITS.md:355 +#: ../../../CREDITS.md:356 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:356 ../../../CREDITS.md:404 +#: ../../../CREDITS.md:357 ../../../CREDITS.md:406 msgid "Fix the issue where some units crashed after the deployment transformation" msgstr "修复了某些单位部署变形后崩溃的问题" -#: ../../../CREDITS.md:357 +#: ../../../CREDITS.md:358 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:358 +#: ../../../CREDITS.md:359 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:359 +#: ../../../CREDITS.md:360 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:360 +#: ../../../CREDITS.md:361 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:361 +#: ../../../CREDITS.md:362 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:362 +#: ../../../CREDITS.md:363 msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" -#: ../../../CREDITS.md:364 +#: ../../../CREDITS.md:365 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:365 +#: ../../../CREDITS.md:366 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:366 +#: ../../../CREDITS.md:367 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:367 +#: ../../../CREDITS.md:368 msgid "Assign Super Weapon cameo to any sidebar tab" msgstr "自定义超级武器所在栏" -#: ../../../CREDITS.md:368 +#: ../../../CREDITS.md:369 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:369 +#: ../../../CREDITS.md:370 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:370 +#: ../../../CREDITS.md:371 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:371 +#: ../../../CREDITS.md:372 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:372 +#: ../../../CREDITS.md:373 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:373 +#: ../../../CREDITS.md:374 msgid "" "Fix [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" @@ -1484,15 +1488,15 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:374 ../../../CREDITS.md:454 +#: ../../../CREDITS.md:375 ../../../CREDITS.md:456 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:375 +#: ../../../CREDITS.md:376 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" -#: ../../../CREDITS.md:376 +#: ../../../CREDITS.md:377 msgid "" "Fix the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used" @@ -1500,515 +1504,522 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug" -#: ../../../CREDITS.md:377 +#: ../../../CREDITS.md:378 msgid "" "Fix the bug that harvester dont stop unloading and cannot unload cargos " "anymore when lifting by `IsLocomotor=yes` warhead" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug" -#: ../../../CREDITS.md:378 ../../../CREDITS.md:434 +#: ../../../CREDITS.md:379 ../../../CREDITS.md:436 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:379 +#: ../../../CREDITS.md:380 msgid "" "Fix an issue that teleport units board transport vehicles on the bridge " "will create an impassable invisible barrier, which may cause the game to " "freeze or even crash" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题" -#: ../../../CREDITS.md:380 +#: ../../../CREDITS.md:381 msgid "" "Fix wrong shadow when a vehicle has hover locomotor and is being lifted " "by `IsLocomotor=yes` warhead" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影" -#: ../../../CREDITS.md:381 +#: ../../../CREDITS.md:382 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:382 +#: ../../../CREDITS.md:383 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:383 +#: ../../../CREDITS.md:384 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:385 +#: ../../../CREDITS.md:386 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:386 +#: ../../../CREDITS.md:387 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:387 +#: ../../../CREDITS.md:388 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:388 +#: ../../../CREDITS.md:389 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:389 +#: ../../../CREDITS.md:390 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:390 +#: ../../../CREDITS.md:391 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:391 +#: ../../../CREDITS.md:392 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:392 +#: ../../../CREDITS.md:393 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:393 +#: ../../../CREDITS.md:394 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:394 +#: ../../../CREDITS.md:395 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:395 +#: ../../../CREDITS.md:396 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:396 +#: ../../../CREDITS.md:397 +msgid "" +"Fix the bug that armor multiplier of new attacheffect will have extra " +"take effect once if restricted warheads" +msgstr "" +"修复了新 AE 的护甲倍率在使用了 限制护甲倍率 的情况下会额外计算一次的 Bug" + +#: ../../../CREDITS.md:398 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:397 +#: ../../../CREDITS.md:399 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:398 +#: ../../../CREDITS.md:400 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:399 +#: ../../../CREDITS.md:401 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:400 +#: ../../../CREDITS.md:402 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:401 +#: ../../../CREDITS.md:403 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:402 +#: ../../../CREDITS.md:404 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:405 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:405 +#: ../../../CREDITS.md:407 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:408 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:407 +#: ../../../CREDITS.md:409 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:408 +#: ../../../CREDITS.md:410 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:409 +#: ../../../CREDITS.md:411 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:410 ../../../CREDITS.md:453 +#: ../../../CREDITS.md:412 ../../../CREDITS.md:455 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:411 +#: ../../../CREDITS.md:413 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:414 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:416 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:417 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:418 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:419 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:420 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:419 +#: ../../../CREDITS.md:421 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:422 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:421 +#: ../../../CREDITS.md:423 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:422 +#: ../../../CREDITS.md:424 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:423 +#: ../../../CREDITS.md:425 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:424 +#: ../../../CREDITS.md:426 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:425 +#: ../../../CREDITS.md:427 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:428 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:427 +#: ../../../CREDITS.md:429 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:428 +#: ../../../CREDITS.md:430 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:429 +#: ../../../CREDITS.md:431 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:432 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:431 ../../../CREDITS.md:465 +#: ../../../CREDITS.md:433 ../../../CREDITS.md:467 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:432 +#: ../../../CREDITS.md:434 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:433 +#: ../../../CREDITS.md:435 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:435 +#: ../../../CREDITS.md:437 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:436 +#: ../../../CREDITS.md:438 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:437 +#: ../../../CREDITS.md:439 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:438 +#: ../../../CREDITS.md:440 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:439 +#: ../../../CREDITS.md:441 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:440 +#: ../../../CREDITS.md:442 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:441 +#: ../../../CREDITS.md:443 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:442 +#: ../../../CREDITS.md:444 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:443 +#: ../../../CREDITS.md:445 msgid "Fix incorrect position of of `VoxelAnim`'s `TrailerAnim`" msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题" -#: ../../../CREDITS.md:444 +#: ../../../CREDITS.md:446 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:445 +#: ../../../CREDITS.md:447 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:446 +#: ../../../CREDITS.md:448 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:447 +#: ../../../CREDITS.md:449 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:448 +#: ../../../CREDITS.md:450 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:449 +#: ../../../CREDITS.md:451 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:450 +#: ../../../CREDITS.md:452 msgid "" "Fix for pathfinding crashes on big maps due to too small pathfinding node" " buffer" msgstr "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃问题" -#: ../../../CREDITS.md:451 +#: ../../../CREDITS.md:453 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:452 +#: ../../../CREDITS.md:454 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:455 +#: ../../../CREDITS.md:457 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:456 +#: ../../../CREDITS.md:458 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:457 +#: ../../../CREDITS.md:459 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:460 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:459 +#: ../../../CREDITS.md:461 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:460 +#: ../../../CREDITS.md:462 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:463 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:464 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:463 +#: ../../../CREDITS.md:465 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:464 +#: ../../../CREDITS.md:466 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:466 +#: ../../../CREDITS.md:468 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:467 +#: ../../../CREDITS.md:469 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:468 +#: ../../../CREDITS.md:470 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:469 +#: ../../../CREDITS.md:471 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:470 +#: ../../../CREDITS.md:472 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:473 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:472 +#: ../../../CREDITS.md:474 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:473 +#: ../../../CREDITS.md:475 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix" msgstr "Drive/Jumpjet/Ship/Teleport 运动模式退出 piggybacked 接口时无法激活的问题修复" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:476 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:475 +#: ../../../CREDITS.md:477 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:476 +#: ../../../CREDITS.md:478 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:477 +#: ../../../CREDITS.md:479 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:480 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:479 +#: ../../../CREDITS.md:481 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:482 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:483 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:482 +#: ../../../CREDITS.md:484 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:485 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:486 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:487 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:488 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:487 +#: ../../../CREDITS.md:489 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:488 +#: ../../../CREDITS.md:490 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:489 +#: ../../../CREDITS.md:491 msgid "" "**Noble Fish** - some minor improvements and fixes, established Community" " Chinese docs, took over and completely rewrite the Official Chinese docs" @@ -2017,36 +2028,36 @@ msgstr "" "**Noble Fish** - 一些小改进与修复、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:490 +#: ../../../CREDITS.md:492 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:491 +#: ../../../CREDITS.md:493 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:492 +#: ../../../CREDITS.md:494 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:495 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:496 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:495 +#: ../../../CREDITS.md:497 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:498 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2054,33 +2065,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:497 +#: ../../../CREDITS.md:499 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:498 +#: ../../../CREDITS.md:500 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:499 +#: ../../../CREDITS.md:501 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:502 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:501 +#: ../../../CREDITS.md:503 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:504 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:503 +#: ../../../CREDITS.md:505 msgid "" "**Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, Examon, " "AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, " @@ -2094,15 +2105,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:504 +#: ../../../CREDITS.md:506 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:505 +#: ../../../CREDITS.md:507 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:506 +#: ../../../CREDITS.md:508 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 a04201a881..7c05a7ce3c 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: 2025-09-26 20:42+0800\n" +"POT-Creation-Date: 2025-10-05 19:20+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -58,39 +58,46 @@ 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 #: ../../Fixed-or-Improved-Logics.md:11 msgid "" +"Due to performance considerations, this fix may be disabled by setting " +"`[AudioVisual] -> UseRetintFix=no` in `rulesmd.ini`." +msgstr "" +"出于性能考量,此修复可通过在 `rulesmd.ini` 中设置 `[AudioVisual] -> UseRetintFix=no` 来禁用。" + +#: ../../Fixed-or-Improved-Logics.md:12 +msgid "" "Fixed the bug when deploying mindcontrolled vehicle into a building " "permanently transferred the control to the house which mindcontrolled it." msgstr "修复了被心灵控制的载具部署成建筑后控制权将拥有转移给心灵控制方的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:12 +#: ../../Fixed-or-Improved-Logics.md:13 msgid "" "Fixed the bug when capturing a mind-controlled building with an engineer " "fail to break the mind-control link." msgstr "修复了使用工程师占领被心灵控制的建筑时无法消除心灵控制链接的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:13 +#: ../../Fixed-or-Improved-Logics.md:14 msgid "" "Removed the `EVA_BuildingCaptured` event when capturing a building " "considered as a vehicle." msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报。" -#: ../../Fixed-or-Improved-Logics.md:14 +#: ../../Fixed-or-Improved-Logics.md:15 msgid "" "Fixed the bug when units are already dead but still in map (for sinking, " "crashing, dying animation, etc.), they could die again." 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。" -#: ../../Fixed-or-Improved-Logics.md:15 +#: ../../Fixed-or-Improved-Logics.md:16 msgid "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon." msgstr "修复了隐形的辐射工兵无法部署发射武器的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:16 +#: ../../Fixed-or-Improved-Logics.md:17 msgid "" "Fixed the bug that temporaryed unit cannot be erased correctly and no " "longer raise an error." msgstr "修复了被超时空冻结的单位无法正确抹除的 Bug 并使其不再导致报错。" -#: ../../Fixed-or-Improved-Logics.md:17 +#: ../../Fixed-or-Improved-Logics.md:18 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore). Only applied when `DebrisMaximums` values " @@ -99,25 +106,25 @@ msgstr "" "修复了 `DebrisMaximums`(被生成的碎片类型数量不能超过这里指定最大值)。仅当 `DebrisMaximums` 值数量大于 1 " "时才生效,以保持对旧有行为的兼容。" -#: ../../Fixed-or-Improved-Logics.md:18 +#: ../../Fixed-or-Improved-Logics.md:19 msgid "" "Fixed building and defense tab hotkeys not enabling the placement mode " "after *Cannot build here.* triggered and the placement mode cancelled." msgstr "修复了在触发 *Cannot build here.*(摆放失败)并取消放置模式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。" -#: ../../Fixed-or-Improved-Logics.md:19 +#: ../../Fixed-or-Improved-Logics.md:20 msgid "" "Fixed buildings with `UndeployInto` playing " "`EVA_NewRallypointEstablished` on undeploying." msgstr "修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:20 +#: ../../Fixed-or-Improved-Logics.md:21 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water." msgstr "修复了拥有 `Naval=yes` 的建筑会忽略 `WaterBound=no` 而被强制放置在水中的问题。" -#: ../../Fixed-or-Improved-Logics.md:21 +#: ../../Fixed-or-Improved-Logics.md:22 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set." @@ -125,48 +132,48 @@ msgstr "" "修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI " "战机对接机场的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:22 +#: ../../Fixed-or-Improved-Logics.md:23 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode." msgstr "修复了激光绘制代码以允许在所属色绘制模式下使用更粗的激光。" -#: ../../Fixed-or-Improved-Logics.md:23 +#: ../../Fixed-or-Improved-Logics.md:24 msgid "Fixed `DeathWeapon` not detonating properly." msgstr "修复了 `DeathWeapon` 未能正确引爆的问题。" -#: ../../Fixed-or-Improved-Logics.md:24 +#: ../../Fixed-or-Improved-Logics.md:25 msgid "" "Some settings are still ignored like `PreImpactAnim` *(Ares feature)*, " "this might change in future." msgstr "例如 `PreImpactAnim`(*Ares 功能*)这样的某些设置仍然被忽略,未来可能会进行更改。" -#: ../../Fixed-or-Improved-Logics.md:25 +#: ../../Fixed-or-Improved-Logics.md:26 msgid "" "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " "center of the building when `X` goes past 10." 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。" -#: ../../Fixed-or-Improved-Logics.md:26 +#: ../../Fixed-or-Improved-Logics.md:27 msgid "" "Fixed the bug where jumpjet units that are `Crashable` do not crashing to" " ground properly if destroyed while being pulled by a `Locomotor` " "warhead." 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。" -#: ../../Fixed-or-Improved-Logics.md:27 +#: ../../Fixed-or-Improved-Logics.md:28 msgid "" "Fixed the bug that prevents jumpjet units from turn to the target when " "firing from a different direction." msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:28 +#: ../../Fixed-or-Improved-Logics.md:29 msgid "" "Fixed the bug allowing jumpjet units to continue firing at enemy target " "when crashing." msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:30 +#: ../../Fixed-or-Improved-Logics.md:31 msgid "" "![image](_static/images/jumpjet-turning.gif) *Jumpjet turning to target " "applied in Robot Storm X*" @@ -174,52 +181,52 @@ msgstr "" "![image](_static/images/jumpjet-turning.gif) *Robot Storm X 中的 Jumpjet " "转向目标应用实例*" -#: ../../Fixed-or-Improved-Logics.md:30 ../../Fixed-or-Improved-Logics.md:40 -#: ../../Fixed-or-Improved-Logics.md:50 ../../Fixed-or-Improved-Logics.md:79 -#: ../../Fixed-or-Improved-Logics.md:485 ../../Fixed-or-Improved-Logics.md:640 -#: ../../Fixed-or-Improved-Logics.md:721 ../../Fixed-or-Improved-Logics.md:746 -#: ../../Fixed-or-Improved-Logics.md:1071 -#: ../../Fixed-or-Improved-Logics.md:1087 -#: ../../Fixed-or-Improved-Logics.md:1156 -#: ../../Fixed-or-Improved-Logics.md:1314 -#: ../../Fixed-or-Improved-Logics.md:1588 -#: ../../Fixed-or-Improved-Logics.md:1633 -#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:31 ../../Fixed-or-Improved-Logics.md:41 +#: ../../Fixed-or-Improved-Logics.md:51 ../../Fixed-or-Improved-Logics.md:80 +#: ../../Fixed-or-Improved-Logics.md:486 ../../Fixed-or-Improved-Logics.md:641 +#: ../../Fixed-or-Improved-Logics.md:722 ../../Fixed-or-Improved-Logics.md:747 +#: ../../Fixed-or-Improved-Logics.md:1072 +#: ../../Fixed-or-Improved-Logics.md:1088 +#: ../../Fixed-or-Improved-Logics.md:1157 +#: ../../Fixed-or-Improved-Logics.md:1315 +#: ../../Fixed-or-Improved-Logics.md:1589 +#: ../../Fixed-or-Improved-Logics.md:1634 +#: ../../Fixed-or-Improved-Logics.md:1655 msgid "image" msgstr "图像" -#: ../../Fixed-or-Improved-Logics.md:33 +#: ../../Fixed-or-Improved-Logics.md:34 msgid "" "Fixed the bug when turreted jumpjet units always facing bottom-right " "direction when motion stops." msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:34 +#: ../../Fixed-or-Improved-Logics.md:35 msgid "Fixed the bug when jumpjet objects are unable to use `Sensors`." msgstr "修复了 Jumpjet 对象无法使用 `Sensors` 的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:35 +#: ../../Fixed-or-Improved-Logics.md:36 msgid "Allowed usage of `AlternateFLH` of vehicles in `OpenTopped` transport." msgstr "允许载具在 `OpenTopped` 的运输工具中使用 `AlternateFLH`。" -#: ../../Fixed-or-Improved-Logics.md:36 +#: ../../Fixed-or-Improved-Logics.md:37 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map so that they will no longer have a higher chance " "to show up near the edges." msgstr "改进了生成箱子在地图可见区域的统计分布使其不再具有更高的概率出现在地图边界。" -#: ../../Fixed-or-Improved-Logics.md:37 +#: ../../Fixed-or-Improved-Logics.md:38 msgid "" "Allowed usage of TileSet of 255 and above without making NE-SW broken " "bridges unrepairable." msgstr "允许使用 255 及以上的 TileSet 而不再会导致东北-西南方向的断桥无法修复。" -#: ../../Fixed-or-Improved-Logics.md:38 +#: ../../Fixed-or-Improved-Logics.md:39 msgid "Added a \"Load Game\" button to the retry dialog on mission failure." msgstr "在任务失败的重开对话框中添加了一个 “载入游戏” 按钮。" -#: ../../Fixed-or-Improved-Logics.md:40 +#: ../../Fixed-or-Improved-Logics.md:41 msgid "" "![image](_static/images/turretoffset-01.png) *Side offset voxel turret in" " Breaking Blue project*" @@ -227,7 +234,7 @@ msgstr "" "![image](_static/images/turretoffset-01.png) *Breaking Blue project 中的 " "Voxel 炮塔侧向偏移*" -#: ../../Fixed-or-Improved-Logics.md:43 +#: ../../Fixed-or-Improved-Logics.md:44 msgid "" "`TurretOffset` tag for voxel turreted TechnoTypes now accepts FLH " "(forward, lateral, height) values like `TurretOffset=F,L` or " @@ -237,15 +244,15 @@ msgstr "" "用于科技类型 Voxel 炮塔的 `TurretOffset` 标签现在接受像 FLH(前,侧,高)那样的值,例如 " "`TurretOffset=F,L` 或 `TurretOffset=F,L,H`,这意味着炮塔的位置可以在三个轴上进行调整。" -#: ../../Fixed-or-Improved-Logics.md:44 +#: ../../Fixed-or-Improved-Logics.md:45 msgid "`TurretOffset` is now supported for SHP vehicles." msgstr "现在 `TurretOffset` 可以支持 Shape 载具了。" -#: ../../Fixed-or-Improved-Logics.md:45 +#: ../../Fixed-or-Improved-Logics.md:46 msgid "`InfiniteMindControl` with `Damage=1` can now control more than 1 unit." msgstr "现在允许 `InfiniteMindControl` 在 `Damage=1` 的情况下正常控制 1 个以上的单位。" -#: ../../Fixed-or-Improved-Logics.md:46 +#: ../../Fixed-or-Improved-Logics.md:47 msgid "" "Aircraft with `Fighter` set to false or those using strafing pattern " "(weapon projectile `ROT` is below 2) now take weapon's `Burst` into " @@ -254,7 +261,7 @@ msgstr "" "现在 `Fighter` 被设为 false 或使用扫射模式(抛射体 `ROT` 小于 2)的战机每次开火都会正常考虑武器的 `Burst` " "设置而不仅限第一次开火。" -#: ../../Fixed-or-Improved-Logics.md:47 +#: ../../Fixed-or-Improved-Logics.md:48 msgid "" "Vehicles using `DeployFire` will now use `DeployFireWeapon` for firing " "the deploy weapon if explicitly set, if not it behaves like previously " @@ -269,13 +276,13 @@ msgstr "" "设置以及开火期间发出的任何停止命令。