From 667ee9aeb169af8603d1b8027066e62257fb6fd9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 31 Mar 2025 01:59:51 +0800 Subject: [PATCH 01/88] [cn] update EBolt & FireAngle --- docs/Whats-New.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 75 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 971 +++--- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 2742 ++++++----------- 4 files changed, 1479 insertions(+), 2311 deletions(-) diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 2c203097e9..7667cfc71c 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -570,7 +570,7 @@ Vanilla fixes: - Fixed `Hospital=yes` building can't kick out infantry after loading a save (by FlyStar) - Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt (by Starkku) - Fixed an issue where `FireAngle` would not work properly under certain circumstances (by TaranDahl) - + Phobos fixes: - Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy) - Add `ImmuneToCrit` for shields (by Trsdy) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index ea4c7dba8b..bfee09e0a4 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-29 01:17+0800\n" +"POT-Creation-Date: 2025-03-31 01:56+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1595,111 +1595,118 @@ msgid "" 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:405 +msgid "" +"Fixed an issue where `FireAngle` would not work properly under certain " +"circumstances." +msgstr "" +"修复了 `FireAngle` 在某些情况下未能正常工作的问题" + +#: ../../../CREDITS.md:406 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:406 +#: ../../../CREDITS.md:407 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:407 +#: ../../../CREDITS.md:408 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:408 +#: ../../../CREDITS.md:409 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:409 +#: ../../../CREDITS.md:410 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:410 +#: ../../../CREDITS.md:411 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:411 +#: ../../../CREDITS.md:412 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:412 +#: ../../../CREDITS.md:413 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:413 +#: ../../../CREDITS.md:414 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:415 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:415 +#: ../../../CREDITS.md:416 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:417 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:418 msgid "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - Digital Display" msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung** - 数字化显示" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:419 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:420 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:420 +#: ../../../CREDITS.md:421 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:421 +#: ../../../CREDITS.md:422 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:422 +#: ../../../CREDITS.md:423 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:423 +#: ../../../CREDITS.md:424 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:424 +#: ../../../CREDITS.md:425 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:425 +#: ../../../CREDITS.md:426 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:427 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:428 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:429 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -1707,33 +1714,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:429 +#: ../../../CREDITS.md:430 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:430 +#: ../../../CREDITS.md:431 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:431 +#: ../../../CREDITS.md:432 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:433 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:433 +#: ../../../CREDITS.md:434 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:435 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 *三重* 奖章" -#: ../../../CREDITS.md:435 +#: ../../../CREDITS.md:436 msgid "" "**Phobos CN Tester Group (Reedom, Mantis, Swim Wing, Takitoru, Examon, " "AKB, Pusheen, ZQ, Claptrap, BunkerGeneral, Big J, Skywalker, " @@ -1747,15 +1754,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:437 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:438 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:439 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 7e385767e3..29b4b643ab 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-29 01:17+0800\n" +"POT-Creation-Date: 2025-03-31 01:56+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -176,13 +176,13 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:30 ../../Fixed-or-Improved-Logics.md:40 #: ../../Fixed-or-Improved-Logics.md:50 ../../Fixed-or-Improved-Logics.md:79 -#: ../../Fixed-or-Improved-Logics.md:401 ../../Fixed-or-Improved-Logics.md:630 -#: ../../Fixed-or-Improved-Logics.md:655 ../../Fixed-or-Improved-Logics.md:995 -#: ../../Fixed-or-Improved-Logics.md:1060 -#: ../../Fixed-or-Improved-Logics.md:1215 -#: ../../Fixed-or-Improved-Logics.md:1489 -#: ../../Fixed-or-Improved-Logics.md:1534 -#: ../../Fixed-or-Improved-Logics.md:1555 +#: ../../Fixed-or-Improved-Logics.md:402 ../../Fixed-or-Improved-Logics.md:631 +#: ../../Fixed-or-Improved-Logics.md:656 ../../Fixed-or-Improved-Logics.md:996 +#: ../../Fixed-or-Improved-Logics.md:1061 +#: ../../Fixed-or-Improved-Logics.md:1216 +#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1535 +#: ../../Fixed-or-Improved-Logics.md:1556 msgid "image" msgstr "图像" @@ -1052,9 +1052,7 @@ msgid "" "constrained to `[Units]` list in map files and is no longer thrown off by" " vehicles that could not be created or created vehicles having other " "vehicles as initial passengers." -msgstr "" -"现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` 列表中并且不" -"再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰。" +msgstr "现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` 列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰。" #: ../../Fixed-or-Improved-Logics.md:171 msgid "" @@ -1158,18 +1156,26 @@ msgid "" "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:187 +#: ../../Fixed-or-Improved-Logics.md:186 +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:188 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:189 +#: ../../Fixed-or-Improved-Logics.md:190 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:190 +#: ../../Fixed-or-Improved-Logics.md:191 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1177,38 +1183,38 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射。" -#: ../../Fixed-or-Improved-Logics.md:191 +#: ../../Fixed-or-Improved-Logics.md:192 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:192 +#: ../../Fixed-or-Improved-Logics.md:193 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:193 +#: ../../Fixed-or-Improved-Logics.md:194 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:194 +#: ../../Fixed-or-Improved-Logics.md:195 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:195 +#: ../../Fixed-or-Improved-Logics.md:196 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:196 +#: ../../Fixed-or-Improved-Logics.md:197 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " @@ -1217,13 +1223,13 @@ msgstr "" "修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时 `Grinding=true` 建筑的 " "`ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:197 +#: ../../Fixed-or-Improved-Logics.md:198 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:198 +#: ../../Fixed-or-Improved-Logics.md:199 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1232,96 +1238,96 @@ 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:199 +#: ../../Fixed-or-Improved-Logics.md:200 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:200 +#: ../../Fixed-or-Improved-Logics.md:201 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:202 +#: ../../Fixed-or-Improved-Logics.md:203 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:204 +#: ../../Fixed-or-Improved-Logics.md:205 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:206 +#: ../../Fixed-or-Improved-Logics.md:207 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:208 ../../Fixed-or-Improved-Logics.md:219 -#: ../../Fixed-or-Improved-Logics.md:231 ../../Fixed-or-Improved-Logics.md:350 -#: ../../Fixed-or-Improved-Logics.md:360 ../../Fixed-or-Improved-Logics.md:371 -#: ../../Fixed-or-Improved-Logics.md:393 ../../Fixed-or-Improved-Logics.md:415 -#: ../../Fixed-or-Improved-Logics.md:432 ../../Fixed-or-Improved-Logics.md:442 -#: ../../Fixed-or-Improved-Logics.md:457 ../../Fixed-or-Improved-Logics.md:472 -#: ../../Fixed-or-Improved-Logics.md:484 ../../Fixed-or-Improved-Logics.md:510 -#: ../../Fixed-or-Improved-Logics.md:535 ../../Fixed-or-Improved-Logics.md:547 -#: ../../Fixed-or-Improved-Logics.md:557 ../../Fixed-or-Improved-Logics.md:575 -#: ../../Fixed-or-Improved-Logics.md:602 ../../Fixed-or-Improved-Logics.md:613 -#: ../../Fixed-or-Improved-Logics.md:635 ../../Fixed-or-Improved-Logics.md:647 -#: ../../Fixed-or-Improved-Logics.md:661 ../../Fixed-or-Improved-Logics.md:681 -#: ../../Fixed-or-Improved-Logics.md:705 ../../Fixed-or-Improved-Logics.md:748 -#: ../../Fixed-or-Improved-Logics.md:761 ../../Fixed-or-Improved-Logics.md:772 -#: ../../Fixed-or-Improved-Logics.md:784 ../../Fixed-or-Improved-Logics.md:799 -#: ../../Fixed-or-Improved-Logics.md:822 ../../Fixed-or-Improved-Logics.md:841 -#: ../../Fixed-or-Improved-Logics.md:852 ../../Fixed-or-Improved-Logics.md:867 -#: ../../Fixed-or-Improved-Logics.md:894 ../../Fixed-or-Improved-Logics.md:925 -#: ../../Fixed-or-Improved-Logics.md:945 ../../Fixed-or-Improved-Logics.md:959 -#: ../../Fixed-or-Improved-Logics.md:1002 -#: ../../Fixed-or-Improved-Logics.md:1020 -#: ../../Fixed-or-Improved-Logics.md:1041 -#: ../../Fixed-or-Improved-Logics.md:1067 -#: ../../Fixed-or-Improved-Logics.md:1086 -#: ../../Fixed-or-Improved-Logics.md:1101 -#: ../../Fixed-or-Improved-Logics.md:1113 -#: ../../Fixed-or-Improved-Logics.md:1126 -#: ../../Fixed-or-Improved-Logics.md:1141 -#: ../../Fixed-or-Improved-Logics.md:1155 -#: ../../Fixed-or-Improved-Logics.md:1166 -#: ../../Fixed-or-Improved-Logics.md:1184 -#: ../../Fixed-or-Improved-Logics.md:1204 -#: ../../Fixed-or-Improved-Logics.md:1222 -#: ../../Fixed-or-Improved-Logics.md:1241 -#: ../../Fixed-or-Improved-Logics.md:1272 -#: ../../Fixed-or-Improved-Logics.md:1303 -#: ../../Fixed-or-Improved-Logics.md:1327 -#: ../../Fixed-or-Improved-Logics.md:1349 -#: ../../Fixed-or-Improved-Logics.md:1361 -#: ../../Fixed-or-Improved-Logics.md:1377 -#: ../../Fixed-or-Improved-Logics.md:1389 -#: ../../Fixed-or-Improved-Logics.md:1407 -#: ../../Fixed-or-Improved-Logics.md:1429 -#: ../../Fixed-or-Improved-Logics.md:1443 -#: ../../Fixed-or-Improved-Logics.md:1457 -#: ../../Fixed-or-Improved-Logics.md:1469 -#: ../../Fixed-or-Improved-Logics.md:1481 -#: ../../Fixed-or-Improved-Logics.md:1492 -#: ../../Fixed-or-Improved-Logics.md:1503 -#: ../../Fixed-or-Improved-Logics.md:1516 -#: ../../Fixed-or-Improved-Logics.md:1526 -#: ../../Fixed-or-Improved-Logics.md:1540 -#: ../../Fixed-or-Improved-Logics.md:1560 -#: ../../Fixed-or-Improved-Logics.md:1571 -#: ../../Fixed-or-Improved-Logics.md:1587 -#: ../../Fixed-or-Improved-Logics.md:1609 +#: ../../Fixed-or-Improved-Logics.md:209 ../../Fixed-or-Improved-Logics.md:220 +#: ../../Fixed-or-Improved-Logics.md:232 ../../Fixed-or-Improved-Logics.md:351 +#: ../../Fixed-or-Improved-Logics.md:361 ../../Fixed-or-Improved-Logics.md:372 +#: ../../Fixed-or-Improved-Logics.md:394 ../../Fixed-or-Improved-Logics.md:416 +#: ../../Fixed-or-Improved-Logics.md:433 ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:458 ../../Fixed-or-Improved-Logics.md:473 +#: ../../Fixed-or-Improved-Logics.md:485 ../../Fixed-or-Improved-Logics.md:511 +#: ../../Fixed-or-Improved-Logics.md:536 ../../Fixed-or-Improved-Logics.md:548 +#: ../../Fixed-or-Improved-Logics.md:558 ../../Fixed-or-Improved-Logics.md:576 +#: ../../Fixed-or-Improved-Logics.md:603 ../../Fixed-or-Improved-Logics.md:614 +#: ../../Fixed-or-Improved-Logics.md:636 ../../Fixed-or-Improved-Logics.md:648 +#: ../../Fixed-or-Improved-Logics.md:662 ../../Fixed-or-Improved-Logics.md:682 +#: ../../Fixed-or-Improved-Logics.md:706 ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:762 ../../Fixed-or-Improved-Logics.md:773 +#: ../../Fixed-or-Improved-Logics.md:785 ../../Fixed-or-Improved-Logics.md:800 +#: ../../Fixed-or-Improved-Logics.md:823 ../../Fixed-or-Improved-Logics.md:842 +#: ../../Fixed-or-Improved-Logics.md:853 ../../Fixed-or-Improved-Logics.md:868 +#: ../../Fixed-or-Improved-Logics.md:895 ../../Fixed-or-Improved-Logics.md:926 +#: ../../Fixed-or-Improved-Logics.md:946 ../../Fixed-or-Improved-Logics.md:960 +#: ../../Fixed-or-Improved-Logics.md:1003 +#: ../../Fixed-or-Improved-Logics.md:1021 +#: ../../Fixed-or-Improved-Logics.md:1042 +#: ../../Fixed-or-Improved-Logics.md:1068 +#: ../../Fixed-or-Improved-Logics.md:1087 +#: ../../Fixed-or-Improved-Logics.md:1102 +#: ../../Fixed-or-Improved-Logics.md:1114 +#: ../../Fixed-or-Improved-Logics.md:1127 +#: ../../Fixed-or-Improved-Logics.md:1142 +#: ../../Fixed-or-Improved-Logics.md:1156 +#: ../../Fixed-or-Improved-Logics.md:1167 +#: ../../Fixed-or-Improved-Logics.md:1185 +#: ../../Fixed-or-Improved-Logics.md:1205 +#: ../../Fixed-or-Improved-Logics.md:1223 +#: ../../Fixed-or-Improved-Logics.md:1242 +#: ../../Fixed-or-Improved-Logics.md:1273 +#: ../../Fixed-or-Improved-Logics.md:1304 +#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:1350 +#: ../../Fixed-or-Improved-Logics.md:1362 +#: ../../Fixed-or-Improved-Logics.md:1378 +#: ../../Fixed-or-Improved-Logics.md:1390 +#: ../../Fixed-or-Improved-Logics.md:1408 +#: ../../Fixed-or-Improved-Logics.md:1430 +#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1458 +#: ../../Fixed-or-Improved-Logics.md:1470 +#: ../../Fixed-or-Improved-Logics.md:1482 +#: ../../Fixed-or-Improved-Logics.md:1493 +#: ../../Fixed-or-Improved-Logics.md:1504 +#: ../../Fixed-or-Improved-Logics.md:1517 +#: ../../Fixed-or-Improved-Logics.md:1527 +#: ../../Fixed-or-Improved-Logics.md:1541 +#: ../../Fixed-or-Improved-Logics.md:1561 +#: ../../Fixed-or-Improved-Logics.md:1572 +#: ../../Fixed-or-Improved-Logics.md:1588 +#: ../../Fixed-or-Improved-Logics.md:1610 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:214 +#: ../../Fixed-or-Improved-Logics.md:215 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:216 +#: ../../Fixed-or-Improved-Logics.md:217 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1331,7 +1337,7 @@ 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:217 +#: ../../Fixed-or-Improved-Logics.md:218 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1340,11 +1346,11 @@ 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:226 +#: ../../Fixed-or-Improved-Logics.md:227 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:228 +#: ../../Fixed-or-Improved-Logics.md:229 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -1356,21 +1362,21 @@ 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:229 +#: ../../Fixed-or-Improved-Logics.md:230 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:237 +#: ../../Fixed-or-Improved-Logics.md:238 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:239 +#: ../../Fixed-or-Improved-Logics.md:240 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:241 +#: ../../Fixed-or-Improved-Logics.md:242 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -1379,7 +1385,7 @@ 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:242 +#: ../../Fixed-or-Improved-Logics.md:243 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 " @@ -1390,7 +1396,7 @@ 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:243 +#: ../../Fixed-or-Improved-Logics.md:244 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 " @@ -1406,7 +1412,7 @@ msgstr "" "动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos " "引入的弹头效果。不影响由 `Warhead` 造成 `Damage` 的所属方。" -#: ../../Fixed-or-Improved-Logics.md:244 +#: ../../Fixed-or-Improved-Logics.md:245 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -1418,16 +1424,16 @@ 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:246 ../../Fixed-or-Improved-Logics.md:263 -#: ../../Fixed-or-Improved-Logics.md:278 ../../Fixed-or-Improved-Logics.md:304 -#: ../../Fixed-or-Improved-Logics.md:328 ../../Fixed-or-Improved-Logics.md:338 -#: ../../Fixed-or-Improved-Logics.md:382 ../../Fixed-or-Improved-Logics.md:687 -#: ../../Fixed-or-Improved-Logics.md:979 ../../Fixed-or-Improved-Logics.md:1052 -#: ../../Fixed-or-Improved-Logics.md:1247 +#: ../../Fixed-or-Improved-Logics.md:247 ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:279 ../../Fixed-or-Improved-Logics.md:305 +#: ../../Fixed-or-Improved-Logics.md:329 ../../Fixed-or-Improved-Logics.md:339 +#: ../../Fixed-or-Improved-Logics.md:383 ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:980 ../../Fixed-or-Improved-Logics.md:1053 +#: ../../Fixed-or-Improved-Logics.md:1248 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:256 +#: ../../Fixed-or-Improved-Logics.md:257 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -1436,22 +1442,22 @@ 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:259 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:261 +#: ../../Fixed-or-Improved-Logics.md:262 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:269 ../../Fixed-or-Improved-Logics.md:1338 +#: ../../Fixed-or-Improved-Logics.md:270 ../../Fixed-or-Improved-Logics.md:1339 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:271 +#: ../../Fixed-or-Improved-Logics.md:272 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -1460,7 +1466,7 @@ 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:272 +#: ../../Fixed-or-Improved-Logics.md:273 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 " @@ -1469,7 +1475,7 @@ 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:273 +#: ../../Fixed-or-Improved-Logics.md:274 msgid "" "`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -1478,7 +1484,7 @@ 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:274 +#: ../../Fixed-or-Improved-Logics.md:275 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water. Defaults to " @@ -1487,7 +1493,7 @@ 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:275 +#: ../../Fixed-or-Improved-Logics.md:276 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -1496,17 +1502,17 @@ 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:276 +#: ../../Fixed-or-Improved-Logics.md:277 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:289 +#: ../../Fixed-or-Improved-Logics.md:290 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:291 +#: ../../Fixed-or-Improved-Logics.md:292 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -1515,14 +1521,14 @@ 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:292 +#: ../../Fixed-or-Improved-Logics.md:293 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:293 +#: ../../Fixed-or-Improved-Logics.md:294 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -1531,7 +1537,7 @@ 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:294 +#: ../../Fixed-or-Improved-Logics.md:295 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -1540,7 +1546,7 @@ 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:295 +#: ../../Fixed-or-Improved-Logics.md:296 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -1549,13 +1555,13 @@ 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:296 +#: ../../Fixed-or-Improved-Logics.md:297 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:297 +#: ../../Fixed-or-Improved-Logics.md:298 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -1566,7 +1572,7 @@ 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:298 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1578,19 +1584,19 @@ 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:299 +#: ../../Fixed-or-Improved-Logics.md:300 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:300 +#: ../../Fixed-or-Improved-Logics.md:301 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:301 +#: ../../Fixed-or-Improved-Logics.md:302 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -1599,7 +1605,7 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -1609,29 +1615,29 @@ 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:321 +#: ../../Fixed-or-Improved-Logics.md:322 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:324 +#: ../../Fixed-or-Improved-Logics.md:325 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:326 +#: ../../Fixed-or-Improved-Logics.md:327 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:334 +#: ../../Fixed-or-Improved-Logics.md:335 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:336 +#: ../../Fixed-or-Improved-Logics.md:337 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -1640,15 +1646,15 @@ 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:344 +#: ../../Fixed-or-Improved-Logics.md:345 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:346 +#: ../../Fixed-or-Improved-Logics.md:347 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:348 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -1663,11 +1669,11 @@ 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:356 +#: ../../Fixed-or-Improved-Logics.md:357 msgid "Airstrike target eligibility" msgstr "空袭目标资格" -#: ../../Fixed-or-Improved-Logics.md:358 +#: ../../Fixed-or-Improved-Logics.md:359 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 " @@ -1677,11 +1683,11 @@ 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:366 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:368 +#: ../../Fixed-or-Improved-Logics.md:369 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -1690,17 +1696,17 @@ msgstr "" "现在可以通过在 `FactoryPlant.AllowTypes` 和/或 `FactoryPlant.DisallowTypes` " "中列出有哪些科技类型受到 `FactoryPlant=true` 建筑的加成。" -#: ../../Fixed-or-Improved-Logics.md:369 +#: ../../Fixed-or-Improved-Logics.md:370 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:378 +#: ../../Fixed-or-Improved-Logics.md:379 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:380 +#: ../../Fixed-or-Improved-Logics.md:381 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" @@ -1712,11 +1718,11 @@ 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:388 +#: ../../Fixed-or-Improved-Logics.md:389 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:390 +#: ../../Fixed-or-Improved-Logics.md:391 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -1729,17 +1735,17 @@ 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:391 +#: ../../Fixed-or-Improved-Logics.md:392 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:399 +#: ../../Fixed-or-Improved-Logics.md:400 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:401 +#: ../../Fixed-or-Improved-Logics.md:402 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -1748,38 +1754,38 @@ 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:404 +#: ../../Fixed-or-Improved-Logics.md:405 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:405 +#: ../../Fixed-or-Improved-Logics.md:406 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:406 +#: ../../Fixed-or-Improved-Logics.md:407 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:407 +#: ../../Fixed-or-Improved-Logics.md:408 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:408 +#: ../../Fixed-or-Improved-Logics.md:409 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:409 +#: ../../Fixed-or-Improved-Logics.md:410 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder. Default to `yes`." @@ -1787,7 +1793,7 @@ msgstr "" "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。默认 " "`yes`。" -#: ../../Fixed-or-Improved-Logics.md:410 +#: ../../Fixed-or-Improved-Logics.md:411 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building. If not set, defaults to `[AudioVisual] -> EnterGrinderSound`." @@ -1795,7 +1801,7 @@ 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:411 +#: ../../Fixed-or-Improved-Logics.md:412 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` " @@ -1804,14 +1810,14 @@ 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:412 +#: ../../Fixed-or-Improved-Logics.md:413 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:413 +#: ../../Fixed-or-Improved-Logics.md:414 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -1820,13 +1826,13 @@ 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:428 +#: ../../Fixed-or-Improved-Logics.md:429 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:430 +#: ../../Fixed-or-Improved-Logics.md:431 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -1836,21 +1842,21 @@ 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:438 +#: ../../Fixed-or-Improved-Logics.md:439 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:440 +#: ../../Fixed-or-Improved-Logics.md:441 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:448 +#: ../../Fixed-or-Improved-Logics.md:449 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:450 +#: ../../Fixed-or-Improved-Logics.md:451 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -1858,7 +1864,7 @@ 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:451 +#: ../../Fixed-or-Improved-Logics.md:452 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -1870,19 +1876,19 @@ msgstr "" "ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑此默认值为 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:452 +#: ../../Fixed-or-Improved-Logics.md:453 msgid "" "On `UnitReload=true` building setting this to negative value will fully " "disable the repair functionality." msgstr "在 `UnitReload=true` 的建筑上将此值设置为附属将完全禁用维修功能。" -#: ../../Fixed-or-Improved-Logics.md:453 +#: ../../Fixed-or-Improved-Logics.md:454 msgid "" "`Units.RepairStep` how much `Strength` is restored per repair tick. " "Defaults to `[General] -> RepairStep`." msgstr "`Units.RepairStep` 设置每次维修时恢复多少 `Strength`。默认 `[General] -> RepairStep`。" -#: ../../Fixed-or-Improved-Logics.md:454 +#: ../../Fixed-or-Improved-Logics.md:455 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Defaults to `[General] -> " @@ -1892,21 +1898,21 @@ msgstr "" "`Units.RepairPercent` 是维修成本的倍率(Cost/(最大生命值/RepairStep))。默认值为 `[General] " "-> RepairPercent`。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:455 +#: ../../Fixed-or-Improved-Logics.md:456 msgid "" "`Units.UseRepairCost` can be used to customize if repair cost is applied " "at all. Defaults to false for infantry, true for everything else." msgstr "`Units.UseRepairCost` 可以用于自定义是否使用维修成本。步兵默认 false,其他默认 true。" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:467 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:468 +#: ../../Fixed-or-Improved-Logics.md:469 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:470 +#: ../../Fixed-or-Improved-Logics.md:471 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -1916,65 +1922,65 @@ 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:478 +#: ../../Fixed-or-Improved-Logics.md:479 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:480 +#: ../../Fixed-or-Improved-Logics.md:481 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:482 +#: ../../Fixed-or-Improved-Logics.md:483 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:490 +#: ../../Fixed-or-Improved-Logics.md:491 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:492 +#: ../../Fixed-or-Improved-Logics.md:493 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:494 +#: ../../Fixed-or-Improved-Logics.md:495 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:495 +#: ../../Fixed-or-Improved-Logics.md:496 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:496 +#: ../../Fixed-or-Improved-Logics.md:497 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:497 +#: ../../Fixed-or-Improved-Logics.md:498 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:498 +#: ../../Fixed-or-Improved-Logics.md:499 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:499 +#: ../../Fixed-or-Improved-Logics.md:500 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:500 +#: ../../Fixed-or-Improved-Logics.md:501 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -1983,7 +1989,7 @@ 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:501 +#: ../../Fixed-or-Improved-Logics.md:502 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -1997,7 +2003,7 @@ 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:502 +#: ../../Fixed-or-Improved-Logics.md:503 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -2007,24 +2013,24 @@ 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:503 +#: ../../Fixed-or-Improved-Logics.md:504 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:504 +#: ../../Fixed-or-Improved-Logics.md:505 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:505 +#: ../../Fixed-or-Improved-Logics.md:506 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:506 +#: ../../Fixed-or-Improved-Logics.md:507 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " @@ -2033,7 +2039,7 @@ 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:507 +#: ../../Fixed-or-Improved-Logics.md:508 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -2043,7 +2049,7 @@ 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:508 +#: ../../Fixed-or-Improved-Logics.md:509 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -2052,7 +2058,7 @@ 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:528 +#: ../../Fixed-or-Improved-Logics.md:529 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -2063,11 +2069,11 @@ 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:531 +#: ../../Fixed-or-Improved-Logics.md:532 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:533 +#: ../../Fixed-or-Improved-Logics.md:534 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -2077,15 +2083,15 @@ 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:542 +#: ../../Fixed-or-Improved-Logics.md:543 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:544 +#: ../../Fixed-or-Improved-Logics.md:545 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:545 +#: ../../Fixed-or-Improved-Logics.md:546 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 " @@ -2095,11 +2101,11 @@ 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:553 +#: ../../Fixed-or-Improved-Logics.md:554 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:555 +#: ../../Fixed-or-Improved-Logics.md:556 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter by " "random distance (in cells) from 0 to `[CombatDamage] -> " @@ -2111,15 +2117,15 @@ msgstr "" "BallisticScatter` 的随机距离(以单元格为单位)进行散布。现在可以通过在抛射体上设置 `BallisticScatter.Min`" " 与 `BallisticScatter.Max` 来自定义这个距离的范围。如果没有设置则使用默认值。" -#: ../../Fixed-or-Improved-Logics.md:564 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:566 +#: ../../Fixed-or-Improved-Logics.md:567 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:568 +#: ../../Fixed-or-Improved-Logics.md:569 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -2130,7 +2136,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:569 +#: ../../Fixed-or-Improved-Logics.md:570 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -2138,7 +2144,7 @@ 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:570 +#: ../../Fixed-or-Improved-Logics.md:571 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 " @@ -2148,7 +2154,7 @@ 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:571 +#: ../../Fixed-or-Improved-Logics.md:572 msgid "" "`Pips.SelfHeal.Infantry/Units/Buildings.Offset` can be used to customize " "the pixel offsets for the displayed pips, individually for infantry, " @@ -2157,7 +2163,7 @@ 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:572 +#: ../../Fixed-or-Improved-Logics.md:573 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -2166,7 +2172,7 @@ 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:573 +#: ../../Fixed-or-Improved-Logics.md:574 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -2177,11 +2183,11 @@ 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:594 +#: ../../Fixed-or-Improved-Logics.md:595 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:596 +#: ../../Fixed-or-Improved-Logics.md:597 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -2190,7 +2196,7 @@ 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:597 +#: ../../Fixed-or-Improved-Logics.md:598 msgid "" "By default on buildings with `MaxOccupants` higher than 0, chrono sparkle" " animation would be shown at each of the `MuzzleFlashX` coordinates. This" @@ -2200,7 +2206,7 @@ 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:598 +#: ../../Fixed-or-Improved-Logics.md:599 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -2211,7 +2217,7 @@ 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:599 +#: ../../Fixed-or-Improved-Logics.md:600 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -2221,25 +2227,25 @@ 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:600 +#: ../../Fixed-or-Improved-Logics.md:601 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:609 +#: ../../Fixed-or-Improved-Logics.md:610 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:611 +#: ../../Fixed-or-Improved-Logics.md:612 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:625 +#: ../../Fixed-or-Improved-Logics.md:626 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -2248,11 +2254,11 @@ 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:628 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:630 +#: ../../Fixed-or-Improved-Logics.md:631 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -2260,17 +2266,17 @@ 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:633 +#: ../../Fixed-or-Improved-Logics.md:634 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:643 +#: ../../Fixed-or-Improved-Logics.md:644 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:645 +#: ../../Fixed-or-Improved-Logics.md:646 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -2286,11 +2292,11 @@ 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:653 +#: ../../Fixed-or-Improved-Logics.md:654 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:655 +#: ../../Fixed-or-Improved-Logics.md:656 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -2300,29 +2306,29 @@ msgstr "" "War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco " "使用不同的超时空设置*" -#: ../../Fixed-or-Improved-Logics.md:658 +#: ../../Fixed-or-Improved-Logics.md:659 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:659 +#: ../../Fixed-or-Improved-Logics.md:660 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:674 +#: ../../Fixed-or-Improved-Logics.md:675 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:676 +#: ../../Fixed-or-Improved-Logics.md:677 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:677 +#: ../../Fixed-or-Improved-Logics.md:678 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 " @@ -2331,27 +2337,27 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(不带扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:678 +#: ../../Fixed-or-Improved-Logics.md:679 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:679 +#: ../../Fixed-or-Improved-Logics.md:680 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:693 +#: ../../Fixed-or-Improved-Logics.md:694 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:695 +#: ../../Fixed-or-Improved-Logics.md:696 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:696 +#: ../../Fixed-or-Improved-Logics.md:697 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -2360,7 +2366,7 @@ 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:697 +#: ../../Fixed-or-Improved-Logics.md:698 msgid "" "`InsigniaFrame.(Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -2370,7 +2376,7 @@ 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:698 +#: ../../Fixed-or-Improved-Logics.md:699 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -2379,7 +2385,7 @@ 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:699 +#: ../../Fixed-or-Improved-Logics.md:700 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia.(Frame/Frames).WeaponN` where " @@ -2389,7 +2395,7 @@ 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:700 +#: ../../Fixed-or-Improved-Logics.md:701 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players. Defaults to `[General] -> EnemyInsignia`, which in turn " @@ -2398,13 +2404,13 @@ 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:701 +#: ../../Fixed-or-Improved-Logics.md:702 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:702 +#: ../../Fixed-or-Improved-Logics.md:703 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -2415,7 +2421,7 @@ 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:703 +#: ../../Fixed-or-Improved-Logics.md:704 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -2425,7 +2431,7 @@ 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:740 +#: ../../Fixed-or-Improved-Logics.md:741 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -2434,27 +2440,27 @@ 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:743 +#: ../../Fixed-or-Improved-Logics.md:744 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:745 +#: ../../Fixed-or-Improved-Logics.md:746 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:746 +#: ../../Fixed-or-Improved-Logics.md:747 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:756 +#: ../../Fixed-or-Improved-Logics.md:757 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:759 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -2463,22 +2469,22 @@ 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:759 +#: ../../Fixed-or-Improved-Logics.md:760 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:767 +#: ../../Fixed-or-Improved-Logics.md:768 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:769 +#: ../../Fixed-or-Improved-Logics.md:770 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:770 +#: ../../Fixed-or-Improved-Logics.md:771 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -2487,11 +2493,11 @@ 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:779 +#: ../../Fixed-or-Improved-Logics.md:780 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:782 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -2500,7 +2506,7 @@ 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:782 +#: ../../Fixed-or-Improved-Logics.md:783 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -2511,34 +2517,34 @@ 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:793 +#: ../../Fixed-or-Improved-Logics.md:794 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:795 +#: ../../Fixed-or-Improved-Logics.md:796 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:796 +#: ../../Fixed-or-Improved-Logics.md:797 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:797 +#: ../../Fixed-or-Improved-Logics.md:798 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:813 +#: ../../Fixed-or-Improved-Logics.md:814 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:815 +#: ../../Fixed-or-Improved-Logics.md:816 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -2550,24 +2556,24 @@ 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:816 +#: ../../Fixed-or-Improved-Logics.md:817 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:817 +#: ../../Fixed-or-Improved-Logics.md:818 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:818 +#: ../../Fixed-or-Improved-Logics.md:819 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:819 +#: ../../Fixed-or-Improved-Logics.md:820 msgid "" "`IronCurtain.KillOrganicsWarhead` and `IronCurtain.KillWarhead` can be " "used to customize the Warhead used to kill units, globally or per " @@ -2578,59 +2584,59 @@ 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:820 +#: ../../Fixed-or-Improved-Logics.md:821 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:837 +#: ../../Fixed-or-Improved-Logics.md:838 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:839 +#: ../../Fixed-or-Improved-Logics.md:840 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:848 +#: ../../Fixed-or-Improved-Logics.md:849 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:850 +#: ../../Fixed-or-Improved-Logics.md:851 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:859 +#: ../../Fixed-or-Improved-Logics.md:860 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:862 +#: ../../Fixed-or-Improved-Logics.md:863 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:864 +#: ../../Fixed-or-Improved-Logics.md:865 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:865 +#: ../../Fixed-or-Improved-Logics.md:866 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:873 +#: ../../Fixed-or-Improved-Logics.md:874 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:875 +#: ../../Fixed-or-Improved-Logics.md:876 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:876 +#: ../../Fixed-or-Improved-Logics.md:877 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -2640,17 +2646,17 @@ 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:877 +#: ../../Fixed-or-Improved-Logics.md:878 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:878 +#: ../../Fixed-or-Improved-Logics.md:879 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:879 +#: ../../Fixed-or-Improved-Logics.md:880 msgid "" "`AmmoPipFrame` and `AmmoPipFrame` are frames (zero-based) of `pips2.shp` " "used for ammo pip and empty ammo pip (this is not set by default) for " @@ -2659,7 +2665,7 @@ msgstr "" "`AmmoPipFrame` 和 `AmmoPipFrame` 是在 `PipWrap=0`(这是默认行为)时使用的 `pips2.shp` " "中(从 0 开始的)帧,用于弹药 pip 和空弹药 pip。" -#: ../../Fixed-or-Improved-Logics.md:880 +#: ../../Fixed-or-Improved-Logics.md:881 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -2669,21 +2675,21 @@ 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:881 +#: ../../Fixed-or-Improved-Logics.md:882 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:882 +#: ../../Fixed-or-Improved-Logics.md:883 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:883 +#: ../../Fixed-or-Improved-Logics.md:884 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:884 +#: ../../Fixed-or-Improved-Logics.md:885 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -2692,7 +2698,7 @@ 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:885 +#: ../../Fixed-or-Improved-Logics.md:886 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -2700,19 +2706,19 @@ 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:886 +#: ../../Fixed-or-Improved-Logics.md:887 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:887 +#: ../../Fixed-or-Improved-Logics.md:888 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:888 +#: ../../Fixed-or-Improved-Logics.md:889 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 " @@ -2722,13 +2728,13 @@ msgstr "" "`Pips.Tiberiums.Frames` 可用于列出用于泰伯利亚类型的 `pips.shp`(用于建筑)或 " "`pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认 5,否则为 2。" -#: ../../Fixed-or-Improved-Logics.md:889 +#: ../../Fixed-or-Improved-Logics.md:890 msgid "" "`Pips.Tiberiums.EmptyFrame` can be used to set the frame for empty slots," " defaults to 0." msgstr "`Pips.Tiberiums.EmptyFrame` 可用于设置空槽的帧,默认 0。" -#: ../../Fixed-or-Improved-Logics.md:890 +#: ../../Fixed-or-Improved-Logics.md:891 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -2738,7 +2744,7 @@ 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:891 +#: ../../Fixed-or-Improved-Logics.md:892 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` " @@ -2747,27 +2753,27 @@ 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 1。" -#: ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:893 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:920 +#: ../../Fixed-or-Improved-Logics.md:921 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:922 +#: ../../Fixed-or-Improved-Logics.md:923 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:923 +#: ../../Fixed-or-Improved-Logics.md:924 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:933 +#: ../../Fixed-or-Improved-Logics.md:934 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -2778,18 +2784,18 @@ 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:936 +#: ../../Fixed-or-Improved-Logics.md:937 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:938 +#: ../../Fixed-or-Improved-Logics.md:939 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:939 +#: ../../Fixed-or-Improved-Logics.md:940 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -2797,7 +2803,7 @@ 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:940 +#: ../../Fixed-or-Improved-Logics.md:941 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -2807,33 +2813,33 @@ 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:941 +#: ../../Fixed-or-Improved-Logics.md:942 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:942 +#: ../../Fixed-or-Improved-Logics.md:943 msgid "" "Another hardcoded behavior is that, when the AI deploys a MCV, it will " "gather all of its forces to that place. This can be toggle off now." msgstr "另一个硬编码行为是,当 AI 部署 MCV 时,它会将所有不对集结到该地点。现在可以关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:943 +#: ../../Fixed-or-Improved-Logics.md:944 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:954 +#: ../../Fixed-or-Improved-Logics.md:955 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:956 +#: ../../Fixed-or-Improved-Logics.md:957 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:957 +#: ../../Fixed-or-Improved-Logics.md:958 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -2844,17 +2850,17 @@ 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:971 +#: ../../Fixed-or-Improved-Logics.md:972 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:974 +#: ../../Fixed-or-Improved-Logics.md:975 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:976 +#: ../../Fixed-or-Improved-Logics.md:977 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 " @@ -2866,7 +2872,7 @@ 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:977 +#: ../../Fixed-or-Improved-Logics.md:978 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -2878,11 +2884,11 @@ 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:987 +#: ../../Fixed-or-Improved-Logics.md:988 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:989 +#: ../../Fixed-or-Improved-Logics.md:990 msgid "" "Vanilla game applies some weird unnecessary math which resulted in the " "voxel light source being \"nudged\" up by a bit and light being applied " @@ -2891,7 +2897,7 @@ msgstr "" "原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被 “微调” 向上了一些并在倾斜的 Voxel " "上光照效果不正确。现在可以修复这个问题。" -#: ../../Fixed-or-Improved-Logics.md:992 +#: ../../Fixed-or-Improved-Logics.md:993 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -2902,7 +2908,7 @@ msgstr "" "请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 " "`VoxelLightSource` 的 Z 值调高。" -#: ../../Fixed-or-Improved-Logics.md:995 +#: ../../Fixed-or-Improved-Logics.md:996 msgid "" "![image](_static/images/VoxelLightSourceComparison.png) *Applying " "`VoxelLightSource=0.02,-0.69,0.36` (assuming " @@ -2917,19 +2923,19 @@ msgstr "" "target=\"_blank\">CCS_qkl 将 `VoxelLightSource=0.02,-0.69,0.36`(假设 " "`UseFixedVoxelLighting=false`)与默认光照分别应用于光棱坦克 Voxel*" -#: ../../Fixed-or-Improved-Logics.md:998 +#: ../../Fixed-or-Improved-Logics.md:999 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:999 +#: ../../Fixed-or-Improved-Logics.md:1000 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:1000 +#: ../../Fixed-or-Improved-Logics.md:1001 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -2937,7 +2943,7 @@ 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:1010 +#: ../../Fixed-or-Improved-Logics.md:1011 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -2950,18 +2956,18 @@ 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:1012 +#: ../../Fixed-or-Improved-Logics.md:1013 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:1015 +#: ../../Fixed-or-Improved-Logics.md:1016 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1017 +#: ../../Fixed-or-Improved-Logics.md:1018 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -2971,7 +2977,7 @@ 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:1018 +#: ../../Fixed-or-Improved-Logics.md:1019 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -2988,15 +2994,15 @@ 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:1031 +#: ../../Fixed-or-Improved-Logics.md:1032 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1034 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1035 +#: ../../Fixed-or-Improved-Logics.md:1036 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -3004,11 +3010,11 @@ 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:1035 +#: ../../Fixed-or-Improved-Logics.md:1036 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1038 +#: ../../Fixed-or-Improved-Logics.md:1039 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -3017,7 +3023,7 @@ 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:1039 +#: ../../Fixed-or-Improved-Logics.md:1040 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -3027,28 +3033,28 @@ 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:1047 +#: ../../Fixed-or-Improved-Logics.md:1048 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1050 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:1050 +#: ../../Fixed-or-Improved-Logics.md:1051 msgid "" "Note that this palette behaves like an object palette and does not use " "tint etc. that have been applied to the tile the TerrainType resides on " "like a TerrainType using tile palette would." msgstr "注意此色盘的行为就像原有的地形对象色盘那样不受光效影响。也就是地形对象将不会同步使用应用于地形对象所在地块上的色调。" -#: ../../Fixed-or-Improved-Logics.md:1058 +#: ../../Fixed-or-Improved-Logics.md:1059 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1060 +#: ../../Fixed-or-Improved-Logics.md:1061 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -3056,18 +3062,18 @@ 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:1063 +#: ../../Fixed-or-Improved-Logics.md:1064 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:1064 +#: ../../Fixed-or-Improved-Logics.md:1065 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:1065 +#: ../../Fixed-or-Improved-Logics.md:1066 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" @@ -3075,11 +3081,11 @@ 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:1076 +#: ../../Fixed-or-Improved-Logics.md:1077 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1078 +#: ../../Fixed-or-Improved-Logics.md:1079 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 " @@ -3089,7 +3095,7 @@ 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:1079 +#: ../../Fixed-or-Improved-Logics.md:1080 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -3099,7 +3105,7 @@ 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:1080 +#: ../../Fixed-or-Improved-Logics.md:1081 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -3108,13 +3114,13 @@ msgstr "" "此外,地形对象现在可以在其血量归 0 后到从地图中删除前的这段时间中通过设置 `HasCrumblingFrames` 为 true 来显示一个 " "“倒坍” 动画。" -#: ../../Fixed-or-Improved-Logics.md:1081 +#: ../../Fixed-or-Improved-Logics.md:1082 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:1082 +#: ../../Fixed-or-Improved-Logics.md:1083 msgid "" "Note that the number of regular & damage frames considered for this " "depends on value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes," @@ -3125,70 +3131,70 @@ msgstr "" "注意此处考虑的常规帧和破损帧数量取决于 `HasDamagedFrames` 的值,对于 `IsAnimated` 的地形对象则取决于 " "`AnimationLength` 的值(见[动画化地形对象](#animated-terraintypes))。请谨慎操作以确保显示的帧数正确。" -#: ../../Fixed-or-Improved-Logics.md:1083 +#: ../../Fixed-or-Improved-Logics.md:1084 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:1084 +#: ../../Fixed-or-Improved-Logics.md:1085 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:1097 -#: ../../Fixed-or-Improved-Logics.md:1122 +#: ../../Fixed-or-Improved-Logics.md:1098 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1099 +#: ../../Fixed-or-Improved-Logics.md:1100 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:1107 +#: ../../Fixed-or-Improved-Logics.md:1108 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:1109 +#: ../../Fixed-or-Improved-Logics.md:1110 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:1110 +#: ../../Fixed-or-Improved-Logics.md:1111 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:1111 +#: ../../Fixed-or-Improved-Logics.md:1112 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:1120 +#: ../../Fixed-or-Improved-Logics.md:1121 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1125 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:1132 +#: ../../Fixed-or-Improved-Logics.md:1133 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1134 +#: ../../Fixed-or-Improved-Logics.md:1135 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1136 +#: ../../Fixed-or-Improved-Logics.md:1137 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -3202,7 +3208,7 @@ 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:1137 +#: ../../Fixed-or-Improved-Logics.md:1138 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -3212,13 +3218,13 @@ 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:1138 +#: ../../Fixed-or-Improved-Logics.md:1139 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:1139 +#: ../../Fixed-or-Improved-Logics.md:1140 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -3227,11 +3233,11 @@ 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:1151 +#: ../../Fixed-or-Improved-Logics.md:1152 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1153 +#: ../../Fixed-or-Improved-Logics.md:1154 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -3242,17 +3248,17 @@ 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:1162 +#: ../../Fixed-or-Improved-Logics.md:1163 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1164 +#: ../../Fixed-or-Improved-Logics.md:1165 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:1173 +#: ../../Fixed-or-Improved-Logics.md:1174 msgid "" "Due to technical constraints, units that use `Convert.Deploy` from [Ares’" " Type Conversion](https://ares-developers.github.io/Ares-" @@ -3264,37 +3270,37 @@ msgstr "" "docs/new/typeconversion.html)中 `Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy` " "改变类型时无论转换是否成功都会改变弹药量。这同样发生在单位离开坦克碉堡时。" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1177 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:1178 +#: ../../Fixed-or-Improved-Logics.md:1179 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:1179 +#: ../../Fixed-or-Improved-Logics.md:1180 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:1180 +#: ../../Fixed-or-Improved-Logics.md:1181 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:1181 +#: ../../Fixed-or-Improved-Logics.md:1182 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:1182 +#: ../../Fixed-or-Improved-Logics.md:1183 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:1194 +#: ../../Fixed-or-Improved-Logics.md:1195 msgid "" "Auto-deploy feature requires `Convert.Deploy` from [Ares’ Type " "Conversion](https://ares-developers.github.io/Ares-" @@ -3304,11 +3310,11 @@ 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:1197 +#: ../../Fixed-or-Improved-Logics.md:1198 msgid "IsSimpleDeployer vehicle deploy animation / direction customization" msgstr "自定义 IsSimpleDeployer 载具部署" -#: ../../Fixed-or-Improved-Logics.md:1199 +#: ../../Fixed-or-Improved-Logics.md:1200 msgid "" "`DeployingAnim.AllowAnyDirection` if set, disables any direction " "constraints for deployers with `DeployingAnim` set. Only works for ground" @@ -3317,55 +3323,55 @@ 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:1200 +#: ../../Fixed-or-Improved-Logics.md:1201 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:1201 +#: ../../Fixed-or-Improved-Logics.md:1202 msgid "" "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " "is played in reverse for undeploying." msgstr "`DeployingAnim.KeepUnitVisible` 控制反部署时是否使动画反向播放。" -#: ../../Fixed-or-Improved-Logics.md:1202 +#: ../../Fixed-or-Improved-Logics.md:1203 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:1213 +#: ../../Fixed-or-Improved-Logics.md:1214 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:1215 +#: ../../Fixed-or-Improved-Logics.md:1216 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:1218 +#: ../../Fixed-or-Improved-Logics.md:1219 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:1219 +#: ../../Fixed-or-Improved-Logics.md:1220 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:1220 +#: ../../Fixed-or-Improved-Logics.md:1221 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:1233 +#: ../../Fixed-or-Improved-Logics.md:1234 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1235 +#: ../../Fixed-or-Improved-Logics.md:1236 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -3375,11 +3381,11 @@ 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:1237 +#: ../../Fixed-or-Improved-Logics.md:1238 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1239 +#: ../../Fixed-or-Improved-Logics.md:1240 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -3388,44 +3394,44 @@ 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:1253 +#: ../../Fixed-or-Improved-Logics.md:1254 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1256 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1257 +#: ../../Fixed-or-Improved-Logics.md:1258 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:1258 +#: ../../Fixed-or-Improved-Logics.md:1259 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:1259 +#: ../../Fixed-or-Improved-Logics.md:1260 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:1260 +#: ../../Fixed-or-Improved-Logics.md:1261 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:1261 +#: ../../Fixed-or-Improved-Logics.md:1262 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:1262 +#: ../../Fixed-or-Improved-Logics.md:1263 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:1263 +#: ../../Fixed-or-Improved-Logics.md:1264 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -3434,7 +3440,7 @@ 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:1266 +#: ../../Fixed-or-Improved-Logics.md:1267 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -3457,7 +3463,7 @@ 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:1300 +#: ../../Fixed-or-Improved-Logics.md:1301 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 " @@ -3468,59 +3474,59 @@ 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:1311 +#: ../../Fixed-or-Improved-Logics.md:1312 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1313 +#: ../../Fixed-or-Improved-Logics.md:1314 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:1314 +#: ../../Fixed-or-Improved-Logics.md:1315 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:1315 +#: ../../Fixed-or-Improved-Logics.md:1316 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:1316 +#: ../../Fixed-or-Improved-Logics.md:1317 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:1317 +#: ../../Fixed-or-Improved-Logics.md:1318 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:1319 +#: ../../Fixed-or-Improved-Logics.md:1320 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1321 +#: ../../Fixed-or-Improved-Logics.md:1322 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:1324 +#: ../../Fixed-or-Improved-Logics.md:1325 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:1336 +#: ../../Fixed-or-Improved-Logics.md:1337 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1340 +#: ../../Fixed-or-Improved-Logics.md:1341 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -3532,15 +3538,15 @@ 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:1342 +#: ../../Fixed-or-Improved-Logics.md:1343 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1344 +#: ../../Fixed-or-Improved-Logics.md:1345 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1347 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -3550,18 +3556,18 @@ 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:1347 +#: ../../Fixed-or-Improved-Logics.md:1348 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:1355 +#: ../../Fixed-or-Improved-Logics.md:1356 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:1357 +#: ../../Fixed-or-Improved-Logics.md:1358 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -3570,24 +3576,24 @@ 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:1358 +#: ../../Fixed-or-Improved-Logics.md:1359 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:1359 +#: ../../Fixed-or-Improved-Logics.md:1360 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:1372 +#: ../../Fixed-or-Improved-Logics.md:1373 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:1374 +#: ../../Fixed-or-Improved-Logics.md:1375 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -3597,7 +3603,7 @@ 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:1375 +#: ../../Fixed-or-Improved-Logics.md:1376 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -3605,26 +3611,26 @@ 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:1384 +#: ../../Fixed-or-Improved-Logics.md:1385 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:1386 +#: ../../Fixed-or-Improved-Logics.md:1387 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:1387 +#: ../../Fixed-or-Improved-Logics.md:1388 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:1396 +#: ../../Fixed-or-Improved-Logics.md:1397 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:1398 +#: ../../Fixed-or-Improved-Logics.md:1399 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -3636,7 +3642,7 @@ 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:1399 +#: ../../Fixed-or-Improved-Logics.md:1400 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 " @@ -3646,7 +3652,7 @@ 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:1400 +#: ../../Fixed-or-Improved-Logics.md:1401 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 " @@ -3661,14 +3667,14 @@ 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:1401 +#: ../../Fixed-or-Improved-Logics.md:1402 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:1402 +#: ../../Fixed-or-Improved-Logics.md:1403 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water, by default animations from " @@ -3677,7 +3683,7 @@ 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:1403 +#: ../../Fixed-or-Improved-Logics.md:1404 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -3686,7 +3692,7 @@ 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:1404 +#: ../../Fixed-or-Improved-Logics.md:1405 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -3695,7 +3701,7 @@ 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:1405 +#: ../../Fixed-or-Improved-Logics.md:1406 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -3707,76 +3713,76 @@ 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:1425 +#: ../../Fixed-or-Improved-Logics.md:1426 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:1427 +#: ../../Fixed-or-Improved-Logics.md:1428 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:1435 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:1437 +#: ../../Fixed-or-Improved-Logics.md:1438 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:1438 +#: ../../Fixed-or-Improved-Logics.md:1439 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:1439 +#: ../../Fixed-or-Improved-Logics.md:1440 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:1440 +#: ../../Fixed-or-Improved-Logics.md:1441 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:1441 +#: ../../Fixed-or-Improved-Logics.md:1442 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:1450 +#: ../../Fixed-or-Improved-Logics.md:1451 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:1453 +#: ../../Fixed-or-Improved-Logics.md:1454 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:1455 +#: ../../Fixed-or-Improved-Logics.md:1456 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:1463 +#: ../../Fixed-or-Improved-Logics.md:1464 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:1465 +#: ../../Fixed-or-Improved-Logics.md:1466 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:1467 +#: ../../Fixed-or-Improved-Logics.md:1468 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -3785,11 +3791,11 @@ 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:1476 +#: ../../Fixed-or-Improved-Logics.md:1477 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:1478 +#: ../../Fixed-or-Improved-Logics.md:1479 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -3803,50 +3809,50 @@ 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:1479 +#: ../../Fixed-or-Improved-Logics.md:1480 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:1487 +#: ../../Fixed-or-Improved-Logics.md:1488 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:1489 +#: ../../Fixed-or-Improved-Logics.md:1490 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1491 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:1499 +#: ../../Fixed-or-Improved-Logics.md:1500 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:1501 +#: ../../Fixed-or-Improved-Logics.md:1502 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:1512 +#: ../../Fixed-or-Improved-Logics.md:1513 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:1514 +#: ../../Fixed-or-Improved-Logics.md:1515 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:1522 +#: ../../Fixed-or-Improved-Logics.md:1523 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 充值步兵序列" -#: ../../Fixed-or-Improved-Logics.md:1524 +#: ../../Fixed-or-Improved-Logics.md:1525 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -3856,11 +3862,11 @@ 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:1532 +#: ../../Fixed-or-Improved-Logics.md:1533 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:1534 +#: ../../Fixed-or-Improved-Logics.md:1535 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -3869,13 +3875,13 @@ 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:1537 +#: ../../Fixed-or-Improved-Logics.md:1538 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:1538 +#: ../../Fixed-or-Improved-Logics.md:1539 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" @@ -3884,7 +3890,7 @@ 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:1550 +#: ../../Fixed-or-Improved-Logics.md:1551 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -3894,11 +3900,11 @@ 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) 所创建的 EBolt 效果。" -#: ../../Fixed-or-Improved-Logics.md:1553 +#: ../../Fixed-or-Improved-Logics.md:1554 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:1555 +#: ../../Fixed-or-Improved-Logics.md:1556 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -3908,7 +3914,7 @@ 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:1558 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -3918,39 +3924,39 @@ 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:1566 +#: ../../Fixed-or-Improved-Logics.md:1567 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:1568 +#: ../../Fixed-or-Improved-Logics.md:1569 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:1577 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:1579 +#: ../../Fixed-or-Improved-Logics.md:1580 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:1580 +#: ../../Fixed-or-Improved-Logics.md:1581 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:1581 +#: ../../Fixed-or-Improved-Logics.md:1582 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:1582 +#: ../../Fixed-or-Improved-Logics.md:1583 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -3959,7 +3965,7 @@ 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:1583 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -3969,13 +3975,13 @@ 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:1584 +#: ../../Fixed-or-Improved-Logics.md:1585 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:1585 +#: ../../Fixed-or-Improved-Logics.md:1586 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -3985,62 +3991,55 @@ 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:1599 +#: ../../Fixed-or-Improved-Logics.md:1600 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1601 +#: ../../Fixed-or-Improved-Logics.md:1602 msgid "DropPod properties can now be customized on a per-InfantryType basis." msgstr "现在可以在步兵类型上微观定义 DropPod 属性。" -#: ../../Fixed-or-Improved-Logics.md:1602 +#: ../../Fixed-or-Improved-Logics.md:1603 msgid "" "Note that the DropPod is actually the infantry itself with a different " "shp image." msgstr "注意 DropPod 其实是使用了不同 shp 图像的该步兵自身。" -#: ../../Fixed-or-Improved-Logics.md:1603 +#: ../../Fixed-or-Improved-Logics.md:1604 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:1604 +#: ../../Fixed-or-Improved-Logics.md:1605 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:1605 +#: ../../Fixed-or-Improved-Logics.md:1606 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:1606 +#: ../../Fixed-or-Improved-Logics.md:1607 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:1607 +#: ../../Fixed-or-Improved-Logics.md:1608 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:1627 +#: ../../Fixed-or-Improved-Logics.md:1628 msgid "" "`[General] -> DropPodTrailer` is [Ares features](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." msgstr "" "`[General] -> DropPodTrailer` 是一个 [Ares 功能](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)。" - -#~ msgid "Customizable ElectricBolt Arcs" -#~ msgstr "自定义 EBolt 电弧" - -#~ msgid "Toggle-able ElectricBolt visuals" -#~ msgstr "可开关的 EBolt 视觉效果" - diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 7169ee6bf9..3b456c6bda 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-28 23:57+0800\n" +"POT-Creation-Date: 2025-03-31 01:56+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -127,7 +127,8 @@ msgid "" " now be customized explicitly by setting `Strafing.EndDelay` on the " "weapon." msgstr "" -"武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。" +"武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 " +"的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。" #: ../../Whats-New.md:25 msgid "" @@ -495,42 +496,6 @@ msgstr "" "这些是由 Phobos 各种功能所新添加的用户设置标签。大多可以在 [用户界面特性](User-Interface.md) 或 " "[杂项内容](Miscellanous.md) 部分找到。你可以用搜索功能快速查找。" -#: ../../Whats-New.md:80 -msgid "" -"[Phobos]\n" -"CampaignDefaultGameSpeed=4 ; integer\n" -"ShowBriefing=true ; boolean\n" -"DigitalDisplay.Enable=false ; boolean\n" -"ShowDesignatorRange=false ; boolean\n" -"PrioritySelectionFiltering=true ; boolean\n" -"ShowPlacementPreview=yes ; boolean\n" -"RealTimeTimers=false ; boolean\n" -"RealTimeTimers.Adaptive=false ; boolean\n" -"ShowHarvesterCounter=true ; boolean\n" -"ShowPowerDelta=true ; boolean\n" -"ShowWeedsCounter=true ; boolean\n" -"ToolTipDescriptions=true ; boolean\n" -"ToolTipBlur=false ; boolean\n" -"SaveGameOnScenarioStart=true ; boolean\n" -"HideLightFlashEffects=false ; boolean\n" -msgstr "" -"[Phobos]\n" -"CampaignDefaultGameSpeed=4 ; integer\n" -"ShowBriefing=true ; boolean\n" -"DigitalDisplay.Enable=false ; boolean\n" -"ShowDesignatorRange=false ; boolean\n" -"PrioritySelectionFiltering=true ; boolean\n" -"ShowPlacementPreview=yes ; boolean\n" -"RealTimeTimers=false ; boolean\n" -"RealTimeTimers.Adaptive=false ; boolean\n" -"ShowHarvesterCounter=true ; boolean\n" -"ShowPowerDelta=true ; boolean\n" -"ShowWeedsCounter=true ; boolean\n" -"ToolTipDescriptions=true ; boolean\n" -"ToolTipBlur=false ; boolean\n" -"SaveGameOnScenarioStart=true ; boolean\n" -"HideLightFlashEffects=false ; boolean\n" - #: ../../Whats-New.md:99 msgid "For Map Editor (Final Alert 2)" msgstr "对地图编辑器(Final Alert 2)的更改" @@ -539,2038 +504,1272 @@ msgstr "对地图编辑器(Final Alert 2)的更改" msgid "In `FAData.ini`:" msgstr "在 `FAData.ini`:" -#: ../../Whats-New.md:105 -msgid "" -"[ParamTypes]\n" -"47=Structures,28\n" -"54=Use GlobalVar,10\n" -"55=Operation,0\n" -"56=Variable index,0\n" -"57=Lower bound,0\n" -"58=Upper bound,0\n" -"59=Operate var is global,10\n" -"60=Operate var index,0\n" -"65=Campaign AI Repairable,0\n" -"68=House,1,2\n" -"69=Non-inert,10\n" -"70=AITargetTypes index,0\n" -"\n" -"[EventsRA2]\n" -"500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1\n" -"501=Local variable is less than,48,6,0,0,[LONG DESC],0,1,501,1\n" -"502=Local variable equals to,48,6,0,0,[LONG DESC],0,1,502,1\n" -"503=Local variable is greater than or equals to,48,6,0,0,[LONG " -"DESC],0,1,503,1\n" -"504=Local variable is less than or equals,48,6,0,0,[LONG DESC],0,1,504,1\n" -"505=Local variable and X is true,48,6,0,0,[LONG DESC],0,1,505,1\n" -"506=Global variable is greater than,48,6,0,0,[LONG DESC],0,1,506,1\n" -"507=Global variable is less than,48,6,0,0,[LONG DESC],0,1,507,1\n" -"508=Global variable equals to,48,6,0,0,[LONG DESC],0,1,508,1\n" -"509=Global variable is greater than or queals to,48,6,0,0,[LONG " -"DESC],0,1,509,1\n" -"510=Global variable is less than or equals to,48,6,0,0,[LONG " -"DESC],0,1,510,1\n" -"511=Global variable and X is true,48,6,0,0,[LONG DESC],0,1,511,1\n" -"512=Local variable is greater than local variable,48,3,0,0,[LONG " -"DESC],0,1,500,1\n" -"513=Local variable is less than local variable,48,3,0,0,[LONG " -"DESC],0,1,501,1\n" -"514=Local variable equals to local variable,48,3,0,0,[LONG " -"DESC],0,1,502,1\n" -"515=Local variable is greater than or equals to local " -"variable,48,3,0,0,[LONG DESC],0,1,503,1\n" -"516=Local variable is less than or equals local variable,48,3,0,0,[LONG " -"DESC],0,1,504,1\n" -"517=Local variable and local variable is true,48,3,0,0,[LONG " -"DESC],0,1,505,1\n" -"518=Global variable is greater than local variable,48,3,0,0,[LONG " -"DESC],0,1,506,1\n" -"519=Global variable is less than local variable,48,3,0,0,[LONG " -"DESC],0,1,507,1\n" -"520=Global variable equals to local variable,48,3,0,0,[LONG " -"DESC],0,1,508,1\n" -"521=Global variable is greater than or queals to local " -"variable,48,3,0,0,[LONG DESC],0,1,509,1\n" -"522=Global variable is less than or equals to local " -"variable,48,3,0,0,[LONG DESC],0,1,510,1\n" -"523=Global variable and local variable is true,48,3,0,0,[LONG " -"DESC],0,1,511,1\n" -"524=Local variable is greater than global variable,48,35,0,0,[LONG " -"DESC],0,1,500,1\n" -"525=Local variable is less than global variable,48,35,0,0,[LONG " -"DESC],0,1,501,1\n" -"526=Local variable equals to global variable,48,35,0,0,[LONG " -"DESC],0,1,502,1\n" -"527=Local variable is greater than or equals to global " -"variable,48,35,0,0,[LONG DESC],0,1,503,1\n" -"528=Local variable is less than or equals global variable,48,35,0,0,[LONG" -" DESC],0,1,504,1\n" -"529=Local variable and global variable is true,48,35,0,0,[LONG " -"DESC],0,1,505,1\n" -"530=Global variable is greater than global variable,48,35,0,0,[LONG " -"DESC],0,1,506,1\n" -"531=Global variable is less than global variable,48,35,0,0,[LONG " -"DESC],0,1,507,1\n" -"532=Global variable equals to global variable,48,35,0,0,[LONG " -"DESC],0,1,508,1\n" -"533=Global variable is greater than or queals to global " -"variable,48,35,0,0,[LONG DESC],0,1,509,1\n" -"534=Global variable is less than or equals to global " -"variable,48,35,0,0,[LONG DESC],0,1,510,1\n" -"535=Global variable and global variable is true,48,35,0,0,[LONG " -"DESC],0,1,511,1\n" -"600=Shield of the attached object is broken,0,0,0,0,[LONG DESC],0,1,600,1" -"\n" -"601=House owns Techno Type,68,46,0,0,[LONG DESC],0,1,601,1\n" -"602=House doesn't own Techno Type,68,46,0,0,[LONG DESC],0,1,602,1\n" -"604=Techno Type Entered Cell,68,46,0,0,[LONG DESC],0,1,604,1\n" -"605=AI Target Type Entered Cell,68,70,0,0,[LONG DESC],0,1,605,1\n" -"\n" -"[ActionsRA2]\n" -"41=Play animation at a waypoint...,0,25,69,0,0,0,1,0,0,[LONG " -"DESC].,0,1,41\n" -"125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125\n" -"500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1\n" -"501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1\n" -"502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1\n" -"503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0\n" -"504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1\n" -"505=Fire Super Weapon at specified location " -"(Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from " -"[SuperWeaponTypes] list at a specified location. House=-1 means random " -"target that isn't neutral. House=-2 means the first neutral house. " -"House=-3 means random human target. Coordinate X=-1 means random. " -"Coordinate Y=-1 means random,0,1,505\n" -"506=Fire Super Weapon at specified waypoint " -"(Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from " -"[SuperWeaponTypes] list at a specified waypoint. House=-1 means random " -"target that isn't neutral. House=-2 means the first neutral house. " -"House=-3 means random human target. Coordinate X=-1 means random. " -"Coordinate Y=-1 means random,0,1,506\n" -"510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set " -"MCVRedeploys to the given value,0,1,510\n" -"\n" -"; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)\n" -"[ScriptTypeLists]\n" -"1=ScriptLocalVariable\n" -"2=ScriptGlobalVariable\n" -"3=ScriptLocalVariable_Local\n" -"4=ScriptLocalVariable_Global\n" -"5=ScriptGlobalVariable_Local\n" -"6=ScriptGlobalVariable_Global\n" -"\n" -"[ScriptLocalVariable]\n" -"HasExtraParam=Yes\n" -"BuiltInType=14\n" -"\n" -"[ScriptGlobalVariable]\n" -"HasExtraParam=Yes\n" -"BuiltInType=5\n" -"\n" -"[ScriptLocalVariable_Local]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_LocalVariables\n" -"BuiltInType=14\n" -"\n" -"[ScriptLocalVariable_Global]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_GlobalVariables\n" -"BuiltInType=14\n" -"\n" -"[ScriptGlobalVariable_Local]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_LocalVariables\n" -"BuiltInType=5\n" -"\n" -"[ScriptGlobalVariable_Global]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_GlobalVariables\n" -"BuiltInType=5\n" -"\n" -"[ScriptExtType_LocalVariables]\n" -"BuiltInType=14\n" -"\n" -"[ScriptExtType_GlobalVariables]\n" -"BuiltInType=5\n" -"\n" -"[ScriptsRA2]\n" -"10100=Timed Area Guard,20,0,1,[LONG DESC]\n" -"10101=Wait until ammo is full,0,0,1,[LONG DESC]\n" -"10102=Regroup Temporarily Around the Team Leader,20,0,1,[LONG DESC]\n" -"10103=Load Onto Transports,0,0,1,[LONG DESC]\n" -"10104=Chronoshift to Enemy Base,20,0,1,[LONG DESC]\n" -"18000=Local variable set,22,0,1,[LONG DESC]\n" -"18001=Local variable add,22,0,1,[LONG DESC]\n" -"18002=Local variable minus,22,0,1,[LONG DESC]\n" -"18003=Local variable multiply,22,0,1,[LONG DESC]\n" -"18004=Local variable divide,22,0,1,[LONG DESC]\n" -"18005=Local variable mod,22,0,1,[LONG DESC]\n" -"18006=Local variable leftshift,22,0,1,[LONG DESC]\n" -"18007=Local variable rightshift,22,0,1,[LONG DESC]\n" -"18008=Local variable reverse,22,0,1,[LONG DESC]\n" -"18009=Local variable xor,22,0,1,[LONG DESC]\n" -"18010=Local variable or,22,0,1,[LONG DESC]\n" -"18011=Local variable and,22,0,1,[LONG DESC]\n" -"18012=Global variable set,23,0,1,[LONG DESC]\n" -"18013=Global variable add,23,0,1,[LONG DESC]\n" -"18014=Global variable minus,23,0,1,[LONG DESC]\n" -"18015=Global variable multiply,23,0,1,[LONG DESC]\n" -"18016=Global variable divide,23,0,1,[LONG DESC]\n" -"18017=Global variable mod,23,0,1,[LONG DESC]\n" -"18018=Global variable leftshift,23,0,1,[LONG DESC]\n" -"18019=Global variable rightshift,23,0,1,[LONG DESC]\n" -"18020=Global variable reverse,23,0,1,[LONG DESC]\n" -"18021=Global variable xor,23,0,1,[LONG DESC]\n" -"18022=Global variable or,23,0,1,[LONG DESC]\n" -"18023=Global variable and,23,0,1,[LONG DESC]\n" -"18024=Local variable set by local variable,24,0,1,[LONG DESC]\n" -"18025=Local variable add by local variable,24,0,1,[LONG DESC]\n" -"18026=Local variable minus by local variable,24,0,1,[LONG DESC]\n" -"18027=Local variable multiply by local variable,24,0,1,[LONG DESC]\n" -"18028=Local variable divide by local variable,24,0,1,[LONG DESC]\n" -"18029=Local variable mod by local variable,24,0,1,[LONG DESC]\n" -"18030=Local variable leftshift by local variable,24,0,1,[LONG DESC]\n" -"18031=Local variable rightshift by local variable,24,0,1,[LONG DESC]\n" -"18032=Local variable reverse by local variable,24,0,1,[LONG DESC]\n" -"18033=Local variable xor by local variable,24,0,1,[LONG DESC]\n" -"18034=Local variable or by local variable,24,0,1,[LONG DESC]\n" -"18035=Local variable and by local variable,24,0,1,[LONG DESC]\n" -"18036=Global variable set by local variable,25,0,1,[LONG DESC]\n" -"18037=Global variable add by local variable,25,0,1,[LONG DESC]\n" -"18038=Global variable minus by local variable,25,0,1,[LONG DESC]\n" -"18039=Global variable multiply by local variable,25,0,1,[LONG DESC]\n" -"18040=Global variable divide by local variable,25,0,1,[LONG DESC]\n" -"18041=Global variable mod by local variable,25,0,1,[LONG DESC]\n" -"18042=Global variable leftshift by local variable,25,0,1,[LONG DESC]\n" -"18043=Global variable rightshift by local variable,25,0,1,[LONG DESC]\n" -"18044=Global variable reverse by local variable,25,0,1,[LONG DESC]\n" -"18045=Global variable xor by local variable,25,0,1,[LONG DESC]\n" -"18046=Global variable or by local variable,25,0,1,[LONG DESC]\n" -"18047=Global variable and by local variable,25,0,1,[LONG DESC]\n" -"18048=Local variable set by global variable,26,0,1,[LONG DESC]\n" -"18049=Local variable add by global variable,26,0,1,[LONG DESC]\n" -"18050=Local variable minus by global variable,26,0,1,[LONG DESC]\n" -"18051=Local variable multiply by global variable,26,0,1,[LONG DESC]\n" -"18052=Local variable divide by global variable,26,0,1,[LONG DESC]\n" -"18053=Local variable mod by global variable,26,0,1,[LONG DESC]\n" -"18054=Local variable leftshift by global variable,26,0,1,[LONG DESC]\n" -"18055=Local variable rightshift by global variable,26,0,1,[LONG DESC]\n" -"18056=Local variable reverse by global variable,26,0,1,[LONG DESC]\n" -"18057=Local variable xor by global variable,26,0,1,[LONG DESC]\n" -"18058=Local variable or by global variable,26,0,1,[LONG DESC]\n" -"18059=Local variable and by global variable,26,0,1,[LONG DESC]\n" -"18060=Global variable set by global variable,27,0,1,[LONG DESC]\n" -"18061=Global variable add by global variable,27,0,1,[LONG DESC]\n" -"18062=Global variable minus by global variable,27,0,1,[LONG DESC]\n" -"18063=Global variable multiply by global variable,27,0,1,[LONG DESC]\n" -"18064=Global variable divide by global variable,27,0,1,[LONG DESC]\n" -"18065=Global variable mod by global variable,27,0,1,[LONG DESC]\n" -"18066=Global variable leftshift by global variable,27,0,1,[LONG DESC]\n" -"18067=Global variable rightshift by global variable,27,0,1,[LONG DESC]\n" -"18068=Global variable reverse by global variable,27,0,1,[LONG DESC]\n" -"18069=Global variable xor by global variable,27,0,1,[LONG DESC]\n" -"18070=Global variable or by global variable,27,0,1,[LONG DESC]\n" -"18071=Global variable and by global variable,27,0,1,[LONG DESC]\n" -"\n" -"[ScriptParams]\n" -"22=Local variables,-1\n" -"23=Global variables,-2\n" -"24=Local variables,-3\n" -"25=Local variables,-4\n" -"26=Global variables,-5\n" -"27=Global variables,-6\n" -msgstr "" -"[ParamTypes]\n" -"47=Structures,28\n" -"54=Use GlobalVar,10\n" -"55=Operation,0\n" -"56=Variable index,0\n" -"57=Lower bound,0\n" -"58=Upper bound,0\n" -"59=Operate var is global,10\n" -"60=Operate var index,0\n" -"65=Campaign AI Repairable,0\n" -"68=House,1,2\n" -"69=Non-inert,10\n" -"70=AITargetTypes index,0\n" -"\n" -"[EventsRA2]\n" -"500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1\n" -"501=Local variable is less than,48,6,0,0,[LONG DESC],0,1,501,1\n" -"502=Local variable equals to,48,6,0,0,[LONG DESC],0,1,502,1\n" -"503=Local variable is greater than or equals to,48,6,0,0,[LONG " -"DESC],0,1,503,1\n" -"504=Local variable is less than or equals,48,6,0,0,[LONG DESC],0,1,504,1\n" -"505=Local variable and X is true,48,6,0,0,[LONG DESC],0,1,505,1\n" -"506=Global variable is greater than,48,6,0,0,[LONG DESC],0,1,506,1\n" -"507=Global variable is less than,48,6,0,0,[LONG DESC],0,1,507,1\n" -"508=Global variable equals to,48,6,0,0,[LONG DESC],0,1,508,1\n" -"509=Global variable is greater than or queals to,48,6,0,0,[LONG " -"DESC],0,1,509,1\n" -"510=Global variable is less than or equals to,48,6,0,0,[LONG " -"DESC],0,1,510,1\n" -"511=Global variable and X is true,48,6,0,0,[LONG DESC],0,1,511,1\n" -"512=Local variable is greater than local variable,48,3,0,0,[LONG " -"DESC],0,1,500,1\n" -"513=Local variable is less than local variable,48,3,0,0,[LONG " -"DESC],0,1,501,1\n" -"514=Local variable equals to local variable,48,3,0,0,[LONG " -"DESC],0,1,502,1\n" -"515=Local variable is greater than or equals to local " -"variable,48,3,0,0,[LONG DESC],0,1,503,1\n" -"516=Local variable is less than or equals local variable,48,3,0,0,[LONG " -"DESC],0,1,504,1\n" -"517=Local variable and local variable is true,48,3,0,0,[LONG " -"DESC],0,1,505,1\n" -"518=Global variable is greater than local variable,48,3,0,0,[LONG " -"DESC],0,1,506,1\n" -"519=Global variable is less than local variable,48,3,0,0,[LONG " -"DESC],0,1,507,1\n" -"520=Global variable equals to local variable,48,3,0,0,[LONG " -"DESC],0,1,508,1\n" -"521=Global variable is greater than or queals to local " -"variable,48,3,0,0,[LONG DESC],0,1,509,1\n" -"522=Global variable is less than or equals to local " -"variable,48,3,0,0,[LONG DESC],0,1,510,1\n" -"523=Global variable and local variable is true,48,3,0,0,[LONG " -"DESC],0,1,511,1\n" -"524=Local variable is greater than global variable,48,35,0,0,[LONG " -"DESC],0,1,500,1\n" -"525=Local variable is less than global variable,48,35,0,0,[LONG " -"DESC],0,1,501,1\n" -"526=Local variable equals to global variable,48,35,0,0,[LONG " -"DESC],0,1,502,1\n" -"527=Local variable is greater than or equals to global " -"variable,48,35,0,0,[LONG DESC],0,1,503,1\n" -"528=Local variable is less than or equals global variable,48,35,0,0,[LONG" -" DESC],0,1,504,1\n" -"529=Local variable and global variable is true,48,35,0,0,[LONG " -"DESC],0,1,505,1\n" -"530=Global variable is greater than global variable,48,35,0,0,[LONG " -"DESC],0,1,506,1\n" -"531=Global variable is less than global variable,48,35,0,0,[LONG " -"DESC],0,1,507,1\n" -"532=Global variable equals to global variable,48,35,0,0,[LONG " -"DESC],0,1,508,1\n" -"533=Global variable is greater than or queals to global " -"variable,48,35,0,0,[LONG DESC],0,1,509,1\n" -"534=Global variable is less than or equals to global " -"variable,48,35,0,0,[LONG DESC],0,1,510,1\n" -"535=Global variable and global variable is true,48,35,0,0,[LONG " -"DESC],0,1,511,1\n" -"600=Shield of the attached object is broken,0,0,0,0,[LONG DESC],0,1,600,1" -"\n" -"601=House owns Techno Type,68,46,0,0,[LONG DESC],0,1,601,1\n" -"602=House doesn't own Techno Type,68,46,0,0,[LONG DESC],0,1,602,1\n" -"604=Techno Type Entered Cell,68,46,0,0,[LONG DESC],0,1,604,1\n" -"605=AI Target Type Entered Cell,68,70,0,0,[LONG DESC],0,1,605,1\n" -"\n" -"[ActionsRA2]\n" -"41=Play animation at a waypoint...,0,25,69,0,0,0,1,0,0,[LONG " -"DESC].,0,1,41\n" -"125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125\n" -"500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1\n" -"501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1\n" -"502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1\n" -"503=Print variable value,0,56,54,0,0,0,0,0,0,[LONG DESC],0,1,503,0\n" -"504=Binary operation,0,56,55,60,54,59,0,0,0,[LONG DESC],0,1,504,1\n" -"505=Fire Super Weapon at specified location " -"(Phobos),0,0,20,2,21,22,0,0,0,Launch a Super Weapon from " -"[SuperWeaponTypes] list at a specified location. House=-1 means random " -"target that isn't neutral. House=-2 means the first neutral house. " -"House=-3 means random human target. Coordinate X=-1 means random. " -"Coordinate Y=-1 means random,0,1,505\n" -"506=Fire Super Weapon at specified waypoint " -"(Phobos),0,0,20,2,30,0,0,0,0,Launch a Super Weapon from " -"[SuperWeaponTypes] list at a specified waypoint. House=-1 means random " -"target that isn't neutral. House=-2 means the first neutral house. " -"House=-3 means random human target. Coordinate X=-1 means random. " -"Coordinate Y=-1 means random,0,1,506\n" -"510=Toggle MCV Redeployablility (Phobos),0,0,15,0,0,0,0,0,0, Set " -"MCVRedeploys to the given value,0,1,510\n" -"\n" -"; FOLLOWING ENTRIES REQUIRE FA2SP.DLL (by secsome)\n" -"[ScriptTypeLists]\n" -"1=ScriptLocalVariable\n" -"2=ScriptGlobalVariable\n" -"3=ScriptLocalVariable_Local\n" -"4=ScriptLocalVariable_Global\n" -"5=ScriptGlobalVariable_Local\n" -"6=ScriptGlobalVariable_Global\n" -"\n" -"[ScriptLocalVariable]\n" -"HasExtraParam=Yes\n" -"BuiltInType=14\n" -"\n" -"[ScriptGlobalVariable]\n" -"HasExtraParam=Yes\n" -"BuiltInType=5\n" -"\n" -"[ScriptLocalVariable_Local]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_LocalVariables\n" -"BuiltInType=14\n" -"\n" -"[ScriptLocalVariable_Global]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_GlobalVariables\n" -"BuiltInType=14\n" -"\n" -"[ScriptGlobalVariable_Local]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_LocalVariables\n" -"BuiltInType=5\n" -"\n" -"[ScriptGlobalVariable_Global]\n" -"HasExtraParam=Yes\n" -"ExtraParamType=ScriptExtType_GlobalVariables\n" -"BuiltInType=5\n" -"\n" -"[ScriptExtType_LocalVariables]\n" -"BuiltInType=14\n" -"\n" -"[ScriptExtType_GlobalVariables]\n" -"BuiltInType=5\n" -"\n" -"[ScriptsRA2]\n" -"10100=Timed Area Guard,20,0,1,[LONG DESC]\n" -"10101=Wait until ammo is full,0,0,1,[LONG DESC]\n" -"10102=Regroup Temporarily Around the Team Leader,20,0,1,[LONG DESC]\n" -"10103=Load Onto Transports,0,0,1,[LONG DESC]\n" -"10104=Chronoshift to Enemy Base,20,0,1,[LONG DESC]\n" -"18000=Local variable set,22,0,1,[LONG DESC]\n" -"18001=Local variable add,22,0,1,[LONG DESC]\n" -"18002=Local variable minus,22,0,1,[LONG DESC]\n" -"18003=Local variable multiply,22,0,1,[LONG DESC]\n" -"18004=Local variable divide,22,0,1,[LONG DESC]\n" -"18005=Local variable mod,22,0,1,[LONG DESC]\n" -"18006=Local variable leftshift,22,0,1,[LONG DESC]\n" -"18007=Local variable rightshift,22,0,1,[LONG DESC]\n" -"18008=Local variable reverse,22,0,1,[LONG DESC]\n" -"18009=Local variable xor,22,0,1,[LONG DESC]\n" -"18010=Local variable or,22,0,1,[LONG DESC]\n" -"18011=Local variable and,22,0,1,[LONG DESC]\n" -"18012=Global variable set,23,0,1,[LONG DESC]\n" -"18013=Global variable add,23,0,1,[LONG DESC]\n" -"18014=Global variable minus,23,0,1,[LONG DESC]\n" -"18015=Global variable multiply,23,0,1,[LONG DESC]\n" -"18016=Global variable divide,23,0,1,[LONG DESC]\n" -"18017=Global variable mod,23,0,1,[LONG DESC]\n" -"18018=Global variable leftshift,23,0,1,[LONG DESC]\n" -"18019=Global variable rightshift,23,0,1,[LONG DESC]\n" -"18020=Global variable reverse,23,0,1,[LONG DESC]\n" -"18021=Global variable xor,23,0,1,[LONG DESC]\n" -"18022=Global variable or,23,0,1,[LONG DESC]\n" -"18023=Global variable and,23,0,1,[LONG DESC]\n" -"18024=Local variable set by local variable,24,0,1,[LONG DESC]\n" -"18025=Local variable add by local variable,24,0,1,[LONG DESC]\n" -"18026=Local variable minus by local variable,24,0,1,[LONG DESC]\n" -"18027=Local variable multiply by local variable,24,0,1,[LONG DESC]\n" -"18028=Local variable divide by local variable,24,0,1,[LONG DESC]\n" -"18029=Local variable mod by local variable,24,0,1,[LONG DESC]\n" -"18030=Local variable leftshift by local variable,24,0,1,[LONG DESC]\n" -"18031=Local variable rightshift by local variable,24,0,1,[LONG DESC]\n" -"18032=Local variable reverse by local variable,24,0,1,[LONG DESC]\n" -"18033=Local variable xor by local variable,24,0,1,[LONG DESC]\n" -"18034=Local variable or by local variable,24,0,1,[LONG DESC]\n" -"18035=Local variable and by local variable,24,0,1,[LONG DESC]\n" -"18036=Global variable set by local variable,25,0,1,[LONG DESC]\n" -"18037=Global variable add by local variable,25,0,1,[LONG DESC]\n" -"18038=Global variable minus by local variable,25,0,1,[LONG DESC]\n" -"18039=Global variable multiply by local variable,25,0,1,[LONG DESC]\n" -"18040=Global variable divide by local variable,25,0,1,[LONG DESC]\n" -"18041=Global variable mod by local variable,25,0,1,[LONG DESC]\n" -"18042=Global variable leftshift by local variable,25,0,1,[LONG DESC]\n" -"18043=Global variable rightshift by local variable,25,0,1,[LONG DESC]\n" -"18044=Global variable reverse by local variable,25,0,1,[LONG DESC]\n" -"18045=Global variable xor by local variable,25,0,1,[LONG DESC]\n" -"18046=Global variable or by local variable,25,0,1,[LONG DESC]\n" -"18047=Global variable and by local variable,25,0,1,[LONG DESC]\n" -"18048=Local variable set by global variable,26,0,1,[LONG DESC]\n" -"18049=Local variable add by global variable,26,0,1,[LONG DESC]\n" -"18050=Local variable minus by global variable,26,0,1,[LONG DESC]\n" -"18051=Local variable multiply by global variable,26,0,1,[LONG DESC]\n" -"18052=Local variable divide by global variable,26,0,1,[LONG DESC]\n" -"18053=Local variable mod by global variable,26,0,1,[LONG DESC]\n" -"18054=Local variable leftshift by global variable,26,0,1,[LONG DESC]\n" -"18055=Local variable rightshift by global variable,26,0,1,[LONG DESC]\n" -"18056=Local variable reverse by global variable,26,0,1,[LONG DESC]\n" -"18057=Local variable xor by global variable,26,0,1,[LONG DESC]\n" -"18058=Local variable or by global variable,26,0,1,[LONG DESC]\n" -"18059=Local variable and by global variable,26,0,1,[LONG DESC]\n" -"18060=Global variable set by global variable,27,0,1,[LONG DESC]\n" -"18061=Global variable add by global variable,27,0,1,[LONG DESC]\n" -"18062=Global variable minus by global variable,27,0,1,[LONG DESC]\n" -"18063=Global variable multiply by global variable,27,0,1,[LONG DESC]\n" -"18064=Global variable divide by global variable,27,0,1,[LONG DESC]\n" -"18065=Global variable mod by global variable,27,0,1,[LONG DESC]\n" -"18066=Global variable leftshift by global variable,27,0,1,[LONG DESC]\n" -"18067=Global variable rightshift by global variable,27,0,1,[LONG DESC]\n" -"18068=Global variable reverse by global variable,27,0,1,[LONG DESC]\n" -"18069=Global variable xor by global variable,27,0,1,[LONG DESC]\n" -"18070=Global variable or by global variable,27,0,1,[LONG DESC]\n" -"18071=Global variable and by global variable,27,0,1,[LONG DESC]\n" -"\n" -"[ScriptParams]\n" -"22=Local variables,-1\n" -"23=Global variables,-2\n" -"24=Local variables,-3\n" -"25=Local variables,-4\n" -"26=Global variables,-5\n" -"27=Global variables,-6\n" - #: ../../Whats-New.md:307 msgid "Changelog" msgstr "更新日志" #: ../../Whats-New.md:309 -msgid "Version TBD (develop branch nightly builds)" -msgstr "待定版本(开发分支每夜构建)" +msgid "0.4" +msgstr "0.4" -#: ../../Whats-New.md:314 ../../Whats-New.md:364 ../../Whats-New.md:700 -#: ../../Whats-New.md:731 ../../Whats-New.md:936 ../../Whats-New.md:966 -#: ../../Whats-New.md:983 ../../Whats-New.md:1043 +#: ../../Whats-New.md:314 ../../Whats-New.md:647 ../../Whats-New.md:678 +#: ../../Whats-New.md:884 ../../Whats-New.md:914 ../../Whats-New.md:931 +#: ../../Whats-New.md:991 msgid "New:" msgstr "新增内容:" #: ../../Whats-New.md:315 -msgid "" -"Allow using waypoints, area guard and attack move with aircraft (by " -"CrimRecya)" -msgstr "允许战机使用路径点、区域警戒和移动攻击(by CrimRecya)" - -#: ../../Whats-New.md:316 -msgid "Enhanced Straight trajectory (by CrimRecya)" -msgstr "增强的直线轨迹(by CrimRecya)" - -#: ../../Whats-New.md:317 -msgid "Enable building production queue (by CrimRecya)" -msgstr "启用建筑生产队列(by CrimRecya)" - -#: ../../Whats-New.md:318 -msgid "" -"Fixed sidebar not updating queued unit numbers when adding or removing " -"units when the production is on hold (by CrimRecya)" -msgstr "修复侧边栏在生产暂停时添加或去除订单未能更新预购单位队列数量的问题(by CrimRecya)" - -#: ../../Whats-New.md:319 -msgid "Custom exit cell for infantry factory (by Starkku)" -msgstr "自定义兵营退出单元格(by Starkku)" - -#: ../../Whats-New.md:320 -msgid "Option for vehicles to keep target when issued move command (by Starkku)" -msgstr "设置载具在发出移动命令时是否保持目标(by Starkku)" - -#: ../../Whats-New.md:321 -msgid "Skip anim delay for burst fire (by TaranDahl)" -msgstr "为 Burst 武器跳过建筑开火前摇动画(by TaranDahl)" - -#: ../../Whats-New.md:322 -msgid "New Parabola trajectory (by CrimRecya)" -msgstr "新的抛物线轨迹(by CrimRecya)" - -#: ../../Whats-New.md:323 -msgid "Type select for buildings (code by TaranDahl, doc by Ollerus)" -msgstr "建筑的类型选择(代码 By TaranDahl,文档 by Ollerus)" - -#: ../../Whats-New.md:324 -msgid "Raise alert when technos are taking damage (by TaranDahl)" -msgstr "当科技类型受到伤害时发出警报(by TaranDahl)" - -#: ../../Whats-New.md:325 -msgid "" -"Enhanced Bombard trajectory (by CrimRecya & Ollerus, based on knowledge " -"of NaotoYuuki)" -msgstr "" -"增强的轰击轨迹(by CrimRecya 与 Ollerus,基于 NaotoYuuki 的知识)" - -#: ../../Whats-New.md:326 -msgid "Toggle waypoint for building (by TaranDahl)" -msgstr "建筑路径点开关(by TaranDahl)" - -#: ../../Whats-New.md:327 -msgid "Bunkerable checks dehardcode (by TaranDahl)" -msgstr "坦克碉堡准入检查的去硬编码化(by TaranDahl)" - -#: ../../Whats-New.md:328 -msgid "No turret unit turn to the target (by CrimRecya & TaranDahl)" -msgstr "无炮塔单位转向目标(by CrimRecya 与 TaranDahl)" - -#: ../../Whats-New.md:329 -msgid "Damage multiplier for different houses (by CrimRecya)" -msgstr "对不同所属方的伤害修正比(by CrimRecya)" - -#: ../../Whats-New.md:330 -msgid "Customizable duration for electric bolts (by Starkku)" -msgstr "自定义 EBolt 电弧持续时间(by Starkku)" - -#: ../../Whats-New.md:331 -msgid "Customizable FLH tracking for electric bolts (by Starkku)" -msgstr "自定义 EBolt 跟随 FLH(by Starkku)" - -#: ../../Whats-New.md:332 -msgid "Extended gattling rate down logic (by CrimRecya)" -msgstr "拓展的盖特掉档逻辑(by CrimRecya)" - -#: ../../Whats-New.md:333 -msgid "Sell or undeploy building on impact (by CrimRecya)" -msgstr "弹头将建筑出售或反部署(by CrimRecya)" - -#: ../../Whats-New.md:334 -msgid "No rearm and reload in EMP or temporal (by CrimRecya)" -msgstr "EMP 或超时空停止 CD(by CrimRecya)" - -#: ../../Whats-New.md:335 -msgid "Draw visual effects for airburst weapons (by CrimRecya)" -msgstr "空爆武器正常绘制武器特效(by CrimRecya)" - -#: ../../Whats-New.md:336 -msgid "" -"Technos recount current burst index when change the firing weapon (by " -"CrimRecya)" -msgstr "科技类型在更换开火武器时重置当前连发索引(by CrimRecya)" - -#: ../../Whats-New.md:337 -msgid "Shield armor inheritance customization (by Ollerus)" -msgstr "自定义护盾继承单位护甲(by Ollerus)" - -#: ../../Whats-New.md:338 -msgid "Damaged unit image changes (by Fryone)" -msgstr "单位伤残更换图像(by Fryone)" - -#: ../../Whats-New.md:339 -msgid "Customizable spawns queue (by TwinkleStar)" -msgstr "自定义子机序列(by TwinkleStar)" - -#: ../../Whats-New.md:340 -msgid "Initial spawns number (by TwinkleStar)" -msgstr "初始子机数量(by TwinkleStar)" - -#: ../../Whats-New.md:341 -msgid "Override target under EMP attack behavior (By FS-21)" -msgstr "覆盖对被 EMP 瘫痪的目标的攻击行为(by FS-21)" - -#: ../../Whats-New.md:342 -msgid "Recycle spawner in long-range (by TaranDahl)" -msgstr "远距离回收子机(by TaranDahl)" - -#: ../../Whats-New.md:343 -msgid "Play an anim when recycling a spawner (by TaranDahl)" -msgstr "回收子机时播放动画(by TaranDahl)" - -#: ../../Whats-New.md:344 -msgid "Recycle the spawner on other FLH (by TaranDahl)" -msgstr "使用其他 FLH 回收子机(by TaranDahl)" - -#: ../../Whats-New.md:345 -msgid "Technos can maintain a suitable distance after firing (by CrimRecya)" -msgstr "科技类型可以在开火后保持适当的距离(by CrimRecya)" - -#: ../../Whats-New.md:346 -msgid "Projectile subject to ground check before firing (by CrimRecya)" -msgstr "`SubjectToGround`(by CrimRecya)" - -#: ../../Whats-New.md:347 -msgid "Delay automatic attack on the controlled unit (by CrimRecya)" -msgstr "攻击被心控单位的延迟(by CrimRecya)" - -#: ../../Whats-New.md:348 -msgid "`BombParachute` deglobalization (by TaranDahl)" -msgstr "抛射体自定义 `BombParachute`(by TaranDahl)" - -#: ../../Whats-New.md:350 ../../Whats-New.md:528 ../../Whats-New.md:831 -#: ../../Whats-New.md:942 ../../Whats-New.md:969 ../../Whats-New.md:1008 -#: ../../Whats-New.md:1055 -msgid "Vanilla fixes:" -msgstr "原版问题修复:" - -#: ../../Whats-New.md:351 -msgid "" -"Prevent the units with locomotors that cause problems from entering the " -"tank bunker (by TaranDahl)" -msgstr "" -"防止使用了可能导致问题的运动模式的单位进入坦克碉堡(by TaranDahl)" - -#: ../../Whats-New.md:352 -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:353 -msgid "" -"Buildings with foundation bigger than 1x1 can now recycle spawned " -"correctly (by TaranDahl)" -msgstr "" -"占地面积超过 1x1 的建筑现在可以正常回收子机(by TaranDahl)" - -#: ../../Whats-New.md:355 ../../Whats-New.md:679 ../../Whats-New.md:895 -msgid "Fixes / interactions with other extensions:" -msgstr "其他扩展引擎相关的修复/交互:" - -#: ../../Whats-New.md:356 -msgid "" -"Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " -"upgrades (by Ollerus)" -msgstr "" -"允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" - -#: ../../Whats-New.md:359 -msgid "0.4" -msgstr "0.4" - -#: ../../Whats-New.md:365 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:316 msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" msgstr "在目标单元格处引爆弹头或武器(by Starkku)" -#: ../../Whats-New.md:367 +#: ../../Whats-New.md:317 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:368 +#: ../../Whats-New.md:318 msgid "Launching Super Weapons on building infiltration (by Morton)" msgstr "允许在建筑被渗透时发射超级武器(by Morton)" -#: ../../Whats-New.md:369 +#: ../../Whats-New.md:319 msgid "Building airstrike target eligibility customization (by Starkku)" msgstr "自定义建筑能否作为空袭目标(by Starkku)" -#: ../../Whats-New.md:370 +#: ../../Whats-New.md:320 msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" msgstr "伊文炸弹引爆与图像显示于建筑中心(by Starkku)" -#: ../../Whats-New.md:371 +#: ../../Whats-New.md:321 msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" msgstr "强制对隐形或伪装中的目标使用特定武器(by Starkku)" -#: ../../Whats-New.md:372 +#: ../../Whats-New.md:322 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:323 msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘(by ststl)" -#: ../../Whats-New.md:374 +#: ../../Whats-New.md:324 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:325 msgid "Shields can inherit Techno ArmorType (by Starkku)" msgstr "护盾可以继承科技类型护甲(by Starkku)" -#: ../../Whats-New.md:376 +#: ../../Whats-New.md:326 msgid "" "Income money flying-string display when harvesters or slaves are docking " "to refineries or when spies steal credits (by Trsdy)" -msgstr "" -"矿车、奴隶对接矿场或间谍窃取资金时的 flying-string 显示(by Trsdy)" +msgstr "矿车、奴隶对接矿场或间谍窃取资金时的 flying-string 显示(by Trsdy)" -#: ../../Whats-New.md:377 +#: ../../Whats-New.md:327 msgid "Allow random crates to be generated only on lands (by Trsdy)" msgstr "允许随机工具箱仅生成在陆地(by Trsdy)" -#: ../../Whats-New.md:378 +#: ../../Whats-New.md:328 msgid "Iron-curtain effects on infantries and organic units (by ststl)" msgstr "允许在步兵和生物单位上使用铁幕效果(by ststl)" -#: ../../Whats-New.md:379 +#: ../../Whats-New.md:329 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:380 +#: ../../Whats-New.md:330 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:331 msgid "Customizable priority of superweapons timer sorting(by ststl)" msgstr "自定义超武计时器优先级(by ststl)" -#: ../../Whats-New.md:382 +#: ../../Whats-New.md:332 msgid "Customizable aircraft spawner spawn delay (by Starkku)" msgstr "自定义子机发射器生成间隔(by Starkku)" -#: ../../Whats-New.md:383 +#: ../../Whats-New.md:333 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:334 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:335 msgid "" "Customizable debris & meteor impact and warhead detonation behaviour (by " "Starkku & Otamaa)" -msgstr "" -"自定义碎片 & 流星撞击以及弹头引爆行为(by Starkku 与 Otamaa)" +msgstr "自定义碎片 & 流星撞击以及弹头引爆行为(by Starkku 与 Otamaa)" -#: ../../Whats-New.md:386 +#: ../../Whats-New.md:336 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:387 +#: ../../Whats-New.md:337 msgid "" "Multiple burst shots / burst delay within infantry firing sequence (by " "Starkku)" msgstr "步兵开火序列的多发 Burst/Burst 间隔(by Starkku)" -#: ../../Whats-New.md:388 +#: ../../Whats-New.md:338 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:389 +#: ../../Whats-New.md:339 msgid "" "Removal of hardcoded AA & Gattling weapon selection restrictions (by " "Starkku)" -msgstr "" -"移除硬编码的对空与盖特逻辑的武器选用限制(by Starkku)" +msgstr "移除硬编码的对空与盖特逻辑的武器选用限制(by Starkku)" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:340 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:391 +#: ../../Whats-New.md:341 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:342 msgid "" "Default campaign game speed override and custom campaign game speed FPS " "(by Morton)" -msgstr "" -"默认战役游戏速度覆盖与自定义战役速度 FPS(by Morton)" +msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS(by Morton)" -#: ../../Whats-New.md:393 +#: ../../Whats-New.md:343 msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" msgstr "允许/禁止 MCV 重部署的触发结果(by Trsdy)" -#: ../../Whats-New.md:394 +#: ../../Whats-New.md:344 msgid "" "`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" " (by Starkku)" -msgstr "" -"由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" +msgstr "由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" -#: ../../Whats-New.md:395 +#: ../../Whats-New.md:345 msgid "Including INI files and inheriting INI sections (by Morton)" msgstr "包含 INI 文件与继承 INI 节(by Morton)" -#: ../../Whats-New.md:396 +#: ../../Whats-New.md:346 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:397 +#: ../../Whats-New.md:347 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:398 +#: ../../Whats-New.md:348 msgid "" "TechnoType target evaluation map zone check behaviour customization (by " "Starkku)" msgstr "自定义目标评估地图区域检查行为(by Starkku)" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:349 msgid "`CanC4=false` building zero damage toggle (by Starkku)" msgstr "`CanC4=false` 建筑的 0 伤害开关(by Starkku)" -#: ../../Whats-New.md:400 +#: ../../Whats-New.md:350 msgid "OpenTopped transport target sharing customization (by Starkku)" msgstr "自定义 OpenTopped 运输工具共享目标(by Starkku)" -#: ../../Whats-New.md:401 +#: ../../Whats-New.md:351 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:402 +#: ../../Whats-New.md:352 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:353 msgid "" "`CreateUnit` improvements & additions (can spawn infantry and aircraft, " "units spawning in air, spawn animation) (by Starkku)" -msgstr "" -"`CreateUnit` 改进与增强(可以生成步兵和战机、单位可以在空中生成、生成动画)(by Starkku)" +msgstr "`CreateUnit` 改进与增强(可以生成步兵和战机、单位可以在空中生成、生成动画)(by Starkku)" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:354 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:405 +#: ../../Whats-New.md:355 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:356 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:357 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:358 msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" msgstr "允许加载物逻辑更改 SpySat 效果(by Otamaa)" -#: ../../Whats-New.md:409 +#: ../../Whats-New.md:359 msgid "" "Allow `ZShapePointMove` to apply during buildup via " "`ZShapePointMove.OnBuildup` (by Starkku)" -msgstr "" -"允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" +msgstr "允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" -#: ../../Whats-New.md:410 +#: ../../Whats-New.md:360 msgid "" "`UndeploysInto` building selling buildup sequence length customization " "(by Starkku)" msgstr "自定义可反部署建筑出售序列动画长度(by Starkku)" -#: ../../Whats-New.md:411 +#: ../../Whats-New.md:361 msgid "" "Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" " (by Starkku)" -msgstr "" -"允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" +msgstr "允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" -#: ../../Whats-New.md:412 +#: ../../Whats-New.md:362 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:413 +#: ../../Whats-New.md:363 msgid "TechnoType conversion on ownership change (by Trsdy)" msgstr "科技类型根据操作者改变而变形(by Trsdy)" -#: ../../Whats-New.md:414 +#: ../../Whats-New.md:364 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:415 +#: ../../Whats-New.md:365 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " "on earlier experiment by CnCVK)" msgstr "" -"围绕目标旋转的自定义运动模式示例实现(注:仅限开发者使用)(by Kerbiter、CCHyper,Otamaa 提供协助;基于 CnCVK 的早期尝试)" +"围绕目标旋转的自定义运动模式示例实现(注:仅限开发者使用)(by Kerbiter、CCHyper,Otamaa 提供协助;基于 CnCVK " +"的早期尝试)" -#: ../../Whats-New.md:416 +#: ../../Whats-New.md:366 msgid "" "Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" " & Trsdy)" -msgstr "" -"Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" +msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" -#: ../../Whats-New.md:417 +#: ../../Whats-New.md:367 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:418 +#: ../../Whats-New.md:368 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:369 msgid "" "Chrono sparkle animation display customization and improvements (by " "Starkku)" msgstr "超时空闪烁动画显示的自定义与改进(by Starkku)" -#: ../../Whats-New.md:420 +#: ../../Whats-New.md:370 msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "超时空传送到敌方基地的动作脚本(by Starkku)" -#: ../../Whats-New.md:421 +#: ../../Whats-New.md:371 msgid "Customizable ElectricBolt Arcs (by Fryone, Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone、Kerbiter)" -#: ../../Whats-New.md:422 +#: ../../Whats-New.md:372 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" msgstr "" -"数字化显示生命值和护盾值(by ststl、FlyStar、NaotoYuuki、Saigyouji、JunJacobYoung,基于 DeathFish 的知识)" +"数字化显示生命值和护盾值(by ststl、FlyStar、NaotoYuuki、Saigyouji、JunJacobYoung,基于 " +"DeathFish 的知识)" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:373 msgid "" "PipScale pip customizations (size, ammo / spawn / tiberium frames or " "offsets) (by Starkku)" -msgstr "" -"自定义各 PipScale 的 pip(大小、弹药/子机/矿石帧或偏移)(by Starkku)" +msgstr "自定义各 PipScale 的 pip(大小、弹药/子机/矿石帧或偏移)(by Starkku)" -#: ../../Whats-New.md:424 +#: ../../Whats-New.md:374 msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" msgstr "根据弹药自动部署/阻止部署(by Fryone)" -#: ../../Whats-New.md:425 +#: ../../Whats-New.md:375 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:426 +#: ../../Whats-New.md:376 msgid "Unhardcoded timer blinking color scheme (by Starkku)" msgstr "对计时器闪烁的配色方案去硬编码(by Starkku)" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:377 msgid "" "Customizing shield self-healing timer restart when shield is damaged (by " "Starkku)" -msgstr "" -"自定义护盾受击重置自愈计时器(by Starkku)" +msgstr "自定义护盾受击重置自愈计时器(by Starkku)" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:378 msgid "" "Customizing minimum & maximum amount of damage shield can take from a " "single hit (by Starkku)" msgstr "自定义护盾单次可承受的最小与最大伤害(by Starkku)" -#: ../../Whats-New.md:429 +#: ../../Whats-New.md:379 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" msgstr "" -"`AutoDeath.Technos(Dont)Exist` 可计入 Limbo 状态(不在地图上,例如在运输工具中等)的科技类型(by Starkku)" +"`AutoDeath.Technos(Dont)Exist` 可计入 Limbo 状态(不在地图上,例如在运输工具中等)的科技类型(by " +"Starkku)" -#: ../../Whats-New.md:430 +#: ../../Whats-New.md:380 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:431 +#: ../../Whats-New.md:381 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:382 msgid "Owner-only sound on unit creation (by Fryone)" msgstr "单位创建时仅对所有者播放音效(by Fryone)" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:383 msgid "" "Allow using `Secondary` weapon against walls if `Primary` cannot target " "them (by Starkku)" -msgstr "" -"如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" +msgstr "如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:384 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:385 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下热键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:386 msgid "" "\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " "events (by Morton)" -msgstr "" -"`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件(by Morton)" +msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件(by Morton)" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:387 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" msgstr "" -"允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by Starkku)" +"允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " +"Starkku)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:388 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" -msgstr "" -"自定义直线轨迹引爆和瞬移距离以及穿透选项(by Starkku)" +msgstr "自定义直线轨迹引爆和瞬移距离以及穿透选项(by Starkku)" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:389 msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" msgstr "空袭与间谍飞机固定生成距离与高度(by Starkku)" -#: ../../Whats-New.md:440 +#: ../../Whats-New.md:390 msgid "" "Allow enabling application of `Verses` and `PercentAtMax` for negative " "damage (by Starkku)" -msgstr "" -"允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" +msgstr "允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:391 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " "`PlacementGrid.TranslucencyWithPreview` tag (by Belonit)" msgstr "" -"除 `PlacementGrid.Translucency` 外允许在启用 `PlacementPreview` 时使用 `PlacementGrid.TranslucencyWithPreview` 设置预览格子的透明度(by Belonit)" +"除 `PlacementGrid.Translucency` 外允许在启用 `PlacementPreview` 时使用 " +"`PlacementGrid.TranslucencyWithPreview` 设置预览格子的透明度(by Belonit)" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:392 msgid "Show briefing screen on singleplayer mission start (by Starkku)" msgstr "单人任务开始时显示简报屏幕(by Starkku)" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:393 msgid "" "Allow setting mission par times and related messages in `missionmd.ini` " "(by Starkku)" -msgstr "" -"允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" +msgstr "允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" -#: ../../Whats-New.md:444 +#: ../../Whats-New.md:394 msgid "" "Allow setting default singleplayer map loading screen and briefing " "offsets (by Starkku)" -msgstr "" -"允许设置单人游戏载入图与简报的偏移(by Starkku)" +msgstr "允许设置单人游戏载入图与简报的偏移(by Starkku)" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:395 msgid "" "Allow toggling whether or not fire particle systems adjust target " "coordinates when firer rotates (by Starkku)" -msgstr "" -"允许开关 Fire 粒子系统是否在开火者旋转时调整目标坐标(by Starkku)" +msgstr "允许开关 Fire 粒子系统是否在开火者旋转时调整目标坐标(by Starkku)" -#: ../../Whats-New.md:446 +#: ../../Whats-New.md:396 msgid "`AmbientDamage` warhead & main target ignore customization (by Starkku)" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标(by Starkku)" -#: ../../Whats-New.md:447 +#: ../../Whats-New.md:397 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:398 msgid "Customizable DropPod properties on a per-InfantryType basis (by Trsdy)" msgstr "自定义每个步兵的 DropPod 参数(by Trsdy)" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:399 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:450 +#: ../../Whats-New.md:400 msgid "" "Allow customizing aircraft landing direction per aircraft or per dock (by" " Starkku)" -msgstr "" -"允许每个战机和机场自定义战机着陆方向(by Starkku)" +msgstr "允许每个战机和机场自定义战机着陆方向(by Starkku)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:401 msgid "" "Allow animations to play sounds detached from audio event handler (by " "Starkku)" -msgstr "" -"允许动画播放独立于音频事件处理程序的音效(by Starkku)" +msgstr "允许动画播放独立于音频事件处理程序的音效(by Starkku)" -#: ../../Whats-New.md:452 +#: ../../Whats-New.md:402 msgid "Game save option when starting campaigns (by Trsdy)" msgstr "开始游戏时是否自动存档的开关(by Trsdy)" -#: ../../Whats-New.md:453 +#: ../../Whats-New.md:403 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:454 +#: ../../Whats-New.md:404 msgid "" "Option to have `Grinding.Weapon` require accumulated credits from " "grinding (by Starkku)" -msgstr "" -"可以设置 `Grinding.Weapon` 需要通过回收来积累足够的资金(by Starkku)" +msgstr "可以设置 `Grinding.Weapon` 需要通过回收来积累足够的资金(by Starkku)" -#: ../../Whats-New.md:455 +#: ../../Whats-New.md:405 msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑(by ZivDero)" -#: ../../Whats-New.md:456 +#: ../../Whats-New.md:406 msgid "" "Recreate the weed-charging of SWs like the TS Chemical Missile (by " "ZivDero)" -msgstr "" -"重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果(by ZivDero)" +msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果(by ZivDero)" -#: ../../Whats-New.md:457 +#: ../../Whats-New.md:407 msgid "Allow to change the speed of gas particles (by ZivDero)" msgstr "允许更改 gas 粒子的速度(by ZivDero)" -#: ../../Whats-New.md:458 +#: ../../Whats-New.md:408 msgid "" "Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" " keys (by Starkku)" -msgstr "" -"允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" +msgstr "允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" -#: ../../Whats-New.md:459 +#: ../../Whats-New.md:409 msgid "" "Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" " being sold (by Starkku)" -msgstr "" -"独立设置 `Explodes=true` 的建筑是否在拔起和出售时是否爆炸的开关(by Starkku)" +msgstr "独立设置 `Explodes=true` 的建筑是否在拔起和出售时是否爆炸的开关(by Starkku)" -#: ../../Whats-New.md:460 +#: ../../Whats-New.md:410 msgid "" "Toggleable height-based shadow scaling for voxel air units (by Trsdy & " "Starkku)" -msgstr "" -"可开关的 Voxel 空中单位影子随高度缩放效果(by Trsdy 与 Starkku)" +msgstr "可开关的 Voxel 空中单位影子随高度缩放效果(by Trsdy 与 Starkku)" -#: ../../Whats-New.md:461 +#: ../../Whats-New.md:411 msgid "" "User setting toggles for harvester counter & power delta indicator (by " "Starkku)" -msgstr "" -"用于矿车计数器和电力变动指示器的用户设置开关(by Starkku)" +msgstr "用于矿车计数器和电力变动指示器的用户设置开关(by Starkku)" -#: ../../Whats-New.md:462 +#: ../../Whats-New.md:412 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:463 +#: ../../Whats-New.md:413 msgid "" "Restore functionality of `[CrateRules] -> FreeMCV` with customizable " "credits threshold (by Starkku)" -msgstr "" -"复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" +msgstr "复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:414 msgid "" "Allow customizing the number of vehicles required for unit crates to turn" " into money crates (by Starkku)" -msgstr "" -"允许自定义单位箱子转为钱箱所判定的载具数量阈值(by Starkku)" +msgstr "允许自定义单位箱子转为钱箱所判定的载具数量阈值(by Starkku)" -#: ../../Whats-New.md:465 +#: ../../Whats-New.md:415 msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" msgstr "每个 `CrateGoodie=true` 载具独立定义的重新随机概率(by Starkku)" -#: ../../Whats-New.md:466 +#: ../../Whats-New.md:416 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:467 +#: ../../Whats-New.md:417 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:418 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:419 msgid "" "AttachEffect types with new features like custom tint and weapon range " "modifier (by Starkku)" -msgstr "" -"AE 类型支持自定义染色和武器射程修正等新功能(by Starkku)" +msgstr "AE 类型支持自定义染色和武器射程修正等新功能(by Starkku)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:420 msgid "" "Force shield effect sync on deploy & vs. organic targets effect " "customization to complement the Iron Curtain ones (by Starkku)" -msgstr "" -"力场护盾在(反)部署时继承及针对有生物体的自定义铁幕功能补充(by Starkku)" +msgstr "力场护盾在(反)部署时继承及针对有生物体的自定义铁幕功能补充(by Starkku)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:421 +#, fuzzy msgid "" -"Map trigger action `41 Play Animation At...` now uses additional " +"Map trigger action 41 `41 Play Animation At...` now uses additional " "parameter to determine if animation can play sound, deal damage etc. (by " "Starkku)" -msgstr "" -"地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" +msgstr "地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:422 msgid "" "Allow restricting how many times per frame a single radiation site can " "damage a building (by Starkku)" -msgstr "" -"允许限制同一辐射每帧对一个建筑造成杀伤的次数(by Starkku)" +msgstr "允许限制同一辐射每帧对一个建筑造成杀伤的次数(by Starkku)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:423 msgid "" "Allow explicitly setting the superweapons AI uses for Chronoshift script " "actions (by Starkku)" -msgstr "" -"允许明确定义 AI 使用超时空传送脚本动作时所使用的超级武器(by Starkku)" +msgstr "允许明确定义 AI 使用超时空传送脚本动作时所使用的超级武器(by Starkku)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:424 msgid "" "Allow customizing Aircraft weapon strafing regardless of `ROT` and " "`Strafing.Shots` values beyond 5 (by Trsdy)" -msgstr "" -"允许自定义战机武器扫射功能不受 `ROT` 值限制且 `Strafing.Shots` 可以超过 5(by Trsdy)" +msgstr "允许自定义战机武器扫射功能不受 `ROT` 值限制且 `Strafing.Shots` 可以超过 5(by Trsdy)" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:425 msgid "" "Allow strafing weapons to deduct ammo per shot instead of per strafing " "run (by Starkku)" -msgstr "" -"允许扫射武器按每次开火而非每次扫射扣除弹药(by Starkku)" +msgstr "允许扫射武器按每次开火而非每次扫射扣除弹药(by Starkku)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:426 msgid "" "Allow `CloakVisible=true` laser trails optinally be seen only if unit is " "detected (by Starkku)" -msgstr "" -"允许 `CloakVisible=true` 的激光尾迹仅在单位被检测到时可见(by Starkku)" - -#: ../../Whats-New.md:477 -msgid "" -"Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " -"dehardcode (by TaranDahl)" -msgstr "" -"遭遇战 AI 「卖家冲锋」行为去硬编码(by TaranDahl)" - -#: ../../Whats-New.md:478 -msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by TaranDahl)" -msgstr "" -"遭遇战 AI 「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" +msgstr "允许 `CloakVisible=true` 的激光尾迹仅在单位被检测到时可见(by Starkku)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:427 msgid "" "Customizing whether passengers are kicked out when an aircraft fires (by " "ststl)" -msgstr "" -"自定义战机开火时是否踹出乘客(by ststl)" +msgstr "自定义战机开火时是否踹出乘客(by ststl)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:428 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:429 msgid "" -"Option to scatter `(Anim/Splash)List` animations around impact coordinates " -"(by Starkku)" -msgstr "" -"自定义 `(Anim/Splash)List` 在引爆坐标周围散布(by Starkku)" +"Option to scatter `(Anim/Splash)List` animations around impact " +"coordinates (by Starkku)" +msgstr "自定义 `(Anim/Splash)List` 在引爆坐标周围散布(by Starkku)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:430 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:431 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:432 msgid "" "AI script action to jump back to previous script after picking a random " "script (by handama)" -msgstr "" -"随机跳转回先前步骤的 AI 脚本动作(by handama)" +msgstr "随机跳转回先前步骤的 AI 脚本动作(by handama)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:433 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:434 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:435 msgid "" "Allow different technos to share build limit in a group (by ststl & " "Ollerus)" -msgstr "" -"允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" +msgstr "允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:436 msgid "" "Map events `604-605` for checking if a specific Techno enters in a cell " "(by FS-21)" -msgstr "" -"用于检查特定科技类型是否进入单元格的 `604-605` 号地图触发条件(by FS-21)" +msgstr "用于检查特定科技类型是否进入单元格的 `604-605` 号地图触发条件(by FS-21)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:437 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" msgstr "" -"当 `[GlobalControls] -> DebugPlanningPaths=yes` 时为玩家控制的所有单位绘制路径点路径而不是仅限玩家所属方的(by Trsdy)" +"当 `[GlobalControls] -> DebugPlanningPaths=yes` " +"时为玩家控制的所有单位绘制路径点路径而不是仅限玩家所属方的(by Trsdy)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:438 msgid "`RemoveDisguise` now works on vehicle disguises (by Trsdy)" msgstr "允许 `RemoveDisguise` 作用于载具伪装效果(by Trsdy)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:439 msgid "" "Allow anchoring extended tooltips to the left side of the sidebar (by " "Trsdy)" -msgstr "" -"允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" +msgstr "允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:440 msgid "" "Toggle to allow spawned aircraft to attack immediately after being " "spawned (by Starkku)" -msgstr "" -"子机生成后是否等待集结的开关(by Starkku)" +msgstr "子机生成后是否等待集结的开关(by Starkku)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:441 msgid "`ZAdjust` for OverlayTypes (by Starkku)" msgstr "让覆盖物可以读取 `ZAdjust` 标签的值(by Starkku)" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:442 msgid "" "Allow customizing extra tint intensity for Iron Curtain & Force Shield " "(by Starkku)" -msgstr "" -"允许自定义铁幕和力场护盾的额外染色强度(by Starkku)" +msgstr "允许自定义铁幕和力场护盾的额外染色强度(by Starkku)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:443 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565 (by Starkku)" -msgstr "" -"允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" +msgstr "允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:444 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" -msgstr "" -"自定义钻地单位的地下水平移动高度和速度(by Starkku)" +msgstr "自定义钻地单位的地下水平移动高度和速度(by Starkku)" -#: ../../Whats-New.md:497 +#: ../../Whats-New.md:445 msgid "" "Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " "Starkku)" -msgstr "" -"允许弹头穿透铁幕或力场护盾(by Starkku)" +msgstr "允许弹头穿透铁幕或力场护盾(by Starkku)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:446 msgid "Option for Warhead to remove all shield types at once (by Starkku)" msgstr "允许弹头一次性移除所有护盾类型(by Starkku)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:447 msgid "" "Allow customizing voxel light source position (by Kerbiter, Morton, based" " on knowledge of thomassnedon)" -msgstr "" -"自定义 Voxel 光照角度(by Kerbiter、Morton,基于 thomassnedon 的知识)" +msgstr "自定义 Voxel 光照角度(by Kerbiter、Morton,基于 thomassnedon 的知识)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:448 msgid "" "Option to fix voxel light source being offset and incorrectly tilting on " "slopes (by Kerbiter)" -msgstr "" -"允许使用无额外调整的 Voxel 光照角度计算方式,原版算法会导致在斜坡上使用错误的倾斜角度(by Kerbiter)" +msgstr "允许使用无额外调整的 Voxel 光照角度计算方式,原版算法会导致在斜坡上使用错误的倾斜角度(by Kerbiter)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:449 msgid "AI superweapon delay timer customization (by Starkku)" msgstr "自定义 AI 超级武器发射延迟(by Starkku)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:450 msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" msgstr "排除特定工厂的多工厂加成(by Starkku)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:451 msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" msgstr "自定义单位被超时空传送超武传送的延迟(by Starkku)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:452 msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" msgstr "`FactoryPlant` 效果的受益类型限制(by Starkku)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:453 msgid "" "Customizable damage & 'crumbling' (destruction) frames for TerrainTypes " "(by Starkku)" msgstr "自定义地形对象残损与倒坍(摧毁)帧(by Starkku)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:454 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:455 msgid "Forbidding parallel AI queues for specific TechnoTypes (by Starkku)" msgstr "禁止特定科技类型的 AI 并行生产队列(by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:456 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:509 ../../Whats-New.md:514 +#: ../../Whats-New.md:457 ../../Whats-New.md:462 msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" msgstr "允许建筑被视为可摧毁的寻路障碍(by Starkku)" -#: ../../Whats-New.md:510 +#: ../../Whats-New.md:458 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:459 msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" msgstr "自定义超级武器所在栏(by NetsuNegi)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:460 msgid "Customizing effect of level lighting on air units (by Starkku)" msgstr "自定义光照等级对空中单位的影响(by Starkku)" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:461 msgid "" "Reimplemented `Airburst` & `Splits` logic with more customization options" " (by Starkku)" -msgstr "" -"重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" +msgstr "重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:463 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:464 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:465 msgid "Building unit repair customizations (by Starkku)" msgstr "在建筑上自定义单位维修参数(by Starkku)" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:466 msgid "" "Toggle to disallow buildings from providing build area during buildup (by" " Starkku)" -msgstr "" -"允许禁用建筑还在建造过程中就提供 `BaseNormal` 效果(by Starkku)" +msgstr "允许禁用建筑还在建造过程中就提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:467 msgid "" "Allow customizing which building types provide build area for a building " "(by Starkku)" -msgstr "" -"允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" +msgstr "允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:468 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:469 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:470 msgid "Allow infantry to use land sequences in water (by Starkku)" msgstr "允许步兵在水中使用陆地序列(by Starkku)" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:471 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps (by Starkku)" -msgstr "" -"`` 现在可以作为遭遇战/多人游戏地图预置对象的所有者(by Starkku)" +msgstr "`` 现在可以作为遭遇战/多人游戏地图预置对象的所有者(by Starkku)" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:472 msgid "Allow customizing charge turret delays per burst on a weapon (by Starkku)" msgstr "允许武器自定义充能炮塔变换间隔(by Starkku)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:473 +msgid "Draw visual effects for airburst weapons (by CrimRecya)" +msgstr "空爆武器正常绘制武器特效(by CrimRecya)" + +#: ../../Whats-New.md:474 msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" msgstr "现在单位的 `Speed` 支持小数(by Starkku)" -#: ../../Whats-New.md:526 -msgid "Extending `Power` to all TechnoTypes (by Morton)" -msgstr "将 `Power` 拓展到所有科技类型(by Morton)" +#: ../../Whats-New.md:476 ../../Whats-New.md:779 ../../Whats-New.md:890 +#: ../../Whats-New.md:917 ../../Whats-New.md:956 ../../Whats-New.md:1003 +msgid "Vanilla fixes:" +msgstr "原版问题修复:" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:477 msgid "" "Allow AI to repair structures built from base nodes/trigger action 125/SW" " delivery in single player missions (by Trsdy)" -msgstr "" -"" -"允许 AI 在单人任务中修复由基地节点/125 号触发结果/超级武器所投送的建筑(by Trsdy)" +msgstr "允许 AI 在单人任务中修复由基地节点/125 号触发结果/超级武器所投送的建筑(by Trsdy)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:478 #, python-format msgid "" "Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " "(by Trsdy)" -msgstr "" -"令载具在 `OpenTopped` 运输工具中使用**运输工具的** `AlternateFLH%d`(by Trsdy)" +msgstr "令载具在 `OpenTopped` 运输工具中使用**运输工具的** `AlternateFLH%d`(by Trsdy)" -#: ../../Whats-New.md:531 +#: ../../Whats-New.md:479 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map. (by Trsdy, based on TwinkleStar's work)" -msgstr "" -"改进了升级工具箱在可见地图区域内生成位置的统计分布(by Trsdy,基于 TwinkleStar 的工作)" +msgstr "改进了升级工具箱在可见地图区域内生成位置的统计分布(by Trsdy,基于 TwinkleStar 的工作)" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:480 msgid "" "Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " "logic normally (by Trsdy)" -msgstr "" -"通过触发结果 7/80/107 生成的小队现在可以正常使用 IFV 和 `OpenTopped` 逻辑(by Trsdy)" +msgstr "通过触发结果 7/80/107 生成的小队现在可以正常使用 IFV 和 `OpenTopped` 逻辑(by Trsdy)" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:481 msgid "" "Prevented units from retaining previous order after ownership change (by " "Trsdy)" -msgstr "" -"单位在所属变更后不再保留原指令(by Trsdy)" +msgstr "单位在所属变更后不再保留原指令(by Trsdy)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:482 msgid "" "Break the mind-control link when capturing a mind-controlled building " "with an engineer (by Trsdy)" -msgstr "" -"工程师占领被心灵控制的建筑时切断心灵控制链接(by Trsdy)" +msgstr "工程师占领被心灵控制的建筑时切断心灵控制链接(by Trsdy)" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:483 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations (by Starkku)" -msgstr "" -"修复了建造动画较长的建筑其 BibShape 会在建造过程中闪现的问题(by Starkku)" +msgstr "修复了建造动画较长的建筑其 BibShape 会在建造过程中闪现的问题(by Starkku)" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:484 msgid "Cloaked & disguised objects displaying to observers (by Starkku)" msgstr "观察者现在可以看到隐形和伪装的对象(by Starkku)" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:485 msgid "" "Cloaked objects from allies displaying to player in single player " "missions (by Trsdy)" -msgstr "" -"单人任务中玩家可以看到友军的隐形对象(by Trsdy)" +msgstr "单人任务中玩家可以看到友军的隐形对象(by Trsdy)" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:486 msgid "" "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" " (by Trsdy)" -msgstr "" -"地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" +msgstr "地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:487 msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" msgstr "现在 `Suicide=yes` 的武器可以确保击杀开火者(by Trsdy)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:488 msgid "" "Made sure that vxl units being flipped over get killed instead of " "rotating up and down (by Trsdy)" -msgstr "" -"现在确保了被翻转的 Voxel 单位会被击杀而不是占据原单元格持续翻滚(不死亡)(by Trsdy)" +msgstr "现在确保了被翻转的 Voxel 单位会被击杀而不是占据原单元格持续翻滚(不死亡)(by Trsdy)" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:489 msgid "" "Allow jumpjet units to visually tilt or be flipped over on the ground " "even if `TiltCrashJumpjet=no` (by Trsdy)" -msgstr "" -"允许 Jumpjet 单位即便 `TiltCrashJumpjet=no` 也可以显示倾斜或翻转效果(by Trsdy)" +msgstr "允许 Jumpjet 单位即便 `TiltCrashJumpjet=no` 也可以显示倾斜或翻转效果(by Trsdy)" -#: ../../Whats-New.md:542 +#: ../../Whats-New.md:490 msgid "" "Fixed the range for number of debris spawned by Warhead to use MaxDebris " "instead of MaxDebris - 1 (by Starkku)" -msgstr "" -"现在弹头碎片生成量上线正确使用 `MaxDebris` 而非 `MaxDebris - 1`(by Starkku)" +msgstr "现在弹头碎片生成量上线正确使用 `MaxDebris` 而非 `MaxDebris - 1`(by Starkku)" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:491 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land (by Starkku)" -msgstr "" -"修复了 `LandTargeting=1` 没有禁止瞄准陆地上的地形对象(树等)的问题(by Starkku)" +msgstr "修复了 `LandTargeting=1` 没有禁止瞄准陆地上的地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:492 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water (by Starkku)" -msgstr "" -"修复了 `NavalTargeting=6` 没有禁止瞄准空白水域或水上地形对象(树等)的问题(by Starkku)" +msgstr "修复了 `NavalTargeting=6` 没有禁止瞄准空白水域或水上地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:545 +#: ../../Whats-New.md:493 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " "Starkku)" msgstr "" -"修复了 `NavalTargeting=7` 和/或 `LandTargeting=2` 仍允许使用主武器对陆地上的地形对象(树等)的问题(by Starkku)" +"修复了 `NavalTargeting=7` 和/或 `LandTargeting=2` 仍允许使用主武器对陆地上的地形对象(树等)的问题(by " +"Starkku)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:494 msgid "" "Fixed an issue that causes objects in layers outside ground layer to not " "be sorted correctly (caused issues with animation and jumpjet layering " "for an instance) (by Starkku)" -msgstr "" -"修复非 ground 层物体排序异常所导致的问题(例如导致动画和 Jumpjet 图层排序错误)(by Starkku)" +msgstr "修复非 ground 层物体排序异常所导致的问题(例如导致动画和 Jumpjet 图层排序错误)(by Starkku)" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:495 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:496 msgid "Allow MCV to redeploy in campaigns (by Trsdy)" msgstr "允许 MCV 在战役中重部署(by Trsdy)" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:497 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" msgstr "" -"允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` 的情况下被出售(by Trsdy)" +"允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` " +"的情况下被出售(by Trsdy)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:498 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water (by Starkku)" -msgstr "" -"修复了无 `C4=true` 的步兵通过空降/超时空等方式进入水域会死亡的问题。即便它们正常情况下进入水域(by Starkku)" +msgstr "修复了无 `C4=true` 的步兵通过空降/超时空等方式进入水域会死亡的问题。即便它们正常情况下进入水域(by Starkku)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:499 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " "Starkku)" msgstr "" -"修复了 `WaterBound=true` 且拥有 `UndeployInto` 的建筑在反部署时无法正常设置载具移动位置的问题(by Starkku)" +"修复了 `WaterBound=true` 且拥有 `UndeployInto` 的建筑在反部署时无法正常设置载具移动位置的问题(by " +"Starkku)" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:500 msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" msgstr "允许 `AlternateFLH` 条目超过 5 个(by ststl)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:501 msgid "" "Buildings with `CanC4=false` will no longer take 1 point of positive " "damage if hit by negative damage (by Starkku)" -msgstr "" -"拥有 `CanC4=false` 的建筑在受到负值杀伤时不再获得 1 点正值伤害(by Starkku)" +msgstr "拥有 `CanC4=false` 的建筑在受到负值杀伤时不再获得 1 点正值伤害(by Starkku)" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:502 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" -msgstr "" -"使用抛射体 `AG=false` 的主武器的建筑现在在选中时正常显示攻击光标(by Starkku)" +msgstr "使用抛射体 `AG=false` 的主武器的建筑现在在选中时正常显示攻击光标(by Starkku)" -#: ../../Whats-New.md:555 +#: ../../Whats-New.md:503 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " "lateral position based on burst index (by Starkku)" msgstr "" -"现在 `OpenTopped=true` 且拥有大于 1 的 `Burst` 的武器的运输工具其载员开火不再由于连发的序数而改变侧向偏移位置(by Starkku)" +"现在 `OpenTopped=true` 且拥有大于 1 的 `Burst` 的武器的运输工具其载员开火不再由于连发的序数而改变侧向偏移位置(by" +" Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:504 msgid "" "Light tint created by a building is now able to be removed after loading " "the game (by Trsdy)" -msgstr "" -"现在建筑灯光效果可以正常在读档后移除(by Trsdy)" +msgstr "现在建筑灯光效果可以正常在读档后移除(by Trsdy)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:505 msgid "Prevented crashing jumpjet units from firing (by Trsdy)" msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug(by Trsdy)" -#: ../../Whats-New.md:558 +#: ../../Whats-New.md:506 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed (by Starkku)" -msgstr "" -"修复了伪装的步兵在必要时没有使用自定义色盘来绘制伪装图像的问题(by Starkku)" +msgstr "修复了伪装的步兵在必要时没有使用自定义色盘来绘制伪装图像的问题(by Starkku)" -#: ../../Whats-New.md:559 +#: ../../Whats-New.md:507 +#, fuzzy msgid "" -"Reenabled the obsolete `[General] -> WarpIn` as default anim type when units" +"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)" +msgstr "重启废弃的 `[General] -> WarpIn` 作为单位超时空传送来的默认动画类型(by Trsdy)" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:508 msgid "" "Fixed permanent health bar display for units targeted by temporal weapons" " upon mouse hover (by Trsdy)" -msgstr "" -"修复了被超时空武器攻击的单位其血条在鼠标掠过其上后不会消失的 Bug(by Trsdy)" +msgstr "修复了被超时空武器攻击的单位其血条在鼠标掠过其上后不会消失的 Bug(by Trsdy)" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:509 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map (by Starkku)" -msgstr "" -"地图上预先放置的超级武器类建筑在游戏开始时不再显示 `SuperAnimThree`(by Starkku)" +msgstr "地图上预先放置的超级武器类建筑在游戏开始时不再显示 `SuperAnimThree`(by Starkku)" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:510 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do (by Starkku)" -msgstr "" -"现在 AI 玩家可以像人类玩家一样同时建造 `Naval=true` 与 `Naval=false` 的载具(by Starkku)" +msgstr "现在 AI 玩家可以像人类玩家一样同时建造 `Naval=true` 与 `Naval=false` 的载具(by Starkku)" -#: ../../Whats-New.md:563 +#: ../../Whats-New.md:511 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (by Kerbiter)" -msgstr "" -"修复了 Jumpjet 单位在开始移动时会突然面向右下方向的 Bug(by Kerbiter)" +msgstr "修复了 Jumpjet 单位在开始移动时会突然面向右下方向的 Bug(by Kerbiter)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:512 msgid "" "Suppressed the BuildingCaptured EVA events when capturing a building " "considered as a vehicle (by Trsdy)" -msgstr "" -"移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报(by Trsdy)" +msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报(by Trsdy)" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:513 msgid "" "Objects with `Palette` set now have their color tint adjusted accordingly" " by superweapons, map retint actions etc. if they belong to a house using" " any color scheme instead of only those from the first half of `[Colors]`" " list (by Starkku)" msgstr "" -"现在拥有 `Palette` 设置的对象可以正常根据超级武器、地图重绘光照行为等调整其色调。只要它们属于使用了任何配色方案的所属方而不仅限于 `[Colors]` 列表前半部分那些(by Starkku)" +"现在拥有 `Palette` 设置的对象可以正常根据超级武器、地图重绘光照行为等调整其色调。