如果 `FireOnce` 设置为 true 那么单位在等于武器的 `ROF` 和 `[Unload] -> " "Rate` * 900 的时间内不会接受新的的部署命令。" -#: ../../Fixed-or-Improved-Logics.md:48 +#: ../../Fixed-or-Improved-Logics.md:49 msgid "" "Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by" " its target), regardless of deployed or not." msgstr "现在允许拥有 `DeployFireWeapon=-1` 的步兵在部署后使用所有武器(取决于目标),无论是否处于部署状态。" -#: ../../Fixed-or-Improved-Logics.md:50 +#: ../../Fixed-or-Improved-Logics.md:51 msgid "" "![image](_static/images/remember-target-after-deploying-01.gif) *Nod arty" " keeping target on attack order in [C&C: " @@ -284,23 +291,23 @@ msgstr "" "![image](_static/images/remember-target-after-deploying-01.gif) *在 [C&C: " "Reloaded](https://www.moddb.com/mods/cncreloaded/) 中 Nod 吊炮保持了攻击指令的目标*" -#: ../../Fixed-or-Improved-Logics.md:53 +#: ../../Fixed-or-Improved-Logics.md:54 msgid "" "Vehicle to building deployers now keep their target when deploying with " "`DeployToFire`." msgstr "现在载具通过 `DeployToFire` 部署成的建筑会保留它们的目标。" -#: ../../Fixed-or-Improved-Logics.md:54 +#: ../../Fixed-or-Improved-Logics.md:55 msgid "" "Effects like lasers are no longer drawn from wrong firing offset on " "weapons that use Burst." msgstr "现在使用 `Burst` 的武器不会再在绘制激光等效果时使用错误的偏移位置。" -#: ../../Fixed-or-Improved-Logics.md:55 +#: ../../Fixed-or-Improved-Logics.md:56 msgid "Animations can now be offset on the X axis with `XDrawOffset`." msgstr "现在可以使用 `XDrawOffset` 在 X 轴上调整动画。" -#: ../../Fixed-or-Improved-Logics.md:56 +#: ../../Fixed-or-Improved-Logics.md:57 msgid "" "`IsSimpleDeployer` units now only play `DeploySound` and `UndeploySound` " "once, when done with (un)deploying instead of repeating it over duration " @@ -309,17 +316,17 @@ msgstr "" "现在 `IsSimpleDeployer` 的单位只会在(反)部署时播放一次 `DeploySound` 和 `UndeploySound` " "而不再是转向和播放 `DeployingAnim` 期间持续播放。" -#: ../../Fixed-or-Improved-Logics.md:57 +#: ../../Fixed-or-Improved-Logics.md:58 msgid "AITrigger can now recognize Building Upgrades as legal condition." msgstr "现在 AI 触发可以识别建筑的加载物为合法的条件。" -#: ../../Fixed-or-Improved-Logics.md:58 +#: ../../Fixed-or-Improved-Logics.md:59 msgid "" "`EWGates` and `NSGates` now will link walls like `xxGateOne` and " "`xxGateTwo` do." msgstr "现在 `EWGates` 和 `NSGates` 可以像 `xxGateOne` 和 `xxGateTwo` 那样正常与墙体连接。" -#: ../../Fixed-or-Improved-Logics.md:59 +#: ../../Fixed-or-Improved-Logics.md:60 msgid "" "Fixed interaction of `UnitAbsorb` & `InfantryAbsorb` with `Grinding` " "buildings. The keys will now make the building only accept appropriate " @@ -328,19 +335,19 @@ msgstr "" "修复了 `UnitAbsorb` 和 `InfantryAbsorb` 与 `Grinding` " "建筑的交互。现在这些标签将使建筑只接受对应类型的对象。" -#: ../../Fixed-or-Improved-Logics.md:60 +#: ../../Fixed-or-Improved-Logics.md:61 msgid "" "Fixed missing `No Enter` cursor for VehicleTypes being unable to enter a " "`Grinding` building." msgstr "修复了缺少 `No Enter` 光标的载具无法进入 `Grinding` 建筑的问题。" -#: ../../Fixed-or-Improved-Logics.md:61 +#: ../../Fixed-or-Improved-Logics.md:62 msgid "" "Fixed Engineers being able to enter `Grinding` buildings even when they " "shouldn't (such as ally building at full HP)." msgstr "修复了工程师能够在不应进入的情况下进入 `Grinding` 建筑的 Bug(例如满血的友军建筑)。" -#: ../../Fixed-or-Improved-Logics.md:62 +#: ../../Fixed-or-Improved-Logics.md:63 msgid "" "Aircraft & jumpjet units are now affected by speed modifiers such as " "`Speed(Aircraft/Infantry/Units)Mult` on `Countries`, `VeteranSpeed` and " @@ -350,25 +357,25 @@ msgstr "" "`Speed(Aircraft/Infantry/Units)Mult`、`VeteranSpeed` 和箱子/AttachEffect " "中速度加成效果影响。" -#: ../../Fixed-or-Improved-Logics.md:63 +#: ../../Fixed-or-Improved-Logics.md:64 msgid "" "Both voxel and SHP vehicle units should now correctly respect custom " "palette set through `Palette`." msgstr "现在 Voxel 与 Shape 载具单位都可以正确使用 `Palette` 设置的自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:64 +#: ../../Fixed-or-Improved-Logics.md:65 msgid "" "Setting `RadarInvisible` to true on TerrainTypes now hides them from " "minimap display." msgstr "现在设置了 `RadarInvisible` 的地形对象将不再会显示于小地图中。" -#: ../../Fixed-or-Improved-Logics.md:65 +#: ../../Fixed-or-Improved-Logics.md:66 msgid "" "Mind control indicator animations will now correctly restore on mind " "controlled objects when uncloaked." msgstr "现在心灵控制指示动画将在被心灵控制的单位解除隐形后正确恢复。" -#: ../../Fixed-or-Improved-Logics.md:66 +#: ../../Fixed-or-Improved-Logics.md:67 msgid "" "Animations from Warhead `AnimList` & `SplashList` etc. as well as " "animations created through map trigger `41 Play Anim At` now have the " @@ -377,7 +384,7 @@ msgstr "" "现在弹头 `AnimList` 与 `SplashList` 等语句以及地图触发 `41 播放动画在...` " "创建的动画都将默认将适当的所属方设置为动画的所有者。" -#: ../../Fixed-or-Improved-Logics.md:67 +#: ../../Fixed-or-Improved-Logics.md:68 msgid "" "Nuke carrier & payload weapons now respect `Bright` setting on the " "weapons always when appropriate (previously only payload did and only if " @@ -386,7 +393,7 @@ msgstr "" "现在核弹载体(原版上升)与载荷(原版下落)武器在适当的情况下始终(此前只有超级武器设置了 " "`Nuke.SiloLaunch=false`(*Ares 功能*) 的情况下载荷武器会)尊重武器上的 `Bright` 设定" -#: ../../Fixed-or-Improved-Logics.md:68 +#: ../../Fixed-or-Improved-Logics.md:69 msgid "" "Self-healing pips from `InfantryGainSelfHeal` & `UnitsGainSelfHeal` now " "respect unit's `PixelSelectionBracketDelta` like health bar pips do." @@ -394,52 +401,52 @@ msgstr "" "现在,来自 `InfantryGainSelfHeal` 与 `UnitsGainSelfHeal` 的自愈 pip 图像将会像血条那样尊重单位的" " `PixelSelectionBracketDelta` 。" -#: ../../Fixed-or-Improved-Logics.md:69 +#: ../../Fixed-or-Improved-Logics.md:70 msgid "" "Fixed the bug where the health bar of a unit being attacked by temporal " "weapons would not disappear after mouse hover, causing it to remain " "visible even when the mouse moved away." 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。" -#: ../../Fixed-or-Improved-Logics.md:70 +#: ../../Fixed-or-Improved-Logics.md:71 msgid "" "Buildings using `SelfHealing` will now correctly revert to undamaged " "graphics if their health is restored back by self-healing." msgstr "现在使用 `SelfHealing` 的建筑如果通过自愈恢复了生命值将正确的恢复到未受损状态的图像。" -#: ../../Fixed-or-Improved-Logics.md:71 +#: ../../Fixed-or-Improved-Logics.md:72 msgid "" "Allow use of `Foundation=0x0` on TerrainTypes without crashing for " "similar results as for buildings." msgstr "允许在地形对象上使用 `Foundation=0x0` 而不会导致崩溃且其效果类似于建筑。" -#: ../../Fixed-or-Improved-Logics.md:72 +#: ../../Fixed-or-Improved-Logics.md:73 msgid "" "Projectiles now remember the house of the firer even if the firer is " "destroyed before the projectile detonates. Does not currently apply to " "some Ares-introduced Warhead effects like EMP." 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。目前暂不适用于例如 EMP 等某些 Ares 引入的弹头效果。" -#: ../../Fixed-or-Improved-Logics.md:73 +#: ../../Fixed-or-Improved-Logics.md:74 msgid "" "`OpenTopped` transports now take `OpenTransportWeapon` setting of " "passengers into consideration when determining weapon range used for " "threat scanning and approaching targets." msgstr "`OpenTopped` 的运输工具现在确定用于威胁扫描和接近目标的武器范围时会考虑乘客的 `OpenTransportWeapon` 设置。" -#: ../../Fixed-or-Improved-Logics.md:74 +#: ../../Fixed-or-Improved-Logics.md:75 msgid "" "Trailer animations now inherit the owner of the object (animation, " "projectile or aircraft) they are attached to." msgstr "现在尾烟动画会继承它们所附着对象(动画,抛射体或战机)的所属方。" -#: ../../Fixed-or-Improved-Logics.md:75 +#: ../../Fixed-or-Improved-Logics.md:76 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon." 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。" -#: ../../Fixed-or-Improved-Logics.md:76 +#: ../../Fixed-or-Improved-Logics.md:77 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 " @@ -447,19 +454,19 @@ msgid "" "trigger events etc." msgstr "修复了只有所属方但没有开火者的杀伤(例如来自动画弹头伤害)击杀载具时未能正确记录因而无法触发地图事件等问题。" -#: ../../Fixed-or-Improved-Logics.md:77 +#: ../../Fixed-or-Improved-Logics.md:78 msgid "" "Fixed transports recursively put into each other not having a correct " "killer set after second transport when being killed by something." 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。" -#: ../../Fixed-or-Improved-Logics.md:79 +#: ../../Fixed-or-Improved-Logics.md:80 msgid "" "![image](_static/images/translucency-fix.png) *Example gradient SHP " "drawing with 75% translucency, before and after*" msgstr "![image](_static/images/translucency-fix.png) *75% 透明度的 Shape 绘制示例,前后对比*" -#: ../../Fixed-or-Improved-Logics.md:82 +#: ../../Fixed-or-Improved-Logics.md:83 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 " @@ -468,11 +475,11 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:83 +#: ../../Fixed-or-Improved-Logics.md:84 msgid "Only applies to Z-aware drawing mode for now." msgstr "目前仅适用于 Z-aware 绘图模式。" -#: ../../Fixed-or-Improved-Logics.md:84 +#: ../../Fixed-or-Improved-Logics.md:85 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true`." @@ -480,76 +487,76 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:85 +#: ../../Fixed-or-Improved-Logics.md:86 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry." 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。" -#: ../../Fixed-or-Improved-Logics.md:86 +#: ../../Fixed-or-Improved-Logics.md:87 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges." 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。" -#: ../../Fixed-or-Improved-Logics.md:87 +#: ../../Fixed-or-Improved-Logics.md:88 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines." 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。" -#: ../../Fixed-or-Improved-Logics.md:88 +#: ../../Fixed-or-Improved-Logics.md:89 msgid "" "In singleplayer missions, the player can now see cloaked objects owned by" " allied houses." msgstr "在单人任务中,玩家现在可以看到盟友所属方的隐形对象。" -#: ../../Fixed-or-Improved-Logics.md:89 +#: ../../Fixed-or-Improved-Logics.md:90 msgid "" "IvanBomb images now display and the bombs detonate at center of buildings" " instead of in top-leftmost cell of the building foundation." msgstr "现在伊文炸弹的图像显示和炸弹引爆位置都位于建筑中心而不再是建筑占地左上角的单元格。" -#: ../../Fixed-or-Improved-Logics.md:90 +#: ../../Fixed-or-Improved-Logics.md:91 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations." msgstr "修复了具有较长建造动画的建筑在建造过程中会绘制几帧 BibShape 的问题。" -#: ../../Fixed-or-Improved-Logics.md:91 +#: ../../Fixed-or-Improved-Logics.md:92 msgid "Animation with `Tiled=yes` now supports `CustomPalette`." msgstr "现在带有 `Tiled=yes` 的动画也支持 `CustomPalette` 了。" -#: ../../Fixed-or-Improved-Logics.md:92 +#: ../../Fixed-or-Improved-Logics.md:93 msgid "" "Attempted to avoid units from retaining previous orders " "(attack,grind,garrison,etc) after changing ownership (mind-" "control,abduction,etc)." msgstr "尝试避免单位在更改所属方(心灵控制、超时空监狱等)后保留之前的命令(攻击,回收,进驻等)。" -#: ../../Fixed-or-Improved-Logics.md:93 +#: ../../Fixed-or-Improved-Logics.md:94 msgid "" "Fixed buildings' `NaturalParticleSystem` being created for in-map pre-" "placed structures." msgstr "修复了地图中预先放置的结构也会创建建筑 `NaturalParticleSystem` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:94 +#: ../../Fixed-or-Improved-Logics.md:95 msgid "" "Fixed jumpjet units being unable to visually tilt or be flipped if " "`TiltCrashJumpjet=no`." msgstr "修复了 `TiltCrashJumpjet=no` 时 Jumpjet 单位无法视觉上倾斜或翻转的问题。" -#: ../../Fixed-or-Improved-Logics.md:95 +#: ../../Fixed-or-Improved-Logics.md:96 msgid "Unlimited (more than 5) `AlternateFLH` entries for units." msgstr "单位的 `AlternateFLH` 条目数量不再被限制(可以超过 5 个)。" -#: ../../Fixed-or-Improved-Logics.md:96 +#: ../../Fixed-or-Improved-Logics.md:97 msgid "" "Warheads spawning debris now use `MaxDebris` as an actual cap for number " "of debris to spawn instead of `MaxDebris` - 1." msgstr "现在生成碎片的弹头使用 `MaxDebris` 作为实际的碎片数量上限而不再是 `MaxDebris` - 1。" -#: ../../Fixed-or-Improved-Logics.md:97 +#: ../../Fixed-or-Improved-Logics.md:98 msgid "" "If both `Primary` and `Secondary` weapons can fire at air targets " "(projectile has `AA=true`), `Primary` can now be picked instead of always" @@ -561,7 +568,7 @@ msgstr "" "而不再总是强制使用 `Secondary`。这也适用于 `IsGattling=true`,奇数与偶数的 `WeaponX` 分别对应 " "`Primary` 与 `Secondary`。" -#: ../../Fixed-or-Improved-Logics.md:98 +#: ../../Fixed-or-Improved-Logics.md:99 msgid "" "`IsGattling=true` can now fall back to secondary weapon slot (even-" "numbered `WeaponX` slots) if primary one (odd-numbered) cannot fire at " @@ -570,19 +577,19 @@ msgstr "" "现在 `IsGattling=true` 在主要武器(奇数 `WeaponX` 序列)无法对当前目标开火(受制于 " "Armor、`CanTarget(Houses)`、护盾等)时可以更换到次要武器(偶数 `WeaponX` 序列)。" -#: ../../Fixed-or-Improved-Logics.md:99 +#: ../../Fixed-or-Improved-Logics.md:100 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land." msgstr "修复了 `LandTargeting=1` 未能阻止瞄准陆地上的地形对象(树木等)的问题。" -#: ../../Fixed-or-Improved-Logics.md:100 +#: ../../Fixed-or-Improved-Logics.md:101 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water." msgstr "修复了 `NavalTargeting=6` 未能阻止瞄准水上空置单元格或水上地形对象(树木等)的问题。" -#: ../../Fixed-or-Improved-Logics.md:101 +#: ../../Fixed-or-Improved-Logics.md:102 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon." @@ -590,19 +597,19 @@ msgstr "" "修复了 `NavalTargeting=7` 和 `LandTargeting=2` 导致在陆地上仍然使用 `Primary` " "武器来瞄准地形对象(树木等)的问题。" -#: ../../Fixed-or-Improved-Logics.md:102 +#: ../../Fixed-or-Improved-Logics.md:103 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water." msgstr "修复了没有 `C4=true` 的步兵即便可以正常进入水中但当被空投、超时空传送等情况下在水中会死亡的问题。" -#: ../../Fixed-or-Improved-Logics.md:103 +#: ../../Fixed-or-Improved-Logics.md:104 msgid "" "Allowed MCV to redeploy in campaigns using a new toggle different from " "`[MultiplayerDialogSettings] -> MCVRedeploys`." msgstr "允许在战役中使用一个与 `[MultiplayerDialogSettings] -> MCVRedeploys` 不同的新开关设置重部署 MCV。" -#: ../../Fixed-or-Improved-Logics.md:104 +#: ../../Fixed-or-Improved-Logics.md:105 msgid "" "Fixed buildings with `UndeploysInto` but `Unsellable=no` & " "`ConstructionYard=no` unable to be sold normally. Restored " @@ -611,13 +618,13 @@ msgstr "" "修复了拥有 `UndeploysInto` 但 `Unsellable=no` 且 `ConstructionYard=no` " "的建筑无法正常出售的问题。并且复原了在 `UndeploysInto` 的建筑被出售时应有的 `EVA_StructureSold` 播报语音。" -#: ../../Fixed-or-Improved-Logics.md:105 +#: ../../Fixed-or-Improved-Logics.md:106 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed." 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。" -#: ../../Fixed-or-Improved-Logics.md:106 +#: ../../Fixed-or-Improved-Logics.md:107 msgid "" "`CanC4=false` on building makes building take atleast 1 point of damage " "**if** the raw damage is non-zero but is lowered to below 1 by `Verses` " @@ -629,13 +636,13 @@ msgstr "" "点。`CanC4.AllowZeroDamage=true` 可以禁用这一行为。(经 `Verses` " "等机制修正计算完的)负伤害将完全绕过此检查,无需额外启用。" -#: ../../Fixed-or-Improved-Logics.md:107 +#: ../../Fixed-or-Improved-Logics.md:108 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected." msgstr "现在主武器具有 `AG=false` 抛射体的建筑在被选中时会正常拥有攻击光标" -#: ../../Fixed-or-Improved-Logics.md:108 +#: ../../Fixed-or-Improved-Logics.md:109 msgid "" "Weapons with `AA=true` projectiles can now be set to fire exclusively at " "air targets by setting `AAOnly=true`, regardless of other conditions. " @@ -646,20 +653,20 @@ msgstr "" "现在拥有 `AA=true ` 抛射体的武器可以通过设置 `AAOnly=true` 来使其仅可对空中目标进行攻击。这很有用:毕竟 " "`AG=false` 只能防止瞄准地面单元格(并且无法在不破坏现有行为的情况下更改)而且它适用于无法使用 `LandTargeting` 的情况。" -#: ../../Fixed-or-Improved-Logics.md:109 +#: ../../Fixed-or-Improved-Logics.md:110 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " "lateral position based on burst index." 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。" -#: ../../Fixed-or-Improved-Logics.md:110 +#: ../../Fixed-or-Improved-Logics.md:111 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed." 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。" -#: ../../Fixed-or-Improved-Logics.md:111 +#: ../../Fixed-or-Improved-Logics.md:112 msgid "" "Disguised infantry now show appropriate insignia when disguise is " "visible, based on the disguise type and house. Original unit's insignia " @@ -669,30 +676,30 @@ msgstr "" "现在当伪装闪烁时伪装的步兵将会根据伪装的类型和所属方显示对应的军衔。原始单位的军衔始终显示给观察者和 `[General] -> " "DisguiseBlinkingVisibility` 设置所支持可见伪装闪烁的当前玩家。" -#: ../../Fixed-or-Improved-Logics.md:112 +#: ../../Fixed-or-Improved-Logics.md:113 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map." 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`。" -#: ../../Fixed-or-Improved-Logics.md:113 +#: ../../Fixed-or-Improved-Logics.md:114 msgid "`SpySat=yes` can now be applied using building upgrades." msgstr "现在 `SpySat=yes` 可以通过建筑加载物获得。" -#: ../../Fixed-or-Improved-Logics.md:114 +#: ../../Fixed-or-Improved-Logics.md:115 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do." 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。" -#: ../../Fixed-or-Improved-Logics.md:115 +#: ../../Fixed-or-Improved-Logics.md:116 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (observable when the starting unit is a jumpjet and is " "ordered to move)." msgstr "修复了 Jumpjet 单位在开始移动时(当初始部队是 Jumpjet 单位并命令去移动时可以观察到)会突然面向右下方向的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:116 +#: ../../Fixed-or-Improved-Logics.md:117 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" @@ -702,7 +709,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:117 +#: ../../Fixed-or-Improved-Logics.md:118 msgid "" "Animations using `AltPalette` are now remapped to their owner's color " "scheme instead of first listed color scheme and no longer draw over " @@ -715,13 +722,13 @@ msgstr "" "`[AudioVisual] -> AnimRemapDefaultColorScheme` 指定的配色方案,它同样默认为 `[Colors]` " "中被列出的第一个配色方案。" -#: ../../Fixed-or-Improved-Logics.md:118 +#: ../../Fixed-or-Improved-Logics.md:119 msgid "" "They can also have map lighting apply on them if " "`AltPalette.ApplyLighting` is set to true." msgstr "如果将 `AltPalette.ApplyLighting` 设置为 true 那么地图光照同样可以对它们生效。" -#: ../../Fixed-or-Improved-Logics.md:119 +#: ../../Fixed-or-Improved-Logics.md:120 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -730,13 +737,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:120 +#: ../../Fixed-or-Improved-Logics.md:121 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy." 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。" -#: ../../Fixed-or-Improved-Logics.md:121 +#: ../../Fixed-or-Improved-Logics.md:122 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false`." @@ -744,13 +751,13 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:122 +#: ../../Fixed-or-Improved-Logics.md:123 msgid "" "Wall overlays are now drawn with the custom palette defined in `Palette` " "in `artmd.ini` if possible." msgstr "现在如果可能的话墙类覆盖物将会使用 `artmd.ini` 中使用 `Palette` 指定的自定义色盘进行绘制。" -#: ../../Fixed-or-Improved-Logics.md:123 +#: ../../Fixed-or-Improved-Logics.md:124 msgid "" "If `[CombatDamage] -> AllowWeaponSelectAgainstWalls` is set to true, " "`Secondary` will now be used against walls if `Primary` weapon Warhead " @@ -761,7 +768,7 @@ msgstr "" "`Primary` 武器的弹头拥有 `Wall=false`,而 `Secondary` 武器拥有 `Wall=true` 且开火者没有将 " "`NoSecondaryWeaponFallback` 设为 true 那么 `Secondary` 将在应对墙时被使用。" -#: ../../Fixed-or-Improved-Logics.md:124 +#: ../../Fixed-or-Improved-Logics.md:125 msgid "" "Setting `ReloadInTransport` to true on units with `Ammo` will allow the " "ammo to be reloaded according to `Reload` or `EmptyReload` timers even " @@ -770,7 +777,7 @@ msgstr "" "在拥有 `Ammo` 的单位上设置 `ReloadInTransport` 为 true 将允许在运输工具内的单位也根据 `Reload` 或 " "`EmptyReload` 计时器进行重新装填。" -#: ../../Fixed-or-Improved-Logics.md:125 +#: ../../Fixed-or-Improved-Logics.md:126 msgid "" "It is now possible to enable `Verses` and `PercentAtMax` to be applied on" " negative damage by setting `ApplyModifiersOnNegativeDamage` to true on " @@ -779,24 +786,24 @@ msgstr "" "现在可以通过在弹头上将 `ApplyModifiersOnNegativeDamage` 设置为 true 来为负伤害启用 `Verses` 和 " "`PercentAtMax`。" -#: ../../Fixed-or-Improved-Logics.md:126 +#: ../../Fixed-or-Improved-Logics.md:127 msgid "" "Attached animations on flying units now have their layer updated " "immediately after the parent unit, if on same layer they always draw " "above the parent." msgstr "现在飞行单位上所附加的动画会紧随其父单位之后立即更新其图层,如果在同一图层上它们将始终绘制在父单位之上。" -#: ../../Fixed-or-Improved-Logics.md:127 +#: ../../Fixed-or-Improved-Logics.md:128 msgid "" "Fixed an issue where the powered anims of `Powered` / `PoweredSpecial` " "buildings cease to update when being captured by enemies." 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。" -#: ../../Fixed-or-Improved-Logics.md:128 +#: ../../Fixed-or-Improved-Logics.md:129 msgid "Fix a glitch related to incorrect target setting for missiles." msgstr "修复了有关于导弹目标设置不正确的问题。" -#: ../../Fixed-or-Improved-Logics.md:129 +#: ../../Fixed-or-Improved-Logics.md:130 msgid "" "Fix [EIP " "00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14)" @@ -806,123 +813,123 @@ msgstr "" "00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14)" " 问题。" -#: ../../Fixed-or-Improved-Logics.md:130 +#: ../../Fixed-or-Improved-Logics.md:131 msgid "Units will no longer rotate its turret under EMP." msgstr "单位在 EMP 状态下不再会旋转炮塔。" -#: ../../Fixed-or-Improved-Logics.md:131 +#: ../../Fixed-or-Improved-Logics.md:132 msgid "Jumpjets will no longer wobble under EMP." msgstr "Jumpjet 单位在 EMP 状态下不再会浮动。" -#: ../../Fixed-or-Improved-Logics.md:132 +#: ../../Fixed-or-Improved-Logics.md:133 msgid "Removed jumpjet units' deceleration when crashing onto buildings." msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果。" -#: ../../Fixed-or-Improved-Logics.md:133 +#: ../../Fixed-or-Improved-Logics.md:134 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes." msgstr "修复了`AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题。" -#: ../../Fixed-or-Improved-Logics.md:134 +#: ../../Fixed-or-Improved-Logics.md:135 msgid "Fixed railgun and fire particles being cut off by elevation changes." msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题。" -#: ../../Fixed-or-Improved-Logics.md:135 +#: ../../Fixed-or-Improved-Logics.md:136 msgid "" "Fixed teleport units' (for example `[CLEG]`) frozen-still timer being " "cleared after load game." msgstr "修复了超时空单位(例如 `[CLEG]`)的僵直计时器在载入游戏后被清空的问题。" -#: ../../Fixed-or-Improved-Logics.md:136 +#: ../../Fixed-or-Improved-Logics.md:137 msgid "Fixed teleport units being unable to visually tilt on slopes." 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。" -#: ../../Fixed-or-Improved-Logics.md:137 +#: ../../Fixed-or-Improved-Logics.md:138 msgid "Fixed rockets' shadow location." msgstr "修复了火箭的影子位置问题。" -#: ../../Fixed-or-Improved-Logics.md:138 +#: ../../Fixed-or-Improved-Logics.md:139 msgid "" "Fixed units with Teleport, Tunnel or Fly locomotor being unable to be " "visually flipped like other locomotors do." msgstr "修复了使用 Teleport、Tunnel 或 Fly 运动模式的单位无法像其他运动模式那样视觉翻转的问题。" -#: ../../Fixed-or-Improved-Logics.md:139 +#: ../../Fixed-or-Improved-Logics.md:140 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " "pre-placed buildings, the building's direction." 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。" -#: ../../Fixed-or-Improved-Logics.md:140 +#: ../../Fixed-or-Improved-Logics.md:141 msgid "Spawned aircraft now align with the spawner's facing when landing." msgstr "现在生成的子机在降落时会与其母舰的朝向对正。" -#: ../../Fixed-or-Improved-Logics.md:141 +#: ../../Fixed-or-Improved-Logics.md:142 msgid "" "Fixed the bug that waypointing unarmed infantries with " "agent/engineer/occupier to a spyable/capturable/occupiable building " "triggers `EnteredBy` event by executing capture mission." msgstr "修复了在路径点中为间谍/工程师/可驻军步兵设置目标为可渗透/占领/驻军的建筑执行行为时会触发 `被...