只要它们属于使用了任何配色方案的所属方而不仅限于 " +"`[Colors]` 列表前半部分那些(by Starkku)" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:514 msgid "" "Animations using `AltPalette` are now remapped to their owner's color " "scheme instead of first listed color scheme and no longer draw over " "shroud (by Starkku)" -msgstr "" -"现在使用 `AltPalette` 的动画会被重映射到其所属方的配色方案而不再是被列出的第一个配色方案并且不再绘制于黑幕之上(by Starkku)" +msgstr "现在使用 `AltPalette` 的动画会被重映射到其所属方的配色方案而不再是被列出的第一个配色方案并且不再绘制于黑幕之上(by Starkku)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:515 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " "`WaterBound` buildings (by Starkku)" msgstr "" -"修复了 `DeployToFire` 未考虑 `DeploysInto` 建筑的摆放规则并导致该功能无法与 `WaterBound` 建筑一起正常工作的问题(by Starkku)" +"修复了 `DeployToFire` 未考虑 `DeploysInto` 建筑的摆放规则并导致该功能无法与 `WaterBound` " +"建筑一起正常工作的问题(by Starkku)" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:516 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy (by Starkku)" -msgstr "" -"修复了 `DeployToFire` 在当前无法部署时未能重新计算开火者在陆地上所处位置的问题(by Starkku)" +msgstr "修复了 `DeployToFire` 在当前无法部署时未能重新计算开火者在陆地上所处位置的问题(by Starkku)" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:517 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" msgstr "" -"现在可以通过设置 `Arcing.AllowElevationInaccuracy=false` 来修复 `Arcing=true` 抛射体在有高程影响下的精度问题(by Starkku)" +"现在可以通过设置 `Arcing.AllowElevationInaccuracy=false` 来修复 `Arcing=true` " +"抛射体在有高程影响下的精度问题(by Starkku)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:518 msgid "" "Fixed position and layer of info tip and reveal production cameo on " "selected building (by Belonit)" -msgstr "" -"修复了被选中建筑上信息提示和显示生产图标的位置和图层问题(by Belonit)" +msgstr "修复了被选中建筑上信息提示和显示生产图标的位置和图层问题(by Belonit)" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:519 msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" msgstr "现在 `TurretOffset` 可以支持 Shape 载具了(by TwinkleStar)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:520 msgid "" "`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " "when being captured by enemies (by Trsdy)" -msgstr "" -"修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题(by Trsdy)" +msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题(by Trsdy)" -#: ../../Whats-New.md:573 +#: ../../Whats-New.md:521 msgid "" "Fixed a glitch related to incorrect target setting for missiles (by " "Belonit)" -msgstr "" -"修复导弹目标设置错误导致的图形问题(by Belonit)" +msgstr "修复导弹目标设置错误导致的图形问题(by Belonit)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:522 msgid "" "Skipped parsing `[Header]` section of compaign maps which led to " "occasional crashes on Linux (by Trsdy)" -msgstr "" -"跳过对战役地图 `[Header]` 小节的解析以修复 Linux 系统偶尔崩溃的问题(by Trsdy)" +msgstr "跳过对战役地图 `[Header]` 小节的解析以修复 Linux 系统偶尔崩溃的问题(by Trsdy)" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:523 msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" msgstr "修复了 EMP 状态下炮塔仍可转动炮塔以及 Jumpjet 单位仍旧浮动的问题(by Trsdy)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:524 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes (by Starkku)" -msgstr "" -"修复了 `AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题(by Starkku)" +msgstr "修复了 `AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:525 msgid "" "Fixed railgun and fire particles being cut off by elevation changes (by " "Starkku)" -msgstr "" -"修复了轨道炮和火焰粒子被高度变化切断的问题(by Starkku)" +msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:526 msgid "" "Fixed teleport units' frozen-still timer being reset after load game (by " "Trsdy)" -msgstr "" -"修复了超时空单位的僵直计时器在载入游戏后被清空的问题(by Trsdy)" +msgstr "修复了超时空单位的僵直计时器在载入游戏后被清空的问题(by Trsdy)" -#: ../../Whats-New.md:579 +#: ../../Whats-New.md:527 msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" msgstr "修复了超时空运动模式的单位无法在斜坡上视觉性倾斜的问题(by Trsdy)" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:528 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" -msgstr "" -"修复了超时空和钻地单位无法视觉翻转的问题(by Trsdy)" +msgstr "修复了超时空和钻地单位无法视觉翻转的问题(by Trsdy)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:529 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " "pre-placed buildings, the building's direction (by Starkku)" msgstr "" -"现在战机在建筑上停靠时尊重 `[AudioVisual] -> PoseDir` 作为默认设置而不总是朝向北方,或者在地图预置建筑上面向建筑的方向(by Starkku)" +"现在战机在建筑上停靠时尊重 `[AudioVisual] -> PoseDir` " +"作为默认设置而不总是朝向北方,或者在地图预置建筑上面向建筑的方向(by Starkku)" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:530 msgid "" "Spawned aircraft now align with the spawner's facing when landing (by " "Starkku)" -msgstr "" -"现在生成的子机在降落时会与其母舰的朝向对正(by Starkku)" +msgstr "现在生成的子机在降落时会与其母舰的朝向对正(by Starkku)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:531 msgid "" "Fixed infantries attempted to entering buildings when waypointing " "together with engineer/agent/occupier/etc (by Trsdy)" -msgstr "" -"修复了步兵在与间谍/工程师/可驻军步兵等一起进入路径点时会尝试进入建筑的 Bug(by Trsdy)" +msgstr "修复了步兵在与间谍/工程师/可驻军步兵等一起进入路径点时会尝试进入建筑的 Bug(by Trsdy)" -#: ../../Whats-New.md:584 +#: ../../Whats-New.md:532 msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果(by NetsuNegi)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:533 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units (by Starkku)" -msgstr "" -"修复了在选中 `DeploysInto` 单位上显示光标时可能引起的不同步问题(by Starkku)" +msgstr "修复了在选中 `DeploysInto` 单位上显示光标时可能引起的不同步问题(by Starkku)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:534 msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" -msgstr "" -"跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" +msgstr "跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:535 msgid "" "Tint effects are now correctly applied to SHP vehicles and all types of " "aircraft as well as building animations regardless of their position (by " "Starkku)" -msgstr "" -"现在染色效果无论对象位置如何都会正确对 Shape 载具、所有类型的战机以及建筑动画生效(by Starkku)" +msgstr "现在染色效果无论对象位置如何都会正确对 Shape 载具、所有类型的战机以及建筑动画生效(by Starkku)" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:536 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color (by Starkku)" -msgstr "" -"现在被铁幕或力场护盾保护的对象将始终使用正确的染色效果(by Starkku)" +msgstr "现在被铁幕或力场护盾保护的对象将始终使用正确的染色效果(by Starkku)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:537 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations (by Starkku)" -msgstr "" -"位于无效地图坐标中的对象不再用于初始视图和 AI 基地中心计算(by Starkku)" +msgstr "位于无效地图坐标中的对象不再用于初始视图和 AI 基地中心计算(by Starkku)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:538 msgid "" "Units & buildings with `DecloakToFire=false` weapons can now cloak while " "targeting & reloading (by Starkku)" -msgstr "" -"现在拥有 `DecloakToFire=false` 武器的单位和建筑在瞄准和装填时会隐形(by Starkku)" +msgstr "现在拥有 `DecloakToFire=false` 武器的单位和建筑在瞄准和装填时会隐形(by Starkku)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:539 msgid "" "Units with `Sensors=true` will no longer reveal ally buildings (by " "Starkku)" -msgstr "" -"拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形(by Starkku)" +msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形(by Starkku)" -#: ../../Whats-New.md:592 +#: ../../Whats-New.md:540 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread` (by Starkku)" -msgstr "" -"现在具有大范围的目标检索和大 `CellSpread` 的弹头爆炸范围可靠的包含了空中单位(by Starkku)" +msgstr "现在具有大范围的目标检索和大 `CellSpread` 的弹头爆炸范围可靠的包含了空中单位(by Starkku)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:541 msgid "" "Weapons with `AA=true` Projectile can now correctly fire at air units " "when both firer and target are over a bridge (by Starkku)" -msgstr "" -"现在当开火者和目标都在桥上时拥有 `AA=true` 抛射体的武器可以正确的对空中单位射击(by Starkku)" +msgstr "现在当开火者和目标都在桥上时拥有 `AA=true` 抛射体的武器可以正确的对空中单位射击(by Starkku)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:542 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette (by NetsuNegi)" -msgstr "" -"修复了伪装单位在目标具有自定义调色盘时未使用正确调色盘的问题(by NetsuNegi)" +msgstr "修复了伪装单位在目标具有自定义调色盘时未使用正确调色盘的问题(by NetsuNegi)" -#: ../../Whats-New.md:595 +#: ../../Whats-New.md:543 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible " "(by Starkku)" -msgstr "" -"现在建筑加载物将尽可能一致地使用与加载物 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置(by Starkku)" +msgstr "现在建筑加载物将尽可能一致地使用与加载物 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置(by Starkku)" -#: ../../Whats-New.md:596 +#: ../../Whats-New.md:544 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " "will instead emerge first like they do for transport unloading (by " "Starkku)" msgstr "" -"现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` 那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面(by Starkku)" +"现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` " +"那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面(by Starkku)" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:545 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry (by Starkku)" -msgstr "" -"修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题(by Starkku)" +msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题(by Starkku)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:546 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast (by NetsuNegi)" -msgstr "" -"修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题(by NetsuNegi)" +msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题(by NetsuNegi)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:547 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " "Starkku)" msgstr "" -"现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化(by Starkku)" +"现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化(by" +" Starkku)" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:548 msgid "" "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " "Starkku)" -msgstr "" -"修复了核弹和心灵支配的光照等级未应用于战机类别的问题(by Starkku)" +msgstr "修复了核弹和心灵支配的光照等级未应用于战机类别的问题(by Starkku)" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:549 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " "infantries (by Trsdy)" -msgstr "" -"移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果(by Trsdy)" +msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果(by Trsdy)" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:550 msgid "" "Projectiles created from `AirburstWeapon` now remember their WeaponType " "and can apply radiation etc. (by Starkku)" -msgstr "" -"现在由 `AirburstWeapon` 创建的抛射体会保留完整 WeaponType 并且可以应用辐射等效果(by Starkku)" +msgstr "现在由 `AirburstWeapon` 创建的抛射体会保留完整 WeaponType 并且可以应用辐射等效果(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:551 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first (by Starkku)" -msgstr "" -"修复了受损的战机除非先降落于 `UnitReload=true` 的停靠点上否则不能修复的问题(by Starkku)" +msgstr "修复了受损的战机除非先降落于 `UnitReload=true` 的停靠点上否则不能修复的问题(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:552 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -2580,1984 +1779,1947 @@ msgstr "" "来切换某些全局地块索引(`ShorePieces`、`WaterSet`、`CliffSet`、`WaterCliffs`、`WaterBridge`、`BridgeSet`" " 和 `WoodBridgeSet`)以解析月球场景(by Starkku)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:553 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" msgstr "" -"修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by Starkku)" +"修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by " +"Starkku)" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:554 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings (by Starkku)" -msgstr "" -"修复了目标为友军单位且 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑(by Starkku)" +msgstr "修复了目标为友军单位且 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑(by Starkku)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:555 msgid "" "Follower vehicle index for preplaced vehicles in maps is now explicitly " "constrained to `[Units]` list in map files and is no longer thrown off by" " vehicles that could not be created or created vehicles having other " "vehicles as initial passengers (by Starkku)" msgstr "" -"现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` 列表中并且不" -"再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰(by Starkku)" +"现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` " +"列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰(by Starkku)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:556 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix (by tyuah8)" -msgstr "" -"修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题(by tyuah8)" +msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题(by tyuah8)" -#: ../../Whats-New.md:609 -msgid "Fixed `Stop` command not working so well in some cases (by CrimRecya)" -msgstr "修复了 `停止` 命令有时候不灵光的问题(by CrimRecya)" - -#: ../../Whats-New.md:610 -msgid "" -"Use 2D distance instead of 3D to check whether in air team members have " -"arrived destination (by CrimRecya)" -msgstr "现在作为小队成员的空中单位将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地(by CrimRecya)" - -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:557 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" -msgstr "" -"现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成(by Starkku)" +msgstr "现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成(by Starkku)" -#: ../../Whats-New.md:612 +#: ../../Whats-New.md:558 msgid "" "Fixed an issue where a unit will leave an impassable invisible barrier in" " its original position when it is teleported by ChronoSphere onto an " "uncrushable unit and self destruct (by NetsuNegi)" -msgstr "" -"修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题(by NetsuNegi)" +msgstr "修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题(by NetsuNegi)" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:559 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied (by TaranDahl)" -msgstr "" -"修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug(by TaranDahl)" +msgstr "修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug(by TaranDahl)" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:560 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " "fixes erratic behavior when vanilla aircraft is ordered to move onto " "water surface and instead the movement order changes to a shore nearby " "(by CrimRecya)" -msgstr "战机现在会根据其 `MovementZone` 和 `SpeedType` 在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为(by CrimRecya)" +msgstr "" +"战机现在会根据其 `MovementZone` 和 `SpeedType` " +"在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为(by CrimRecya)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:561 msgid "" "Fixed the bug that destroyed unit may leaves sensors (by tyuah8 & " "NetsuNegi)" -msgstr "" -"修复了单位被摧毁仍会遗留反隐形探测效果的问题(by tyuah8 与 NetsuNegi)" +msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题(by tyuah8 与 NetsuNegi)" -#: ../../Whats-New.md:616 +#: ../../Whats-New.md:562 msgid "" "`FreeUnit` uses its own `SpeedType` to determine where to spawn (by " "NetsuNegi)" -msgstr "" -"`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" +msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:563 msgid "" "Fixed the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land (by NetsuNegi)" -msgstr "" -"修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug(by NetsuNegi)" +msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:564 msgid "" "Fixed the bug where pathfinding issues occur when a building performs " "undeploy (by NetsuNegi)" -msgstr "" -"修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" +msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:565 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory (by CrimRecya & " "TaranDahl)" -msgstr "" -"单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内(by CrimRecya 与 TaranDahl)" +msgstr "单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:566 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" msgstr "" -"干掉了 EBolt 导致的 [EIP 004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by NetsuNegi)" +"干掉了 EBolt 导致的 [EIP " +"004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" +" NetsuNegi)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:567 msgid "" "Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, " "Xkein, ZivDero)" -msgstr "" -"修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" +msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:568 msgid "" "Fixed issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" -msgstr "" -"修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" +msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../Whats-New.md:623 +#: ../../Whats-New.md:569 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance (by Starkku)" -msgstr "" -"修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题(by Starkku)" +msgstr "修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题(by Starkku)" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:570 msgid "" "Fixed `Hospital=yes` building can't kick out infantry after loading a " "save (by FlyStar)" -msgstr "" -"修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题(by FlyStar)" +msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题(by FlyStar)" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:571 msgid "" "Electric bolts that are supposed to update their position based on units " "current firing coords (by default, those fired by vehicles) now do so " "correctly for more than one concurrent electric bolt (by Starkku)" msgstr "" -"现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效(by Starkku)" +"现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效(by " +"Starkku)" + +#: ../../Whats-New.md:572 +msgid "" +"Fixed an issue where `FireAngle` would not work properly under certain " +"circumstances (by TaranDahl)" +msgstr "" +"修复了 `FireAngle` 在某些情况下未能正常工作的问题(by TaranDahl)" -#: ../../Whats-New.md:627 ../../Whats-New.md:703 ../../Whats-New.md:866 -#: ../../Whats-New.md:908 ../../Whats-New.md:921 ../../Whats-New.md:945 -#: ../../Whats-New.md:956 ../../Whats-New.md:973 ../../Whats-New.md:1021 -#: ../../Whats-New.md:1033 +#: ../../Whats-New.md:574 ../../Whats-New.md:650 ../../Whats-New.md:814 +#: ../../Whats-New.md:856 ../../Whats-New.md:869 ../../Whats-New.md:893 +#: ../../Whats-New.md:904 ../../Whats-New.md:921 ../../Whats-New.md:969 +#: ../../Whats-New.md:981 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:575 msgid "" "Fixed a few errors of calling for superweapon launch by `LaunchSW` or " "building infiltration (by Trsdy)" -msgstr "" -"修复了通过 `LaunchSW` 或渗透建筑来调用超级武器发射相关的若干错误(by Trsdy)" +msgstr "修复了通过 `LaunchSW` 或渗透建筑来调用超级武器发射相关的若干错误(by Trsdy)" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:576 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:577 msgid "" "Reimplemented the bugfix for jumpjet units' facing when firing, discard " "the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" -msgstr "" -"重新实现了 Jumpjet 开火朝向 Bug 修复,弃用不合适的 `JumpjetTurnToTarget` 标签(by Trsdy)" +msgstr "重新实现了 Jumpjet 开火朝向 Bug 修复,弃用不合适的 `JumpjetTurnToTarget` 标签(by Trsdy)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:578 msgid "" "`Gunner=true` transports now correctly change turret if a passenger is " "removed by `PassengerDeletion` (by Starkku)" -msgstr "" -"现在 `Gunner=true` 的运输工具可以在载员被 `PassengerDeletion` 删除时正确更换炮塔图像(by Starkku)" +msgstr "现在 `Gunner=true` 的运输工具可以在载员被 `PassengerDeletion` 删除时正确更换炮塔图像(by Starkku)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:579 msgid "" "`PassengerDeletion.Soylent` now correctly calculates refund value if " "removed passenger has no explicitly set `Soylent` value (by Starkku)" -msgstr "" -"现在 `PassengerDeletion.Soylent` 可以在载员未设置 `Soylent` 的情况下正确计算退款金额(by Starkku)" +msgstr "现在 `PassengerDeletion.Soylent` 可以在载员未设置 `Soylent` 的情况下正确计算退款金额(by Starkku)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:580 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " "building is found (by Starkku)" msgstr "" -"现在超武的 `Detonate.Weapon` 和 `Detonate.Warhead` 即便找不到发射建筑也会使用发射者的所属方来造成伤害并使用 Phobos 弹头效果(by Starkku)" +"现在超武的 `Detonate.Weapon` 和 `Detonate.Warhead` 即便找不到发射建筑也会使用发射者的所属方来造成伤害并使用" +" Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:581 msgid "" "`CreateUnit` now uses civilian house as owner instead if the intended " "owner house has been defeated (this is in-line with how `MakeInfantry` " "works) (by Starkku)" -msgstr "" -"现在 `CreateUnit` 会在目标所属方失败时转为中立所属方(与 `MakeInfantry` 的工作方式一致)(by Starkku)" +msgstr "现在 `CreateUnit` 会在目标所属方失败时转为中立所属方(与 `MakeInfantry` 的工作方式一致)(by Starkku)" -#: ../../Whats-New.md:635 +#: ../../Whats-New.md:582 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" -msgstr "" -"现在 `IsHouseColor` 的激光尾迹可以在所属方变更时正确改变颜色(by Trsdy)" +msgstr "现在 `IsHouseColor` 的激光尾迹可以在所属方变更时正确改变颜色(by Trsdy)" -#: ../../Whats-New.md:636 +#: ../../Whats-New.md:583 msgid "" "Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " "object changes layer (by Starkku)" -msgstr "" -"修复了 `Layer.UseObjectLayer=true` 以在所有对象改变层级的情形下都能正确工作(by Starkku)" +msgstr "修复了 `Layer.UseObjectLayer=true` 以在所有对象改变层级的情形下都能正确工作(by Starkku)" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:584 msgid "" "Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " "armor types (by Starkku)" -msgstr "" -"修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" +msgstr "修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:585 msgid "" "Fixed new Phobos script actions not picking team leader correctly based " "on `LeadershipRating` (by Starkku)" -msgstr "" -"修复了 Phobos 新增动作脚本未能正确根据 `LeadershipRating` 选择队长的问题(by Starkku)" +msgstr "修复了 Phobos 新增动作脚本未能正确根据 `LeadershipRating` 选择队长的问题(by Starkku)" -#: ../../Whats-New.md:639 +#: ../../Whats-New.md:586 msgid "" "Fixed an issue with `Gunner=true` vehicles not correctly using the first " "passenger's mode with multiple passengers inside (by Starkku)" -msgstr "" -"修复了 `Gunner=true` 载具存在多名载员时未能正确使用首位载员 `IFVMode` 的问题(by Starkku)" +msgstr "修复了 `Gunner=true` 载具存在多名载员时未能正确使用首位载员 `IFVMode` 的问题(by Starkku)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:587 msgid "" "Used `MindControl.Anim` for buildings deployed from mind-controlled " "vehicles (by Trsdy)" -msgstr "" -"为从被心灵控制的载具部署而来的建筑应用 `MindControl.Anim` 动画(by Trsdy)" +msgstr "为从被心灵控制的载具部署而来的建筑应用 `MindControl.Anim` 动画(by Trsdy)" -#: ../../Whats-New.md:641 +#: ../../Whats-New.md:588 msgid "" "Optimized extension class implementation, should improve performance all " "around (by Otamaa & Starkku)" -msgstr "" -"优化了扩展类的实现,应该能提高整体性能(by Otamaa 与 Starkku)" +msgstr "优化了扩展类的实现,应该能提高整体性能(by Otamaa 与 Starkku)" -#: ../../Whats-New.md:642 +#: ../../Whats-New.md:589 msgid "" "Fixed `Interceptor` not resetting target if the intercepted projectile " "changes type to non-interceptable one afterwards (by Starkku)" -msgstr "" -"修复了 `Interceptor` 在拦截的抛射体变为不可拦截抛射体后未能重置目标的问题(by Starkku)" +msgstr "修复了 `Interceptor` 在拦截的抛射体变为不可拦截抛射体后未能重置目标的问题(by Starkku)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:590 msgid "" "Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " "INI (by Starkku)" -msgstr "" -"修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" +msgstr "修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:591 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" msgstr "" -"修复使用了 `CreateUnit.Owner` 的 Phobos 动画新增逻辑后导致不再检查 `MakeInfantryOwner` 的问题(by Starkku)" +"修复使用了 `CreateUnit.Owner` 的 Phobos 动画新增逻辑后导致不再检查 `MakeInfantryOwner` " +"的问题(by Starkku)" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:592 msgid "" "Fixed `AutoDeath` to consider all conditions for objects in limbo (by " "Starkku)" -msgstr "" -"修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" +msgstr "修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:593 msgid "" "Shields will no longer take damage if the parent techno has `Immune=true`" " or has `TypeImmune=true` and the damage comes from instance of same " "TechnoType owned by same house (by Starkku)" msgstr "" -"护盾现在可以正常根据单位上的 `Immune=true` 和 `TypeImmune=true` 正常忽略这些语句所免疫的伤害(by Starkku)" +"护盾现在可以正常根据单位上的 `Immune=true` 和 `TypeImmune=true` 正常忽略这些语句所免疫的伤害(by " +"Starkku)" -#: ../../Whats-New.md:647 +#: ../../Whats-New.md:594 msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" msgstr "修复了抛射体拦截导致的 Reconnection Error 问题(by Starkku)" -#: ../../Whats-New.md:648 +#: ../../Whats-New.md:595 msgid "" "Optimized performance for map trigger retint action light source fix (by " "Starkku)" -msgstr "" -"优化了地图触发器重绘光源修复的性能表现(by Starkku)" +msgstr "优化了地图触发器重绘光源修复的性能表现(by Starkku)" -#: ../../Whats-New.md:649 +#: ../../Whats-New.md:596 msgid "" "Fixed a number of issues with Warhead Shield respawn / self heal rate " "modifiers like timers getting reset unnecessarily, the timer being " "adjusted wrong after the Warhead effect runs out etc. (by Starkku)" -msgstr "" -"修复了弹头护盾重生/自愈相关的多个问题例如计时器在不必要的情况下重置以及弹头效果结束后计时器被错误地调整等(by Starkku)" +msgstr "修复了弹头护盾重生/自愈相关的多个问题例如计时器在不必要的情况下重置以及弹头效果结束后计时器被错误地调整等(by Starkku)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:597 msgid "" "Fixed a problem with disguise visibility logic that could cause game to " "crash on loading a map (by Starkku)" -msgstr "" -"修复了伪装可见性可能导致地图加载时崩溃的问题(by Starkku)" +msgstr "修复了伪装可见性可能导致地图加载时崩溃的问题(by Starkku)" -#: ../../Whats-New.md:651 +#: ../../Whats-New.md:598 msgid "" "Fixed owned `LimboDelivery` buildings not being saved correctly in " "savegames (by Starkku)" -msgstr "" -"修复了已有 `LimboDelivery` 建筑没有正确写入存档的问题(by Starkku)" +msgstr "修复了已有 `LimboDelivery` 建筑没有正确写入存档的问题(by Starkku)" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:599 msgid "" "Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " "and related checks (by Starkku)" -msgstr "" -"修复了武器选择代码中导致 `NoAmmoWeapon` 及相关检查出错的拼写错误(by Starkku)" +msgstr "修复了武器选择代码中导致 `NoAmmoWeapon` 及相关检查出错的拼写错误(by Starkku)" -#: ../../Whats-New.md:653 +#: ../../Whats-New.md:600 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " "Starkku)" msgstr "" -"修复了 `DetonateOnAllMapObjects` 在摧毁使用了 Ares 的高级废墟逻辑的建筑上行为异常甚至存在潜在崩溃风险的问题(by Starkku)" +"修复了 `DetonateOnAllMapObjects` 在摧毁使用了 Ares 的高级废墟逻辑的建筑上行为异常甚至存在潜在崩溃风险的问题(by" +" Starkku)" -#: ../../Whats-New.md:654 +#: ../../Whats-New.md:601 msgid "" "Fixed game crashing on loading save games if the saved game state had " "active radiation sites (by Starkku)" -msgstr "" -"修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" +msgstr "修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:602 msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" msgstr "修复了 air/top 图层排序引发的 Reconnection Error 文件(by Starkku)" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:603 msgid "" "Fixed heal / repair weapons being unable to remove parasites from " "shielded targets if they were unable to heal / repair the parent unit (by" " Starkku)" -msgstr "" -"修复了寄生在无法治疗/维修的单位中的寄生者无法被自愈/维修武器驱逐的问题" +msgstr "修复了寄生在无法治疗/维修的单位中的寄生者无法被自愈/维修武器驱逐的问题" -#: ../../Whats-New.md:657 +#: ../../Whats-New.md:604 msgid "" "Fixed `Inviso=true` interceptor projectiles applying damage on " "interceptable, armor type-having projectiles twice (by Starkku)" -msgstr "" -"修复了拦截者使用 `Inviso=true` 抛射体会对可拦截且拥有护甲类型的被拦截抛射体造成两次伤害的问题(by Starkku)" +msgstr "修复了拦截者使用 `Inviso=true` 抛射体会对可拦截且拥有护甲类型的被拦截抛射体造成两次伤害的问题(by Starkku)" -#: ../../Whats-New.md:658 +#: ../../Whats-New.md:605 msgid "" "Fixed `AutoDeath` causing crashes when used to kill a parasite unit " "inside an another unit (by Starkku)" -msgstr "" -"修复了 `AutoDeath` 在击杀当前寄生在另一个单位中的寄生者时导致崩溃的问题(by Starkku)" +msgstr "修复了 `AutoDeath` 在击杀当前寄生在另一个单位中的寄生者时导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:606 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit (by Starkku)" -msgstr "" -"现在 Phobos 弹头效果可以在 `CellSpread` 套住建筑所占据的任意单元格时均可正确作用(by Starkku)" +msgstr "现在 Phobos 弹头效果可以在 `CellSpread` 套住建筑所占据的任意单元格时均可正确作用(by Starkku)" -#: ../../Whats-New.md:660 +#: ../../Whats-New.md:607 msgid "" "Phobos Warhead effects on zero-`CellSpread` Warheads no longer apply to " "target if projectile detonates prematurely, far-away from target (by " "Starkku)" -msgstr "" -"现在 Phobos 弹头效果在 `CellSpread` 为 0 时不会在抛射体提前引爆的情况下依旧作用于目标(by Starkku)" +msgstr "现在 Phobos 弹头效果在 `CellSpread` 为 0 时不会在抛射体提前引爆的情况下依旧作用于目标(by Starkku)" -#: ../../Whats-New.md:661 +#: ../../Whats-New.md:608 msgid "" "Fixed radiation site damage not taking the radiation level reduction into" " accord (by Starkku)" -msgstr "" -"修复了辐射伤害未考虑辐射等级衰减的问题(by Starkku)" +msgstr "修复了辐射伤害未考虑辐射等级衰减的问题(by Starkku)" -#: ../../Whats-New.md:662 +#: ../../Whats-New.md:609 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" -msgstr "" -"现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾迹的位置(by Starkku)" +msgstr "现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾迹的位置(by Starkku)" -#: ../../Whats-New.md:663 +#: ../../Whats-New.md:610 msgid "" "Fixed `Shield.Respawn.Amount` not defaulting to shield type default if " "not set (by Starkku)" -msgstr "" -"修复了 `Shield.Respawn.Amount` 在未设置时未正确使用护盾类型默认值的问题(by Starkku)" +msgstr "修复了 `Shield.Respawn.Amount` 在未设置时未正确使用护盾类型默认值的问题(by Starkku)" -#: ../../Whats-New.md:664 +#: ../../Whats-New.md:611 msgid "" -"Fixed an issue where the hotkey message text in frame-by-frame" -" mode incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` " -"instead of `TXT_FRAME_BY_FRAME_DESC`. (by DeathFishAtEase)" +"Fixed an issue where the hotkey message text in frame-by-frame mode " +"incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " +"`TXT_FRAME_BY_FRAME_DESC`. (by DeathFishAtEase)" msgstr "" -"修复了逐帧模式快捷键的消息提示文本读取了 `TXT_DISPLAY_DAMAGE_DESC` 而不是 `TXT_FRAME_BY_FRAME_DESC` 的问题(by DeathFish)" +"修复了逐帧模式快捷键的消息提示文本读取了 `TXT_DISPLAY_DAMAGE_DESC` 而不是 " +"`TXT_FRAME_BY_FRAME_DESC` 的问题(by DeathFish)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:612 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " "units by affected target enum checks (by Starkku)" msgstr "" -"现在被视为载具的建筑(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 `Foundation=1x1` 的建筑)在目标类型检查时被视为载具(by Starkku)" +"现在被视为载具的建筑(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 " +"`Foundation=1x1` 的建筑)在目标类型检查时被视为载具(by Starkku)" -#: ../../Whats-New.md:666 +#: ../../Whats-New.md:613 msgid "" "Fixed Phobos Warhead effects not reliably being applied on damage area as" " opposed to full weapon-based Warhead detonation (by Starkku)" -msgstr "" -"修复了 Phobos 弹头效果未能像由武器引爆的完整弹头那样可靠地作用于伤害区域的问题(by Starkku)" +msgstr "修复了 Phobos 弹头效果未能像由武器引爆的完整弹头那样可靠地作用于伤害区域的问题(by Starkku)" -#: ../../Whats-New.md:667 +#: ../../Whats-New.md:614 msgid "Fixed `LimboKill` not working reliably (by CrimRecya)" msgstr "修复了 `LimboKill` 未能可靠地移除虚拟建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:668 +#: ../../Whats-New.md:615 msgid "" "Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " "Starkku)" -msgstr "" -"修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" +msgstr "修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:616 msgid "" "Fixed AircraftTypes gaining self-healing from `UnitsGainSelfHeal` by " "default (while not displaying the pip) when they should not (by Starkku)" -msgstr "" -"修复了默认情况下战机类型错误地通过 `UnitsGainSelfHeal` 获得自愈能力(同时也不现实 pip)的问题(by Starkku)" +msgstr "修复了默认情况下战机类型错误地通过 `UnitsGainSelfHeal` 获得自愈能力(同时也不现实 pip)的问题(by Starkku)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:617 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " -"overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` settings (by Ollerus)" +"overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " +"settings (by Ollerus)" msgstr "" -"修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 `IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" +"修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 " +"`IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:618 msgid "" "Type conversion on Warheads and Superweapons will no longer recursively " "convert units if applicable conversion pairs are listed, and only first " "applicable pair takes effect (by Starkku)" -msgstr "" -"单位转换弹头和超武在存在有效的转换对应关系时不再递归执行而是仅使用列表中更早读到的那组对应关系(by Starkku)" +msgstr "单位转换弹头和超武在存在有效的转换对应关系时不再递归执行而是仅使用列表中更早读到的那组对应关系(by Starkku)" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:619 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" msgstr "" -"修复了坦克碉堡内载具的 `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by Fryone)" +"修复了坦克碉堡内载具的 " +"`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " +"Fryone)" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:620 msgid "" "Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " "(by Fryone)" -msgstr "" -"修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" +msgstr "修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:621 msgid "" "Fixed an issue that caused new attack and move script actions to pick " "buildings with `InvisibleInGame=yes` as targets (by FS-21)" -msgstr "" -"修复了新攻击和移动脚本将 `InvisibleInGame=yes` 建筑视为目标的问题(by FS-21)" +msgstr "修复了新攻击和移动脚本将 `InvisibleInGame=yes` 建筑视为目标的问题(by FS-21)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:622 msgid "Fixed `Insignia.Weapon` failing to parse in map (by Ollerus)" msgstr "修复了地图内置 `Insignia.Weapon` 解析失败的问题(by Ollerus)" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:623 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:624 msgid "" "Fixed `DefaultDisguise` showing wrong house colors for different players " "(by NetsuNegi & Ollerus)" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题(by NetsuNegi 与 Ollerus)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:626 ../../Whats-New.md:843 +msgid "Fixes / interactions with other extensions:" +msgstr "其他扩展引擎相关的修复/交互:" + +#: ../../Whats-New.md:627 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH (by Starkku)" -msgstr "" -"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置(by Starkku)" +msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置(by Starkku)" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:628 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" msgstr "" -"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定(by Starkku)" +"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定(by" +" Starkku)" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:629 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " "(by Starkku)" msgstr "" -"拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` 的单位在部署后不再会卡住或无限播放移动音效(by Starkku)" +"拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` " +"的单位在部署后不再会卡住或无限播放移动音效(by Starkku)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:630 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " "delay was active (by Starkku)" msgstr "" -"现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟(by Starkku)" +"现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟(by " +"Starkku)" -#: ../../Whats-New.md:684 +#: ../../Whats-New.md:631 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed (by Starkku)" -msgstr "" -"现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`(by Starkku)" +msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`(by Starkku)" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:632 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted (by " "Starkku)" -msgstr "" -"现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态" +msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:633 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" -msgstr "" -"现在从由于类型转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" +msgstr "现在从由于类型转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:634 msgid "" "Fixed an issue introduced by Ares that caused `Grinding=true` building " "`ActiveAnim` to be incorrectly restored while `SpecialAnim` was playing " "and the building was sold, erased or destroyed (by Starkku)" msgstr "" -"修复了 Ares 引入的 `Grinding=true` 建筑正在播放 `SpecialAnim` 时被出售/抹除/摧毁会错误恢复 `ActiveAnim` 的问题(by Starkku)" +"修复了 Ares 引入的 `Grinding=true` 建筑正在播放 `SpecialAnim` 时被出售/抹除/摧毁会错误恢复 " +"`ActiveAnim` 的问题(by Starkku)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:635 msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" msgstr "允许将 Ares 的 `SW.Shots` 添加至扩展拓展工具条(by Trsdy)" -#: ../../Whats-New.md:689 +#: ../../Whats-New.md:636 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles (by Trsdy)" -msgstr "" -"修复了 Ares 超时空监狱吸取移动载具时会留下空气墙的问题(by Trsdy)" +msgstr "修复了 Ares 超时空监狱吸取移动载具时会留下空气墙的问题(by Trsdy)" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:637 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" " Trsdy)" -msgstr "" -"在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" +msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:638 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " "Aephiex impl.)" msgstr "" -"修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题(by Trsdy,取代了 Aephiex 的实现)" +"修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题(by Trsdy,取代了 Aephiex" +" 的实现)" -#: ../../Whats-New.md:692 +#: ../../Whats-New.md:639 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions (by Trsdy)" -msgstr "" -"修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题(by Trsdy)" +msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题(by Trsdy)" -#: ../../Whats-New.md:695 +#: ../../Whats-New.md:642 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:648 msgid "Additional sync logging in case of desync errors occuring (by Starkku)" msgstr "现在发生 Reconnection Error 时所生成的 `SYNC#.txt` 将记录更多信息(by Starkku)" -#: ../../Whats-New.md:704 +#: ../../Whats-New.md:651 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:652 msgid "" "Buildings sold by `AutoDeath` no longer play a click sound effect (by " "Trsdy)" -msgstr "" -"建筑被 `AutoDeath` 出售时不再播放点击音效(by Trsdy)" +msgstr "建筑被 `AutoDeath` 出售时不再播放点击音效(by Trsdy)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:653 msgid "" "Fixed shield animation being hidden while underground or in tunnels fix " "not working correctly (by Starkku)" -msgstr "" -"修复了护盾动画在地下或隧道中被隐藏的问题,之前的修复未能解决(by Starkku)" +msgstr "修复了护盾动画在地下或隧道中被隐藏的问题,之前的修复未能解决(by Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:654 msgid "" "Restore the `MindClearedSound` when deploying a mind-controlled unit into" " a building loses the mind-control (by Trsdy)" -msgstr "" -"复原当被心控载具部署成建筑而解除心控时播放的 `MindClearedSound`(by Trsdy)" +msgstr "复原当被心控载具部署成建筑而解除心控时播放的 `MindClearedSound`(by Trsdy)" -#: ../../Whats-New.md:708 +#: ../../Whats-New.md:655 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" msgstr "" -"修复了 `RadSiteWarhead.Detonate` 未能在受影响对象上精确引爆(因此需要 `CellSpread`)的问题(by Starkku)" +"修复了 `RadSiteWarhead.Detonate` 未能在受影响对象上精确引爆(因此需要 `CellSpread`)的问题(by " +"Starkku)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:656 msgid "" "Fixed script action 10103 'Load Into Transports' unintentionally skipping" " next action (by FS-21)" -msgstr "" -"修复了动作脚本 `10103 - 装载入运输载具` 会意外跳过下一个动作的问题(by FS-21)" +msgstr "修复了动作脚本 `10103 - 装载入运输载具` 会意外跳过下一个动作的问题(by FS-21)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:657 msgid "" "Changed mission retry dialog button order to better match old order " "people are used to (by Trsdy)" -msgstr "" -"更改了任务重开对话框按钮顺序以更好地符合人们旧有习惯的顺序(by Trsdy)" +msgstr "更改了任务重开对话框按钮顺序以更好地符合人们旧有习惯的顺序(by Trsdy)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:658 msgid "Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)" msgstr "允许电厂增幅器受到 EMP 影响(by Trsdy)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:659 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " "invoker is dead when weapon is fired (by Starkku)" msgstr "" -"现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` 即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" +"现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` " +"即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:660 msgid "" "Fixed a crash when trying to create radiation outside map bounds (by " "Otamaa)" -msgstr "" -"修复了尝试在地图边界外创建辐射时导致的崩溃(by Otamaa)" +msgstr "修复了尝试在地图边界外创建辐射时导致的崩溃(by Otamaa)" -#: ../../Whats-New.md:714 +#: ../../Whats-New.md:661 msgid "" "Fixed new AI attack scripts not allowing zero damage weapons to pick " "targets (by Starkku)" -msgstr "" -"修复了新的 AI 攻击脚本不允许 0 伤害武器选择目标的问题(by Starkku)" +msgstr "修复了新的 AI 攻击脚本不允许 0 伤害武器选择目标的问题(by Starkku)" -#: ../../Whats-New.md:715 +#: ../../Whats-New.md:662 msgid "" "Fixed floating point value parsing precision to match the game (by " "Starkku)" -msgstr "" -"修复了浮点值解析精度以匹配游戏(by Starkku)" +msgstr "修复了浮点值解析精度以匹配游戏(by Starkku)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:663 msgid "" "Power output / drain should now correctly be applied for buildings " "created via `LimboDelivery` in campaigns (by Starkku)" -msgstr "" -"现在战役中通过 `LimboDelivery` 创建的建筑的电力/负载可以正确生效(by Starkku)" +msgstr "现在战役中通过 `LimboDelivery` 创建的建筑的电力/负载可以正确生效(by Starkku)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:664 msgid "" "Fixed shield health bar showing empty bar when shield is still on very " "low health instead of depleted (by Starkku)" -msgstr "" -"修复了护盾在丝血状态下会直接显示空血条而非即将耗尽的问题(by Starkku)" +msgstr "修复了护盾在丝血状态下会直接显示空血条而非即将耗尽的问题(by Starkku)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:665 msgid "" "Fixed `CanTarget` not considering objects on bridges when checking if " "cell is empty (by Starkku)" -msgstr "" -"修复了 `CanTarget` 在检查单元格是否为空时未考虑桥上物体的问题(by Starkku)" +msgstr "修复了 `CanTarget` 在检查单元格是否为空时未考虑桥上物体的问题(by Starkku)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:666 msgid "" "Fixed vehicle deploy weapons not working if the unit is cloaked and " "weapon has `DecloakToFire=true` (by NetsuNegi & Starkku)" -msgstr "" -"修复了单位在隐形状态无法使用 `DecloakToFire=true` 的武器开火的问题(by NetsuNegi 与 Starkku)" +msgstr "修复了单位在隐形状态无法使用 `DecloakToFire=true` 的武器开火的问题(by NetsuNegi 与 Starkku)" -#: ../../Whats-New.md:720 +#: ../../Whats-New.md:667 msgid "" "Fixed `IsAnimated` terrain not updating correctly in all circumstances " "(by Starkku)" -msgstr "" -"修复了 `IsAnimated` 地形对象在所有情况下都不会正确更新的问题(by Starkku)" +msgstr "修复了 `IsAnimated` 地形对象在所有情况下都不会正确更新的问题(by Starkku)" -#: ../../Whats-New.md:721 +#: ../../Whats-New.md:668 msgid "" "Fixed `CreateUnit` interaction with bridges (spawning under when " "shouldn't etc) (by Starkku)" -msgstr "" -"修复了 `CreateUnit` 与桥的交互问题(不应生成在桥下时仍会生成等)(by Starkku)" +msgstr "修复了 `CreateUnit` 与桥的交互问题(不应生成在桥下时仍会生成等)(by Starkku)" -#: ../../Whats-New.md:722 +#: ../../Whats-New.md:669 msgid "" "`CanTarget` now considers bridges as land like game's normal weapon " "selection does (by Starkku)" -msgstr "" -"现在 `CanTarget` 会像常规武器目标选择逻辑一样将桥梁视为陆地(by Starkku)" +msgstr "现在 `CanTarget` 会像常规武器目标选择逻辑一样将桥梁视为陆地(by Starkku)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:670 msgid "" "`AreaFire.Target` now takes cells with bridges into consideration " "depending on firer's elevation (by Starkku)" -msgstr "" -"现在 `AreaFire.Target` 会根据开火者所在高度处理桥梁所在的单元格(by Starkku)" +msgstr "现在 `AreaFire.Target` 会根据开火者所在高度处理桥梁所在的单元格(by Starkku)" -#: ../../Whats-New.md:726 +#: ../../Whats-New.md:673 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:679 msgid "LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)" msgstr "激光尾迹初始实现(by Kerbiter, ChrisLv_CN)" -#: ../../Whats-New.md:733 +#: ../../Whats-New.md:680 msgid "Anim-to-Unit logic and ability to randomize `DestroyAnim` (by Otamaa)" msgstr "动画生成单位逻辑与随机 `DestroyAnim`(by Otamaa)" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:681 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:682 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:683 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:684 msgid "" "Re-enable obsolete `[JumpjetControls]` for TechnoTypes' default Jumpjet " "properties (by Uranusian)" msgstr "重启废弃的`[JumpjetControls]`作为单位的 Jumpjet 参数默认值(by Uranusian)" -#: ../../Whats-New.md:738 +#: ../../Whats-New.md:685 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:686 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:687 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:688 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:689 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:690 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:691 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:692 msgid "Unlimited Global / Local Variables (by secsome)" msgstr "无限制数量的全局/局部变量(by secsome)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:693 msgid "" "Adds a \"Load Game\" button to the retry dialog on mission failure (by " "secsome)" msgstr "在任务失败的重开对话框中添加了一个「载入游戏」按钮(by secsome)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:694 msgid "Default disguise for individual InfantryTypes (by secsome)" msgstr "步兵类型微观定义默认伪装(by secsome)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:695 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:696 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:697 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:698 msgid "TechnoType's tooltip would display it's build time now (by secsome)" msgstr "现在单位的拓展工具条会显示生产时间(by secsome)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:699 msgid "Customizable tooltip background color and opacity (by secsome)" msgstr "可自定义的拓展工具条背景颜色和透明度(by secsome)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:700 msgid "FrameByFrame & FrameStep hotkey command (by secsome)" msgstr "逐帧模式及逐帧步进快捷键(by secsome)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:701 msgid "" "Allow `NotHuman=yes` infantry to use random `Death` anim sequence (by " "Otamaa)" msgstr "允许 `NotHuman=yes` 的步兵可以使用随机的 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:702 msgid "" "Ability for warheads to trigger specific `NotHuman=yes` infantry `Death` " "anim sequence (by Otamaa)" msgstr "允许弹头触发 `NotHuman=yes` 步兵的特定 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:756 +#: ../../Whats-New.md:703 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:704 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:705 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:706 msgid "Script actions for new AI attacks (by FS-21)" msgstr "新的 AI 攻击动作脚本(by FS-21)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:707 msgid "Script actions for modifying AI Trigger Current Weight (by FS-21)" msgstr "修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:708 msgid "" "Script action for waiting & repeat the same new AI attack if no target " "was found (by FS-21)" msgstr "未发现目标时等待并重复原有动作的 AI 攻击脚本(by FS-21)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:709 msgid "" "Script action that modifies the Team's Trigger Weight when ends the new " "attack action (by FS-21)" msgstr "在当前新攻击动作结束时修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:710 msgid "Script action for picking a random script from a list (by FS-21)" msgstr "从列表中随机选择脚本的动作脚本(by FS-21)" -#: ../../Whats-New.md:764 +#: ../../Whats-New.md:711 msgid "Script action for new AI movements towards certain objects (by FS-21)" msgstr "向特定对象移动的新 AI 移动脚本(by FS-21)" -#: ../../Whats-New.md:765 +#: ../../Whats-New.md:712 msgid "" "Script action that modify target distance in the new move actions (by " "FS-21)" msgstr "修改新移动动作中目标距离的动作脚本(by FS-21)" -#: ../../Whats-New.md:766 +#: ../../Whats-New.md:713 msgid "Script action that modify how ends the new move actions (by FS-21)" msgstr "修改新移动动作结束条件的动作脚本(by FS-21)" -#: ../../Whats-New.md:767 +#: ../../Whats-New.md:714 msgid "Script action that un-register Team success (by FS-21)" msgstr "取消注册小队成功的脚本动作(by FS-21)" -#: ../../Whats-New.md:768 +#: ../../Whats-New.md:715 msgid "Script action to regroup temporarily around the Team Leader (by FS-21)" msgstr "围绕队长临时集合的动作脚本(by FS-21)" -#: ../../Whats-New.md:769 +#: ../../Whats-New.md:716 msgid "Script action to randomly skip next action (by FS-21)" msgstr "随机跳过下一个动作的动作脚本(by FS-21)" -#: ../../Whats-New.md:770 +#: ../../Whats-New.md:717 msgid "Script action for timed script action jumps (by FS-21)" msgstr "定时跳转脚本动作(by FS-21)" -#: ../../Whats-New.md:771 +#: ../../Whats-New.md:718 msgid "ObjectInfo now shows current Target and AI Trigger data (by FS-21)" msgstr "现在 Object 信息可以显示当前的目标和 AI 触发数据(by FS-21)" -#: ../../Whats-New.md:772 +#: ../../Whats-New.md:719 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:773 +#: ../../Whats-New.md:720 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:774 +#: ../../Whats-New.md:721 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:722 msgid "Image reading in art rules for all TechnoTypes (by Morton)" msgstr "在 art 中为所有科技类型使用 `Image` 指定图像(by Morton)" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:723 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:724 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:725 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:726 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:727 msgid "" "Gates can now link with walls correctly via `NSGates` or `EWGates` (by " "Uranusian)" msgstr "现在由 `NSGates` `EWGates` 设定的闸门可以正常与围墙连接(by Uranusian)" -#: ../../Whats-New.md:781 +#: ../../Whats-New.md:728 msgid "Per-warhead toggle for decloak of damaged targets (by Starkku)" msgstr "自定义被伤害目标解除隐形(by Starkku)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:729 msgid "" "`DeployFireWeapon=-1` now allows the deployed infantries using both " "weapons as undeployed (by Uranusian)" msgstr "现在 `DeployFireWeapon=-1` 可以让部署状态的步兵像未部署的步兵那样使用两种武器(by Uranusian)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:730 msgid "Power delta (surplus) counter for sidebar (by Morton)" msgstr "在侧边栏显示电力变动(盈余)计数器(by Morton)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:731 msgid "Added Production and Money to Dump Object Info command (by FS-21)" msgstr "输出对象信息快捷键现在可以显示建筑生产与资金信息(by FS-21)" -#: ../../Whats-New.md:785 +#: ../../Whats-New.md:732 msgid "`EnemyUIName=` Now also works for other TechnoTypes (by Otamaa)" msgstr "现在 `EnemyUIName=` 已扩展至所有科技类型(by Otamaa)" -#: ../../Whats-New.md:786 +#: ../../Whats-New.md:733 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:734 msgid "Weapons fired on warping in / out (by Starkku)" msgstr "超时空移动时发射武器(by Starkku)" -#: ../../Whats-New.md:788 +#: ../../Whats-New.md:735 msgid "" "`Storage.TiberiumIndex` for customizing resource storage in structures " "(by FS-21)" msgstr "使用 `Storage.TiberiumIndex` 自定义建筑存储的矿物类型(by FS-21)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:736 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:737 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:738 msgid "Trigger Action 505 for Firing SW at specified location (by FS-21)" msgstr "触发结果 `505 在坐标释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:739 msgid "Trigger Action 506 for Firing SW at waypoint (by FS-21)" msgstr "触发动作 `506 在路径点释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:740 msgid "" "New behaviors for objects' self-destruction under certain conditions (by " "Trsdy & FS-21)" msgstr "单位在特定情况下自毁的新增行为(by Trsdy 与 FS-21)" -#: ../../Whats-New.md:794 +#: ../../Whats-New.md:741 msgid "" "Slaves' ownership decision when corresponding slave miner is destroyed " "(by Trsdy)" msgstr "奴隶矿场被毁后的奴隶归属判定(by Trsdy)" -#: ../../Whats-New.md:795 +#: ../../Whats-New.md:742 msgid "Customize buildings' selling sound and EVA voice (by Trsdy)" msgstr "自定义建筑出售音效与 EVA 播报(by Trsdy)" -#: ../../Whats-New.md:796 +#: ../../Whats-New.md:743 msgid "" "`ForceWeapon.Naval.Decloacked` for overriding uncloaked underwater attack" " behavior (by FS-21)" msgstr "使用 `ForceWeapon.Naval.Decloacked` 覆盖攻击未隐形水下单位时的行为(by FS-21)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:744 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:745 msgid "Shared Ammo for transports to passengers (by FS-21)" msgstr "运输工具与乘客共享弹药(by FS-21)" -#: ../../Whats-New.md:799 +#: ../../Whats-New.md:746 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:747 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:748 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:749 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:750 msgid "TerrainType & ore minimap color customization (by Starkku)" msgstr "自定义地形对象与矿石的小地图颜色(by Starkku)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:751 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:752 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:753 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:754 msgid "Toggleable display of TransactMoney amounts (by Starkku)" msgstr "可开关的金币弹金额显示(by Starkku)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:755 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:756 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:757 msgid "Passable & buildable-upon TerrainTypes (by Starkku)" msgstr "可通行和可建造于其上的地形对象(by Starkku)" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:758 msgid "" "Toggle for passengers to automatically change owner if transport owner " "changes (by Starkku)" msgstr "可开关的载员跟随运输供给转换所属方效果(by Starkku)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:759 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:760 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:761 msgid "" "Correct owner house for Warhead Anim/SplashList & Play Animation trigger " "animations (by Starkku)" msgstr "现在弹头 `AnimList` 与 `SplashList` 以及播放动画触发所生成的动画均拥有所属方(by Starkku)" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:762 msgid "Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)" msgstr "自定义步兵匍匐与部署 FLH(by FS-21)" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:763 msgid "" "Enhanced projectile interception logic, including projectile strength & " "armor types (by Starkku)" msgstr "增强的抛射体拦截逻辑,包括抛射体的 `Strength` 与 `Armor` 设定(by Starkku)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:764 msgid "Initial Strength for Cloned Infantry (by FS-21)" msgstr "克隆步兵的初始生命值(by FS-21)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:765 msgid "" "OpenTopped transport rangefinding & deactivated state customizations (by " "Starkku)" msgstr "自定义 `OpenTopped` 载具测距与瘫痪状态行为(by Starkku)" -#: ../../Whats-New.md:819 +#: ../../Whats-New.md:766 msgid "Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)" msgstr "按类禁止 AI 克隆生产(by NetsuNegi 与 Trsdy)" -#: ../../Whats-New.md:820 +#: ../../Whats-New.md:767 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:821 +#: ../../Whats-New.md:768 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:822 +#: ../../Whats-New.md:769 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:770 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:771 msgid "" "Implemented support for PCX images for campaign loading screen (by " "FlyStar)" msgstr "实现了战役载入图的 PCX 图像支持(by FlyStar)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:772 msgid "" "Implemented support for PCX images for observer loading screen (by " "Uranusian)" msgstr "实现了观察者载入图的 PCX支持(by Uranusian)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:773 msgid "Animated (non-tiberium spawning) TerrainTypes (by Starkku)" msgstr "可动(且非矿柱的)地形对象(by Starkku)" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:774 msgid "Toggleable passenger killing for `Explodes=true` units (by Starkku)" msgstr "可开关的 `Explodes=true` 单位乘客祭天(by Starkku)" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:775 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist (by FlyStar)" -msgstr "" -"当科技类型存在/不存在时自动自毁逻辑的新行为(by FlyStar)" +msgstr "当科技类型存在/不存在时自动自毁逻辑的新行为(by FlyStar)" -#: ../../Whats-New.md:829 +#: ../../Whats-New.md:776 +#, fuzzy msgid "" -"For developers: now you can use command line arg to control main " -"exception handler (by Multfinite)" -msgstr "" -"开发者功能:现在可以通过命令行参数控制主循环的异常处理程序" +"Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " +"dehardcode (by TaranDahl/航味麻酱)" +msgstr "遭遇战 AI 「卖家冲锋」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:832 +#: ../../Whats-New.md:777 +#, fuzzy +msgid "" +"Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by " +"TaranDahl/航味麻酱)" +msgstr "遭遇战 AI 「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" + +#: ../../Whats-New.md:780 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, ChrisLv_CN)" -#: ../../Whats-New.md:833 +#: ../../Whats-New.md:781 msgid "Fixed `DeathWeapon` not detonating properly (by Uranusian)" msgstr "修复了 `DeathWeapon` 没有正确引爆的问题(by Uranusian)" -#: ../../Whats-New.md:834 +#: ../../Whats-New.md:782 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use `Burst` (by Starkku)" -msgstr "" -"修复了激光和其他特效在使用 `Burst` 的武器上从错误的偏移位置绘制的问题(by Starkku)" +msgstr "修复了激光和其他特效在使用 `Burst` 的武器上从错误的偏移位置绘制的问题(by Starkku)" -#: ../../Whats-New.md:835 +#: ../../Whats-New.md:783 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了建筑拥有 `Naval=yes` 会无视 `WaterBound=no` 强制只能放置在水域的问题(by Uranusian)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:784 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了 Stack Dump 以 0051BB7D 开头的特定情况下超时空武器崩溃(by secsome)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:785 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了通过地图触发结果重绘地图光照时建筑光源不正常的 Bug(by secsome)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:786 msgid "" "Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` " "lead to the game fail to draw the preview (by secsome)" msgstr "修复了读取地图时若地图的 `Preview(Pack)` 节被放置于 Map 之后会导致无法绘制预览图的 Bug(by secsome)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:787 msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" msgstr "修复了游戏模式选项未能正确保存的 Bug(by secsome)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:788 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了 AITriggerTypes 没能识别建筑加载物的 Bug(by Uranusian)" -#: ../../Whats-New.md:841 +#: ../../Whats-New.md:789 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" -msgstr "修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI 战机对接机场的 Bug(by FS-21)" +msgstr "" +"修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI " +"战机对接机场的 Bug(by FS-21)" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:790 msgid "" "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " "center of the building when `X` goes past 10 (by Otamaa)" msgstr "修复了当驻军建筑的 `MuzzleFlashX` 在 `X` 超过 10 后绘制在建筑中心的 Bug(by Otamaa)" -#: ../../Whats-New.md:843 +#: ../../Whats-New.md:791 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" -msgstr "修复了拥有 `Crashable` 的 Jumpjet 类单位在被 `Locomotor` 弹头牵引时被摧毁则无法正常坠毁的 Bug(by Starkku)" +msgstr "" +"修复了拥有 `Crashable` 的 Jumpjet 类单位在被 `Locomotor` 弹头牵引时被摧毁则无法正常坠毁的 Bug(by " +"Starkku)" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:792 msgid "" "Fixed aircraft & jumpjet units not being affected by speed modifiers (by " "Starkku)" msgstr "修复了战机与 Jumpjet 单位不受速度加成影响的问题(by Starkku)" -#: ../../Whats-New.md:845 +#: ../../Whats-New.md:793 msgid "Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku)" msgstr "修复了(Voxel 与 Shape)载具不完全遵循 `Palette` 设定的问题(by Starkku)" -#: ../../Whats-New.md:846 +#: ../../Whats-New.md:794 msgid "" "Fixed mind control indicator animations not reappearing on mind " "controlled objects that are cloaked and then uncloaked (by Starkku)" msgstr "修复了心灵控制指示动画在被心控对象隐形并重新显形后未能重新出现的问题(by Starkku)" -#: ../../Whats-New.md:847 +#: ../../Whats-New.md:795 msgid "" "Fixed Nuke carrier and payload weapons not respecting `Bright` setting on" " weapon (by Starkku)" msgstr "修复了核弹载体与载荷武器不尊重过武器 `Bright` 设定的问题(by Starkku)" -#: ../../Whats-New.md:848 +#: ../../Whats-New.md:796 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " "above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" -msgstr "" -"修复了建筑自愈恢复到 `[AudioVisual] -> ConditionYellow` 以上却没有恢复非残损图像的问题(by Starkku)" +msgstr "修复了建筑自愈恢复到 `[AudioVisual] -> ConditionYellow` 以上却没有恢复非残损图像的问题(by Starkku)" -#: ../../Whats-New.md:849 +#: ../../Whats-New.md:797 msgid "" "Fixed jumpjet units being unable to turn to the target when firing from a" " different direction (by Trsdy)" msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug(by Trsdy)" -#: ../../Whats-New.md:850 +#: ../../Whats-New.md:798 msgid "" "Fixed turreted jumpjet units always facing bottom-right direction when " "stop moving (by Trsdy)" -msgstr "" -"修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug(by Trsdy)" +msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug(by Trsdy)" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:799 msgid "" "Fixed jumpjet objects being unable to detect cloaked objects beneath (by " "Trsdy)" -msgstr "" -"修复了 Jumpjet 单位无法探测下方隐形物体的问题(by Trsdy)" +msgstr "修复了 Jumpjet 单位无法探测下方隐形物体的问题(by Trsdy)" -#: ../../Whats-New.md:852 +#: ../../Whats-New.md:800 msgid "" "Anim owner is now set for warhead AnimList/SplashList anims and Play Anim" " at Waypoint trigger animations (by Starkku)" msgstr "现在弹头 `AnimList`/`SplashList` 及在路径点播放动画触发的动画拥有所属方了(by Starkku)" -#: ../../Whats-New.md:853 +#: ../../Whats-New.md:801 msgid "" "Fixed AI script action Deploy getting stuck with vehicles with " "`DeploysInto` if there was no space to deploy at initial location (by " "Starkku)" msgstr "修复了 AI 部署脚本动作导致拥有 `DeploysInto` 的载具在其原位置空间不足而卡住的问题(by Starkku)" -#: ../../Whats-New.md:854 -msgid "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by Starkku)" +#: ../../Whats-New.md:802 +msgid "" +"Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by " +"Starkku)" msgstr "修复了 `Foundation=0x0` 用于地形对象会导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:855 +#: ../../Whats-New.md:803 msgid "" "Projectiles now remember the house of the firer even if the firer is " "destroyed before the projectile detonates. Does not currently apply to " "Ares-introduced Warhead effects (by Starkku)" msgstr "现在即便开火者在抛射体引爆前被摧毁抛射体也可以保留开火者的所属方。目前暂不适用于某些 Ares 引入的弹头效果(by Starkku)" -#: ../../Whats-New.md:856 +#: ../../Whats-New.md:804 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon (by Starkku)" msgstr "现在建筑可以正确的使用副武器设置的激光参数而不再是从主武器读取(by Starkku)" -#: ../../Whats-New.md:857 +#: ../../Whats-New.md:805 msgid "" "Fixed an issue that caused vehicles killed by damage dealt by a known " "house but without a known source TechnoType (f.ex animation warhead " "damage) to not be recorded as killed correctly and thus not spring map " "trigger events etc. (by Starkku)" -msgstr "" -"修复了只有所属方但没有开火者的杀伤击杀载具时未能正确记录因而无法触发地图事件等问题(by Starkku)" +msgstr "修复了只有所属方但没有开火者的杀伤击杀载具时未能正确记录因而无法触发地图事件等问题(by Starkku)" -#: ../../Whats-New.md:858 +#: ../../Whats-New.md:806 msgid "" "Translucent RLE SHPs will now be drawn using a more precise and " "performant algorithm that has no green tint and banding (only applies to " "Z-aware drawing mode for now) (by Apollo)" -msgstr "" -"现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹(by Apollo)" +msgstr "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹(by Apollo)" -#: ../../Whats-New.md:859 +#: ../../Whats-New.md:807 msgid "" "Fixed transports recursively put into each other not having a correct " "killer set after second transport when being killed by something (by " "Kerbiter)" msgstr "修复了被递归嵌套放置的运输工具被击杀时从第二层运输工具开始击杀来源设置不正确的问题(by Kerbiter)" -#: ../../Whats-New.md:860 +#: ../../Whats-New.md:808 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " "(by Starkku)" msgstr "" -"修复了带有 `Inviso=true` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` 的弹头结合使用时可能出现的精度问题(by Starkku)" +"修复了带有 `Inviso=true` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " +"的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:861 +#: ../../Whats-New.md:809 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry (by Otamaa)" -msgstr "" -"修复了 `MakeInfantry` 逻辑在 BombClass(伊文炸弹)上导致生成 `Neutral` 阵营步兵的 Bug(by Otamaa)" +msgstr "修复了 `MakeInfantry` 逻辑在 BombClass(伊文炸弹)上导致生成 `Neutral` 阵营步兵的 Bug(by Otamaa)" -#: ../../Whats-New.md:862 +#: ../../Whats-New.md:810 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges (by" " Starkku)" -msgstr "" -"修复了轨道炮粒子对于具有非默认 `TargetCoordOffset` 的建筑或在桥上强制开火时被绘制到错误坐标的问题(by Starkku)" +msgstr "修复了轨道炮粒子对于具有非默认 `TargetCoordOffset` 的建筑或在桥上强制开火时被绘制到错误坐标的问题(by Starkku)" -#: ../../Whats-New.md:863 +#: ../../Whats-New.md:811 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines (by Starkku)" -msgstr "" -"修复了建筑 `TargetCoordOffset` 未将开火角度和目标指示线考虑在内的问题(by Starkku)" +msgstr "修复了建筑 `TargetCoordOffset` 未将开火角度和目标指示线考虑在内的问题(by Starkku)" -#: ../../Whats-New.md:864 +#: ../../Whats-New.md:812 msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" -#: ../../Whats-New.md:867 +#: ../../Whats-New.md:815 msgid "" "Fixed shields being able to take damage when the parent TechnoType was " "under effects of a `Temporal` Warhead (by Starkku)" msgstr "修复了单位被 `Temporal` 弹头冻结时其护盾仍可受伤的问题(by Starkku)" -#: ../../Whats-New.md:868 +#: ../../Whats-New.md:816 msgid "Improved shield behavior for forced damage (by Uranusian)" msgstr "改进了护盾在强制承受伤害时的行为(by Uranusian)" -#: ../../Whats-New.md:869 +#: ../../Whats-New.md:817 msgid "" -"Fixed `SplashList` animations playing when a unit is hit on a bridge over " -"water (by Uranusian)" +"Fixed `SplashList` animations playing when a unit is hit on a bridge over" +" water (by Uranusian)" msgstr "修复了命中桥上单位时会播放 `SplashList` 动画的问题(by Uranusian)" -#: ../../Whats-New.md:870 +#: ../../Whats-New.md:818 msgid "Fixed shielded objects not decloaking if shield takes damage (by Starkku)" msgstr "修复了带有护盾的物体在受击时不会解除隐形的问题(by Starkku)" -#: ../../Whats-New.md:871 +#: ../../Whats-New.md:819 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" -msgstr "修复了即便修复了由于 `Crit.Affects` 或`ImmuneToCrit` 设定未能造成暴击伤害时仍会播放暴击动画的问题(by Starkku)" +msgstr "" +"修复了即便修复了由于 `Crit.Affects` 或`ImmuneToCrit` 设定未能造成暴击伤害时仍会播放暴击动画的问题(by " +"Starkku)" -#: ../../Whats-New.md:872 +#: ../../Whats-New.md:820 msgid "" "Fixed `RemoveDisguise` not working on `PermaDisguise` infantry (by " "Starkku)" msgstr "修复了 `RemoveDisguise` 未能在 `PermaDisguise` 步兵上工作的问题(by Starkku)" -#: ../../Whats-New.md:873 +#: ../../Whats-New.md:821 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" -msgstr "修复了单色激光(`IsHouseColor`、`IsSingleColor`、LaserTrails)的光照算法以保持与原版效果一致(by Starkku)" +msgstr "" +"修复了单色激光(`IsHouseColor`、`IsSingleColor`、LaserTrails)的光照算法以保持与原版效果一致(by " +"Starkku)" -#: ../../Whats-New.md:874 +#: ../../Whats-New.md:822 msgid "" "Fixed a potential cause of crashes concerning shield animations (such in " "conjunction with cloaking) (by Starkku)" msgstr "修复了一个可能导致崩溃的护盾动画问题(by Starkku)" -#: ../../Whats-New.md:875 +#: ../../Whats-New.md:823 msgid "" "Fixed interceptors intercepting projectiles fired by friendly objects if " "the said object died after firing the projectile (by Starkku)" msgstr "修复了友军对象在死亡后其发射的抛射体会被抛射体拦截逻辑视为应拦截目标的问题(by Starkku)" -#: ../../Whats-New.md:876 +#: ../../Whats-New.md:824 msgid "" "Fixed interceptor weapons with `Inviso=true` projectiles detonating the " "projectile at wrong coordinates (by Starkku)" msgstr "修复了 `Inviso=true` 抛射体拦截武器在错误左边处引爆的问题(by Starkku)" -#: ../../Whats-New.md:877 +#: ../../Whats-New.md:825 msgid "" "Fixed some possible configuration reading issues when using Phobos with " "patches that rename `uimd.ini` (by Belonit)" msgstr "修复了 Phobos 与重命名 `uimd.ini` 的补丁共用时可能出现的配置文件读取文件(by Belonit)" -#: ../../Whats-New.md:878 +#: ../../Whats-New.md:826 msgid "Fixed a game crash when using the Map Snapshot command (by Otamaa)" msgstr "修复了抓取地图快捷键导致的游戏崩溃(by Otamaa)" -#: ../../Whats-New.md:879 +#: ../../Whats-New.md:827 msgid "" "Fixed issue with incorrect input in edit dialog element when using IME " "(by Belonit)" -msgstr "" -"修复了使用输入法时编辑对话框内容输入错误的问题(by Belonit)" +msgstr "修复了使用输入法时编辑对话框内容输入错误的问题(by Belonit)" -#: ../../Whats-New.md:880 +#: ../../Whats-New.md:828 msgid "" "Fixed an issue where tooltip text could be clipped by tooltip rectangle " "border if using `MaxWidth` > 0 (by Starkku)" -msgstr "" -"修复了 `MaxWidth` > 0 时拓展工具条文本可能被拓展工具条矩形边框截断的问题(by Starkku)" +msgstr "修复了 `MaxWidth` > 0 时拓展工具条文本可能被拓展工具条矩形边框截断的问题(by Starkku)" -#: ../../Whats-New.md:881 +#: ../../Whats-New.md:829 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " "`EMEffect=true` (by Starkku)" msgstr "" -"修复了带有 `Trajectory=Straight` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` 的弹头结合使用时可能出现的精度问题(by Starkku)" +"修复了带有 `Trajectory=Straight` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " +"的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:830 msgid "Minor performance optimization related to shields (by Trsdy)" msgstr "对护盾进行了轻微的性能优化(by Trsdy)" -#: ../../Whats-New.md:883 +#: ../../Whats-New.md:831 msgid "" "Fixed teleporting miners (Chrono Miner) considered to be idle by " "harvester counter, improved related game performance (by Trsdy)" -msgstr "" -"修复了超时空矿车被矿车计数器误判为摆烂的问题,并进行了相关的性能优化(by Trsdy)" +msgstr "修复了超时空矿车被矿车计数器误判为摆烂的问题,并进行了相关的性能优化(by Trsdy)" -#: ../../Whats-New.md:884 +#: ../../Whats-New.md:832 msgid "" "Fixed negative damage weapons considering shield health when evaluating " "targets even if Warhead had `Shield.Penetrate` set to true (by Starkku)" -msgstr "" -"修复了负伤害武器在选择目标时即便在弹头 `Shield.Penetrate` 设为 true 也仍会考虑护盾值的问题(by Starkku)" +msgstr "修复了负伤害武器在选择目标时即便在弹头 `Shield.Penetrate` 设为 true 也仍会考虑护盾值的问题(by Starkku)" -#: ../../Whats-New.md:885 +#: ../../Whats-New.md:833 msgid "" "Fixed engineers considering shield health instead of building health when" " determining if they can repair or capture a building (by Starkku)" -msgstr "" -"修复了工程师在判断能否维修/占领建筑时考虑护盾值而非建筑生命值的问题(by Starkku)" +msgstr "修复了工程师在判断能否维修/占领建筑时考虑护盾值而非建筑生命值的问题(by Starkku)" -#: ../../Whats-New.md:886 +#: ../../Whats-New.md:834 msgid "" "Fixed shield animations (`IdleAnim`, `BreakAnim` and `HitAnim`) showing " "up even if the object shield is attached to is currently underground (by " "Starkku)" msgstr "修复了护盾动画(`IdleAnim`、`BreakAnim` 和 `HitAnim`)在其附着对象处于地下时仍然显示的问题(by Starkku)" -#: ../../Whats-New.md:887 +#: ../../Whats-New.md:835 msgid "" "Fixed shields not being removed from sinking units until they have fully " "finished sinking (by Starkku)" msgstr "修复了护盾在单位完全沉没前未被移除的问题(by Starkku)" -#: ../../Whats-New.md:888 +#: ../../Whats-New.md:836 msgid "Fixed techno-extdata update after type conversion (by Trsdy)" msgstr "修复了单位转换后的数据更新问题(by Trsdy)" -#: ../../Whats-New.md:889 +#: ../../Whats-New.md:837 msgid "" "Fixed Phobos Warhead effects (crits, new shield modifiers etc.) " "considering sinking units valid targets (by Starkku)" -msgstr "" -"修复了 Phobos 弹头效果(暴击、护盾修改等)将正在下沉的单位视为有效目标的问题(by Starkku)" +msgstr "修复了 Phobos 弹头效果(暴击、护盾修改等)将正在下沉的单位视为有效目标的问题(by Starkku)" -#: ../../Whats-New.md:890 +#: ../../Whats-New.md:838 msgid "" "Fixed an issue where `FireOnce=yes` deploy weapons on vehicles would " "still fire multiple times if deploy command is issued repeatedly or when " "not idle (by Starkku)" -msgstr "" -"修复了拥有 `FireOnce=yes` 的部署武器在重复下达部署质量或非闲置状态仍会多次开火的问题(by Starkku)" +msgstr "修复了拥有 `FireOnce=yes` 的部署武器在重复下达部署质量或非闲置状态仍会多次开火的问题(by Starkku)" -#: ../../Whats-New.md:891 +#: ../../Whats-New.md:839 msgid "" -"Fixed a game crash when checking `BuildLimit` if Phobos is running without " -"Ares (by Belonit)" -msgstr "" -"修复了当 Phobos 未与 Ares 共同使用时检查 `BuildLimit` 会导致游戏崩溃的问题(by Belonit)" +"Fixed a game crash when checking `BuildLimit` if Phobos is running " +"without Ares (by Belonit)" +msgstr "修复了当 Phobos 未与 Ares 共同使用时检查 `BuildLimit` 会导致游戏崩溃的问题(by Belonit)" -#: ../../Whats-New.md:892 +#: ../../Whats-New.md:840 msgid "" "Corrected the misinterpretation in the definition of `DiskLaser.Radius` " "(by Trsdy)" -msgstr "" -"更正了定义 `DiskLaser.Radius` 错误解释的问题(by Trsdy)" +msgstr "更正了定义 `DiskLaser.Radius` 错误解释的问题(by Trsdy)" -#: ../../Whats-New.md:893 +#: ../../Whats-New.md:841 msgid "Fixed GlobalVariables failed working among scenarios (by Trsdy)" msgstr "修复了全局变量在多个场景失效的问题(by Trsdy)" -#: ../../Whats-New.md:896 +#: ../../Whats-New.md:844 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" msgstr "" -"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` 的情况下也可以正常产生辐射(by Starkku)" +"现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " +"的情况下也可以正常产生辐射(by Starkku)" -#: ../../Whats-New.md:898 +#: ../../Whats-New.md:846 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:899 +#: ../../Whats-New.md:847 msgid "" "Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to " "use latest Phobos tags (by Kerbiter)" msgstr "做了一个 sed 脚本工具来半自动的更新 INI 内容为最新版 Phobos 的对应标签(by Kerbiter)" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:851 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:909 +#: ../../Whats-New.md:857 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息未能正确保存的问题(by Uranusian)" -#: ../../Whats-New.md:910 +#: ../../Whats-New.md:858 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了拓展的建筑加载物逻辑与 Ares 的 BuildLimit 检查交互异常的问题(by Uranusian)" -#: ../../Whats-New.md:911 +#: ../../Whats-New.md:859 msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" msgstr "修复了更多由 `CameoPriority` 导致的随机崩溃问题(by Uranusian)" -#: ../../Whats-New.md:912 +#: ../../Whats-New.md:860 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了战机开火后 Burst 索引未能正确重置导致的游戏卡死问题(by Starkku)" -#: ../../Whats-New.md:916 +#: ../../Whats-New.md:864 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:922 +#: ../../Whats-New.md:870 msgid "Fixed random crashes about `CameoPriority` (by Uranusian)" msgstr "修复了 `CameoPriority` 导致的随机崩溃(by Uranusian)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:871 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发结果 125 号未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:872 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了范围弹头的所属问题(by Otamaa)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:873 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" -msgstr "对 `FootClass` 的钩子进行调整以支持 Ares 的 `RadImmune` 相关逻辑;同时对辐射/辐射工兵进行了多项修复(by Otamaa)" +msgstr "" +"对 `FootClass` 的钩子进行调整以支持 Ares 的 `RadImmune` 相关逻辑;同时对辐射/辐射工兵进行了多项修复(by " +"Otamaa)" -#: ../../Whats-New.md:926 +#: ../../Whats-New.md:874 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了 `Crit.Affects` 未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:927 +#: ../../Whats-New.md:875 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了建造在其他所属方建筑上的加载物会导致本应战败的所属方保持存活的问题(by Kerbiter)" -#: ../../Whats-New.md:931 +#: ../../Whats-New.md:879 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:885 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "自定义像 CNC 重置版那样的生产进度「条」(by Uranusian)" -#: ../../Whats-New.md:938 +#: ../../Whats-New.md:886 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:939 +#: ../../Whats-New.md:887 msgid "Customizable harvester ore gathering animation (by secsome, Uranusian)" msgstr "自定义矿车采矿动画(by secsome, Uranusian)" -#: ../../Whats-New.md:940 +#: ../../Whats-New.md:888 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许设置单位无法被下达移动指令(by Uranusian)" -#: ../../Whats-New.md:943 +#: ../../Whats-New.md:891 msgid "" "Fixed non-IME keyboard input to be working correctly for languages / " "keyboard layouts that use character ranges other than Basic Latin and " "Latin-1 Supplement (by Belonit)" msgstr "修复了非输入法键盘输入在基础拉丁或拉丁 -1 以外的语言/键盘布局中无法正常工作的问题(by Belonit)" -#: ../../Whats-New.md:946 +#: ../../Whats-New.md:894 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑无法正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:947 +#: ../../Whats-New.md:895 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了执行停止命令时游戏崩溃的 Bug(by Uranusian)" -#: ../../Whats-New.md:951 +#: ../../Whats-New.md:899 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:905 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:909 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:915 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary " "(by Starkku)" msgstr "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止(by Starkku)" -#: ../../Whats-New.md:970 +#: ../../Whats-New.md:918 msgid "" "Fixed the bug when after a failed placement the building/defence tab " "hotkeys won't trigger placement mode again (by Uranusian)" msgstr "修复了在摆放失败后使用切换到建筑栏和防御栏的快捷键无法再次进入放置模式的问题(by Uranusian)" -#: ../../Whats-New.md:971 +#: ../../Whats-New.md:919 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" -msgstr "修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题(by secsome)" +msgstr "" +"修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题(by " +"secsome)" -#: ../../Whats-New.md:974 +#: ../../Whats-New.md:922 msgid "" "Fixed the bug when trigger action `125 Build At...