进入` 条件的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:142 +#: ../../Fixed-or-Improved-Logics.md:143 msgid "" "`PowerUpN` building animations can now use `Powered` & " "`PoweredLight/Effect/Special` keys." msgstr "`PowerUpN` 建筑动画现在可以使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签。" -#: ../../Fixed-or-Improved-Logics.md:143 +#: ../../Fixed-or-Improved-Logics.md:144 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units." 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。" -#: ../../Fixed-or-Improved-Logics.md:144 +#: ../../Fixed-or-Improved-Logics.md:145 msgid "Skipped drawing rally point line when undeploying a factory." msgstr "跳过工厂类建筑反部署时的集结线绘制。" -#: ../../Fixed-or-Improved-Logics.md:145 +#: ../../Fixed-or-Improved-Logics.md:146 msgid "" "Tint effects are now correctly applied to SHP vehicles and all types of " "aircraft as well as building animations regardless of their position." 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。" -#: ../../Fixed-or-Improved-Logics.md:146 +#: ../../Fixed-or-Improved-Logics.md:147 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color." 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。" -#: ../../Fixed-or-Improved-Logics.md:147 +#: ../../Fixed-or-Improved-Logics.md:148 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations." 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。" -#: ../../Fixed-or-Improved-Logics.md:148 +#: ../../Fixed-or-Improved-Logics.md:149 msgid "" "Units & buildings with `DecloakToFire=false` weapons now cloak while " "targeting & reloading." 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。" -#: ../../Fixed-or-Improved-Logics.md:149 +#: ../../Fixed-or-Improved-Logics.md:150 msgid "Units with `Sensors=true` will no longer reveal ally buildings." msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形。" -#: ../../Fixed-or-Improved-Logics.md:150 +#: ../../Fixed-or-Improved-Logics.md:151 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread`." 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。" -#: ../../Fixed-or-Improved-Logics.md:151 +#: ../../Fixed-or-Improved-Logics.md:152 msgid "" "OverlayTypes now read and use `ZAdjust` if specified in their `artmd.ini`" " entry." msgstr "现在如果被指定那么覆盖物可以正常读取并使用它们在 `artmd.ini` 条目中的 `ZAdjust`。" -#: ../../Fixed-or-Improved-Logics.md:152 +#: ../../Fixed-or-Improved-Logics.md:153 msgid "" "Setting `[AudioVisual] -> ColorAddUse8BitRGB` to true makes game treat " "values from `[ColorAdd]` as 8-bit RGB (0-255) instead of RGB565 (0-31 for" @@ -934,25 +941,25 @@ msgstr "" "`LaserTargetColor`、`IronCurtainColor`、`BerserkColor` 和 " "`ForceShieldColor`。(已知 KratosPP v0.1.15会抵消该逻辑)" -#: ../../Fixed-or-Improved-Logics.md:153 +#: ../../Fixed-or-Improved-Logics.md:154 msgid "" "Weapons with `AA=true` Projectile can now correctly fire at air units " "when both firer and target are over a bridge." 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。" -#: ../../Fixed-or-Improved-Logics.md:154 +#: ../../Fixed-or-Improved-Logics.md:155 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette." 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。" -#: ../../Fixed-or-Improved-Logics.md:155 +#: ../../Fixed-or-Improved-Logics.md:156 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible." 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。" -#: ../../Fixed-or-Improved-Logics.md:156 +#: ../../Fixed-or-Improved-Logics.md:157 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -961,7 +968,7 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:157 +#: ../../Fixed-or-Improved-Logics.md:158 msgid "" "The otherwise unused setting `[AI] -> PowerSurplus` (defaults to 50) " "which determines how much surplus power AI players will strive to have " @@ -970,7 +977,7 @@ msgstr "" "可以通过将 `[AI] -> EnablePowerSurplus` 设置为 true 来复原 `[AI] -> " "PowerSurplus`(默认为 50)以决定 AI 玩家将尽力保持的富余电力值。" -#: ../../Fixed-or-Improved-Logics.md:158 +#: ../../Fixed-or-Improved-Logics.md:159 msgid "" "Planning paths are now shown for all units under player control or when " "`[GlobalControls] -> DebugPlanningPaths=yes` in singleplayer game modes." @@ -978,49 +985,49 @@ msgstr "" "现在当 `[GlobalControls] -> DebugPlanningPaths=yes` " "时在单人游戏模式中所有受玩家操作的单位都会显示路径点规划的路径。" -#: ../../Fixed-or-Improved-Logics.md:159 +#: ../../Fixed-or-Improved-Logics.md:160 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry." msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题。" -#: ../../Fixed-or-Improved-Logics.md:160 +#: ../../Fixed-or-Improved-Logics.md:161 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast." msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题。" -#: ../../Fixed-or-Improved-Logics.md:161 +#: ../../Fixed-or-Improved-Logics.md:162 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them." 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。" -#: ../../Fixed-or-Improved-Logics.md:162 +#: ../../Fixed-or-Improved-Logics.md:163 msgid "Removed 0 damage effect on jumpjet infantries from `InfDeath=9` warhead." msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果。" -#: ../../Fixed-or-Improved-Logics.md:163 +#: ../../Fixed-or-Improved-Logics.md:164 msgid "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes." 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。" -#: ../../Fixed-or-Improved-Logics.md:164 +#: ../../Fixed-or-Improved-Logics.md:165 msgid "Skip target scanning function calling for unarmed technos." msgstr "禁用了无武器单位的索敌。" -#: ../../Fixed-or-Improved-Logics.md:165 +#: ../../Fixed-or-Improved-Logics.md:166 msgid "" "Projectiles created from `AirburstWeapon` now remember the WeaponType and" " can apply radiation etc." 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。" -#: ../../Fixed-or-Improved-Logics.md:166 +#: ../../Fixed-or-Improved-Logics.md:167 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first." 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。" -#: ../../Fixed-or-Improved-Logics.md:167 +#: ../../Fixed-or-Improved-Logics.md:168 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -1034,25 +1041,25 @@ msgstr "" " 和 `WoodBridgeSet`)以解析月球场景。注意如果不修复例如 `WoodBridgeTileSet` 指向 " "`TilesInSet=0` 的地块这样的隐患就启用本功能将在游戏中引发问题。" -#: ../../Fixed-or-Improved-Logics.md:168 +#: ../../Fixed-or-Improved-Logics.md:169 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack`." msgstr "修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:169 +#: ../../Fixed-or-Improved-Logics.md:170 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings." 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。" -#: ../../Fixed-or-Improved-Logics.md:170 +#: ../../Fixed-or-Improved-Logics.md:171 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps." msgstr "现在 `` 可以直接用于遭遇战和多人地图上预先放置对象的所有者。" -#: ../../Fixed-or-Improved-Logics.md:171 +#: ../../Fixed-or-Improved-Logics.md:172 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" @@ -1060,51 +1067,51 @@ msgid "" "vehicles as initial passengers." msgstr "现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` 列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰。" -#: ../../Fixed-or-Improved-Logics.md:172 +#: ../../Fixed-or-Improved-Logics.md:173 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。" -#: ../../Fixed-or-Improved-Logics.md:173 +#: ../../Fixed-or-Improved-Logics.md:174 msgid "Stop command (`[S]` by default) behavior is now more correct:" msgstr "停止命令(默认为 `[S]`)的行为现在更加正确:" -#: ../../Fixed-or-Improved-Logics.md:174 +#: ../../Fixed-or-Improved-Logics.md:175 msgid "Jumpjets no longer fall into a state of standing by idly." msgstr "Jumpjet 单位不再进入空闲站立状态。" -#: ../../Fixed-or-Improved-Logics.md:175 +#: ../../Fixed-or-Improved-Logics.md:176 msgid "Technos are no longer unable to stop the attack move mission." msgstr "科技类型现在可以停止移动攻击任务。" -#: ../../Fixed-or-Improved-Logics.md:176 +#: ../../Fixed-or-Improved-Logics.md:177 msgid "Technos are no longer unable to stop the area guard mission." msgstr "科技类型现在可以停止区域警戒任务。" -#: ../../Fixed-or-Improved-Logics.md:177 +#: ../../Fixed-or-Improved-Logics.md:178 msgid "Aircraft no longer find airport twice and overlap." msgstr "战机不再两次寻找机场并重叠。" -#: ../../Fixed-or-Improved-Logics.md:178 +#: ../../Fixed-or-Improved-Logics.md:179 msgid "Aircraft no longer briefly pause in the air before returning." msgstr "战机在返回前不再在空中端在停留" -#: ../../Fixed-or-Improved-Logics.md:179 +#: ../../Fixed-or-Improved-Logics.md:180 msgid "Aircraft with `AirportBound=no` no longer continue moving forward." msgstr "拥有 `AirportBound=no` 的战机不再会继续向前移动" -#: ../../Fixed-or-Improved-Logics.md:180 +#: ../../Fixed-or-Improved-Logics.md:181 msgid "Technos are no longer unable to stop when it is above the elevated bridge." msgstr "科技类型在桥上时不再无法停止。" -#: ../../Fixed-or-Improved-Logics.md:181 +#: ../../Fixed-or-Improved-Logics.md:182 msgid "" "Technos are still not allowed to stop moving under the elevated bridge, " "but can stop other missions." msgstr "科技类型在桥下时仍然无法停止移动,但可以停止其他任务。" -#: ../../Fixed-or-Improved-Logics.md:182 +#: ../../Fixed-or-Improved-Logics.md:183 msgid "" "Unit `Speed` setting now accepts floating-point values. Internally parsed" " values are clamped down to maximum of 100, multiplied by 256 and divided" @@ -1115,7 +1122,7 @@ msgstr "" "现在单位的 `Speed` 设置接受小数。内部解析的值被限制为最大 100,乘以 256 并除以 100,结果(此时转换为整数)被限制为最大 " "255,从而获得有效内部速度值范围 0 到 255,例如以 leptons 为单位每帧移动的距离。" -#: ../../Fixed-or-Improved-Logics.md:183 +#: ../../Fixed-or-Improved-Logics.md:184 msgid "" "`AirburstWeapon` now supports `IsLaser`, `IsElectricBolt`, `IsRadBeam`, " "and `AttachedParticleSystem`." @@ -1123,13 +1130,13 @@ msgstr "" "现在 `AirburstWeapon` 可以支持绘制 `IsLaser`、`IsElectricBolt`、`IsRadBeam` " "等视觉效果并允许粒子武器正常创建 `AttachedParticleSystem` 的粒子系统。" -#: ../../Fixed-or-Improved-Logics.md:184 +#: ../../Fixed-or-Improved-Logics.md:185 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc." msgstr "现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成。" -#: ../../Fixed-or-Improved-Logics.md:185 +#: ../../Fixed-or-Improved-Logics.md:186 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -1139,32 +1146,32 @@ msgstr "" "战机现在会根据其 `MovementZone` 和 `SpeedType` " "在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为。" -#: ../../Fixed-or-Improved-Logics.md:186 +#: ../../Fixed-or-Improved-Logics.md:187 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied." msgstr "修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:187 +#: ../../Fixed-or-Improved-Logics.md:188 msgid "" "Fixed an issue where a unit will leave an impassable invisible barrier in" " its original position when it is teleported by ChronoSphere onto an " "uncrushable unit and self destruct." msgstr "修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题。" -#: ../../Fixed-or-Improved-Logics.md:188 +#: ../../Fixed-or-Improved-Logics.md:189 msgid "Fixed the bug that destroyed unit may leaves sensors." msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题。" -#: ../../Fixed-or-Improved-Logics.md:189 +#: ../../Fixed-or-Improved-Logics.md:190 msgid "`FreeUnit` uses the unit's own `SpeedType` to find the spawn location." msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置。" -#: ../../Fixed-or-Improved-Logics.md:190 +#: ../../Fixed-or-Improved-Logics.md:191 msgid "The bug where naval ships as StartUnit might spawn on land has been fixed." msgstr "修复初始船只可能生成在陆地上的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:191 +#: ../../Fixed-or-Improved-Logics.md:192 msgid "" "When a building is transformed into a vehicle via `UndeploysInto`, the " "`SpeedType` and `MovementZone` of the target VehicleType will determine " @@ -1173,85 +1180,85 @@ msgstr "" "建筑通过 `UndeploysInto` 反部署时使用目标载具的 `SpeedType` 和 `MovementZone` " "来决定能否向目标单元格移动。" -#: ../../Fixed-or-Improved-Logics.md:192 +#: ../../Fixed-or-Improved-Logics.md:193 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory." msgstr "单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内。" -#: ../../Fixed-or-Improved-Logics.md:193 +#: ../../Fixed-or-Improved-Logics.md:194 msgid "" "Fixed issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)." msgstr "修复错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/安置的 C4 炸弹/发射的抛射体获得经验)。" -#: ../../Fixed-or-Improved-Logics.md:194 +#: ../../Fixed-or-Improved-Logics.md:195 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance." msgstr "修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题。" -#: ../../Fixed-or-Improved-Logics.md:195 +#: ../../Fixed-or-Improved-Logics.md:196 msgid "" "Electric bolts that are supposed to update their position based on units " "current firing coords (by default, those fired by vehicles) now do so " "correctly for more than one concurrent electric bolt." msgstr "现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效。" -#: ../../Fixed-or-Improved-Logics.md:196 +#: ../../Fixed-or-Improved-Logics.md:197 msgid "" "Fixed an issue where `FireAngle` would not work properly under certain " "circumstances." msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题。" -#: ../../Fixed-or-Improved-Logics.md:197 +#: ../../Fixed-or-Improved-Logics.md:198 msgid "" "Fixed an issue that aircraft carriers can not find suitable locations for" " attacks when under elevated bridges on their own." msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题。" -#: ../../Fixed-or-Improved-Logics.md:198 +#: ../../Fixed-or-Improved-Logics.md:199 msgid "" "Fixed an issue that in air aircraft carriers being unable to attack when " "it is near by elevated bridges." msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题。" -#: ../../Fixed-or-Improved-Logics.md:199 +#: ../../Fixed-or-Improved-Logics.md:200 msgid "" "Fixed an issue that aircraft carriers cannot retract its spawned aircraft" " when on the bridge." msgstr "修复了航空母舰在桥上无法回收子机的问题。" -#: ../../Fixed-or-Improved-Logics.md:200 +#: ../../Fixed-or-Improved-Logics.md:201 msgid "" "Fixed an issue where the shadow of jumpjet remained on the ground when it" " was above the elevated bridge." msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题。" -#: ../../Fixed-or-Improved-Logics.md:201 +#: ../../Fixed-or-Improved-Logics.md:202 msgid "" "Fixed the bug that healing weapons could not automatically acquire aerial" " targets." msgstr "修复了治疗武器无法自动获取到空中目标的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:202 +#: ../../Fixed-or-Improved-Logics.md:203 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`." msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`。" -#: ../../Fixed-or-Improved-Logics.md:203 +#: ../../Fixed-or-Improved-Logics.md:204 msgid "" "Fixed an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc." msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题。" -#: ../../Fixed-or-Improved-Logics.md:204 +#: ../../Fixed-or-Improved-Logics.md:205 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:205 +#: ../../Fixed-or-Improved-Logics.md:206 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used." @@ -1259,221 +1266,221 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:206 +#: ../../Fixed-or-Improved-Logics.md:207 msgid "" "Fixed the bug that harvester dont stop unloading and cannot unload cargos" " anymore when lifting by `IsLocomotor=yes` warhead." msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:207 +#: ../../Fixed-or-Improved-Logics.md:208 msgid "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:208 +#: ../../Fixed-or-Improved-Logics.md:209 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:209 +#: ../../Fixed-or-Improved-Logics.md:210 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:210 +#: ../../Fixed-or-Improved-Logics.md:211 msgid "" "Fixed an issue that moving MCV with Teleport locomotion will cause " "reconnection error." msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题。" -#: ../../Fixed-or-Improved-Logics.md:211 +#: ../../Fixed-or-Improved-Logics.md:212 msgid "" "Fixed wrong shadow when a vehicle has hover locomotor and is being lifted" " by `IsLocomotor=yes` warhead." msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影。" -#: ../../Fixed-or-Improved-Logics.md:212 +#: ../../Fixed-or-Improved-Logics.md:213 msgid "" "Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead." msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)。" -#: ../../Fixed-or-Improved-Logics.md:213 +#: ../../Fixed-or-Improved-Logics.md:214 msgid "" "Fixed an issue that game crashes when spawnee has been removed and is not" " real dead." msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题。" -#: ../../Fixed-or-Improved-Logics.md:214 +#: ../../Fixed-or-Improved-Logics.md:215 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:215 +#: ../../Fixed-or-Improved-Logics.md:216 msgid "Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar." msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:216 +#: ../../Fixed-or-Improved-Logics.md:217 msgid "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:217 +#: ../../Fixed-or-Improved-Logics.md:218 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:218 +#: ../../Fixed-or-Improved-Logics.md:219 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。" -#: ../../Fixed-or-Improved-Logics.md:219 +#: ../../Fixed-or-Improved-Logics.md:220 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:220 +#: ../../Fixed-or-Improved-Logics.md:221 msgid "" "Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective " "on airforce." msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:221 +#: ../../Fixed-or-Improved-Logics.md:222 msgid "Fixed an issue of incorrect position of `TrailerAnim` in `VoxelAnim`." msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题。" -#: ../../Fixed-or-Improved-Logics.md:222 +#: ../../Fixed-or-Improved-Logics.md:223 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:223 +#: ../../Fixed-or-Improved-Logics.md:224 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:224 +#: ../../Fixed-or-Improved-Logics.md:225 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:225 +#: ../../Fixed-or-Improved-Logics.md:226 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:226 +#: ../../Fixed-or-Improved-Logics.md:227 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:227 +#: ../../Fixed-or-Improved-Logics.md:228 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)。" -#: ../../Fixed-or-Improved-Logics.md:228 +#: ../../Fixed-or-Improved-Logics.md:229 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。" -#: ../../Fixed-or-Improved-Logics.md:229 +#: ../../Fixed-or-Improved-Logics.md:230 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。" -#: ../../Fixed-or-Improved-Logics.md:230 +#: ../../Fixed-or-Improved-Logics.md:231 msgid "Fixed an unusual use of DeployFireWeapon for InfantryType." msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况。" -#: ../../Fixed-or-Improved-Logics.md:231 +#: ../../Fixed-or-Improved-Logics.md:232 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:232 +#: ../../Fixed-or-Improved-Logics.md:233 msgid "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:233 +#: ../../Fixed-or-Improved-Logics.md:234 msgid "" "Fixed the bug that submarine always turn left after changed owner by map " "event." msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:234 +#: ../../Fixed-or-Improved-Logics.md:235 msgid "" "Fixed the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants." msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:235 +#: ../../Fixed-or-Improved-Logics.md:236 msgid "" "Fixed an issue that if the garrison unload occupants when there is no " "open space around it would result in the disappearance of the occupants." msgstr "修复了周围没有空地时释放驻军会导致它们消失的问题。" -#: ../../Fixed-or-Improved-Logics.md:236 +#: ../../Fixed-or-Improved-Logics.md:237 msgid "" "Fixed the bug that Locomotor warhead won't stop working when the attacker" " is being affected by `Temporal=yes` warhead." msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:237 +#: ../../Fixed-or-Improved-Logics.md:238 msgid "" "Fixed the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge." msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:238 +#: ../../Fixed-or-Improved-Logics.md:239 msgid "" "Fixed the bug that Locomotor warhead won't stop working when firer " "(except for vehicle) stop firing." msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:239 +#: ../../Fixed-or-Improved-Logics.md:240 msgid "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:240 +#: ../../Fixed-or-Improved-Logics.md:241 msgid "" "Fixed the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target." msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题。" -#: ../../Fixed-or-Improved-Logics.md:241 +#: ../../Fixed-or-Improved-Logics.md:242 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer." msgstr "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃(EIP 0x42A525、0x42C507、0x42C554)问题。" -#: ../../Fixed-or-Improved-Logics.md:243 +#: ../../Fixed-or-Improved-Logics.md:244 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:245 +#: ../../Fixed-or-Improved-Logics.md:246 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:246 +#: ../../Fixed-or-Improved-Logics.md:247 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1481,51 +1488,51 @@ 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:247 +#: ../../Fixed-or-Improved-Logics.md:248 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:248 +#: ../../Fixed-or-Improved-Logics.md:249 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:249 +#: ../../Fixed-or-Improved-Logics.md:250 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:250 +#: ../../Fixed-or-Improved-Logics.md:251 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:251 +#: ../../Fixed-or-Improved-Logics.md:252 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:252 +#: ../../Fixed-or-Improved-Logics.md:253 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、删除或摧毁时建筑的 `ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:253 +#: ../../Fixed-or-Improved-Logics.md:254 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:254 +#: ../../Fixed-or-Improved-Logics.md:255 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1534,46 +1541,46 @@ 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:255 +#: ../../Fixed-or-Improved-Logics.md:256 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:256 +#: ../../Fixed-or-Improved-Logics.md:257 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:257 +#: ../../Fixed-or-Improved-Logics.md:258 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:258 +#: ../../Fixed-or-Improved-Logics.md:259 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:259 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "Fixed some units of Ares crashing after deployment conversion." msgstr "修复了某些单位部署变形后崩溃的问题。" -#: ../../Fixed-or-Improved-Logics.md:260 +#: ../../Fixed-or-Improved-Logics.md:261 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:261 +#: ../../Fixed-or-Improved-Logics.md:262 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:262 +#: ../../Fixed-or-Improved-Logics.md:263 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 " @@ -1583,13 +1590,13 @@ 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:263 +#: ../../Fixed-or-Improved-Logics.md:264 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:264 +#: ../../Fixed-or-Improved-Logics.md:265 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 " @@ -1598,19 +1605,19 @@ 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:265 +#: ../../Fixed-or-Improved-Logics.md:266 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:269 +#: ../../Fixed-or-Improved-Logics.md:270 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:273 +#: ../../Fixed-or-Improved-Logics.md:274 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 " @@ -1621,86 +1628,86 @@ msgstr "" "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:276 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:278 +#: ../../Fixed-or-Improved-Logics.md:279 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:280 +#: ../../Fixed-or-Improved-Logics.md:281 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:282 ../../Fixed-or-Improved-Logics.md:293 -#: ../../Fixed-or-Improved-Logics.md:305 ../../Fixed-or-Improved-Logics.md:424 -#: ../../Fixed-or-Improved-Logics.md:434 ../../Fixed-or-Improved-Logics.md:445 -#: ../../Fixed-or-Improved-Logics.md:467 ../../Fixed-or-Improved-Logics.md:477 -#: ../../Fixed-or-Improved-Logics.md:499 ../../Fixed-or-Improved-Logics.md:516 -#: ../../Fixed-or-Improved-Logics.md:531 ../../Fixed-or-Improved-Logics.md:546 -#: ../../Fixed-or-Improved-Logics.md:558 ../../Fixed-or-Improved-Logics.md:584 -#: ../../Fixed-or-Improved-Logics.md:609 ../../Fixed-or-Improved-Logics.md:621 -#: ../../Fixed-or-Improved-Logics.md:631 ../../Fixed-or-Improved-Logics.md:647 -#: ../../Fixed-or-Improved-Logics.md:666 ../../Fixed-or-Improved-Logics.md:693 -#: ../../Fixed-or-Improved-Logics.md:704 ../../Fixed-or-Improved-Logics.md:726 -#: ../../Fixed-or-Improved-Logics.md:738 ../../Fixed-or-Improved-Logics.md:752 -#: ../../Fixed-or-Improved-Logics.md:776 ../../Fixed-or-Improved-Logics.md:800 -#: ../../Fixed-or-Improved-Logics.md:843 ../../Fixed-or-Improved-Logics.md:856 -#: ../../Fixed-or-Improved-Logics.md:867 ../../Fixed-or-Improved-Logics.md:879 -#: ../../Fixed-or-Improved-Logics.md:894 ../../Fixed-or-Improved-Logics.md:917 -#: ../../Fixed-or-Improved-Logics.md:936 ../../Fixed-or-Improved-Logics.md:947 -#: ../../Fixed-or-Improved-Logics.md:962 ../../Fixed-or-Improved-Logics.md:989 -#: ../../Fixed-or-Improved-Logics.md:1020 -#: ../../Fixed-or-Improved-Logics.md:1040 -#: ../../Fixed-or-Improved-Logics.md:1054 -#: ../../Fixed-or-Improved-Logics.md:1095 -#: ../../Fixed-or-Improved-Logics.md:1113 -#: ../../Fixed-or-Improved-Logics.md:1134 -#: ../../Fixed-or-Improved-Logics.md:1163 -#: ../../Fixed-or-Improved-Logics.md:1181 -#: ../../Fixed-or-Improved-Logics.md:1200 -#: ../../Fixed-or-Improved-Logics.md:1212 -#: ../../Fixed-or-Improved-Logics.md:1225 -#: ../../Fixed-or-Improved-Logics.md:1240 -#: ../../Fixed-or-Improved-Logics.md:1254 -#: ../../Fixed-or-Improved-Logics.md:1265 -#: ../../Fixed-or-Improved-Logics.md:1283 -#: ../../Fixed-or-Improved-Logics.md:1303 -#: ../../Fixed-or-Improved-Logics.md:1321 -#: ../../Fixed-or-Improved-Logics.md:1340 -#: ../../Fixed-or-Improved-Logics.md:1371 -#: ../../Fixed-or-Improved-Logics.md:1402 -#: ../../Fixed-or-Improved-Logics.md:1426 -#: ../../Fixed-or-Improved-Logics.md:1448 -#: ../../Fixed-or-Improved-Logics.md:1460 -#: ../../Fixed-or-Improved-Logics.md:1476 -#: ../../Fixed-or-Improved-Logics.md:1488 -#: ../../Fixed-or-Improved-Logics.md:1506 -#: ../../Fixed-or-Improved-Logics.md:1528 -#: ../../Fixed-or-Improved-Logics.md:1542 -#: ../../Fixed-or-Improved-Logics.md:1556 -#: ../../Fixed-or-Improved-Logics.md:1568 -#: ../../Fixed-or-Improved-Logics.md:1580 -#: ../../Fixed-or-Improved-Logics.md:1591 -#: ../../Fixed-or-Improved-Logics.md:1602 -#: ../../Fixed-or-Improved-Logics.md:1615 -#: ../../Fixed-or-Improved-Logics.md:1625 -#: ../../Fixed-or-Improved-Logics.md:1639 -#: ../../Fixed-or-Improved-Logics.md:1659 -#: ../../Fixed-or-Improved-Logics.md:1670 -#: ../../Fixed-or-Improved-Logics.md:1686 -#: ../../Fixed-or-Improved-Logics.md:1712 +#: ../../Fixed-or-Improved-Logics.md:283 ../../Fixed-or-Improved-Logics.md:294 +#: ../../Fixed-or-Improved-Logics.md:306 ../../Fixed-or-Improved-Logics.md:425 +#: ../../Fixed-or-Improved-Logics.md:435 ../../Fixed-or-Improved-Logics.md:446 +#: ../../Fixed-or-Improved-Logics.md:468 ../../Fixed-or-Improved-Logics.md:478 +#: ../../Fixed-or-Improved-Logics.md:500 ../../Fixed-or-Improved-Logics.md:517 +#: ../../Fixed-or-Improved-Logics.md:532 ../../Fixed-or-Improved-Logics.md:547 +#: ../../Fixed-or-Improved-Logics.md:559 ../../Fixed-or-Improved-Logics.md:585 +#: ../../Fixed-or-Improved-Logics.md:610 ../../Fixed-or-Improved-Logics.md:622 +#: ../../Fixed-or-Improved-Logics.md:632 ../../Fixed-or-Improved-Logics.md:648 +#: ../../Fixed-or-Improved-Logics.md:667 ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:705 ../../Fixed-or-Improved-Logics.md:727 +#: ../../Fixed-or-Improved-Logics.md:739 ../../Fixed-or-Improved-Logics.md:753 +#: ../../Fixed-or-Improved-Logics.md:777 ../../Fixed-or-Improved-Logics.md:801 +#: ../../Fixed-or-Improved-Logics.md:844 ../../Fixed-or-Improved-Logics.md:857 +#: ../../Fixed-or-Improved-Logics.md:868 ../../Fixed-or-Improved-Logics.md:880 +#: ../../Fixed-or-Improved-Logics.md:895 ../../Fixed-or-Improved-Logics.md:918 +#: ../../Fixed-or-Improved-Logics.md:937 ../../Fixed-or-Improved-Logics.md:948 +#: ../../Fixed-or-Improved-Logics.md:963 ../../Fixed-or-Improved-Logics.md:990 +#: ../../Fixed-or-Improved-Logics.md:1021 +#: ../../Fixed-or-Improved-Logics.md:1041 +#: ../../Fixed-or-Improved-Logics.md:1055 +#: ../../Fixed-or-Improved-Logics.md:1096 +#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1164 +#: ../../Fixed-or-Improved-Logics.md:1182 +#: ../../Fixed-or-Improved-Logics.md:1201 +#: ../../Fixed-or-Improved-Logics.md:1213 +#: ../../Fixed-or-Improved-Logics.md:1226 +#: ../../Fixed-or-Improved-Logics.md:1241 +#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1266 +#: ../../Fixed-or-Improved-Logics.md:1284 +#: ../../Fixed-or-Improved-Logics.md:1304 +#: ../../Fixed-or-Improved-Logics.md:1322 +#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1372 +#: ../../Fixed-or-Improved-Logics.md:1403 +#: ../../Fixed-or-Improved-Logics.md:1427 +#: ../../Fixed-or-Improved-Logics.md:1449 +#: ../../Fixed-or-Improved-Logics.md:1461 +#: ../../Fixed-or-Improved-Logics.md:1477 +#: ../../Fixed-or-Improved-Logics.md:1489 +#: ../../Fixed-or-Improved-Logics.md:1507 +#: ../../Fixed-or-Improved-Logics.md:1529 +#: ../../Fixed-or-Improved-Logics.md:1543 +#: ../../Fixed-or-Improved-Logics.md:1557 +#: ../../Fixed-or-Improved-Logics.md:1569 +#: ../../Fixed-or-Improved-Logics.md:1581 +#: ../../Fixed-or-Improved-Logics.md:1592 +#: ../../Fixed-or-Improved-Logics.md:1603 +#: ../../Fixed-or-Improved-Logics.md:1616 +#: ../../Fixed-or-Improved-Logics.md:1626 +#: ../../Fixed-or-Improved-Logics.md:1640 +#: ../../Fixed-or-Improved-Logics.md:1660 +#: ../../Fixed-or-Improved-Logics.md:1671 +#: ../../Fixed-or-Improved-Logics.md:1687 +#: ../../Fixed-or-Improved-Logics.md:1713 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:288 +#: ../../Fixed-or-Improved-Logics.md:289 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:290 +#: ../../Fixed-or-Improved-Logics.md:291 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1710,7 +1717,7 @@ 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:291 +#: ../../Fixed-or-Improved-Logics.md:292 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1719,11 +1726,11 @@ msgstr "" "也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> " "FlightLevel`。" -#: ../../Fixed-or-Improved-Logics.md:300 +#: ../../Fixed-or-Improved-Logics.md:301 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:302 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1735,21 +1742,21 @@ msgstr "" " 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-" "docking-direction),则该设置优先于此设置。" -#: ../../Fixed-or-Improved-Logics.md:303 +#: ../../Fixed-or-Improved-Logics.md:304 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:311 +#: ../../Fixed-or-Improved-Logics.md:312 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:313 +#: ../../Fixed-or-Improved-Logics.md:314 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:315 +#: ../../Fixed-or-Improved-Logics.md:316 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1758,7 +1765,7 @@ 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:316 +#: ../../Fixed-or-Improved-Logics.md:317 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 " @@ -1769,7 +1776,7 @@ 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:317 +#: ../../Fixed-or-Improved-Logics.md:318 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 " @@ -1786,7 +1793,7 @@ msgstr "" "动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos " "引入的弹头效果。若未设置该参数则默认使用动画所有者的所属方,若动画无所有者则使用动画所附着对象的所属方。" -#: ../../Fixed-or-Improved-Logics.md:318 +#: ../../Fixed-or-Improved-Logics.md:319 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1798,17 +1805,17 @@ msgstr "" "`Damage`(在单次循环的动画中只会造成一次)而不是在每帧或由 `Damage.Delay` 定义的间隔造成。造成伤害的帧由 " "`Damage.Delay` 决定,默认为在第一个动画帧之后。" -#: ../../Fixed-or-Improved-Logics.md:320 ../../Fixed-or-Improved-Logics.md:337 -#: ../../Fixed-or-Improved-Logics.md:352 ../../Fixed-or-Improved-Logics.md:378 -#: ../../Fixed-or-Improved-Logics.md:402 ../../Fixed-or-Improved-Logics.md:412 -#: ../../Fixed-or-Improved-Logics.md:456 ../../Fixed-or-Improved-Logics.md:782 -#: ../../Fixed-or-Improved-Logics.md:1077 -#: ../../Fixed-or-Improved-Logics.md:1144 -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:321 ../../Fixed-or-Improved-Logics.md:338 +#: ../../Fixed-or-Improved-Logics.md:353 ../../Fixed-or-Improved-Logics.md:379 +#: ../../Fixed-or-Improved-Logics.md:403 ../../Fixed-or-Improved-Logics.md:413 +#: ../../Fixed-or-Improved-Logics.md:457 ../../Fixed-or-Improved-Logics.md:783 +#: ../../Fixed-or-Improved-Logics.md:1078 +#: ../../Fixed-or-Improved-Logics.md:1145 +#: ../../Fixed-or-Improved-Logics.md:1347 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:330 +#: ../../Fixed-or-Improved-Logics.md:331 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1817,22 +1824,22 @@ msgstr "" "`Weapon` 和 `Damage.Delay`,除了其他新增功能外应与 Ares 引入的等效功能类似,并且在 Phobos 与 Ares " "一起使用时优先于它们。" -#: ../../Fixed-or-Improved-Logics.md:333 +#: ../../Fixed-or-Improved-Logics.md:334 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:335 +#: ../../Fixed-or-Improved-Logics.md:336 msgid "" "You can now customize whether or not animations attached to objects are " "centered at the object's actual center rather than the bottom of their " "top-leftmost cell (cell #0)." msgstr "现在你可以自定义附着于对象的动画是否以对象的实际中心为基准而非以其最左上角的单元格(单元格 #0)的底部为基准、" -#: ../../Fixed-or-Improved-Logics.md:343 ../../Fixed-or-Improved-Logics.md:1437 +#: ../../Fixed-or-Improved-Logics.md:344 ../../Fixed-or-Improved-Logics.md:1438 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:345 +#: ../../Fixed-or-Improved-Logics.md:346 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1841,7 +1848,7 @@ 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:346 +#: ../../Fixed-or-Improved-Logics.md:347 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 " @@ -1850,7 +1857,7 @@ 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:347 +#: ../../Fixed-or-Improved-Logics.md:348 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1859,7 +1866,7 @@ msgstr "" "`WakeAnim` 包含一个在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水波动画。如果 `IsMeteor` 未设置为" " true 则默认为 `[General] -> Wake`,否则无动画。" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1868,7 +1875,7 @@ msgstr "" "`SplashAnims` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水花动画。默认为 " "`[CombatDamage] -> SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:349 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1877,17 +1884,17 @@ msgstr "" "如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 " "`SplashAnims` 中列出的最后一个动画。" -#: ../../Fixed-or-Improved-Logics.md:350 +#: ../../Fixed-or-Improved-Logics.md:351 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:363 +#: ../../Fixed-or-Improved-Logics.md:364 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:365 +#: ../../Fixed-or-Improved-Logics.md:366 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1896,14 +1903,14 @@ 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:366 +#: ../../Fixed-or-Improved-Logics.md:367 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:367 +#: ../../Fixed-or-Improved-Logics.md:368 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1912,7 +1919,7 @@ 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:368 +#: ../../Fixed-or-Improved-Logics.md:369 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1921,7 +1928,7 @@ 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:369 +#: ../../Fixed-or-Improved-Logics.md:370 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1930,13 +1937,13 @@ 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:370 +#: ../../Fixed-or-Improved-Logics.md:371 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:371 +#: ../../Fixed-or-Improved-Logics.md:372 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1947,7 +1954,7 @@ 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:372 +#: ../../Fixed-or-Improved-Logics.md:373 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1959,19 +1966,19 @@ 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:373 +#: ../../Fixed-or-Improved-Logics.md:374 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:374 +#: ../../Fixed-or-Improved-Logics.md:375 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:375 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1980,7 +1987,7 @@ 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:376 +#: ../../Fixed-or-Improved-Logics.md:377 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1990,29 +1997,29 @@ msgstr "" "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:395 +#: ../../Fixed-or-Improved-Logics.md:396 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:398 +#: ../../Fixed-or-Improved-Logics.md:399 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:400 +#: ../../Fixed-or-Improved-Logics.md:401 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:408 +#: ../../Fixed-or-Improved-Logics.md:409 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:410 +#: ../../Fixed-or-Improved-Logics.md:411 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2021,15 +2028,15 @@ msgstr "" "现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` " "的动画。生长阶段低于指定值的单元格将不允许动画显示。" -#: ../../Fixed-or-Improved-Logics.md:418 +#: ../../Fixed-or-Improved-Logics.md:419 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:420 +#: ../../Fixed-or-Improved-Logics.md:421 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:422 +#: ../../Fixed-or-Improved-Logics.md:423 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2044,11 +2051,11 @@ msgstr "" "是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的[降落方向](#landing-" "direction)设置并默认为 `[AudioVisual] -> PoseDir`。" -#: ../../Fixed-or-Improved-Logics.md:430 +#: ../../Fixed-or-Improved-Logics.md:431 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:432 +#: ../../Fixed-or-Improved-Logics.md:433 msgid "" "By default whether or not a building can be targeted by airstrikes " "depends on value of `CanC4`, which also affects other things. This can " @@ -2058,11 +2065,11 @@ msgstr "" "默认情况下建筑能否作为空袭目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 `AllowAirstrike` " "来独立更改这一点,如果未设置,默认为 `CanC4` 的值。" -#: ../../Fixed-or-Improved-Logics.md:440 +#: ../../Fixed-or-Improved-Logics.md:441 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:442 +#: ../../Fixed-or-Improved-Logics.md:443 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2071,17 +2078,17 @@ msgstr "" "现在可以通过在 `FactoryPlant.AllowTypes` 和 `FactoryPlant.DisallowTypes` " "中列出有哪些科技类型受到 `FactoryPlant=true` 建筑的加成。" -#: ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:444 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:452 +#: ../../Fixed-or-Improved-Logics.md:453 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:454 +#: ../../Fixed-or-Improved-Logics.md:455 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" @@ -2093,11 +2100,11 @@ msgstr "" "以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` " "来开关此行为。" -#: ../../Fixed-or-Improved-Logics.md:462 +#: ../../Fixed-or-Improved-Logics.md:463 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:464 +#: ../../Fixed-or-Improved-Logics.md:465 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2110,19 +2117,19 @@ msgstr "" "的建筑视为载具。现在可以通过设置 `ConsideredVehicle` " "来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" -#: ../../Fixed-or-Improved-Logics.md:465 +#: ../../Fixed-or-Improved-Logics.md:466 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:473 +#: ../../Fixed-or-Improved-Logics.md:474 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:475 +#: ../../Fixed-or-Improved-Logics.md:476 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2132,11 +2139,11 @@ msgstr "" "默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 " "`SellBuildupLength` 自定义。" -#: ../../Fixed-or-Improved-Logics.md:483 +#: ../../Fixed-or-Improved-Logics.md:484 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:485 +#: ../../Fixed-or-Improved-Logics.md:486 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2145,38 +2152,38 @@ msgstr "" "![image](_static/images/grinding.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中使用友军的部队回收站、仅限载具以及显示资金*" -#: ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:489 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:489 +#: ../../Fixed-or-Improved-Logics.md:490 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:490 +#: ../../Fixed-or-Improved-Logics.md:491 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:491 +#: ../../Fixed-or-Improved-Logics.md:492 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:492 +#: ../../Fixed-or-Improved-Logics.md:493 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:493 +#: ../../Fixed-or-Improved-Logics.md:494 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." @@ -2184,7 +2191,7 @@ msgstr "" "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认为 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:494 +#: ../../Fixed-or-Improved-Logics.md:495 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -2192,7 +2199,7 @@ msgstr "" "`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。如果不设置,默认为 `[AudioVisual] -> " "EnterGrinderSound`。" -#: ../../Fixed-or-Improved-Logics.md:495 +#: ../../Fixed-or-Improved-Logics.md:496 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` " @@ -2201,14 +2208,14 @@ 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:496 +#: ../../Fixed-or-Improved-Logics.md:497 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:497 +#: ../../Fixed-or-Improved-Logics.md:498 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2217,21 +2224,21 @@ msgstr "" "关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-" "of-income-from-grinders-and-refineries)。" -#: ../../Fixed-or-Improved-Logics.md:512 +#: ../../Fixed-or-Improved-Logics.md:513 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:514 +#: ../../Fixed-or-Improved-Logics.md:515 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:522 +#: ../../Fixed-or-Improved-Logics.md:523 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:524 +#: ../../Fixed-or-Improved-Logics.md:525 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -2239,7 +2246,7 @@ 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:525 +#: ../../Fixed-or-Improved-Logics.md:526 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -2251,19 +2258,19 @@ msgstr "" "ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑则默认为 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:526 +#: ../../Fixed-or-Improved-Logics.md:527 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:527 +#: ../../Fixed-or-Improved-Logics.md:528 msgid "" "`Units.RepairStep` how much `Strength` is restored per repair tick. " "Defaults to `[General] -> RepairStep`." msgstr "`Units.RepairStep` 设置每次维修时恢复多少点 `Strength`。默认 `[General] -> RepairStep`。" -#: ../../Fixed-or-Improved-Logics.md:528 +#: ../../Fixed-or-Improved-Logics.md:529 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " @@ -2273,21 +2280,21 @@ msgstr "" "`Units.RepairPercent` 是维修成本的倍率[`Cost`/(`Strength`/`RepairStep`)]。默认值为 " "`[General] -> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:529 +#: ../../Fixed-or-Improved-Logics.md:530 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:540 +#: ../../Fixed-or-Improved-Logics.md:541 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:542 +#: ../../Fixed-or-Improved-Logics.md:543 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:544 +#: ../../Fixed-or-Improved-Logics.md:545 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -2297,65 +2304,65 @@ msgstr "" "默认情况下拥有 `BehavesLike=Fire` " "的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" -#: ../../Fixed-or-Improved-Logics.md:552 +#: ../../Fixed-or-Improved-Logics.md:553 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:554 +#: ../../Fixed-or-Improved-Logics.md:555 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:556 +#: ../../Fixed-or-Improved-Logics.md:557 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:564 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:566 +#: ../../Fixed-or-Improved-Logics.md:567 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:568 +#: ../../Fixed-or-Improved-Logics.md:569 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:569 +#: ../../Fixed-or-Improved-Logics.md:570 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:570 +#: ../../Fixed-or-Improved-Logics.md:571 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:571 +#: ../../Fixed-or-Improved-Logics.md:572 msgid "" "`RetargetSelf` determines if it is possible for the splitted projectiles " "to aim at the firer of the original projectile." msgstr "`RetargetSelf` 决定了分裂抛射体是否可以将原抛射体的发射至视为目标。" -#: ../../Fixed-or-Improved-Logics.md:572 +#: ../../Fixed-or-Improved-Logics.md:573 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:573 +#: ../../Fixed-or-Improved-Logics.md:574 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:574 +#: ../../Fixed-or-Improved-Logics.md:575 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -2364,7 +2371,7 @@ 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:575 +#: ../../Fixed-or-Improved-Logics.md:576 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -2378,7 +2385,7 @@ msgstr "" "所填武器的[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 " "[AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:576 +#: ../../Fixed-or-Improved-Logics.md:577 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2388,24 +2395,24 @@ msgstr "" "注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 " "`AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" -#: ../../Fixed-or-Improved-Logics.md:577 +#: ../../Fixed-or-Improved-Logics.md:578 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:578 +#: ../../Fixed-or-Improved-Logics.md:579 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:579 +#: ../../Fixed-or-Improved-Logics.md:580 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:580 +#: ../../Fixed-or-Improved-Logics.md:581 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " @@ -2414,7 +2421,7 @@ msgstr "" "`Airburst.RandomClusters` 如果设为 " "true,则受影响的单元格将由随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" -#: ../../Fixed-or-Improved-Logics.md:581 +#: ../../Fixed-or-Improved-Logics.md:582 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2424,7 +2431,7 @@ 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:582 +#: ../../Fixed-or-Improved-Logics.md:583 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2433,7 +2440,7 @@ 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:602 +#: ../../Fixed-or-Improved-Logics.md:603 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2444,11 +2451,11 @@ 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:605 +#: ../../Fixed-or-Improved-Logics.md:606 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:607 +#: ../../Fixed-or-Improved-Logics.md:608 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2458,15 +2465,15 @@ msgstr "" "`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` " "设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" -#: ../../Fixed-or-Improved-Logics.md:616 +#: ../../Fixed-or-Improved-Logics.md:617 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:619 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:619 +#: ../../Fixed-or-Improved-Logics.md:620 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 " @@ -2476,11 +2483,11 @@ 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:627 +#: ../../Fixed-or-Improved-Logics.md:628 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:629 +#: ../../Fixed-or-Improved-Logics.md:630 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -2498,11 +2505,11 @@ 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:638 +#: ../../Fixed-or-Improved-Logics.md:639 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:640 +#: ../../Fixed-or-Improved-Logics.md:641 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -2511,13 +2518,13 @@ 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:643 +#: ../../Fixed-or-Improved-Logics.md:644 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:644 +#: ../../Fixed-or-Improved-Logics.md:645 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -2529,22 +2536,22 @@ msgstr "" "`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" "](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" -#: ../../Fixed-or-Improved-Logics.md:645 +#: ../../Fixed-or-Improved-Logics.md:646 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:655 +#: ../../Fixed-or-Improved-Logics.md:656 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:657 +#: ../../Fixed-or-Improved-Logics.md:658 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:659 +#: ../../Fixed-or-Improved-Logics.md:660 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2555,7 +2562,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:660 +#: ../../Fixed-or-Improved-Logics.md:661 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2563,7 +2570,7 @@ 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:661 +#: ../../Fixed-or-Improved-Logics.md:662 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 " @@ -2574,7 +2581,7 @@ 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:662 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -2583,7 +2590,7 @@ 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:663 +#: ../../Fixed-or-Improved-Logics.md:664 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -2592,7 +2599,7 @@ 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:664 +#: ../../Fixed-or-Improved-Logics.md:665 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -2603,11 +2610,11 @@ msgstr "" "`InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` " "获得以及战机类型和建筑类型永远不会获得自愈。" -#: ../../Fixed-or-Improved-Logics.md:685 +#: ../../Fixed-or-Improved-Logics.md:686 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:687 +#: ../../Fixed-or-Improved-Logics.md:688 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -2616,7 +2623,7 @@ msgstr "" "现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被结的对象上创建 `[General]" " -> ChronoSparkle1` 动画之间的帧间隔。" -#: ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "" "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" " animation would be shown at each of the `MuzzleFlashX` coordinates. This" @@ -2626,7 +2633,7 @@ msgstr "" "默认情况下对于 `MaxOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " "坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" -#: ../../Fixed-or-Improved-Logics.md:689 +#: ../../Fixed-or-Improved-Logics.md:690 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -2637,7 +2644,7 @@ 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:690 +#: ../../Fixed-or-Improved-Logics.md:691 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -2647,25 +2654,25 @@ msgstr "" "如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 " "`MaxOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" -#: ../../Fixed-or-Improved-Logics.md:691 +#: ../../Fixed-or-Improved-Logics.md:692 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:700 +#: ../../Fixed-or-Improved-Logics.md:701 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:702 +#: ../../Fixed-or-Improved-Logics.md:703 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:716 +#: ../../Fixed-or-Improved-Logics.md:717 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -2674,11 +2681,11 @@ 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:719 +#: ../../Fixed-or-Improved-Logics.md:720 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:721 +#: ../../Fixed-or-Improved-Logics.md:722 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -2686,17 +2693,17 @@ msgstr "" "![image](_static/images/oregath.gif) *在 [幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中的自定义矿石采集动画*" -#: ../../Fixed-or-Improved-Logics.md:724 +#: ../../Fixed-or-Improved-Logics.md:725 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:734 +#: ../../Fixed-or-Improved-Logics.md:735 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:736 +#: ../../Fixed-or-Improved-Logics.md:737 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -2712,11 +2719,11 @@ msgstr "" "(`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 " "(`TargetZoneScanType=inrange`)。" -#: ../../Fixed-or-Improved-Logics.md:744 +#: ../../Fixed-or-Improved-Logics.md:745 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:746 +#: ../../Fixed-or-Improved-Logics.md:747 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -2726,18 +2733,18 @@ 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:749 +#: ../../Fixed-or-Improved-Logics.md:750 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:750 +#: ../../Fixed-or-Improved-Logics.md:751 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:766 +#: ../../Fixed-or-Improved-Logics.md:767 msgid "" "Originally, `[General] -> WarpOut=` would play at two locations when a " "Techno is chronowarped by chronosphere. Now, `[TechnoType] -> WarpAway=` " @@ -2747,22 +2754,23 @@ msgid "" "Info.md#build-types), but the current release version still follows this " "rule." msgstr "" -"原先当单位被 **超时空传送超武** 移动时 `[General] -> WarpOut=` 所指定的动画会在 **两个位置** 播放," -"现在 `[TechnoType] -> WarpAway=` 会在传送 **起始点** 替代它,但传送 **目标点** 仍然使用 `[General] -> WarpOut=` 指定的动画。" -"这已在 [**自动构建版本**](General-Info.md#build-types) 中被进一步拓展和支持,但当前稳定版本仍然遵循这一规则。" +"原先当单位被 **超时空传送超武** 移动时 `[General] -> WarpOut=` 所指定的动画会在 **两个位置** 播放,现在 " +"`[TechnoType] -> WarpAway=` 会在传送 **起始点** 替代它,但传送 **目标点** 仍然使用 `[General] " +"-> WarpOut=` 指定的动画。这已在 [**自动构建版本**](General-Info.md#build-types) " +"中被进一步拓展和支持,但当前稳定版本仍然遵循这一规则。" -#: ../../Fixed-or-Improved-Logics.md:769 +#: ../../Fixed-or-Improved-Logics.md:770 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:771 +#: ../../Fixed-or-Improved-Logics.md:772 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:772 +#: ../../Fixed-or-Improved-Logics.md:773 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 " @@ -2771,27 +2779,27 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(无扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:773 +#: ../../Fixed-or-Improved-Logics.md:774 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:774 +#: ../../Fixed-or-Improved-Logics.md:775 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:788 +#: ../../Fixed-or-Improved-Logics.md:789 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:790 +#: ../../Fixed-or-Improved-Logics.md:791 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:791 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -2800,7 +2808,7 @@ 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:792 +#: ../../Fixed-or-Improved-Logics.md:793 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -2810,7 +2818,7 @@ 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:793 +#: ../../Fixed-or-Improved-Logics.md:794 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -2819,7 +2827,7 @@ 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:794 +#: ../../Fixed-or-Improved-Logics.md:795 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -2829,7 +2837,7 @@ 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:795 +#: ../../Fixed-or-Improved-Logics.md:796 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -2838,13 +2846,13 @@ msgstr "" "`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。默认为 `[General] -> " "EnemyInsignia`,而后者默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:796 +#: ../../Fixed-or-Improved-Logics.md:797 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:797 +#: ../../Fixed-or-Improved-Logics.md:798 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -2855,7 +2863,7 @@ 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:798 +#: ../../Fixed-or-Improved-Logics.md:799 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -2865,7 +2873,7 @@ 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:835 +#: ../../Fixed-or-Improved-Logics.md:836 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -2874,27 +2882,27 @@ msgstr "" "除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:838 +#: ../../Fixed-or-Improved-Logics.md:839 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:840 +#: ../../Fixed-or-Improved-Logics.md:841 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:841 +#: ../../Fixed-or-Improved-Logics.md:842 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:851 +#: ../../Fixed-or-Improved-Logics.md:852 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:853 +#: ../../Fixed-or-Improved-Logics.md:854 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -2903,22 +2911,22 @@ msgstr "" "现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 " "`Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" -#: ../../Fixed-or-Improved-Logics.md:854 +#: ../../Fixed-or-Improved-Logics.md:855 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:862 +#: ../../Fixed-or-Improved-Logics.md:863 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:864 +#: ../../Fixed-or-Improved-Logics.md:865 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:865 +#: ../../Fixed-or-Improved-Logics.md:866 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -2927,11 +2935,11 @@ msgstr "" "`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` " "是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" -#: ../../Fixed-or-Improved-Logics.md:874 +#: ../../Fixed-or-Improved-Logics.md:875 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:876 +#: ../../Fixed-or-Improved-Logics.md:877 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -2940,7 +2948,7 @@ 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:877 +#: ../../Fixed-or-Improved-Logics.md:878 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -2951,34 +2959,34 @@ msgstr "" "`Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 " "false 一样。" -#: ../../Fixed-or-Improved-Logics.md:888 +#: ../../Fixed-or-Improved-Logics.md:889 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:890 +#: ../../Fixed-or-Improved-Logics.md:891 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:891 +#: ../../Fixed-or-Improved-Logics.md:892 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:892 +#: ../../Fixed-or-Improved-Logics.md:893 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:908 +#: ../../Fixed-or-Improved-Logics.md:909 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:910 +#: ../../Fixed-or-Improved-Logics.md:911 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -2990,24 +2998,24 @@ msgstr "" "瞬间击杀。现在此行为已被解除硬编码,并且可以通过全局的 `IronCurtain.EffectOnOrganics` 和每个科技类型的 " "`IronCurtain.Effect` 属性来自定义。可接受的值如下:" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:912 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:912 +#: ../../Fixed-or-Improved-Logics.md:913 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:913 +#: ../../Fixed-or-Improved-Logics.md:914 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:914 +#: ../../Fixed-or-Improved-Logics.md:915 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -3018,59 +3026,59 @@ msgstr "" "可用于自定义击杀单位的弹头,前者用于全局设置,后者用于单独的科技类型基础设置,后者默认为前者,前者默认为 `[CombatDamage] -> " "C4Warhead`。" -#: ../../Fixed-or-Improved-Logics.md:915 +#: ../../Fixed-or-Improved-Logics.md:916 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:932 +#: ../../Fixed-or-Improved-Logics.md:933 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:934 +#: ../../Fixed-or-Improved-Logics.md:935 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:943 +#: ../../Fixed-or-Improved-Logics.md:944 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:945 +#: ../../Fixed-or-Improved-Logics.md:946 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:954 +#: ../../Fixed-or-Improved-Logics.md:955 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:957 +#: ../../Fixed-or-Improved-Logics.md:958 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:959 +#: ../../Fixed-or-Improved-Logics.md:960 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "像航空母舰那样生成子机的 `Powered=yes` 结构将在断电时停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:960 +#: ../../Fixed-or-Improved-Logics.md:961 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:968 +#: ../../Fixed-or-Improved-Logics.md:969 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:970 +#: ../../Fixed-or-Improved-Logics.md:971 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:971 +#: ../../Fixed-or-Improved-Logics.md:972 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -3080,17 +3088,17 @@ 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:972 +#: ../../Fixed-or-Improved-Logics.md:973 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:973 +#: ../../Fixed-or-Improved-Logics.md:974 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:974 +#: ../../Fixed-or-Improved-Logics.md:975 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -3099,7 +3107,7 @@ 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:975 +#: ../../Fixed-or-Improved-Logics.md:976 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -3109,21 +3117,21 @@ 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:976 +#: ../../Fixed-or-Improved-Logics.md:977 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:977 +#: ../../Fixed-or-Improved-Logics.md:978 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:978 +#: ../../Fixed-or-Improved-Logics.md:979 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:979 +#: ../../Fixed-or-Improved-Logics.md:980 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -3132,7 +3140,7 @@ 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:980 +#: ../../Fixed-or-Improved-Logics.md:981 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -3140,19 +3148,19 @@ 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:981 +#: ../../Fixed-or-Improved-Logics.md:982 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:982 +#: ../../Fixed-or-Improved-Logics.md:983 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:983 +#: ../../Fixed-or-Improved-Logics.md:984 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 " @@ -3162,13 +3170,13 @@ 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:984 +#: ../../Fixed-or-Improved-Logics.md:985 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:985 +#: ../../Fixed-or-Improved-Logics.md:986 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -3178,7 +3186,7 @@ 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:986 +#: ../../Fixed-or-Improved-Logics.md:987 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` " @@ -3187,27 +3195,27 @@ msgstr "" "`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 科技类型上显示的帧,使用 " "`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认为 1。" -#: ../../Fixed-or-Improved-Logics.md:987 +#: ../../Fixed-or-Improved-Logics.md:988 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:1015 +#: ../../Fixed-or-Improved-Logics.md:1016 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1017 +#: ../../Fixed-or-Improved-Logics.md:1018 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:1018 +#: ../../Fixed-or-Improved-Logics.md:1019 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:1028 +#: ../../Fixed-or-Improved-Logics.md:1029 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -3218,18 +3226,18 @@ 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:1031 +#: ../../Fixed-or-Improved-Logics.md:1032 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1034 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:1034 +#: ../../Fixed-or-Improved-Logics.md:1035 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -3237,7 +3245,7 @@ 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:1035 +#: ../../Fixed-or-Improved-Logics.md:1036 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -3247,33 +3255,33 @@ msgstr "" "`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为" " true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" -#: ../../Fixed-or-Improved-Logics.md:1036 +#: ../../Fixed-or-Improved-Logics.md:1037 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:1037 +#: ../../Fixed-or-Improved-Logics.md:1038 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:1038 +#: ../../Fixed-or-Improved-Logics.md:1039 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1050 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1051 +#: ../../Fixed-or-Improved-Logics.md:1052 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:1052 +#: ../../Fixed-or-Improved-Logics.md:1053 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -3284,17 +3292,17 @@ msgstr "" "钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 " "`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1066 +#: ../../Fixed-or-Improved-Logics.md:1067 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:1069 +#: ../../Fixed-or-Improved-Logics.md:1070 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1071 +#: ../../Fixed-or-Improved-Logics.md:1072 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -3303,7 +3311,7 @@ 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:1074 +#: ../../Fixed-or-Improved-Logics.md:1075 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 " @@ -3315,7 +3323,7 @@ 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:1075 +#: ../../Fixed-or-Improved-Logics.md:1076 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -3327,11 +3335,11 @@ msgstr "" "`ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 " "`ShadowIndices.Frame` 默认如此。" -#: ../../Fixed-or-Improved-Logics.md:1085 +#: ../../Fixed-or-Improved-Logics.md:1086 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1087 +#: ../../Fixed-or-Improved-Logics.md:1088 msgid "" "![image](_static/images/VoxelLightSourceComparison1.png) " "![image](_static/images/VoxelLightSourceComparison2.png) *Voxel by C&CrispS*" -#: ../../Fixed-or-Improved-Logics.md:1091 +#: ../../Fixed-or-Improved-Logics.md:1092 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:1092 +#: ../../Fixed-or-Improved-Logics.md:1093 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:1093 +#: ../../Fixed-or-Improved-Logics.md:1094 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -3365,7 +3373,7 @@ 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:1103 +#: ../../Fixed-or-Improved-Logics.md:1104 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -3378,18 +3386,18 @@ 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:1105 +#: ../../Fixed-or-Improved-Logics.md:1106 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:1108 +#: ../../Fixed-or-Improved-Logics.md:1109 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1110 +#: ../../Fixed-or-Improved-Logics.md:1111 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -3399,7 +3407,7 @@ 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:1111 +#: ../../Fixed-or-Improved-Logics.md:1112 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -3416,15 +3424,15 @@ msgstr "" "是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 " "`HeightShadowScaling.MinScale` 设置了缩放的下限。" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1125 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1126 +#: ../../Fixed-or-Improved-Logics.md:1127 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1128 +#: ../../Fixed-or-Improved-Logics.md:1129 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -3432,11 +3440,11 @@ 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:1128 +#: ../../Fixed-or-Improved-Logics.md:1129 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1131 +#: ../../Fixed-or-Improved-Logics.md:1132 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -3445,7 +3453,7 @@ 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:1132 +#: ../../Fixed-or-Improved-Logics.md:1133 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -3455,28 +3463,28 @@ msgstr "" "现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-" "frames-and-crumbling-animation)则为四分之一)。" -#: ../../Fixed-or-Improved-Logics.md:1140 +#: ../../Fixed-or-Improved-Logics.md:1141 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1142 +#: ../../Fixed-or-Improved-Logics.md:1143 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:1151 +#: ../../Fixed-or-Improved-Logics.md:1152 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:1154 +#: ../../Fixed-or-Improved-Logics.md:1155 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1156 +#: ../../Fixed-or-Improved-Logics.md:1157 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -3484,18 +3492,18 @@ 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:1159 +#: ../../Fixed-or-Improved-Logics.md:1160 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:1160 +#: ../../Fixed-or-Improved-Logics.md:1161 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:1161 +#: ../../Fixed-or-Improved-Logics.md:1162 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" @@ -3503,11 +3511,11 @@ msgid "" "allow randomized growth stages from the range (inclusive)." msgstr "此外也可以指定将生成哪个矿石生长阶段以及每次播放矿石生成动画将会填充多少个单元格。相对应的标签接受单个整数值或两个逗号分隔的值以允许范围内(含)随机化的生长阶段。" -#: ../../Fixed-or-Improved-Logics.md:1172 +#: ../../Fixed-or-Improved-Logics.md:1173 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1174 +#: ../../Fixed-or-Improved-Logics.md:1175 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 " @@ -3517,7 +3525,7 @@ 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:1175 +#: ../../Fixed-or-Improved-Logics.md:1176 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -3527,7 +3535,7 @@ msgstr "" "地形对象不再在仅剩 1 点血时显示破损帧,而是在其血量达到 `[AudioVisual] -> ConditionYellow.Terrain` " "的百分比时才进行切换。如果未设置则默认为 `ConditionYellow`。" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1177 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -3536,25 +3544,25 @@ 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:1177 +#: ../../Fixed-or-Improved-Logics.md:1178 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:1178 +#: ../../Fixed-or-Improved-Logics.md:1179 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:1179 +#: ../../Fixed-or-Improved-Logics.md:1180 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:1193 +#: ../../Fixed-or-Improved-Logics.md:1194 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -3566,58 +3574,58 @@ msgstr "" "`AnimationLength` 的值(见 [动画化地形对象](#animated-" "terraintypes))。请谨慎操作以确保显示的帧数正确。" -#: ../../Fixed-or-Improved-Logics.md:1196 -#: ../../Fixed-or-Improved-Logics.md:1221 +#: ../../Fixed-or-Improved-Logics.md:1197 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1198 +#: ../../Fixed-or-Improved-Logics.md:1199 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:1206 +#: ../../Fixed-or-Improved-Logics.md:1207 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:1208 +#: ../../Fixed-or-Improved-Logics.md:1209 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:1209 +#: ../../Fixed-or-Improved-Logics.md:1210 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:1210 +#: ../../Fixed-or-Improved-Logics.md:1211 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:1219 +#: ../../Fixed-or-Improved-Logics.md:1220 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1223 +#: ../../Fixed-or-Improved-Logics.md:1224 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:1231 +#: ../../Fixed-or-Improved-Logics.md:1232 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1233 +#: ../../Fixed-or-Improved-Logics.md:1234 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1235 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -3631,7 +3639,7 @@ 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:1236 +#: ../../Fixed-or-Improved-Logics.md:1237 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -3641,13 +3649,13 @@ 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:1237 +#: ../../Fixed-or-Improved-Logics.md:1238 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:1238 +#: ../../Fixed-or-Improved-Logics.md:1239 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -3656,11 +3664,11 @@ msgstr "" "可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` " "的载具碾压围墙时移动速度的减速幅度。" -#: ../../Fixed-or-Improved-Logics.md:1250 +#: ../../Fixed-or-Improved-Logics.md:1251 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1252 +#: ../../Fixed-or-Improved-Logics.md:1253 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -3671,17 +3679,17 @@ msgstr "" "那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-" "unit)逻辑使用。" -#: ../../Fixed-or-Improved-Logics.md:1261 +#: ../../Fixed-or-Improved-Logics.md:1262 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1263 +#: ../../Fixed-or-Improved-Logics.md:1264 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:1272 +#: ../../Fixed-or-Improved-Logics.md:1273 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares'" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -3693,37 +3701,37 @@ 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:1275 +#: ../../Fixed-or-Improved-Logics.md:1276 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:1277 +#: ../../Fixed-or-Improved-Logics.md:1278 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:1278 +#: ../../Fixed-or-Improved-Logics.md:1279 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:1279 +#: ../../Fixed-or-Improved-Logics.md:1280 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:1280 +#: ../../Fixed-or-Improved-Logics.md:1281 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:1281 +#: ../../Fixed-or-Improved-Logics.md:1282 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:1293 +#: ../../Fixed-or-Improved-Logics.md:1294 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares' Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -3733,11 +3741,11 @@ 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:1296 +#: ../../Fixed-or-Improved-Logics.md:1297 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1298 +#: ../../Fixed-or-Improved-Logics.md:1299 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -3746,55 +3754,55 @@ msgstr "" "`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` " "设置而对部署者在方向上的约束。只适用于地面单位。" -#: ../../Fixed-or-Improved-Logics.md:1299 +#: ../../Fixed-or-Improved-Logics.md:1300 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:1300 +#: ../../Fixed-or-Improved-Logics.md:1301 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:1301 +#: ../../Fixed-or-Improved-Logics.md:1302 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:1312 +#: ../../Fixed-or-Improved-Logics.md:1313 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:1314 +#: ../../Fixed-or-Improved-Logics.md:1315 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:1317 +#: ../../Fixed-or-Improved-Logics.md:1318 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:1318 +#: ../../Fixed-or-Improved-Logics.md:1319 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:1319 +#: ../../Fixed-or-Improved-Logics.md:1320 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:1332 +#: ../../Fixed-or-Improved-Logics.md:1333 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1334 +#: ../../Fixed-or-Improved-Logics.md:1335 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -3804,11 +3812,11 @@ 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:1336 +#: ../../Fixed-or-Improved-Logics.md:1337 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1338 +#: ../../Fixed-or-Improved-Logics.md:1339 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -3817,44 +3825,44 @@ msgstr "" "如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel " "炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1352 +#: ../../Fixed-or-Improved-Logics.md:1353 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1354 +#: ../../Fixed-or-Improved-Logics.md:1355 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1356 +#: ../../Fixed-or-Improved-Logics.md:1357 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:1357 +#: ../../Fixed-or-Improved-Logics.md:1358 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:1358 +#: ../../Fixed-or-Improved-Logics.md:1359 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:1359 +#: ../../Fixed-or-Improved-Logics.md:1360 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:1360 +#: ../../Fixed-or-Improved-Logics.md:1361 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:1361 +#: ../../Fixed-or-Improved-Logics.md:1362 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:1362 +#: ../../Fixed-or-Improved-Logics.md:1363 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -3863,7 +3871,7 @@ 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:1365 +#: ../../Fixed-or-Improved-Logics.md:1366 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -3886,7 +3894,7 @@ 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:1399 +#: ../../Fixed-or-Improved-Logics.md:1400 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 " @@ -3897,59 +3905,59 @@ msgstr "" "游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 " "开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1410 +#: ../../Fixed-or-Improved-Logics.md:1411 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1412 +#: ../../Fixed-or-Improved-Logics.md:1413 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:1413 +#: ../../Fixed-or-Improved-Logics.md:1414 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:1414 +#: ../../Fixed-or-Improved-Logics.md:1415 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:1415 +#: ../../Fixed-or-Improved-Logics.md:1416 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:1416 +#: ../../Fixed-or-Improved-Logics.md:1417 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:1418 +#: ../../Fixed-or-Improved-Logics.md:1419 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1420 +#: ../../Fixed-or-Improved-Logics.md:1421 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:1423 +#: ../../Fixed-or-Improved-Logics.md:1424 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:1435 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1439 +#: ../../Fixed-or-Improved-Logics.md:1440 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -3961,15 +3969,15 @@ msgstr "" "detonation-behaviour)基本相同。主要区别是这些标签必须列在 `rulesmd.ini` 中的 Voxel 碎片条目中,而不是 " "`artmd.ini` 中。" -#: ../../Fixed-or-Improved-Logics.md:1441 +#: ../../Fixed-or-Improved-Logics.md:1442 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1443 +#: ../../Fixed-or-Improved-Logics.md:1444 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1445 +#: ../../Fixed-or-Improved-Logics.md:1446 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -3979,18 +3987,18 @@ msgstr "" "现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 " "`DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。)" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1447 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:1454 +#: ../../Fixed-or-Improved-Logics.md:1455 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1456 +#: ../../Fixed-or-Improved-Logics.md:1457 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -3999,24 +4007,24 @@ msgstr "" "现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 " "`CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别,后者默认为前者。" -#: ../../Fixed-or-Improved-Logics.md:1457 +#: ../../Fixed-or-Improved-Logics.md:1458 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:1458 +#: ../../Fixed-or-Improved-Logics.md:1459 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:1471 +#: ../../Fixed-or-Improved-Logics.md:1472 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:1473 +#: ../../Fixed-or-Improved-Logics.md:1474 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -4026,7 +4034,7 @@ 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:1474 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -4034,26 +4042,26 @@ msgstr "" "`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 " "`DebrisAnims`。" -#: ../../Fixed-or-Improved-Logics.md:1483 +#: ../../Fixed-or-Improved-Logics.md:1484 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1485 +#: ../../Fixed-or-Improved-Logics.md:1486 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:1486 +#: ../../Fixed-or-Improved-Logics.md:1487 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:1495 +#: ../../Fixed-or-Improved-Logics.md:1496 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1497 +#: ../../Fixed-or-Improved-Logics.md:1498 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -4065,7 +4073,7 @@ 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:1498 +#: ../../Fixed-or-Improved-Logics.md:1499 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 " @@ -4075,7 +4083,7 @@ 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:1499 +#: ../../Fixed-or-Improved-Logics.md:1500 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 " @@ -4090,14 +4098,14 @@ msgstr "" "中的动画前需要爆炸一定数量的该弹头。如果该弹头是由一个单位发射的,那么该单位只会检查它自己所发射该弹头的次数,否则会对全图所有同一弹头的引爆次数进行计数。如果你希望像" " `Airburst` 这种具有大范围扩散的效果其弹头动画可以均匀出现而不是每次引爆都出现的话那么这会非常有用。" -#: ../../Fixed-or-Improved-Logics.md:1500 +#: ../../Fixed-or-Improved-Logics.md:1501 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:1501 +#: ../../Fixed-or-Improved-Logics.md:1502 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -4106,7 +4114,7 @@ msgstr "" "`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画,默认使用 " "`[CombatDamage] -> SplashList` 中的动画。" -#: ../../Fixed-or-Improved-Logics.md:1502 +#: ../../Fixed-or-Improved-Logics.md:1503 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -4115,7 +4123,7 @@ 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:1503 +#: ../../Fixed-or-Improved-Logics.md:1504 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -4124,7 +4132,7 @@ 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:1504 +#: ../../Fixed-or-Improved-Logics.md:1505 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -4136,76 +4144,76 @@ msgstr "" "会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 " "`SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:1524 +#: ../../Fixed-or-Improved-Logics.md:1525 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1526 +#: ../../Fixed-or-Improved-Logics.md:1527 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:1534 +#: ../../Fixed-or-Improved-Logics.md:1535 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1536 +#: ../../Fixed-or-Improved-Logics.md:1537 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:1537 +#: ../../Fixed-or-Improved-Logics.md:1538 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:1538 +#: ../../Fixed-or-Improved-Logics.md:1539 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:1539 +#: ../../Fixed-or-Improved-Logics.md:1540 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:1540 +#: ../../Fixed-or-Improved-Logics.md:1541 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:1549 +#: ../../Fixed-or-Improved-Logics.md:1550 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:1552 +#: ../../Fixed-or-Improved-Logics.md:1553 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1554 +#: ../../Fixed-or-Improved-Logics.md:1555 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:1562 +#: ../../Fixed-or-Improved-Logics.md:1563 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1564 +#: ../../Fixed-or-Improved-Logics.md:1565 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1566 +#: ../../Fixed-or-Improved-Logics.md:1567 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -4214,11 +4222,11 @@ msgstr "" "现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 " "`AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" -#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1576 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1577 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -4232,50 +4240,50 @@ msgstr "" "等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 " "或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" -#: ../../Fixed-or-Improved-Logics.md:1578 +#: ../../Fixed-or-Improved-Logics.md:1579 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:1586 +#: ../../Fixed-or-Improved-Logics.md:1587 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1588 +#: ../../Fixed-or-Improved-Logics.md:1589 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1589 +#: ../../Fixed-or-Improved-Logics.md:1590 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:1598 +#: ../../Fixed-or-Improved-Logics.md:1599 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1600 +#: ../../Fixed-or-Improved-Logics.md:1601 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:1611 +#: ../../Fixed-or-Improved-Logics.md:1612 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:1613 +#: ../../Fixed-or-Improved-Logics.md:1614 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:1621 +#: ../../Fixed-or-Improved-Logics.md:1622 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 充值步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1623 +#: ../../Fixed-or-Improved-Logics.md:1624 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -4285,11 +4293,11 @@ msgstr "" "现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` " "武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" -#: ../../Fixed-or-Improved-Logics.md:1631 +#: ../../Fixed-or-Improved-Logics.md:1632 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1634 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -4298,13 +4306,13 @@ 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:1636 +#: ../../Fixed-or-Improved-Logics.md:1637 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:1637 +#: ../../Fixed-or-Improved-Logics.md:1638 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" @@ -4313,7 +4321,7 @@ msgstr "" "默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` " "为每种武器自定义这一效果。值为 0 将会绘制一条直线。" -#: ../../Fixed-or-Improved-Logics.md:1649 +#: ../../Fixed-or-Improved-Logics.md:1650 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -4323,11 +4331,11 @@ msgstr "" "由于技术限制,这些特性不适用于 [Ares 中光棱塔递光武器](https://ares-developers.github.io/Ares-" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " -#: ../../Fixed-or-Improved-Logics.md:1652 +#: ../../Fixed-or-Improved-Logics.md:1653 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:1655 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -4337,7 +4345,7 @@ 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:1657 +#: ../../Fixed-or-Improved-Logics.md:1658 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -4347,39 +4355,39 @@ msgstr "" "现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor`" " 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" -#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1666 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1667 +#: ../../Fixed-or-Improved-Logics.md:1668 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:1676 +#: ../../Fixed-or-Improved-Logics.md:1677 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1678 +#: ../../Fixed-or-Improved-Logics.md:1679 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:1679 +#: ../../Fixed-or-Improved-Logics.md:1680 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:1680 +#: ../../Fixed-or-Improved-Logics.md:1681 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:1681 +#: ../../Fixed-or-Improved-Logics.md:1682 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -4388,7 +4396,7 @@ 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:1682 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -4398,13 +4406,13 @@ 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:1683 +#: ../../Fixed-or-Improved-Logics.md:1684 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:1684 +#: ../../Fixed-or-Improved-Logics.md:1685 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -4414,62 +4422,62 @@ msgstr "" "现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) " "中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" -#: ../../Fixed-or-Improved-Logics.md:1698 +#: ../../Fixed-or-Improved-Logics.md:1699 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1700 +#: ../../Fixed-or-Improved-Logics.md:1701 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:1701 +#: ../../Fixed-or-Improved-Logics.md:1702 msgid "" "Note that due to technical constraints `DropPod.AirImage` is only drawn " "for InfantryTypes (as the DropPod is the infantry itself with its image " "swapped). This may change in future." msgstr "由于技术限制,`DropPod.AirImage` 仅在步兵类单位上绘制(因为空降仓本身就是替换了图像的步兵自身)。未来可能会进行更改。" -#: ../../Fixed-or-Improved-Logics.md:1702 +#: ../../Fixed-or-Improved-Logics.md:1703 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:1703 +#: ../../Fixed-or-Improved-Logics.md:1704 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:1704 +#: ../../Fixed-or-Improved-Logics.md:1705 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:1705 +#: ../../Fixed-or-Improved-Logics.md:1706 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:1706 +#: ../../Fixed-or-Improved-Logics.md:1707 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:1709 +#: ../../Fixed-or-Improved-Logics.md:1710 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:1730 +#: ../../Fixed-or-Improved-Logics.md:1731 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/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index e09b63edaf..73e5d650da 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: 2025-09-12 20:49+0800\n" +"POT-Creation-Date: 2025-10-05 19:20+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -535,9 +535,9 @@ msgstr "更新日志" msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:315 ../../Whats-New.md:705 ../../Whats-New.md:735 -#: ../../Whats-New.md:937 ../../Whats-New.md:965 ../../Whats-New.md:981 -#: ../../Whats-New.md:1039 +#: ../../Whats-New.md:315 ../../Whats-New.md:706 ../../Whats-New.md:736 +#: ../../Whats-New.md:938 ../../Whats-New.md:966 ../../Whats-New.md:982 +#: ../../Whats-New.md:1040 msgid "New:" msgstr "新增内容:" @@ -1348,105 +1348,112 @@ msgid "" " solar-III)" msgstr "禁用了无武器单位的索敌(by TaranDahl & solar-III)" -#: ../../Whats-New.md:481 ../../Whats-New.md:834 ../../Whats-New.md:943 -#: ../../Whats-New.md:968 ../../Whats-New.md:1006 ../../Whats-New.md:1051 +#: ../../Whats-New.md:480 +msgid "" +"Allow retint fix to be disabled with `[AudioVisual] -> UseRetintFix=no` " +"in `rulesmd.ini` due to performance considerations (by Kerbiter)" +msgstr "" +"允许通过在 `rulesmd.ini` 中设置 `[AudioVisual] -> UseRetintFix=no` 来禁用地图光照重绘时的建筑光源问题修复以优化性能(by Kerbiter)" + +#: ../../Whats-New.md:482 ../../Whats-New.md:835 ../../Whats-New.md:944 +#: ../../Whats-New.md:969 ../../Whats-New.md:1007 ../../Whats-New.md:1052 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:483 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:483 +#: ../../Whats-New.md:484 #, 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:484 +#: ../../Whats-New.md:485 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:485 +#: ../../Whats-New.md:486 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:486 +#: ../../Whats-New.md:487 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:487 +#: ../../Whats-New.md:488 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:488 +#: ../../Whats-New.md:489 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:489 +#: ../../Whats-New.md:490 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:490 +#: ../../Whats-New.md:491 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:491 +#: ../../Whats-New.md:492 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:492 +#: ../../Whats-New.md:493 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:493 +#: ../../Whats-New.md:494 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:494 +#: ../../Whats-New.md:495 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:495 +#: ../../Whats-New.md:496 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:496 +#: ../../Whats-New.md:497 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:497 +#: ../../Whats-New.md:498 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:498 +#: ../../Whats-New.md:499 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -1455,22 +1462,22 @@ 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:499 +#: ../../Whats-New.md:500 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:500 +#: ../../Whats-New.md:501 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:502 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:502 +#: ../../Whats-New.md:503 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -1478,13 +1485,13 @@ 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:503 +#: ../../Whats-New.md:504 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:504 +#: ../../Whats-New.md:505 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -1493,23 +1500,23 @@ 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:505 +#: ../../Whats-New.md:506 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:506 +#: ../../Whats-New.md:507 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:507 +#: ../../Whats-New.md:508 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" msgstr "使用抛射体 `AG=false` 的主武器的建筑现在在选中时正常显示攻击光标(by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:509 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -1518,59 +1525,59 @@ 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:509 +#: ../../Whats-New.md:510 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:510 +#: ../../Whats-New.md:511 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:511 +#: ../../Whats-New.md:512 