` wasn't actually " "producing a building when the target cells were occupied (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 在目标单元格被占用时无法生产建筑的问题(by secsome)" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:926 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:984 +#: ../../Whats-New.md:932 msgid "" "Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with " "warhead additions (by Starkku)" msgstr "护盾逻辑(by Uranusian、secsome、Belonit)及对应新增弹头功能(by Starkku)" -#: ../../Whats-New.md:985 +#: ../../Whats-New.md:933 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:986 +#: ../../Whats-New.md:934 msgid "" "New ScriptType actions `71 Timed Area Guard`, `72 Load Onto Transports`, " "`73 Wait until ammo is full` (by FS-21)" msgstr "新增动作脚本 `71 区域警戒(时间计数)`、`72 装载入运输载具`、`73 等待弹药装满`(by FS-21)" -#: ../../Whats-New.md:987 +#: ../../Whats-New.md:935 msgid "" "Ore drills now have customizable ore type, range, ore growth stage and " "amount of cells generated (by Kerbiter)" msgstr "现在矿柱可以自定义矿石的类型、范围、生长阶段和生长的单元格数(by Kerbiter)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:936 msgid "" "Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, " "Erzoid/SukaHati)" msgstr "基础的抛射体拦截逻辑(by AutoGavy、ChrisLv_CN、Kerbiter、Erzoid/SukaHati)" -#: ../../Whats-New.md:989 +#: ../../Whats-New.md:937 msgid "" "Customizable harvester active/total counter next to credits counter (by " "Uranusian)" msgstr "在资金计数器旁自定义「工作矿车/矿车总量」计数器(by Uranusian)" -#: ../../Whats-New.md:990 +#: ../../Whats-New.md:938 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一个空闲矿车快捷键(by Kerbiter)" -#: ../../Whats-New.md:991 +#: ../../Whats-New.md:939 msgid "Dump Object Info hotkey command (by secsome, FS-21)" msgstr "输出对象信息快捷键(by secsome、FS-21)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:940 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" msgstr "解除伪装和解除心控弹头效果(by secsome)" -#: ../../Whats-New.md:993 +#: ../../Whats-New.md:941 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:994 +#: ../../Whats-New.md:942 msgid "" "`AnimList.PickRandom` used to randomize `AnimList` with no side effects " "(by secsome)" msgstr "添加了 `AnimList.PickRandom` 用于实现没有副作用的随机 `AnimList`(by secsome)" -#: ../../Whats-New.md:995 +#: ../../Whats-New.md:943 msgid "Chance-based critical damage system on warheads (by AutoGavy)" msgstr "基于概率的弹头暴击伤害系统(by AutoGavy)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:944 msgid "Optional mind control range limit (by Uranusian)" msgstr "自定义心控有效距离上限(by Uranusian)" -#: ../../Whats-New.md:997 +#: ../../Whats-New.md:945 msgid "" -"Multiple mind controllers can now release units on overload (by " -"Uranusian & secsome)" +"Multiple mind controllers can now release units on overload (by Uranusian" +" & secsome)" msgstr "多重心控单位(原版脑车)可以在过载时及时释放单位(by Uranusian & secsome)" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:946 msgid "" "Spawns now can be killed on low power and have limited pursuing range (by" " FS-21)" msgstr "现在子机可以在母舰断电时坠毁并且具有有限的追击范围(by FS-21)" -#: ../../Whats-New.md:999 +#: ../../Whats-New.md:947 msgid "Spawns can now have the same exp. level as owner techno (by Uranusian)" msgstr "现在子机可以同步母舰的经验等级(by Uranusian)" -#: ../../Whats-New.md:1000 +#: ../../Whats-New.md:948 msgid "" "`TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` " "value (by Kerbiter)" msgstr "现在 `TurretOffset` 可以接受 `F,L,H` 和 `F,L` 那样的值而不仅限于一个 `F`(by Kerbiter)" -#: ../../Whats-New.md:1001 +#: ../../Whats-New.md:949 msgid "ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)" msgstr "现在可以单独关闭 EBolt 特效中的特定电弧(by Otamaa)" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:950 msgid "Semantic locomotor aliases for modder convenience (by Belonit)" msgstr "为 modder 们添加了简化的 Locomotor 别称(by Belonit)" -#: ../../Whats-New.md:1003 +#: ../../Whats-New.md:951 msgid "" "Ability to specify amount of shots for strafing aircraft and burst " "simulation (by Starkku)" msgstr "可以为战机扫射指定次数以及模拟 `Burst`(by Starkku)" -#: ../../Whats-New.md:1004 +#: ../../Whats-New.md:952 msgid "" "Customizeable Teleport/Chrono Locomotor properties per TechnoType (by " "Otamaa)" msgstr "自定义超时空运动模式的参数(by Otamaa)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:953 msgid "Maximum waypoints amount increased from 702 to 2147483647 (by secsome)" msgstr "路径点数量上限由 702 提升到 2147483647(by secsome)" -#: ../../Whats-New.md:1006 +#: ../../Whats-New.md:954 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:957 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、Belonit)" -#: ../../Whats-New.md:1010 +#: ../../Whats-New.md:958 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:959 msgid "" "Fixed fatal errors when `Blowfish.dll` couldn't be registered in the " "system properly due to missing admin rights (by Belonit)" msgstr "修复了由于确实管理员权限导致 `Blowfish.dll` 无法正确注册而引发的 Fatal Error(by Belonit)" -#: ../../Whats-New.md:1012 +#: ../../Whats-New.md:960 msgid "" "Fix to take Burst into account for aircraft weapon shots beyond the first" " one (by Starkku)" msgstr "修复了战机扫射武器仅有第一发考虑 `Burst` 的问题(by Starkku)" -#: ../../Whats-New.md:1013 +#: ../../Whats-New.md:961 msgid "" "Fixed the bug when units are already dead but still in map (for sinking, " "crashing, dying animation, etc.), they could die again (by Uranusian)" msgstr "修复了已经死亡但仍存在于地图上的单位(例如沉没、坠毁、播放死亡动画等)可以再次死亡的 Bug(by Uranusian)" -#: ../../Whats-New.md:1014 +#: ../../Whats-New.md:962 msgid "" "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon" " (by Otamaa)" msgstr "修复了隐形的辐射工兵无法部署发射武器的 Bug(by Otamaa)" -#: ../../Whats-New.md:1015 +#: ../../Whats-New.md:963 msgid "" "Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-" "release the victim to control new one (by Uranusian)" msgstr "修复了 `InfiniteMindControl` 在 `Damage=1` 的情况下只能控制 1 个单位的问题(by Uranusian)" -#: ../../Whats-New.md:1016 +#: ../../Whats-New.md:964 msgid "" "Fixed the bug that script action `Move to cell` was still using leftover " "cell calculations from previous games (by secsome)" msgstr "修复了脚本动作 `移动到单元格` 使用先代游戏残留单元格算法的 Bug(by secsome)" -#: ../../Whats-New.md:1017 +#: ../../Whats-New.md:965 msgid "" "Fixed the bug when trigger action `125 Build At...` didn't play buildup " "anim (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 不播放建造动画的 Bug(by secsome)" -#: ../../Whats-New.md:1018 +#: ../../Whats-New.md:966 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore) (by Otamaa)" msgstr "修复了 `DebrisMaximums`(生成的碎片不再超过其对应的最大数量)(by Otamaa)" -#: ../../Whats-New.md:1019 +#: ../../Whats-New.md:967 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" -msgstr "修复了 `DeployFire` 逻辑(现在 `DeployFireWeapon`、`FireOnce`、停止命令可以正常工作)(by Starkku)" +msgstr "" +"修复了 `DeployFire` 逻辑(现在 `DeployFireWeapon`、`FireOnce`、停止命令可以正常工作)(by " +"Starkku)" -#: ../../Whats-New.md:1022 +#: ../../Whats-New.md:970 msgid "" "Properly rewritten a fix for mind-controlled vehicles deploying into " "buildings (by FS-21)" msgstr "彻底重写了被心控载具部署成建筑的修复方案(by FS-21)" -#: ../../Whats-New.md:1023 +#: ../../Whats-New.md:971 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" -msgstr "彻底重写了 `DeployToFire` 的修复,标签 `Deployed.RememberTarget` 已弃用,现在总是启用(by Kerbiter)" +msgstr "" +"彻底重写了 `DeployToFire` 的修复,标签 `Deployed.RememberTarget` 已弃用,现在总是启用(by " +"Kerbiter)" -#: ../../Whats-New.md:1024 +#: ../../Whats-New.md:972 msgid "New warheads now work with Ares' `GenericWarhead` superweapon (by Belonit)" msgstr "现在新的弹头效果可以用于 Ares 的 `GenericWarhead` 类超级武器(by Belonit)" -#: ../../Whats-New.md:1028 +#: ../../Whats-New.md:976 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1034 -msgid "Fixed an occasional crash when selecting units with a selection box (by Kerbiter)" +#: ../../Whats-New.md:982 +msgid "" +"Fixed an occasional crash when selecting units with a selection box (by " +"Kerbiter)" msgstr "修复了框选单位时偶尔崩溃的问题(by Kerbiter)" -#: ../../Whats-New.md:1038 +#: ../../Whats-New.md:986 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1044 +#: ../../Whats-New.md:992 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:993 msgid "Support for PCX loading screens of any size (by Belonit)" msgstr "支持了任意尺寸的 PCX 载入图(by Belonit)" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:994 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, Belonit)" -#: ../../Whats-New.md:1047 +#: ../../Whats-New.md:995 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1048 +#: ../../Whats-New.md:996 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1049 +#: ../../Whats-New.md:997 msgid "Custom game icon command line arg (by Belonit)" msgstr "使用命令行参数自定义游戏图标(by Belonit)" -#: ../../Whats-New.md:1050 +#: ../../Whats-New.md:998 msgid "Ability to disable black spawn position dots on map preview (by Belonit)" msgstr "允许禁用空置出生点黑点(by Belonit)" -#: ../../Whats-New.md:1051 +#: ../../Whats-New.md:999 msgid "" "Ability to specify applicable building owner for building upgrades (by " "Kerbiter)" msgstr "允许为建筑加载物指定适当的建筑所属方,也就是可以建造在别人的建筑上(by Kerbiter)" -#: ../../Whats-New.md:1052 +#: ../../Whats-New.md:1000 msgid "Customizable disk laser radius (by Belonit, Kerbiter)" msgstr "自定义飞碟激光半径(by Belonit、Kerbiter)" -#: ../../Whats-New.md:1053 +#: ../../Whats-New.md:1001 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" msgstr "允许为任意阵营 UI 切换 GDI 式侧边栏布局(by Belonit)" -#: ../../Whats-New.md:1056 +#: ../../Whats-New.md:1004 msgid "" "Deploying mind-controlled TechnoTypes won't make them permanently mind-" "controlled anymore (unfinished fix by DCoder)" msgstr "部署被心灵控制的单位不再会时其永远处于被心控状态(实际上直接刷漆了)(DCoder 未完成的修复)" -#: ../../Whats-New.md:1057 +#: ../../Whats-New.md:1005 msgid "" "SHP debris hardcoded shadows now respect `Shadow=no` tag value (by " "Kerbiter)" msgstr "SHP 碎片硬编码显示的阴影现在遵守 `Shadow=no` 设置(by Kerbiter)" -#: ../../Whats-New.md:1058 +#: ../../Whats-New.md:1006 msgid "" "`DeployToFire` vehicles won't lose target on deploy anymore (unfinished " "fix by DCoder)" msgstr "`DeployToFire` 的载具不再会于部署时丢失目标(DCoder 未完成的修复)" -#: ../../Whats-New.md:1059 +#: ../../Whats-New.md:1007 msgid "" "Fixed QWER hotkey tab switching not hiding the displayed tooltip as it " "should (by Belonit)" msgstr "修复了当通过 QWER 快捷键切换标签页时未能正确隐藏拓展工具条的问题(by Belonit)" -#: ../../Whats-New.md:1060 +#: ../../Whats-New.md:1008 msgid "Sidebar tooltips now can go over sidebar bounds (by Belonit)" msgstr "现在侧边栏拓展工具条可以超出侧边栏边界(by Belonit)" -#: ../../Whats-New.md:1061 +#: ../../Whats-New.md:1009 msgid "Lifted stupidly small limit for tooltip character amount (by Belonit)" msgstr "解除了拓展工具条字符数量小得愚蠢的上限(by Belonit)" From c5e4211c78e441bb33b767f158c62814a5e4cccc Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 04:08:49 +0800 Subject: [PATCH 02/88] [en & cn] update --- CREDITS.md | 2 +- docs/Fixed-or-Improved-Logics.md | 2 +- docs/Whats-New.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/CREDITS.po | 11 +++++--- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 27 +++++++++++-------- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 8 +++++- 6 files changed, 34 insertions(+), 18 deletions(-) diff --git a/CREDITS.md b/CREDITS.md index e6dd83e1c7..5bab27f84f 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -357,7 +357,7 @@ This page lists all the individual contributions to the project by their author. - Fix the bug where pathfinding issues occur when a building performs undeploy - Fix [EIP 004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19) concerning the electric bolt - Fix `DefaultDisguise` showing wrong house colors for different players - - Allow voxel projectiles to use AnimPalette and FirersPalette + - Allow voxel projectiles to use `AnimPalette` and `FirersPalette` - **Apollo** - Translucent SHP drawing patches - **ststl**: - Customizable `ShowTimer` priority of superweapons diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 128455a00a..34530bf0c1 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -198,7 +198,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge. - Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge. - Fixed the bug that healing weapons could not automatically acquire aerial targets. -- Allow voxel projectiles to use AnimPalette and FirersPalette. +- Allow voxel projectiles to use `AnimPalette` and `FirersPalette`. ## Fixes / interactions with other extensions diff --git a/docs/Whats-New.md b/docs/Whats-New.md index c81f2e8592..795374e61b 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -815,7 +815,7 @@ Vanilla fixes: - Fixed railgun particles being drawn to wrong coordinate against buildings with non-default `TargetCoordOffset` or when force-firing on bridges (by Starkku) - Fixed building `TargetCoordOffset` not being taken into accord for several things like fire angle calculations and target lines (by Starkku) - Allowed observers to see a selected building's radial indicator (by Trsdy) -- Allow voxel projectiles to use AnimPalette and FirersPalette (by NetsuNegi) +- Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by NetsuNegi) Phobos fixes: - Fixed shields being able to take damage when the parent TechnoType was under effects of a `Temporal` Warhead (by Starkku) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index 6fb96814fe..13493facec 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1424,8 +1424,8 @@ 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:361 -msgid "Allow voxel projectiles to use AnimPalette and FirersPalette" -msgstr "" +msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" +msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" #: ../../../CREDITS.md:362 msgid "**Apollo** - Translucent SHP drawing patches" @@ -1537,7 +1537,7 @@ msgstr "修复 `LimboKill` 未能可靠工作的问题" #: ../../../CREDITS.md:390 msgid "Fix `Stop` command not working so well in many cases" -msgstr "" +msgstr "修复 `停止` 命令很多情况下不工作的问题" #: ../../../CREDITS.md:391 msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" @@ -1556,24 +1556,28 @@ 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:395 ../../../CREDITS.md:412 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:396 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:397 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:398 msgid "**Ollerus**:" @@ -1637,6 +1641,7 @@ 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:414 msgid "**tyuah8**:" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po index 603d2ee348..1231e37f02 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 @@ -1062,41 +1062,41 @@ msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked #: ../../Fixed-or-Improved-Logics.md:172 msgid "Stop command (`[S]` by default) behavior is now more correct:" -msgstr "" +msgstr "停止命令(默认 `[S]`)的行为现在更加正确:" #: ../../Fixed-or-Improved-Logics.md:173 msgid "Jumpjets no longer fall into a state of standing by idly." -msgstr "" +msgstr "Jumpjet 单位不再进入空闲站立状态。" #: ../../Fixed-or-Improved-Logics.md:174 msgid "Technos are no longer unable to stop the attack move mission." -msgstr "" +msgstr "科技类型现在可以停止移动攻击任务。" #: ../../Fixed-or-Improved-Logics.md:175 msgid "Technos are no longer unable to stop the area guard mission." -msgstr "" +msgstr "科技类型现在可以停止区域警戒任务。" #: ../../Fixed-or-Improved-Logics.md:176 msgid "Aircraft no longer find airport twice and overlap." -msgstr "" +msgstr "战机不再两次寻找机场并重叠。" #: ../../Fixed-or-Improved-Logics.md:177 msgid "Aircraft no longer briefly pause in the air before returning." -msgstr "" +msgstr "战机在返回前不再在空中端在停留" #: ../../Fixed-or-Improved-Logics.md:178 msgid "Aircraft with `AirportBound=no` no longer continue moving forward." -msgstr "" +msgstr "拥有 `AirportBound=no` 的战机不再会继续向前移动" #: ../../Fixed-or-Improved-Logics.md:179 msgid "Technos are no longer unable to stop when it is above the elevated bridge." -msgstr "" +msgstr "科技类型在桥上时不再无法停止。" #: ../../Fixed-or-Improved-Logics.md:180 msgid "" "Technos are still not allowed to stop moving under the elevated bridge, " "but can stop other missions." -msgstr "" +msgstr "科技类型在桥下时仍然无法停止移动,但可以停止其他任务。" #: ../../Fixed-or-Improved-Logics.md:181 msgid "" @@ -1206,34 +1206,39 @@ 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:197 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:198 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:199 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:200 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:201 -msgid "Allow voxel projectiles to use AnimPalette and FirersPalette." -msgstr "" +msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`." +msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`。" #: ../../Fixed-or-Improved-Logics.md:203 msgid "Fixes / interactions with other extensions" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index c24df69525..31c59c8eca 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1922,30 +1922,35 @@ 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:574 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:575 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:576 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:577 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:655 ../../Whats-New.md:820 #: ../../Whats-New.md:862 ../../Whats-New.md:875 ../../Whats-New.md:899 @@ -3144,9 +3149,10 @@ msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" #: ../../Whats-New.md:818 msgid "" -"Allow voxel projectiles to use AnimPalette and FirersPalette (by " +"Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by " "NetsuNegi)" msgstr "" +"允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`(by NetsuNegi)" #: ../../Whats-New.md:821 msgid "" From 5d8196c59346919bed2ef6cbf51289d6486e5bd9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 04:16:14 +0800 Subject: [PATCH 03/88] [en] fix / improve --- docs/Whats-New.md | 18 ++++++------ docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 32 +++++++++++----------- 2 files changed, 25 insertions(+), 25 deletions(-) diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 795374e61b..fe5e760295 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -368,7 +368,7 @@ New: - Extra warhead detonations on weapon (by Starkku) - Chrono sparkle animation display customization and improvements (by Starkku) - Script action to Chronoshift teams to enemy base (by Starkku) -- Customizable ElectricBolt Arcs (by Fryone, Kerbiter) +- Customizable ElectricBolt Arcs (by Fryone & Kerbiter) - Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, based on knowledge of DeathFish) - PipScale pip customizations (size, ammo / spawn / tiberium frames or offsets) (by Starkku) - Auto-deploy/Deploy block on ammo change (by Fryone) @@ -418,7 +418,7 @@ New: - Revenge weapon (by Starkku) - AttachEffect types with new features like custom tint and weapon range modifier (by Starkku) - Force shield effect sync on deploy & vs. organic targets effect customization to complement the Iron Curtain ones (by Starkku) -- Map trigger action 41 `41 Play Animation At...` now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku) +- Map trigger action `41 Play Animation At...` now uses additional parameter to determine if animation can play sound, deal damage etc. (by Starkku) - Allow restricting how many times per frame a single radiation site can damage a building (by Starkku) - Allow explicitly setting the superweapons AI uses for Chronoshift script actions (by Starkku) - Allow customizing Aircraft weapon strafing regardless of `ROT` and `Strafing.Shots` values beyond 5 (by Trsdy) @@ -504,7 +504,7 @@ Vanilla fixes: - Light tint created by a building is now able to be removed after loading the game (by Trsdy) - Prevented crashing jumpjet units from firing (by Trsdy) - Fixed disguised infantry not using custom palette for drawing the disguise when needed (by Starkku) -- Reenabled the obsolete `[General] WarpIn` as default anim type when units are warping in (by Trsdy) +- Reenabled the obsolete `[General] -> WarpIn` as default anim type when units are warping in (by Trsdy) - Fixed permanent health bar display for units targeted by temporal weapons upon mouse hover (by Trsdy) - Buildings with superweapons no longer display `SuperAnimThree` at beginning of match if pre-placed on the map (by Starkku) - AI players can now build `Naval=true` and `Naval=false` vehicles concurrently like human players do (by Starkku) @@ -681,7 +681,7 @@ Phobos fixes: Click to show
点击展开
New: -- LaserTrails initial implementation (by Kerbiter, ChrisLv_CN) +- LaserTrails initial implementation (by Kerbiter & ChrisLv_CN) - Anim-to-Unit logic and ability to randomize `DestroyAnim` (by Otamaa) - Shield modification warheads (by Starkku) - Shield BreakWeapon & InitialStrength (by Starkku) @@ -782,7 +782,7 @@ New: - Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl/航味麻酱) Vanilla fixes: -- Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN) +- Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter & ChrisLv_CN) - Fixed `DeathWeapon` not detonating properly (by Uranusian) - Fixed lasers & other effects drawing from wrong offset with weapons that use `Burst` (by Starkku) - Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water (by Uranusian) @@ -942,7 +942,7 @@ New: - Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati) - Customizable harvester active/total counter next to credits counter (by Uranusian) - Select Next Idle Harvester hotkey command (by Kerbiter) -- Dump Object Info hotkey command (by secsome, FS-21) +- Dump Object Info hotkey command (by secsome & FS-21) - Remove Disguise and Remove Mind Control warhead effects (by secsome) - Custom per-warhead `SplashLists` (by Uranusian) - `AnimList.PickRandom` used to randomize `AnimList` with no side effects (by secsome) @@ -960,7 +960,7 @@ New: - Customizeable Missing Cameo file (by Uranusian) Vanilla fixes: -- Map previews with zero size won't crash the game anymore (by Kerbiter, Belonit) +- Map previews with zero size won't crash the game anymore (by Kerbiter & Belonit) - Tileset 255+ bridge fix (by E1 Elite) - Fixed fatal errors when `Blowfish.dll` couldn't be registered in the system properly due to missing admin rights (by Belonit) - Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku) @@ -997,13 +997,13 @@ Phobos fixes: New: - Full-color PCX graphics support (by Belonit) - Support for PCX loading screens of any size (by Belonit) -- Extended sidebar tooltips with descriptions, recharge time and power consumption/generation (by Kerbiter, Belonit) +- Extended sidebar tooltips with descriptions, recharge time and power consumption/generation (by Kerbiter & Belonit) - Selection priority filtering for box selection (by Kerbiter) - Shroud, reveal and money transact warheads (by Belonit) - Custom game icon command line arg (by Belonit) - Ability to disable black spawn position dots on map preview (by Belonit) - Ability to specify applicable building owner for building upgrades (by Kerbiter) -- Customizable disk laser radius (by Belonit, Kerbiter) +- Customizable disk laser radius (by Belonit & Kerbiter) - Ability to switch to GDI sidebar layout for any side (by Belonit) Vanilla fixes: diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 31c59c8eca..25f0847ad5 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -774,8 +774,8 @@ msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "超时空传送到敌方基地的动作脚本(by Starkku)" #: ../../Whats-New.md:371 -msgid "Customizable ElectricBolt Arcs (by Fryone, Kerbiter)" -msgstr "自定义 EBolt 电弧(by Fryone、Kerbiter)" +msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" +msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" #: ../../Whats-New.md:372 msgid "" @@ -1036,7 +1036,7 @@ msgstr "力场护盾在(反)部署时继承及针对有生物体的自定义 #: ../../Whats-New.md:421 msgid "" -"Map trigger action 41 `41 Play Animation At...` now uses additional " +"Map trigger action `41 Play Animation At...` now uses additional " "parameter to determine if animation can play sound, deal damage etc. (by " "Starkku)" msgstr "地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" @@ -1487,7 +1487,7 @@ 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 #: ../../Whats-New.md:507 msgid "" -"Reenabled the obsolete `[General] WarpIn` as default anim type when units" +"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)" @@ -2504,8 +2504,8 @@ msgid "0.3" msgstr "0.3" #: ../../Whats-New.md:684 -msgid "LaserTrails initial implementation (by Kerbiter, ChrisLv_CN)" -msgstr "激光尾迹初始实现(by Kerbiter, ChrisLv_CN)" +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:685 msgid "Anim-to-Unit logic and ability to randomize `DestroyAnim` (by Otamaa)" @@ -2946,8 +2946,8 @@ msgstr "遭遇战 AI 「在 MCV 部署时集结」行为去硬编码(by TaranD #: ../../Whats-New.md:785 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, ChrisLv_CN)" +"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:786 msgid "Fixed `DeathWeapon` not detonating properly (by Uranusian)" @@ -3512,8 +3512,8 @@ 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:945 -msgid "Dump Object Info hotkey command (by secsome, FS-21)" -msgstr "输出对象信息快捷键(by secsome、FS-21)" +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:946 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" @@ -3589,9 +3589,9 @@ msgstr "自定义缺省图标(by Uranusian)" #: ../../Whats-New.md:963 msgid "" -"Map previews with zero size won't crash the game anymore (by Kerbiter, " +"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、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:964 msgid "Tileset 255+ bridge fix (by E1 Elite)" @@ -3696,8 +3696,8 @@ msgstr "支持了任意尺寸的 PCX 载入图(by Belonit)" #: ../../Whats-New.md:1000 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, Belonit)" +"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:1001 msgid "Selection priority filtering for box selection (by Kerbiter)" @@ -3722,8 +3722,8 @@ msgid "" 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:1006 -msgid "Customizable disk laser radius (by Belonit, Kerbiter)" -msgstr "自定义飞碟激光半径(by Belonit、Kerbiter)" +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:1007 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" From b15f562ae85dc73d62d0985259459b59cbbad933 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 04:30:19 +0800 Subject: [PATCH 04/88] [en] update -> develop --- CREDITS.md | 2 +- docs/Fixed-or-Improved-Logics.md | 30 +++--- docs/New-or-Enhanced-Logics.md | 101 +++++++++--------- docs/User-Interface.md | 44 ++++---- docs/Whats-New.md | 8 +- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 2 +- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 21 ++-- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 8 +- 8 files changed, 113 insertions(+), 103 deletions(-) diff --git a/CREDITS.md b/CREDITS.md index 5bab27f84f..520cf9e1de 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -271,8 +271,8 @@ This page lists all the individual contributions to the project by their author. - Show designator & inhibitor range - Dump variables to file on scenario end / hotkey - `601 House owns TechnoType` and `602 House doesn't own TechnoType` trigger events - - Help with docs - Voxel light source position customization + - Help with docs - **ChrisLv_CN** (work relicensed under [following permission](https://github.com/Phobos-developers/Phobos/blob/develop/images/ChrisLv-relicense.png)): - General assistance - Interceptor logic prototype diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 34530bf0c1..b84b366bbc 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -181,9 +181,9 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Unit `Speed` setting now accepts floating-point values. Internally parsed values are clamped down to maximum of 100, multiplied by 256 and divided by 100, the result (which at this point is converted to an integer) then clamped down to maximum of 255 giving effective internal speed value range of 0 to 255, e.g leptons traveled per game frame. - `AirburstWeapon` now supports `IsLaser`, `IsElectricBolt` (without Ares `Bolt.Color1`, `Bolt.Color2`, `Bolt.Color3`), `IsRadBeam`, and `AttachedParticleSystem`. - Subterranean movement now benefits from speed multipliers from all sources such as veterancy, AttachEffect etc. -- 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. -- Fixed the bug that parasite will vanish if it missed its target when its previous cell is occupied. - Aircraft will now behave as expected according to it's `MovementZone` and `SpeedType` when moving onto different surfaces. In particular, this fixes erratic behavior when vanilla aircraft is ordered to move onto water surface and instead the movement order changes to a shore nearby. +- Fixed the bug that parasite will vanish if it missed its target when its previous cell is occupied. +- 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. - Fixed the bug that destroyed unit may leaves sensors. - `FreeUnit` uses the unit's own `SpeedType` to find the spawn location. - The bug where naval ships as StartUnit might spawn on land has been fixed. @@ -412,6 +412,16 @@ In `rulesmd.ini`: ConsideredVehicle= ; boolean ``` +### Customizable selling buildup sequence length for buildings that can undeploy + +- By default buildings with `UndeploysInto` will only play 23 frames of their buildup sequence (in reverse starting from last frame) when being sold as opposed to being undeployed. This can now be customized via `SellBuildupLength`. + +In `rulesmd.ini`: +```ini +[SOMEBUILDING] ; BuildingType +SellBuildupLength=23 ; integer, number of buildup frames to play +``` + ### Customizable & new grinder properties ![image](_static/images/grinding.gif) @@ -441,16 +451,6 @@ Grinding.Weapon= ; WeaponType Grinding.Weapon.RequiredCredits=0 ; integer ``` -### Customizable selling buildup sequence length for buildings that can undeploy - -- By default buildings with `UndeploysInto` will only play 23 frames of their buildup sequence (in reverse starting from last frame) when being sold as opposed to being undeployed. This can now be customized via `SellBuildupLength`. - -In `rulesmd.ini`: -```ini -[SOMEBUILDING] ; BuildingType -SellBuildupLength=23 ; integer, number of buildup frames to play -``` - ### Exclude Factory from providing multiple factory bonus - It is now possible to exclude a building with `Factory` from counting towards `MultipleFactory` bonus. @@ -976,7 +976,7 @@ In `rulesmd.ini`: ```ini [General] SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell) -SubterraneanSpeed=7.5 ; floating point value +SubterraneanSpeed=19 ; floating point value [SOMETECHNO] ; TechnoType SubterraneanHeight= ; integer, height in leptons (1/256th of a cell) @@ -1262,7 +1262,7 @@ DrawTurretShadow=false ; boolean In `artmd.ini`: ```ini -[SOMEUNIT] ; UnitType +[SOMEVEHICLE] ; VehicleType TurretShadow= ; boolean ``` @@ -1563,7 +1563,7 @@ Bolt.Arcs=8 ; integer ``` ```{note} -Due to technical constraints, these features do not work with electric bolts created from support weapon of [Ares' Prism Forwarding](https://ares-developers.github.io/Ares-docs/new/buildings/prismforwarding.html) or those from AirburstWeapon. +Due to technical constraints, these features do not work with electric bolts created from support weapon of [Ares' Prism Forwarding](https://ares-developers.github.io/Ares-docs/new/buildings/prismforwarding.html) or those from `AirburstWeapon`. ``` ### Single-color lasers diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index bdb2f06c9f..b6d89cea2c 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -554,7 +554,7 @@ Due to technical limitations, with Ares, upgrades placed through `PowersUp.Build In `rulesmd.ini`: ```ini -[UPGRADENAME] ; BuildingType +[SOMEBUILDING] ; BuildingType, as an upgrade PowersUp.Owner=Self ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) PowersUp.Buildings= ; List of BuildingTypes ``` @@ -621,7 +621,7 @@ SlavesFreeSound= ; Sound entry In `rulesmd.ini`: ```ini [SOMEINFANTRY] ; InfantryType -DefaultDisguise=E2 ; InfantryType +DefaultDisguise= ; InfantryType ``` ### Random death animaton for NotHuman Infantry @@ -671,8 +671,8 @@ OnlyUseLandSequences=false ; boolean - `Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = `Secondary`) to be used for intercepting projectiles. - The interceptor weapon may need `AG` and/or `AA` set to true on its projectile to be able to target projectiles depending on their elevation from ground. If you don't set those then the weapon won't be able to target low-flying or high-flying projectiles respectively. - `Interceptor.CanTargetHouses` controls which houses the projectiles (or rather their firers) can belong to be eligible for interception. - - `Interceptor.GuardRange` (and `Interceptor.(Rookie|Veteran|EliteGuardRange`) is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though. - - `Interceptor.MinimumGuardRange` (and `Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`) is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted. + - `Interceptor.GuardRange` (and `Interceptor.(Rookie|Veteran|EliteGuardRange)`) is maximum range of the unit to intercept projectile. The unit weapon range will limit the unit interception range though. + - `Interceptor.MinimumGuardRange` (and `Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`) is the minimum range of the unit to intercept projectile. Any projectile under this range will not be intercepted. - `Interceptable.DeleteOnIntercept` determines whether or not the projectile will simply be deleted on detonation upon interception, or if it will properly detonate. Will be overridden by `Interceptor.DeleteOnIntercept` setting on the interceptor. - `Interceptable.WeaponOverride` can be set to a WeaponType that will be used to override characteristics such as `Damage` and `Warhead` of the current projectile for detonation after interception. Will be overridden by `Interceptor.WeaponOverride` setting on the interceptor. - On interceptors, `Interceptor.WeaponReplaceProjectile` can be set to true to make `Interceptor.WeaponOverride` also replace the intercepted projectile's type (including `Image` and other projectile characteristics) and `Speed` with its own. Does not replace particle systems (`AttachedSystem`, *Ares feature*). @@ -862,7 +862,7 @@ TabIndex=1 ; integer - It is possible to customize which weapon a building with `EMPulseCannon=true` fires when an associated `Type=EMPulse` superweapon (**only** if `EMPulse.TargetSelf=false` or omitted) is fired by setting `EMPulse.WeaponIndex`. - Note that if you fire another `Type=EMPulse` superweapon with different weapon index that the same building is capable of launching before the first weapon was fired, the latter superweapon's settings will take precedence. - - Additionally, due to technical limitations the targeting constraints will always default to primary weapon's `Range` / `MinimumRange` unless `SW.RangeMinimum` / `SW.RangeMaximum` are explicitly set. + - Additionally, due to technical limitations the targeting constraints will always default to primary weapon's `Range/MinimumRange` unless `SW.RangeMinimum` / `SW.RangeMaximum` are explicitly set. - Is is now also possible to have all other `Type=EMPulse` superweapons that can be fired by same buildings as current one be put on hold until first of the buildings currently set to fire goes off if the firing superweapon has `EMPulse.SuspendOthers=true`. In `rulesmd.ini`: @@ -968,11 +968,11 @@ Detonate.AtFirer=false ; boolean In `rulesmd.ini`: ```ini -[SOMETECHNO] ; TechnoType -Spawner.LimitRange=false ; boolean -Spawner.ExtraLimitRange=0 ; integer, range in cells -Spawner.DelayFrames= ; integer, game frames -Spawner.AttackImmediately=false ; boolean +[SOMETECHNO] ; TechnoType +Spawner.LimitRange=false ; boolean +Spawner.ExtraLimitRange=0 ; integer, range in cells +Spawner.DelayFrames= ; integer, game frames +Spawner.AttackImmediately=false ; boolean ``` ### Automatic passenger deletion @@ -1008,8 +1008,8 @@ PassengerDeletion.SoylentAllowedHouses=enemies ; Affected House Enumeration (no PassengerDeletion.DisplaySoylent=false ; boolean PassengerDeletion.DisplaySoylentToHouses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) PassengerDeletion.DisplaySoylentOffset=0,0 ; X,Y, pixels relative to default -PassengerDeletion.ReportSound= ; Sound -PassengerDeletion.Anim= ; Animation +PassengerDeletion.ReportSound= ; Sound entry +PassengerDeletion.Anim= ; AnimationType PassengerDeletion.UnderEMP=false ; boolean ``` @@ -1118,7 +1118,7 @@ OpenTopped.ShareTransportTarget=true ; boolean In `rulesmd.ini`: ```ini -[SOMETECHNO] ; BuildingType or UnitType +[SOMETECHNO] ; BuildingType or VehicleType EVA.Sold= ; EVA entry SellSound= ; Sound entry ``` @@ -1247,18 +1247,6 @@ AutoDeath.TechnosExist.AllowLimboed=false ; boolean AutoDeath.TechnosExist.Houses=owner ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) ``` -### Make units try turning to target when firing with `OmniFire=yes` - -- The unit will try to turn the body to target even firing with `OmniFire=yes`. - - Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`. - -In `rulesmd.ini`: -```ini -[SOMEWEAPON] ; WeaponType -OmniFire=yes -OmniFire.TurnToTarget=no ; boolean -``` - ### Mind Control enhancement ![image](_static/images/mindcontrol-max-range-01.gif) @@ -1268,16 +1256,12 @@ OmniFire.TurnToTarget=no ; boolean - Mind controllers now can have the upper limit of the control distance. Tag values greater than 0 will activate this feature. - Mind controllers with multiple controlling slots can now release the first controlled unit when they have reached the control limit and are ordered to control a new target. -- Allows Warheads to play custom `MindControl.Anim` which defaults to `ControlledAnimationType`. In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType MindControlRangeLimit=-1.0 ; floating point value MultiMindControl.ReleaseVictim=false ; boolean - -[SOMEWARHEAD] ; WarheadType -MindControl.Anim= ; Animation, defaults to ControlledAnimationType ``` ### No Manual Move @@ -1307,7 +1291,8 @@ Promote.IncludeSpawns=false ; boolean - You can now specify an animation on the unit or structure promotion. - `Promote.VeteranAnimation` is used when unit or structure is promoted to veteran. - - `Promote.EliteAnimation` is used when unit or structure is promoted to elite. If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` will play instead when unit or structure is promoted to elite. + - `Promote.EliteAnimation` is used when unit or structure is promoted to elite. + - If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` will play instead when unit or structure is promoted to elite. In `rulesmd.ini`: ```ini @@ -1362,7 +1347,7 @@ In `rulesmd.ini`: [AudioVisual] IsVoiceCreatedGlobal=false ; boolean -[SOMETECHNO] ; UnitType +[SOMETECHNO] ; TechnoType VoiceCreated= ; Sound entry ``` @@ -1434,24 +1419,24 @@ RemoveMindControl=false ; boolean In `rulesmd.ini`: ```ini -[SOMEWARHEAD] ; WarheadType -Crit.Chance=0.0 ; floating point value, percents or absolute (0.0-1.0) -Crit.ApplyChancePerTarget=false ; boolean -Crit.ExtraDamage=0 ; integer -Crit.Warhead= ; WarheadType -Crit.Warhead.FullDetonation=true ; boolean -Crit.Affects=all ; List of Affected Target Enumeration (none|land|water|infantry|units|buildings|all) -Crit.