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:512 +#: ../../Whats-New.md:513 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:513 +#: ../../Whats-New.md:514 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:514 +#: ../../Whats-New.md:515 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:515 +#: ../../Whats-New.md:516 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:516 +#: ../../Whats-New.md:517 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:517 +#: ../../Whats-New.md:518 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:518 +#: ../../Whats-New.md:519 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" @@ -1580,14 +1587,14 @@ 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:519 +#: ../../Whats-New.md:520 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:520 +#: ../../Whats-New.md:521 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -1596,13 +1603,13 @@ 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:521 +#: ../../Whats-New.md:522 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:522 +#: ../../Whats-New.md:523 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -1610,67 +1617,67 @@ 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:523 +#: ../../Whats-New.md:524 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:524 +#: ../../Whats-New.md:525 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:525 +#: ../../Whats-New.md:526 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:526 +#: ../../Whats-New.md:527 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:527 +#: ../../Whats-New.md:528 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:528 +#: ../../Whats-New.md:529 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:529 +#: ../../Whats-New.md:530 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:530 +#: ../../Whats-New.md:531 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:531 +#: ../../Whats-New.md:532 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:532 +#: ../../Whats-New.md:533 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:533 +#: ../../Whats-New.md:534 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:534 +#: ../../Whats-New.md:535 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -1679,89 +1686,89 @@ 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:535 +#: ../../Whats-New.md:536 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:536 +#: ../../Whats-New.md:537 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:537 +#: ../../Whats-New.md:538 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:538 +#: ../../Whats-New.md:539 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:539 +#: ../../Whats-New.md:540 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:540 +#: ../../Whats-New.md:541 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:541 +#: ../../Whats-New.md:542 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:542 +#: ../../Whats-New.md:543 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:543 +#: ../../Whats-New.md:544 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:544 +#: ../../Whats-New.md:545 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:545 +#: ../../Whats-New.md:546 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:546 +#: ../../Whats-New.md:547 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:547 +#: ../../Whats-New.md:548 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:548 +#: ../../Whats-New.md:549 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:549 +#: ../../Whats-New.md:550 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -1771,19 +1778,19 @@ 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:550 +#: ../../Whats-New.md:551 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:551 +#: ../../Whats-New.md:552 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:552 +#: ../../Whats-New.md:553 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -1792,31 +1799,31 @@ 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:553 +#: ../../Whats-New.md:554 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:554 +#: ../../Whats-New.md:555 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:555 +#: ../../Whats-New.md:556 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:556 +#: ../../Whats-New.md:557 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:557 +#: ../../Whats-New.md:558 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -1826,7 +1833,7 @@ 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:558 +#: ../../Whats-New.md:559 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -1834,13 +1841,13 @@ 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:559 +#: ../../Whats-New.md:560 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:560 +#: ../../Whats-New.md:561 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" @@ -1850,32 +1857,32 @@ 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:561 +#: ../../Whats-New.md:562 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:562 +#: ../../Whats-New.md:563 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:563 +#: ../../Whats-New.md:564 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:564 +#: ../../Whats-New.md:565 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:565 +#: ../../Whats-New.md:566 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -1886,38 +1893,38 @@ 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:566 +#: ../../Whats-New.md:567 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:567 +#: ../../Whats-New.md:568 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:568 +#: ../../Whats-New.md:569 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:569 +#: ../../Whats-New.md:570 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:570 +#: ../../Whats-New.md:571 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:571 +#: ../../Whats-New.md:572 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -1926,32 +1933,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:573 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:573 +#: ../../Whats-New.md:574 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:574 +#: ../../Whats-New.md:575 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:575 +#: ../../Whats-New.md:576 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:576 +#: ../../Whats-New.md:577 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 " @@ -1960,50 +1967,50 @@ 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:577 +#: ../../Whats-New.md:578 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:578 +#: ../../Whats-New.md:579 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:579 +#: ../../Whats-New.md:580 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:580 +#: ../../Whats-New.md:581 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:581 +#: ../../Whats-New.md:582 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:582 +#: ../../Whats-New.md:583 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:583 +#: ../../Whats-New.md:584 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:584 +#: ../../Whats-New.md:585 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -2011,231 +2018,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:586 msgid "" "Fixed the bug that harvester dont stop unloading and cannot unload cargos" " anymore when lifting by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止倒矿状态且无法继续正常倒矿的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:587 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:587 +#: ../../Whats-New.md:588 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:588 +#: ../../Whats-New.md:589 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:589 +#: ../../Whats-New.md:590 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:590 +#: ../../Whats-New.md:591 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:591 +#: ../../Whats-New.md:592 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:592 +#: ../../Whats-New.md:593 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:593 +#: ../../Whats-New.md:594 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:594 +#: ../../Whats-New.md:595 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:595 +#: ../../Whats-New.md:596 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:596 +#: ../../Whats-New.md:597 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:597 +#: ../../Whats-New.md:598 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 tyuah8 与 NetsuNegi)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:599 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:599 +#: ../../Whats-New.md:600 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:600 +#: ../../Whats-New.md:601 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:601 +#: ../../Whats-New.md:602 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:602 +#: ../../Whats-New.md:603 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:603 +#: ../../Whats-New.md:604 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:604 +#: ../../Whats-New.md:605 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:605 +#: ../../Whats-New.md:606 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:606 +#: ../../Whats-New.md:607 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:607 +#: ../../Whats-New.md:608 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:608 +#: ../../Whats-New.md:609 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:609 +#: ../../Whats-New.md:610 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:610 +#: ../../Whats-New.md:611 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:611 +#: ../../Whats-New.md:612 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:612 +#: ../../Whats-New.md:613 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:613 +#: ../../Whats-New.md:614 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:614 +#: ../../Whats-New.md:615 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:615 +#: ../../Whats-New.md:616 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:616 +#: ../../Whats-New.md:617 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:617 +#: ../../Whats-New.md:618 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:618 +#: ../../Whats-New.md:619 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:619 +#: ../../Whats-New.md:620 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:620 +#: ../../Whats-New.md:621 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:621 +#: ../../Whats-New.md:622 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:622 +#: ../../Whats-New.md:623 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -2244,42 +2251,42 @@ msgstr "" "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃(EIP 0x42A525、0x42C507、0x42C554)问题(by " "CrimRecya)" -#: ../../Whats-New.md:624 ../../Whats-New.md:708 ../../Whats-New.md:870 -#: ../../Whats-New.md:911 ../../Whats-New.md:923 ../../Whats-New.md:946 -#: ../../Whats-New.md:956 ../../Whats-New.md:972 ../../Whats-New.md:1019 -#: ../../Whats-New.md:1030 +#: ../../Whats-New.md:625 ../../Whats-New.md:709 ../../Whats-New.md:871 +#: ../../Whats-New.md:912 ../../Whats-New.md:924 ../../Whats-New.md:947 +#: ../../Whats-New.md:957 ../../Whats-New.md:973 ../../Whats-New.md:1020 +#: ../../Whats-New.md:1031 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:626 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:626 +#: ../../Whats-New.md:627 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:628 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:628 +#: ../../Whats-New.md:629 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:629 +#: ../../Whats-New.md:630 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:630 +#: ../../Whats-New.md:631 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -2288,68 +2295,68 @@ 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:631 +#: ../../Whats-New.md:632 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:632 +#: ../../Whats-New.md:633 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" msgstr "现在 `IsHouseColor` 的激光尾迹可以在所属方变更时正确改变颜色(by Trsdy)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:634 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:634 +#: ../../Whats-New.md:635 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:635 +#: ../../Whats-New.md:636 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:636 +#: ../../Whats-New.md:637 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:637 +#: ../../Whats-New.md:638 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:638 +#: ../../Whats-New.md:639 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:639 +#: ../../Whats-New.md:640 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:640 +#: ../../Whats-New.md:641 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:641 +#: ../../Whats-New.md:642 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -2357,13 +2364,13 @@ 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:642 +#: ../../Whats-New.md:643 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:643 +#: ../../Whats-New.md:644 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 " @@ -2372,42 +2379,42 @@ 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:644 +#: ../../Whats-New.md:645 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:645 +#: ../../Whats-New.md:646 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:646 +#: ../../Whats-New.md:647 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:647 +#: ../../Whats-New.md:648 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:648 +#: ../../Whats-New.md:649 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:649 +#: ../../Whats-New.md:650 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:650 +#: ../../Whats-New.md:651 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -2416,67 +2423,67 @@ 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:651 +#: ../../Whats-New.md:652 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:652 +#: ../../Whats-New.md:653 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:653 +#: ../../Whats-New.md:654 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:654 +#: ../../Whats-New.md:655 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:655 +#: ../../Whats-New.md:656 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:656 +#: ../../Whats-New.md:657 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:657 +#: ../../Whats-New.md:658 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:658 +#: ../../Whats-New.md:659 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:659 +#: ../../Whats-New.md:660 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" msgstr "现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾迹的位置(by Starkku)" -#: ../../Whats-New.md:660 +#: ../../Whats-New.md:661 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:661 +#: ../../Whats-New.md:662 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -2485,7 +2492,7 @@ 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:662 +#: ../../Whats-New.md:663 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -2494,29 +2501,29 @@ 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:663 +#: ../../Whats-New.md:664 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:664 +#: ../../Whats-New.md:665 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:665 +#: ../../Whats-New.md:666 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:666 +#: ../../Whats-New.md:667 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:667 +#: ../../Whats-New.md:668 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -2525,14 +2532,14 @@ 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:668 +#: ../../Whats-New.md:669 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:669 +#: ../../Whats-New.md:670 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -2541,53 +2548,53 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:671 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:671 +#: ../../Whats-New.md:672 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:672 +#: ../../Whats-New.md:673 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:673 +#: ../../Whats-New.md:674 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:675 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:675 +#: ../../Whats-New.md:676 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:676 +#: ../../Whats-New.md:677 msgid "Fixed a read bug when setting the SHP file name in INI (By Noble_Fish)" msgstr "修复了一个在 INI 中设置 SHP 文件名的读取 Bug(by Noble_Fish)" -#: ../../Whats-New.md:678 ../../Whats-New.md:899 +#: ../../Whats-New.md:679 ../../Whats-New.md:900 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:680 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:680 +#: ../../Whats-New.md:681 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -2595,7 +2602,7 @@ 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:681 +#: ../../Whats-New.md:682 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -2604,7 +2611,7 @@ 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:682 +#: ../../Whats-New.md:683 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -2613,26 +2620,26 @@ 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:683 +#: ../../Whats-New.md:684 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:684 +#: ../../Whats-New.md:685 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:685 +#: ../../Whats-New.md:686 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" msgstr "现在从由于单位转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:687 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -2641,23 +2648,23 @@ 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)" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:688 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:688 +#: ../../Whats-New.md:689 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:689 +#: ../../Whats-New.md:690 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:690 +#: ../../Whats-New.md:691 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -2666,86 +2673,86 @@ 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:691 +#: ../../Whats-New.md:692 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:692 +#: ../../Whats-New.md:693 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:693 +#: ../../Whats-New.md:694 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:694 +#: ../../Whats-New.md:695 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:695 +#: ../../Whats-New.md:696 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:696 +#: ../../Whats-New.md:697 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题(by CrimRecya)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:698 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:698 +#: ../../Whats-New.md:699 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:701 +#: ../../Whats-New.md:702 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:707 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:709 +#: ../../Whats-New.md:710 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:711 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:711 +#: ../../Whats-New.md:712 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:712 +#: ../../Whats-New.md:713 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:713 +#: ../../Whats-New.md:714 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -2753,23 +2760,23 @@ 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:714 +#: ../../Whats-New.md:715 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:715 +#: ../../Whats-New.md:716 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:716 +#: ../../Whats-New.md:717 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:717 +#: ../../Whats-New.md:718 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -2778,555 +2785,555 @@ msgstr "" "现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` " "即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:719 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:719 +#: ../../Whats-New.md:720 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:720 +#: ../../Whats-New.md:721 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:721 +#: ../../Whats-New.md:722 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:722 +#: ../../Whats-New.md:723 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:723 +#: ../../Whats-New.md:724 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:724 +#: ../../Whats-New.md:725 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:725 +#: ../../Whats-New.md:726 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:726 +#: ../../Whats-New.md:727 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:727 +#: ../../Whats-New.md:728 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:728 +#: ../../Whats-New.md:729 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:731 +#: ../../Whats-New.md:732 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:737 msgid "LaserTrails initial implementation (by Kerbiter & ChrisLv_CN)" msgstr "激光尾迹初始实现(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:738 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:738 +#: ../../Whats-New.md:739 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:740 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:741 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:742 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:742 +#: ../../Whats-New.md:743 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:744 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:745 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:746 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:747 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:748 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:749 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:750 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:750 +#: ../../Whats-New.md:751 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:751 +#: ../../Whats-New.md:752 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:752 +#: ../../Whats-New.md:753 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:754 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:755 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:756 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:756 +#: ../../Whats-New.md:757 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:757 +#: ../../Whats-New.md:758 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:758 +#: ../../Whats-New.md:759 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:759 +#: ../../Whats-New.md:760 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:760 +#: ../../Whats-New.md:761 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:762 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:763 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:764 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:764 +#: ../../Whats-New.md:765 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:765 +#: ../../Whats-New.md:766 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:766 +#: ../../Whats-New.md:767 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:767 +#: ../../Whats-New.md:768 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:768 +#: ../../Whats-New.md:769 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:769 +#: ../../Whats-New.md:770 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:770 +#: ../../Whats-New.md:771 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:771 +#: ../../Whats-New.md:772 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:772 +#: ../../Whats-New.md:773 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:773 +#: ../../Whats-New.md:774 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:774 +#: ../../Whats-New.md:775 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:775 +#: ../../Whats-New.md:776 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:776 +#: ../../Whats-New.md:777 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:778 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:779 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:780 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:780 +#: ../../Whats-New.md:781 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:782 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:783 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:784 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:785 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:785 +#: ../../Whats-New.md:786 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:786 +#: ../../Whats-New.md:787 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:787 +#: ../../Whats-New.md:788 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:788 +#: ../../Whats-New.md:789 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:789 +#: ../../Whats-New.md:790 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:790 +#: ../../Whats-New.md:791 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:792 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:792 +#: ../../Whats-New.md:793 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:793 +#: ../../Whats-New.md:794 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:794 +#: ../../Whats-New.md:795 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:795 +#: ../../Whats-New.md:796 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:796 +#: ../../Whats-New.md:797 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:797 +#: ../../Whats-New.md:798 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:798 +#: ../../Whats-New.md:799 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:799 +#: ../../Whats-New.md:800 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:800 +#: ../../Whats-New.md:801 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:801 +#: ../../Whats-New.md:802 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:803 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:803 +#: ../../Whats-New.md:804 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:805 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:806 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:807 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:808 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:808 +#: ../../Whats-New.md:809 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:810 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:811 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:812 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:812 +#: ../../Whats-New.md:813 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:814 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:815 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:815 +#: ../../Whats-New.md:816 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:816 +#: ../../Whats-New.md:817 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:818 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:819 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:819 +#: ../../Whats-New.md:820 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:820 +#: ../../Whats-New.md:821 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:821 +#: ../../Whats-New.md:822 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:822 +#: ../../Whats-New.md:823 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:823 +#: ../../Whats-New.md:824 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:824 +#: ../../Whats-New.md:825 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:826 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:827 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:828 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:829 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:829 +#: ../../Whats-New.md:830 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:830 +#: ../../Whats-New.md:831 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:831 +#: ../../Whats-New.md:832 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:832 +#: ../../Whats-New.md:833 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:835 +#: ../../Whats-New.md:836 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode (by Kerbiter & ChrisLv_CN)" msgstr "修复了激光绘制代码以允许其可在所属方颜色模式下绘制更粗的激光(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:837 msgid "Fixed `DeathWeapon` not detonating properly (by Uranusian)" msgstr "修复了 `DeathWeapon` 没有正确引爆的问题(by Uranusian)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:838 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use `Burst` (by Starkku)" msgstr "修复了激光和其他特效在使用 `Burst` 的武器上从错误的偏移位置绘制的问题(by Starkku)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:839 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了建筑拥有 `Naval=yes` 会无视 `WaterBound=no` 强制只能放置在水域的问题(by Uranusian)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:840 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了 Stack Dump 以 0051BB7D 开头的特定情况下超时空武器崩溃(by secsome)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:841 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了通过地图触发结果重绘地图光照时建筑光源不正常的 Bug(by secsome)" -#: ../../Whats-New.md:841 +#: ../../Whats-New.md:842 msgid "" "Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` " "lead to the game fail to draw the preview (by secsome)" msgstr "修复了读取地图时若地图的 `Preview(Pack)` 节被放置于 Map 之后会导致无法绘制预览图的 Bug(by secsome)" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:843 msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" msgstr "修复了游戏模式选项未能正确保存的 Bug(by secsome)" -#: ../../Whats-New.md:843 +#: ../../Whats-New.md:844 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了 AITriggerTypes 没能识别建筑加载物的 Bug(by Uranusian)" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:845 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -3334,13 +3341,13 @@ 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:845 +#: ../../Whats-New.md:846 msgid "" "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " "center of the building when `X` goes past 10 (by Otamaa)" msgstr "修复了当驻军建筑的 `MuzzleFlashX` 在 `X` 超过 10 后绘制在建筑中心的 Bug(by Otamaa)" -#: ../../Whats-New.md:846 +#: ../../Whats-New.md:847 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -3348,85 +3355,85 @@ 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:847 +#: ../../Whats-New.md:848 msgid "" "Fixed aircraft & jumpjet units not being affected by speed modifiers (by " "Starkku)" msgstr "修复了战机与 Jumpjet 单位不受速度加成影响的问题(by Starkku)" -#: ../../Whats-New.md:848 +#: ../../Whats-New.md:849 msgid "Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku)" msgstr "修复了(Voxel 与 Shape)载具不完全遵循 `Palette` 设定的问题(by Starkku)" -#: ../../Whats-New.md:849 +#: ../../Whats-New.md:850 msgid "" "Fixed mind control indicator animations not reappearing on mind " "controlled objects that are cloaked and then uncloaked (by Starkku)" msgstr "修复了心灵控制指示动画在被心控对象隐形并重新显形后未能重新出现的问题(by Starkku)" -#: ../../Whats-New.md:850 +#: ../../Whats-New.md:851 msgid "" "Fixed Nuke carrier and payload weapons not respecting `Bright` setting on" " weapon (by Starkku)" msgstr "修复了核弹载体与载荷武器不尊重过武器 `Bright` 设定的问题(by Starkku)" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:852 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " "above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" msgstr "修复了建筑自愈恢复到 `[AudioVisual] -> ConditionYellow` 以上却没有恢复非残损图像的问题(by Starkku)" -#: ../../Whats-New.md:852 +#: ../../Whats-New.md:853 msgid "" "Fixed jumpjet units being unable to turn to the target when firing from a" " different direction (by Trsdy)" msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug(by Trsdy)" -#: ../../Whats-New.md:853 +#: ../../Whats-New.md:854 msgid "" "Fixed turreted jumpjet units always facing bottom-right direction when " "stop moving (by Trsdy)" msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug(by Trsdy)" -#: ../../Whats-New.md:854 +#: ../../Whats-New.md:855 msgid "" "Fixed jumpjet objects being unable to detect cloaked objects beneath (by " "Trsdy)" msgstr "修复了 Jumpjet 单位无法探测下方隐形物体的问题(by Trsdy)" -#: ../../Whats-New.md:855 +#: ../../Whats-New.md:856 msgid "" "Anim owner is now set for warhead AnimList/SplashList anims and Play Anim" " at Waypoint trigger animations (by Starkku)" msgstr "现在弹头 `AnimList`/`SplashList` 及在路径点播放动画触发的动画拥有所属方了(by Starkku)" -#: ../../Whats-New.md:856 +#: ../../Whats-New.md:857 msgid "" "Fixed AI script action Deploy getting stuck with vehicles with " "`DeploysInto` if there was no space to deploy at initial location (by " "Starkku)" msgstr "修复了 AI 部署脚本动作导致拥有 `DeploysInto` 的载具在其原位置空间不足而卡住的问题(by Starkku)" -#: ../../Whats-New.md:857 +#: ../../Whats-New.md:858 msgid "" "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by " "Starkku)" msgstr "修复了 `Foundation=0x0` 用于地形对象会导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:858 +#: ../../Whats-New.md:859 msgid "" "Projectiles now remember the house of the firer even if the firer is " "destroyed before the projectile detonates. Does not currently apply to " "Ares-introduced Warhead effects (by Starkku)" msgstr "现在即便开火者在抛射体引爆前被摧毁抛射体也可以保留开火者的所属方。目前暂不适用于某些 Ares 引入的弹头效果(by Starkku)" -#: ../../Whats-New.md:859 +#: ../../Whats-New.md:860 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon (by Starkku)" msgstr "现在建筑可以正确的使用副武器设置的激光参数而不再是从主武器读取(by Starkku)" -#: ../../Whats-New.md:860 +#: ../../Whats-New.md:861 msgid "" "Fixed an issue that caused vehicles killed by damage dealt by a known " "house but without a known source TechnoType (f.ex animation warhead " @@ -3434,21 +3441,21 @@ 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:861 +#: ../../Whats-New.md:862 msgid "" "Translucent RLE SHPs will now be drawn using a more precise and " "performant algorithm that has no green tint and banding (only applies to " "Z-aware drawing mode for now) (by Apollo)" msgstr "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹(by Apollo)" -#: ../../Whats-New.md:862 +#: ../../Whats-New.md:863 msgid "" "Fixed transports recursively put into each other not having a correct " "killer set after second transport when being killed by something (by " "Kerbiter)" msgstr "修复了被递归嵌套放置的运输工具被击杀时从第二层运输工具开始击杀来源设置不正确的问题(by Kerbiter)" -#: ../../Whats-New.md:863 +#: ../../Whats-New.md:864 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -3457,56 +3464,56 @@ 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:864 +#: ../../Whats-New.md:865 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry (by Otamaa)" msgstr "修复了 `MakeInfantry` 逻辑在 BombClass(伊文炸弹)上导致生成 `Neutral` 阵营步兵的 Bug(by Otamaa)" -#: ../../Whats-New.md:865 +#: ../../Whats-New.md:866 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges (by" " Starkku)" msgstr "修复了轨道炮粒子对于具有非默认 `TargetCoordOffset` 的建筑或在桥上强制开火时被绘制到错误坐标的问题(by Starkku)" -#: ../../Whats-New.md:866 +#: ../../Whats-New.md:867 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines (by Starkku)" msgstr "修复了建筑 `TargetCoordOffset` 未将开火角度和目标指示线考虑在内的问题(by Starkku)" -#: ../../Whats-New.md:867 +#: ../../Whats-New.md:868 msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" -#: ../../Whats-New.md:868 +#: ../../Whats-New.md:869 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:871 +#: ../../Whats-New.md:872 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:872 +#: ../../Whats-New.md:873 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:873 +#: ../../Whats-New.md:874 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:874 +#: ../../Whats-New.md:875 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:875 +#: ../../Whats-New.md:876 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -3514,13 +3521,13 @@ 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:876 +#: ../../Whats-New.md:877 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:877 +#: ../../Whats-New.md:878 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -3528,47 +3535,47 @@ 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:878 +#: ../../Whats-New.md:879 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:879 +#: ../../Whats-New.md:880 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:880 +#: ../../Whats-New.md:881 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:881 +#: ../../Whats-New.md:882 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:882 +#: ../../Whats-New.md:883 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:883 +#: ../../Whats-New.md:884 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:884 +#: ../../Whats-New.md:885 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:885 +#: ../../Whats-New.md:886 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -3577,75 +3584,75 @@ 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:886 +#: ../../Whats-New.md:887 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:887 +#: ../../Whats-New.md:888 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:888 +#: ../../Whats-New.md:889 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:889 +#: ../../Whats-New.md:890 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:890 +#: ../../Whats-New.md:891 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:891 +#: ../../Whats-New.md:892 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:892 +#: ../../Whats-New.md:893 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:893 +#: ../../Whats-New.md:894 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:894 +#: ../../Whats-New.md:895 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:895 +#: ../../Whats-New.md:896 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:896 +#: ../../Whats-New.md:897 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:897 +#: ../../Whats-New.md:898 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:900 +#: ../../Whats-New.md:901 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -3653,57 +3660,57 @@ 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:902 +#: ../../Whats-New.md:903 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:904 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:907 +#: ../../Whats-New.md:908 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:912 +#: ../../Whats-New.md:913 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息未能正确保存的问题(by Uranusian)" -#: ../../Whats-New.md:913 +#: ../../Whats-New.md:914 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了拓展的建筑加载物逻辑与 Ares 的 BuildLimit 检查交互异常的问题(by Uranusian)" -#: ../../Whats-New.md:914 +#: ../../Whats-New.md:915 msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" msgstr "修复了更多由 `CameoPriority` 导致的随机崩溃问题(by Uranusian)" -#: ../../Whats-New.md:915 +#: ../../Whats-New.md:916 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了战机开火后 Burst 索引未能正确重置导致的游戏卡死问题(by Starkku)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:920 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:925 msgid "Fixed random crashes about `CameoPriority` (by Uranusian)" msgstr "修复了 `CameoPriority` 导致的随机崩溃(by Uranusian)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:926 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发结果 125 号未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:926 +#: ../../Whats-New.md:927 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了范围弹头的所属问题(by Otamaa)" -#: ../../Whats-New.md:927 +#: ../../Whats-New.md:928 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -3711,83 +3718,83 @@ msgstr "" "对 `FootClass` 的钩子进行调整以支持 Ares 的 `RadImmune` 相关逻辑;同时对辐射/辐射工兵进行了多项修复(by " "Otamaa)" -#: ../../Whats-New.md:928 +#: ../../Whats-New.md:929 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了 `Crit.Affects` 未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:929 +#: ../../Whats-New.md:930 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了建造在其他所属方建筑上的加载物会导致本应战败的所属方保持存活的问题(by Kerbiter)" -#: ../../Whats-New.md:933 +#: ../../Whats-New.md:934 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:938 +#: ../../Whats-New.md:939 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "自定义像 CNC 重置版那样的生产进度「条」(by Uranusian)" -#: ../../Whats-New.md:939 +#: ../../Whats-New.md:940 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:940 +#: ../../Whats-New.md:941 msgid "Customizable harvester ore gathering animation (by secsome, Uranusian)" msgstr "自定义矿车采矿动画(by secsome, Uranusian)" -#: ../../Whats-New.md:941 +#: ../../Whats-New.md:942 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许设置单位无法被下达移动指令(by Uranusian)" -#: ../../Whats-New.md:944 +#: ../../Whats-New.md:945 msgid "" "Fixed non-IME keyboard input to be working correctly for languages / " "keyboard layouts that use character ranges other than Basic Latin and " "Latin-1 Supplement (by Belonit)" msgstr "修复了非输入法键盘输入在基础拉丁或拉丁 -1 以外的语言/键盘布局中无法正常工作的问题(by Belonit)" -#: ../../Whats-New.md:947 +#: ../../Whats-New.md:948 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑无法正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:948 +#: ../../Whats-New.md:949 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了执行停止命令时游戏崩溃的 Bug(by Uranusian)" -#: ../../Whats-New.md:952 +#: ../../Whats-New.md:953 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:958 msgid "" "Fixed occasional crashes introduced by `Speed=0` stationary vehicles code" " (by Starkku)" msgstr "修复了由 `Speed=0` 静止载具代码引起的偶发性崩溃问题(by Starkku)" -#: ../../Whats-New.md:961 +#: ../../Whats-New.md:962 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:966 +#: ../../Whats-New.md:967 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:969 +#: ../../Whats-New.md:970 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:970 +#: ../../Whats-New.md:971 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -3795,189 +3802,189 @@ 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:973 +#: ../../Whats-New.md:974 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:977 +#: ../../Whats-New.md:978 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:982 +#: ../../Whats-New.md:983 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:983 +#: ../../Whats-New.md:984 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:984 +#: ../../Whats-New.md:985 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:985 +#: ../../Whats-New.md:986 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:986 +#: ../../Whats-New.md:987 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:987 +#: ../../Whats-New.md:988 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:988 +#: ../../Whats-New.md:989 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:989 +#: ../../Whats-New.md:990 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:990 +#: ../../Whats-New.md:991 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:991 +#: ../../Whats-New.md:992 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:993 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:993 +#: ../../Whats-New.md:994 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:994 +#: ../../Whats-New.md:995 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:995 +#: ../../Whats-New.md:996 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:996 +#: ../../Whats-New.md:997 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:997 +#: ../../Whats-New.md:998 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:998 +#: ../../Whats-New.md:999 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:999 +#: ../../Whats-New.md:1000 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:1000 +#: ../../Whats-New.md:1001 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:1001 +#: ../../Whats-New.md:1002 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:1002 +#: ../../Whats-New.md:1003 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:1003 +#: ../../Whats-New.md:1004 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:1004 +#: ../../Whats-New.md:1005 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1007 +#: ../../Whats-New.md:1008 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:1008 +#: ../../Whats-New.md:1009 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:1010 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:1010 +#: ../../Whats-New.md:1011 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:1011 +#: ../../Whats-New.md:1012 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:1012 +#: ../../Whats-New.md:1013 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:1013 +#: ../../Whats-New.md:1014 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:1014 +#: ../../Whats-New.md:1015 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:1015 +#: ../../Whats-New.md:1016 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:1016 +#: ../../Whats-New.md:1017 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:1017 +#: ../../Whats-New.md:1018 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -3985,13 +3992,13 @@ 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:1020 +#: ../../Whats-New.md:1021 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:1021 +#: ../../Whats-New.md:1022 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -3999,97 +4006,97 @@ 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:1022 +#: ../../Whats-New.md:1023 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:1026 +#: ../../Whats-New.md:1027 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1031 +#: ../../Whats-New.md:1032 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:1035 +#: ../../Whats-New.md:1036 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1041 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1042 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:1042 +#: ../../Whats-New.md:1043 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:1043 +#: ../../Whats-New.md:1044 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1044 +#: ../../Whats-New.md:1045 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:1046 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:1046 +#: ../../Whats-New.md:1047 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:1047 +#: ../../Whats-New.md:1048 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:1048 +#: ../../Whats-New.md:1049 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:1049 +#: ../../Whats-New.md:1050 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:1052 +#: ../../Whats-New.md:1053 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:1053 +#: ../../Whats-New.md:1054 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:1054 +#: ../../Whats-New.md:1055 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:1055 +#: ../../Whats-New.md:1056 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:1056 +#: ../../Whats-New.md:1057 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:1057 +#: ../../Whats-New.md:1058 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)"