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) -Crit.AffectBelowPercent=1.0 ; floating point value, percents or absolute (0.0-1.0) -Crit.AnimList= ; List of AnimationTypes -Crit.AnimList.PickRandom= ; boolean -Crit.AnimList.CreateAll= ; boolean -Crit.ActiveChanceAnims= ; List of AnimationTypes -Crit.AnimOnAffectedTargets=false ; boolean -Crit.SuppressWhenIntercepted=false ; boolean +[SOMEWARHEAD] ; WarheadType +Crit.Chance=0.0 ; floating point value, percents or absolute (0.0-1.0) +Crit.ApplyChancePerTarget=false ; boolean +Crit.ExtraDamage=0 ; integer +Crit.Warhead= ; WarheadType +Crit.Warhead.FullDetonation=true ; boolean +Crit.Affects=all ; List of Affected Target Enumeration (none|land|water|infantry|units|buildings|all) +Crit.AffectsHouses=all ; List of Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) +Crit.AffectBelowPercent=1.0 ; floating point value, percents or absolute (0.0-1.0) +Crit.AnimList= ; List of AnimationTypes +Crit.AnimList.PickRandom= ; boolean +Crit.AnimList.CreateAll= ; boolean +Crit.ActiveChanceAnims= ; List of AnimationTypes +Crit.AnimOnAffectedTargets=false ; boolean +Crit.SuppressWhenIntercepted=false ; boolean -[SOMETECHNO] ; TechnoType -ImmuneToCrit=no ; boolean +[SOMETECHNO] ; TechnoType +ImmuneToCrit=false ; boolean ``` ```{warning} @@ -1495,6 +1480,14 @@ This feature has the same limitations as [Ares' Type Conversion](https://ares-de This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is not detected, not all properties of a unit may be updated. ``` +### Custom Mind Control Animation +- Allows Warheads to play custom `MindControl.Anim` which defaults to `[CombatDamage] -> ControlledAnimationType`. + +In `rulesmd.ini`: +```ini +[SOMEWARHEAD] ; WarheadType +MindControl.Anim= ; Animation, defaults to [CombatDamage] -> ControlledAnimationType +``` ### Custom 'SplashList' on Warheads @@ -1726,6 +1719,18 @@ In `rulesmd.ini`: FeedbackWeapon= ; WeaponType ``` +### Make units try turning to target when firing with `OmniFire=yes` + +- The unit will try to turn the body to target even firing with `OmniFire=yes`. + - Jumpjets are recommended to have the same value of body `ROT` and `JumpjetTurnRate`. + +In `rulesmd.ini`: +```ini +[SOMEWEAPON] ; WeaponType +OmniFire=yes +OmniFire.TurnToTarget=no ; boolean +``` + ### Radiation enhancements - In addition to allowing custom radiation types, several enhancements are also available to the default radiation type defined in `[Radiation]`, such as ability to set owner & invoker or deal damage against buildings. See [Custom Radiation Types](#custom-radiation-types) for more details. diff --git a/docs/User-Interface.md b/docs/User-Interface.md index 9f73c4c7a7..06b3837e78 100644 --- a/docs/User-Interface.md +++ b/docs/User-Interface.md @@ -165,28 +165,6 @@ In `RA2MD.INI`: PrioritySelectionFiltering=true ; boolean ``` -### Visual indication of income from grinders and refineries - -- `DisplayIncome` can be set to display the amount of credits acquired when a building is grinding units / receiving ore dump from harvesters or slaves. -- Multiple income within less than one in-game second have their amounts coalesced into single display. - - `DisplayIncome.Houses` determines which houses can see the credits display. - - If you don't want players to see how AI cheats with `VirtualPurifiers` for example, `DisplayIncome.AllowAI` can be set to false to disable the display. It overrides the previous option. - - `DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at building's center. - - `[AudioVisual] -> DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay. - -In `rulesmd.ini`: -```ini -[AudioVisual] -DisplayIncome=false ; boolean -DisplayIncome.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) -DisplayIncome.AllowAI=yes ; boolean - -[SOMEBUILDING] ; BuildingType -DisplayIncome= ; boolean, defaults to [AudioVisual] -> DisplayIncome -DisplayIncome.Houses= ; Affected House Enumeration, defaults to [AudioVisual] -> DisplayIncome.Houses -DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default -``` - ### Placement preview ![placepreview](_static/images/placepreview.png) @@ -278,6 +256,28 @@ ShowTimer=yes ShowTimer.Priority=0 ; integer ``` +### Visual indication of income from grinders and refineries + +- `DisplayIncome` can be set to display the amount of credits acquired when a building is grinding units / receiving ore dump from harvesters or slaves. +- Multiple income within less than one in-game second have their amounts coalesced into single display. + - `DisplayIncome.Houses` determines which houses can see the credits display. + - If you don't want players to see how AI cheats with `VirtualPurifiers` for example, `DisplayIncome.AllowAI` can be set to false to disable the display. It overrides the previous option. + - `DisplayIncome.Offset` is additional pixel offset for the center of the credits display, by default `0,0` at building's center. + - `[AudioVisual] -> DisplayIncome` also allows to display the amount of credits when selling a unit on a repair bay. + +In `rulesmd.ini`: +```ini +[AudioVisual] +DisplayIncome=false ; boolean +DisplayIncome.Houses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) +DisplayIncome.AllowAI=yes ; boolean + +[SOMEBUILDING] ; BuildingType +DisplayIncome= ; boolean, defaults to [AudioVisual] -> DisplayIncome +DisplayIncome.Houses= ; Affected House Enumeration, defaults to [AudioVisual] -> DisplayIncome.Houses +DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default +``` + ## Hotkey Commands ### `[ ]` Display Damage Numbers diff --git a/docs/Whats-New.md b/docs/Whats-New.md index fe5e760295..144eb360d9 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -424,6 +424,8 @@ New: - Allow customizing Aircraft weapon strafing regardless of `ROT` and `Strafing.Shots` values beyond 5 (by Trsdy) - Allow strafing weapons to deduct ammo per shot instead of per strafing run (by Starkku) - Allow `CloakVisible=true` laser trails optinally be seen only if unit is detected (by Starkku) +- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode (by TaranDahl) +- Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl) - Customizing whether passengers are kicked out when an aircraft fires (by ststl) - Shield hit flash (by Starkku) - Option to scatter `(Anim/Splash)List` animations around impact coordinates (by Starkku) @@ -444,7 +446,7 @@ New: - Customizing height and speed at which subterranean units travel (by Starkku) - Option for Warhead damage to penetrate Iron Curtain or Force Shield (by Starkku) - Option for Warhead to remove all shield types at once (by Starkku) -- Allow customizing voxel light source position (by Kerbiter, Morton, based on knowledge of thomassnedon) +- Allow customizing voxel light source position (by Kerbiter & Morton, based on knowledge of thomassnedon) - Option to fix voxel light source being offset and incorrectly tilting on slopes (by Kerbiter) - AI superweapon delay timer customization (by Starkku) - Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku) @@ -570,11 +572,11 @@ Vanilla fixes: - Fixed `Hospital=yes` building can't kick out infantry after loading a save (by FlyStar) - Electric bolts that are supposed to update their position based on units current firing coords (by default, those fired by vehicles) now do so correctly for more than one concurrent electric bolt (by Starkku) - Fixed an issue where `FireAngle` would not work properly under certain circumstances (by TaranDahl) +- Fixed the bug that healing weapons could not automatically acquire aerial targets (by TaranDahl) - Fixed an issue that aircraft carriers can not find suitable locations for attacks when under elevated bridges on their own (by CrimRecya) - Fixed an issue that in air aircraft carriers being unable to attack when it is near by elevated bridges (by CrimRecya & TaranDahl) - Fixed an issue that aircraft carriers cannot retract its spawned aircraft when on the bridge (by CrimRecya) - Fixed an issue where the shadow of jumpjet remained on the ground when it was above the elevated bridge (by CrimRecya) -- Fixed the bug that healing weapons could not automatically acquire aerial targets (by TaranDahl) Phobos fixes: - Fixed a few errors of calling for superweapon launch by `LaunchSW` or building infiltration (by Trsdy) @@ -778,8 +780,6 @@ New: - Animated (non-tiberium spawning) TerrainTypes (by Starkku) - Toggleable passenger killing for `Explodes=true` units (by Starkku) - New condition for automatic self-destruction logic when TechnoTypes exist/don't exist (by FlyStar) -- Skirmish AI "sell all buildings and set all technos to hunt" behavior dehardcode (by TaranDahl/航味麻酱) -- Skirmish AI "gather when MCV deploy" behavior dehardcode (by TaranDahl/航味麻酱) Vanilla fixes: - Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter & ChrisLv_CN) 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 1231e37f02..5470e1cf69 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 @@ -3970,7 +3970,7 @@ msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" "://ares-developers.github.io/Ares-" -"docs/new/buildings/prismforwarding.html) or those from AirburstWeapon." +"docs/new/buildings/prismforwarding.html) or those from `AirburstWeapon`." 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) 所创建的 EBolt 效果。" diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 77d7242850..014d79cb5f 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -1865,22 +1865,22 @@ msgstr "`Interceptor.CanTargetHouses` 控制抛射体(或其发射者)属于 #: ../../New-or-Enhanced-Logics.md:674 msgid "" "`Interceptor.GuardRange` (and " -"`Interceptor.(Rookie|Veteran|EliteGuardRange`) is maximum range of the " +"`Interceptor.(Rookie|Veteran|EliteGuardRange)`) is maximum range of the " "unit to intercept projectile. The unit weapon range will limit the unit " "interception range though." msgstr "" "`Interceptor.GuardRange`(以及 " -"`Interceptor.(Rookie|Veteran|EliteGuardRange`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" +"`Interceptor.(Rookie|Veteran|EliteGuardRange)`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" #: ../../New-or-Enhanced-Logics.md:675 msgid "" "`Interceptor.MinimumGuardRange` (and " -"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`) is the minimum " +"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`) is the minimum " "range of the unit to intercept projectile. Any projectile under this " "range will not be intercepted." msgstr "" "`Interceptor.MinimumGuardRange`(以及 " -"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" +"`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" #: ../../New-or-Enhanced-Logics.md:676 msgid "" @@ -2253,7 +2253,7 @@ msgstr "注意如果在同一个建筑发射第一种武器前发射另一种具 #: ../../New-or-Enhanced-Logics.md:865 msgid "" "Additionally, due to technical limitations the targeting constraints will" -" always default to primary weapon's `Range` / `MinimumRange` unless " +" always default to primary weapon's `Range/MinimumRange` unless " "`SW.RangeMinimum` / `SW.RangeMaximum` are explicitly set." msgstr "" "此外由于技术限制目前除非手动列出了 `SW.RangeMinimum`/`SW.RangeMaximum` 否则始终默认使用主武器的 " @@ -3293,12 +3293,17 @@ msgstr "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。" #: ../../New-or-Enhanced-Logics.md:1310 msgid "" "`Promote.EliteAnimation` is used when unit or structure is promoted to " -"elite. If `Promote.EliteAnimation` is not defined, " +"elite." +msgstr "" +"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。" + +#: ../../New-or-Enhanced-Logics.md:1310 +msgid "" +"If `Promote.EliteAnimation` is not defined, " "`Promote.VeteranAnimation` will play instead when unit or structure is " "promoted to elite." msgstr "" -"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。如果未定义 `Promote.EliteAnimation` 则使用" -" `Promote.VeteranAnimation`。" +"如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" #: ../../New-or-Enhanced-Logics.md:1319 msgid "Revenge weapon" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 25f0847ad5..d39c46f6a5 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -1179,9 +1179,9 @@ msgstr "允许弹头一次性移除所有护盾类型(by Starkku)" #: ../../Whats-New.md:447 msgid "" -"Allow customizing voxel light source position (by Kerbiter, Morton, based" +"Allow customizing voxel light source position (by Kerbiter & Morton, based" " on knowledge of thomassnedon)" -msgstr "自定义 Voxel 光照角度(by Kerbiter、Morton,基于 thomassnedon 的知识)" +msgstr "自定义 Voxel 光照角度(by Kerbiter 与 Morton,基于 thomassnedon 的知识)" #: ../../Whats-New.md:448 msgid "" @@ -2934,13 +2934,13 @@ msgstr "当科技类型存在/不存在时自动自毁逻辑的新行为(by #: ../../Whats-New.md:781 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " -"dehardcode (by TaranDahl/航味麻酱)" +"dehardcode (by TaranDahl)" msgstr "遭遇战 AI 「卖家冲锋」行为去硬编码(by TaranDahl)" #: ../../Whats-New.md:782 msgid "" "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by " -"TaranDahl/航味麻酱)" +"TaranDahl)" msgstr "遭遇战 AI 「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" #: ../../Whats-New.md:785 From ff25414468ae4f972d572118f8c21ae3e9e55ab9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 04:51:10 +0800 Subject: [PATCH 05/88] [cn] update --- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 424 +++++++++--------- 1 file changed, 214 insertions(+), 210 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 014d79cb5f..6237ca20aa 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-03-29 01:17+0800\n" +"POT-Creation-Date: 2025-04-04 04:49+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -591,21 +591,22 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:1119 ../../New-or-Enhanced-Logics.md:1138 #: ../../New-or-Enhanced-Logics.md:1151 ../../New-or-Enhanced-Logics.md:1181 #: ../../New-or-Enhanced-Logics.md:1197 ../../New-or-Enhanced-Logics.md:1233 -#: ../../New-or-Enhanced-Logics.md:1255 ../../New-or-Enhanced-Logics.md:1273 -#: ../../New-or-Enhanced-Logics.md:1287 ../../New-or-Enhanced-Logics.md:1300 -#: ../../New-or-Enhanced-Logics.md:1312 ../../New-or-Enhanced-Logics.md:1326 -#: ../../New-or-Enhanced-Logics.md:1344 ../../New-or-Enhanced-Logics.md:1360 -#: ../../New-or-Enhanced-Logics.md:1375 ../../New-or-Enhanced-Logics.md:1390 -#: ../../New-or-Enhanced-Logics.md:1413 ../../New-or-Enhanced-Logics.md:1435 -#: ../../New-or-Enhanced-Logics.md:1477 ../../New-or-Enhanced-Logics.md:1504 -#: ../../New-or-Enhanced-Logics.md:1521 ../../New-or-Enhanced-Logics.md:1548 -#: ../../New-or-Enhanced-Logics.md:1563 ../../New-or-Enhanced-Logics.md:1589 -#: ../../New-or-Enhanced-Logics.md:1605 ../../New-or-Enhanced-Logics.md:1615 -#: ../../New-or-Enhanced-Logics.md:1626 ../../New-or-Enhanced-Logics.md:1637 -#: ../../New-or-Enhanced-Logics.md:1650 ../../New-or-Enhanced-Logics.md:1661 -#: ../../New-or-Enhanced-Logics.md:1675 ../../New-or-Enhanced-Logics.md:1691 -#: ../../New-or-Enhanced-Logics.md:1706 ../../New-or-Enhanced-Logics.md:1723 -#: ../../New-or-Enhanced-Logics.md:1746 ../../New-or-Enhanced-Logics.md:1764 +#: ../../New-or-Enhanced-Logics.md:1260 ../../New-or-Enhanced-Logics.md:1271 +#: ../../New-or-Enhanced-Logics.md:1284 ../../New-or-Enhanced-Logics.md:1297 +#: ../../New-or-Enhanced-Logics.md:1311 ../../New-or-Enhanced-Logics.md:1329 +#: ../../New-or-Enhanced-Logics.md:1345 ../../New-or-Enhanced-Logics.md:1360 +#: ../../New-or-Enhanced-Logics.md:1375 ../../New-or-Enhanced-Logics.md:1398 +#: ../../New-or-Enhanced-Logics.md:1420 ../../New-or-Enhanced-Logics.md:1462 +#: ../../New-or-Enhanced-Logics.md:1486 ../../New-or-Enhanced-Logics.md:1497 +#: ../../New-or-Enhanced-Logics.md:1514 ../../New-or-Enhanced-Logics.md:1541 +#: ../../New-or-Enhanced-Logics.md:1556 ../../New-or-Enhanced-Logics.md:1582 +#: ../../New-or-Enhanced-Logics.md:1598 ../../New-or-Enhanced-Logics.md:1608 +#: ../../New-or-Enhanced-Logics.md:1619 ../../New-or-Enhanced-Logics.md:1630 +#: ../../New-or-Enhanced-Logics.md:1643 ../../New-or-Enhanced-Logics.md:1654 +#: ../../New-or-Enhanced-Logics.md:1668 ../../New-or-Enhanced-Logics.md:1684 +#: ../../New-or-Enhanced-Logics.md:1699 ../../New-or-Enhanced-Logics.md:1716 +#: ../../New-or-Enhanced-Logics.md:1727 ../../New-or-Enhanced-Logics.md:1751 +#: ../../New-or-Enhanced-Logics.md:1769 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -621,11 +622,11 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../New-or-Enhanced-Logics.md:437 ../../New-or-Enhanced-Logics.md:544 #: ../../New-or-Enhanced-Logics.md:667 ../../New-or-Enhanced-Logics.md:785 #: ../../New-or-Enhanced-Logics.md:961 ../../New-or-Enhanced-Logics.md:1173 -#: ../../New-or-Enhanced-Logics.md:1191 ../../New-or-Enhanced-Logics.md:1264 -#: ../../New-or-Enhanced-Logics.md:1295 ../../New-or-Enhanced-Logics.md:1408 -#: ../../New-or-Enhanced-Logics.md:1501 ../../New-or-Enhanced-Logics.md:1539 -#: ../../New-or-Enhanced-Logics.md:1717 ../../New-or-Enhanced-Logics.md:1735 -#: ../../New-or-Enhanced-Logics.md:1758 +#: ../../New-or-Enhanced-Logics.md:1191 ../../New-or-Enhanced-Logics.md:1252 +#: ../../New-or-Enhanced-Logics.md:1279 ../../New-or-Enhanced-Logics.md:1393 +#: ../../New-or-Enhanced-Logics.md:1494 ../../New-or-Enhanced-Logics.md:1532 +#: ../../New-or-Enhanced-Logics.md:1710 ../../New-or-Enhanced-Logics.md:1740 +#: ../../New-or-Enhanced-Logics.md:1763 msgid "image" msgstr "图像" @@ -2046,13 +2047,13 @@ msgstr "SubjectTo(Land/Water)" #: ../../New-or-Enhanced-Logics.md:757 msgid "" "It is now possible to make projectiles consider either land or water as " -"obstacles that block their path by setting `SubjectTo(Land/Water)` to true," -" respectively. Weapons firing such projectiles will consider targets " -"blocked by such obstacles as out of range and will attempt to reposition " -"themselves so they can fire without being blocked by the said obstacles " -"before firing and if `SubjectTo(Land/Water).Detonate` is set to true, the " -"projectiles will detonate if they somehow manage to collide with the said" -" obstacles." +"obstacles that block their path by setting `SubjectTo(Land/Water)` to " +"true, respectively. Weapons firing such projectiles will consider targets" +" blocked by such obstacles as out of range and will attempt to reposition" +" themselves so they can fire without being blocked by the said obstacles " +"before firing and if `SubjectTo(Land/Water).Detonate` is set to true, the" +" projectiles will detonate if they somehow manage to collide with the " +"said obstacles." msgstr "" "现在可以通过将 `SubjectTo(Land/Water)` 分别设为 true " "以使抛射体将陆地或水域视为阻挡其路径的障碍物。发射此类抛射体的武器将把这些障碍物阻挡的目标视为超出射程并尝试重新移动自己的位置以便在不受这些障碍阻挡的情况下开火。如果" @@ -2148,14 +2149,14 @@ msgstr "" msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:814 ../../New-or-Enhanced-Logics.md:1463 +#: ../../New-or-Enhanced-Logics.md:814 ../../New-or-Enhanced-Logics.md:1448 msgid "" "Warheads can now change TechnoTypes of affected units to other Types in " "the same category (infantry to infantry, vehicles to vehicles, aircraft " "to aircraft)." msgstr "现在弹头可以将受影响单位的科技类型更改为同大类的其他科技类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:815 ../../New-or-Enhanced-Logics.md:1464 +#: ../../New-or-Enhanced-Logics.md:815 ../../New-or-Enhanced-Logics.md:1449 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -2165,15 +2166,15 @@ msgstr "" "`ConvertN.From`(此处 N 为 0, 1, " "2...)指定哪些科技类型可用于转换。此条目可以列出许多类型以一次全部转换。当没有包含任何类型时将影响所有有效目标。" -#: ../../New-or-Enhanced-Logics.md:816 ../../New-or-Enhanced-Logics.md:1465 +#: ../../New-or-Enhanced-Logics.md:816 ../../New-or-Enhanced-Logics.md:1450 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的科技类型。" -#: ../../New-or-Enhanced-Logics.md:817 ../../New-or-Enhanced-Logics.md:1466 +#: ../../New-or-Enhanced-Logics.md:817 ../../New-or-Enhanced-Logics.md:1451 msgid "`ConvertN.AffectedHouses` specifies whose units can be converted." msgstr "`ConvertN.AffectedHouses` 指定哪些所属方的单位可以被转换。" -#: ../../New-or-Enhanced-Logics.md:818 ../../New-or-Enhanced-Logics.md:1467 +#: ../../New-or-Enhanced-Logics.md:818 ../../New-or-Enhanced-Logics.md:1452 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -2197,7 +2198,7 @@ msgid "" "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如,这个超级武器可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:843 ../../New-or-Enhanced-Logics.md:1491 +#: ../../New-or-Enhanced-Logics.md:843 ../../New-or-Enhanced-Logics.md:1476 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -2206,7 +2207,7 @@ msgstr "" "此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-" "docs/new/typeconversion.html) 存在同样的限制。此功能不支持建筑类型。" -#: ../../New-or-Enhanced-Logics.md:847 ../../New-or-Enhanced-Logics.md:1495 +#: ../../New-or-Enhanced-Logics.md:847 ../../New-or-Enhanced-Logics.md:1480 msgid "" "This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is " "not detected, not all properties of a unit may be updated." @@ -3199,26 +3200,10 @@ msgstr "" "值都将只是使建筑简单地移除。" #: ../../New-or-Enhanced-Logics.md:1250 -msgid "Make units try turning to target when firing with `OmniFire=yes`" -msgstr "`OmniFire=yes` 下转向" - -#: ../../New-or-Enhanced-Logics.md:1252 -msgid "" -"The unit will try to turn the body to target even firing with " -"`OmniFire=yes`." -msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" - -#: ../../New-or-Enhanced-Logics.md:1253 -msgid "" -"Jumpjets are recommended to have the same value of body `ROT` and " -"`JumpjetTurnRate`." -msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" - -#: ../../New-or-Enhanced-Logics.md:1262 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1264 +#: ../../New-or-Enhanced-Logics.md:1252 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" " Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -3231,40 +3216,34 @@ msgstr "" "![image](_static/images/mindcontrol-multiple-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的多重心控单位自动释放第一个受害者*" -#: ../../New-or-Enhanced-Logics.md:1269 +#: ../../New-or-Enhanced-Logics.md:1257 msgid "" "Mind controllers now can have the upper limit of the control distance. " "Tag values greater than 0 will activate this feature." msgstr "心灵控制者现在可以设置控制距离的上限。标签值大于 0 将激活此功能。" -#: ../../New-or-Enhanced-Logics.md:1270 +#: ../../New-or-Enhanced-Logics.md:1258 msgid "" "Mind controllers with multiple controlling slots can now release the " "first controlled unit when they have reached the control limit and are " "ordered to control a new target." msgstr "多重心控单位现在可以达到控制上限而又要控制一个新目标时释放第一个被控制的单位。" -#: ../../New-or-Enhanced-Logics.md:1271 -msgid "" -"Allows Warheads to play custom `MindControl.Anim` which defaults to " -"`ControlledAnimationType`." -msgstr "允许弹头播放自定义的 `MindControl.Anim`,默认为 `ControlledAnimationType`。" - -#: ../../New-or-Enhanced-Logics.md:1283 +#: ../../New-or-Enhanced-Logics.md:1267 msgid "No Manual Move" msgstr "禁止手动改移动" -#: ../../New-or-Enhanced-Logics.md:1285 +#: ../../New-or-Enhanced-Logics.md:1269 msgid "" "You can now specify whether a TechnoType is unable to receive move " "command." msgstr "现在你可以指定一个科技类型是否无法接收移动指令。" -#: ../../New-or-Enhanced-Logics.md:1293 +#: ../../New-or-Enhanced-Logics.md:1277 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1295 +#: ../../New-or-Enhanced-Logics.md:1279 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -3272,44 +3251,41 @@ msgstr "" "![image](_static/images/promotedspawns-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机升级*" -#: ../../New-or-Enhanced-Logics.md:1298 +#: ../../New-or-Enhanced-Logics.md:1282 msgid "The spawned units will promote as their owner's veterancy." msgstr "生成的单位可以根据其所有者的等级进行同步升级。" -#: ../../New-or-Enhanced-Logics.md:1306 +#: ../../New-or-Enhanced-Logics.md:1290 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1308 +#: ../../New-or-Enhanced-Logics.md:1292 msgid "You can now specify an animation on the unit or structure promotion." msgstr "现在你可以在单位或建筑升级时播放指定动画。" -#: ../../New-or-Enhanced-Logics.md:1309 +#: ../../New-or-Enhanced-Logics.md:1293 msgid "" "`Promote.VeteranAnimation` is used when unit or structure is promoted to " "veteran." msgstr "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。" -#: ../../New-or-Enhanced-Logics.md:1310 +#: ../../New-or-Enhanced-Logics.md:1294 msgid "" "`Promote.EliteAnimation` is used when unit or structure is promoted to " "elite." -msgstr "" -"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。" +msgstr "`Promote.EliteAnimation` 用于单位或建筑升级为精英时。" -#: ../../New-or-Enhanced-Logics.md:1310 +#: ../../New-or-Enhanced-Logics.md:1295 msgid "" -"If `Promote.EliteAnimation` is not defined, " -"`Promote.VeteranAnimation` will play instead when unit or structure is " -"promoted to elite." -msgstr "" -"如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" +"If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` " +"will play instead when unit or structure is promoted to elite." +msgstr "如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" -#: ../../New-or-Enhanced-Logics.md:1319 +#: ../../New-or-Enhanced-Logics.md:1304 msgid "Revenge weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1321 +#: ../../New-or-Enhanced-Logics.md:1306 msgid "" "Similar to `DeathWeapon` in that it is fired after a TechnoType is " "killed, but with the difference that it will be fired on whoever dealt " @@ -3321,20 +3297,20 @@ msgstr "" "`DeathWeapon`,它在科技类型被击杀后发射,但不同的是它将发射给造成伤害并杀死科技类型的人。如果科技类型不是由于其他科技类型造成的直接伤害而死亡,那么" " `RevengeWeapon` 将不会被发射。" -#: ../../New-or-Enhanced-Logics.md:1322 +#: ../../New-or-Enhanced-Logics.md:1307 msgid "" "`RevengeWeapon.AffectsHouses` can be used to filter which houses the " "damage that killed the TechnoType is allowed to come from to fire the " "weapon." msgstr "`RevengeWeapon.AffectsHouses` 可用于筛选可以对哪些所属方的击杀者发射武器。" -#: ../../New-or-Enhanced-Logics.md:1323 +#: ../../New-or-Enhanced-Logics.md:1308 msgid "" "It is possible to grant revenge weapons through [attached effects" "](#attached-effects) as well." msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器。" -#: ../../New-or-Enhanced-Logics.md:1324 +#: ../../New-or-Enhanced-Logics.md:1309 msgid "" "Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " @@ -3345,11 +3321,11 @@ msgstr "" "则不会触发复仇武器。`SuppressRevengeWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:1337 +#: ../../New-or-Enhanced-Logics.md:1322 msgid "Shared Ammo" msgstr "共享弹药" -#: ../../New-or-Enhanced-Logics.md:1339 +#: ../../New-or-Enhanced-Logics.md:1324 msgid "" "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" " to passengers that have `Ammo.Shared=yes`. In addition, a transport can " @@ -3361,27 +3337,27 @@ msgstr "" "的载员共享弹药。此外如果载员拥有与运输工具相同的 `Ammo.Shared.Group=` " "值则运输工具可以筛选谁将接收弹药而忽略不拥有同组值的其他载员。" -#: ../../New-or-Enhanced-Logics.md:1341 +#: ../../New-or-Enhanced-Logics.md:1326 msgid "" "Transports with `Ammo.Shared.Group=-1` will transfer ammo to any " "passenger with `Ammo.Shared=yes` ignoring the group." msgstr "拥有 `Ammo.Shared.Group=-1` 的运输工具将像任何拥有 `Ammo.Shared=yes` 的载员共享弹药。" -#: ../../New-or-Enhanced-Logics.md:1342 +#: ../../New-or-Enhanced-Logics.md:1327 msgid "Transports must have ammo and should be able to reload ammo." msgstr "运输工具必须拥有弹药并应当能够自行重装弹药。" -#: ../../New-or-Enhanced-Logics.md:1355 +#: ../../New-or-Enhanced-Logics.md:1340 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:1357 +#: ../../New-or-Enhanced-Logics.md:1342 msgid "" "When a unit is created, sound specified in `VoiceCreated` will be played " "for the unit owner." msgstr "当一个单位被创建时将为单位所有者播放 `VoiceCreated` 指定的音效。" -#: ../../New-or-Enhanced-Logics.md:1358 +#: ../../New-or-Enhanced-Logics.md:1343 msgid "" "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " "globally instead of `EVA_UnitReady`." @@ -3389,18 +3365,18 @@ msgstr "" "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " "`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:1369 +#: ../../New-or-Enhanced-Logics.md:1354 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:1371 +#: ../../New-or-Enhanced-Logics.md:1356 msgid "" "It is now possible to add weapons that are fired on a teleporting " "TechnoType when it warps in or out. They are at the same time as the " "appropriate animations (`WarpIn` / `WarpOut`) are displayed." msgstr "现在可以在科技类型传送来/去时发射武器。它们会与相应的 (`WarpIn`/`WarpOut`) 动画一起显示。" -#: ../../New-or-Enhanced-Logics.md:1372 +#: ../../New-or-Enhanced-Logics.md:1357 msgid "" "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " "traveled (in leptons) was less than `ChronoRangeMinimum`. This works " @@ -3411,7 +3387,7 @@ msgstr "" "时使用,无论是否设置了 `ChronoTrigger`。如果未设置 `WarpInMinRangeWeapon`,则默认为 " "`WarpInWeapon`。" -#: ../../New-or-Enhanced-Logics.md:1373 +#: ../../New-or-Enhanced-Logics.md:1358 msgid "" "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " "`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " @@ -3420,39 +3396,39 @@ msgstr "" "如果设置了 `WarpInWeapon.UseDistanceAsDamage` 则 `WarpIn(MinRange)Weapon` 的 " "`Damage` 将被覆盖为传送所跨越的完整单元格数。" -#: ../../New-or-Enhanced-Logics.md:1384 +#: ../../New-or-Enhanced-Logics.md:1369 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:1386 +#: ../../New-or-Enhanced-Logics.md:1371 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:1388 +#: ../../New-or-Enhanced-Logics.md:1373 msgid "" "You can now specify a destroy animation and sound for a TerrainType that " "are played when it is destroyed." msgstr "现在你可以指定当地形对象被摧毁时播放播放的摧毁动画与音效。" -#: ../../New-or-Enhanced-Logics.md:1397 +#: ../../New-or-Enhanced-Logics.md:1382 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:1400 +#: ../../New-or-Enhanced-Logics.md:1385 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1401 +#: ../../New-or-Enhanced-Logics.md:1386 msgid "" "Can be used with `CellSpread` and Ares' GenericWarhead superweapon where " "applicable." msgstr "可在适用的情况下与 `CellSpread` 和 Ares 的通用弹头超级武器一起使用。" -#: ../../New-or-Enhanced-Logics.md:1402 +#: ../../New-or-Enhanced-Logics.md:1387 msgid "Cannot be used with `MindControl.Permanent=yes` of Ares." msgstr "不能与 Ares 的 `MindControl.Permanent=yes` 共同使用。" -#: ../../New-or-Enhanced-Logics.md:1403 +#: ../../New-or-Enhanced-Logics.md:1388 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " false. If target has an active shield, its armor type is used instead " @@ -3461,11 +3437,11 @@ msgstr "" "在适用的情况下除非 `EffectsRequireVerses` 设为 false 否则尊重 " "`Verses`。如果目标拥有一个激活的护盾,那么它的护甲类型将被使用,除非弹头可以穿透护盾。" -#: ../../New-or-Enhanced-Logics.md:1406 +#: ../../New-or-Enhanced-Logics.md:1391 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:1408 +#: ../../New-or-Enhanced-Logics.md:1393 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -3473,17 +3449,17 @@ msgstr "" "![image](_static/images/remove-mc.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的心控解除弹头*" -#: ../../New-or-Enhanced-Logics.md:1411 +#: ../../New-or-Enhanced-Logics.md:1396 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以解除心灵控制(不适用于永久心控的对象)。" -#: ../../New-or-Enhanced-Logics.md:1419 +#: ../../New-or-Enhanced-Logics.md:1404 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:1421 +#: ../../New-or-Enhanced-Logics.md:1406 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -3491,7 +3467,7 @@ msgid "" "critical hit." msgstr "现在弹头可以基于概率额外造成暴击伤害或弹头爆炸,可以自定义暴击的概率、伤害、影响目标、受影响目标生命值阈值和暴击动画。" -#: ../../New-or-Enhanced-Logics.md:1422 +#: ../../New-or-Enhanced-Logics.md:1407 msgid "" "`Crit.Chance` determines chance for a critical hit to occur. By default " "this is checked once when the Warhead is detonated and every target that " @@ -3502,7 +3478,7 @@ msgstr "" "`Crit.Chance` 决定暴击发生的概率。默认情况下这在弹头爆炸时检查一次,每个受影响的目标都可能受到暴击。如果设置了 " "`Crit.ApplyChancePerTarget`,那么每个目标是否成功进行暴击的概率将单独计算。" -#: ../../New-or-Enhanced-Logics.md:1423 +#: ../../New-or-Enhanced-Logics.md:1408 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -3512,13 +3488,13 @@ msgstr "" "`Crit.ExtraDamage` 决定暴击造成的额外伤害,如果设置了 " "`Crit.Warhead`,那么伤害将用于在每个受影响的目标上引爆指定的弹头,否则伤害将基于当前弹头的 `Verses` 设置直接造成伤害。" -#: ../../New-or-Enhanced-Logics.md:1424 +#: ../../New-or-Enhanced-Logics.md:1409 msgid "" "`Crit.Warhead` can be used to set a Warhead to detonate instead of using " "current Warhead." msgstr "`Crit.Warhead` 可用于设置一个替代当前弹头引爆的弹头。" -#: ../../New-or-Enhanced-Logics.md:1425 +#: ../../New-or-Enhanced-Logics.md:1410 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -3527,27 +3503,27 @@ msgstr "" "`Crit.Warhead.FullDetonation` 控制弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1426 +#: ../../New-or-Enhanced-Logics.md:1411 msgid "" "`Crit.Affects` can be used to customize types of targets that this " "Warhead can deal critical hits against. Critical hits cannot affect empty" " cells or cells containing only TerrainTypes, overlays etc." msgstr "`Crit.Affects` 可用于自定义此弹头可暴击的目标类型。暴击不能影响空置单元格或仅包含地形对象和覆盖物等的单元格。" -#: ../../New-or-Enhanced-Logics.md:1427 +#: ../../New-or-Enhanced-Logics.md:1412 msgid "" "`Crit.AffectsHouses` can be used to customize houses that this Warhead " "can deal critical hits against." msgstr "`Crit.AffectsHouses` 可用于自定义此弹头可暴击的目标所属。" -#: ../../New-or-Enhanced-Logics.md:1428 +#: ../../New-or-Enhanced-Logics.md:1413 msgid "" "`Crit.AffectBelowPercent` can be used to set minimum percentage of their " "maximum `Strength` that targets must have left to be affected by a " "critical hit." msgstr "`Crit.AffectBelowPercent` 可用于设置暴击允许的目标其剩余血量相对最大 `Strength` 的百分比下限。" -#: ../../New-or-Enhanced-Logics.md:1429 +#: ../../New-or-Enhanced-Logics.md:1414 msgid "" "`Crit.AnimList` can be used to set a list of animations used instead of " "Warhead's `AnimList` if Warhead deals a critical hit to even one target. " @@ -3560,7 +3536,7 @@ msgstr "" "`Crit.AnimList.PickRandom`(默认为 `AnimList.PickRandom`),则从列表中随机选择一个动画。如果设置了" " `Crit.AnimList.CreateAll`(默认为 `AnimList.CreateAll`),则创建列表中的所有动画。" -#: ../../New-or-Enhanced-Logics.md:1430 +#: ../../New-or-Enhanced-Logics.md:1415 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -3575,7 +3551,7 @@ msgstr "" "独立所以,`Crit.AnimList.PickRandom` 和 `Crit.AnimList.CreateAll` 将不会默认为 " "`AnimList` 对应项的值,需要手动设置。" -#: ../../New-or-Enhanced-Logics.md:1431 +#: ../../New-or-Enhanced-Logics.md:1416 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -3583,7 +3559,7 @@ msgid "" "random one is selected." msgstr "`Crit.ActiveChanceAnims` 可用于设置当前弹头有几率造成暴击时始终显示在弹头爆炸坐标处的动画。列出多个动画则随机选择其一。" -#: ../../New-or-Enhanced-Logics.md:1432 +#: ../../New-or-Enhanced-Logics.md:1417 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -3592,13 +3568,13 @@ msgstr "" "`Crit.SuppressWhenIntercepted` 如果设置则禁用弹头在被[抛射体拦截](#projectile-" "interception-logic)而引爆时造成暴击。" -#: ../../New-or-Enhanced-Logics.md:1433 +#: ../../New-or-Enhanced-Logics.md:1418 msgid "" "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " "immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在科技类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:1458 +#: ../../New-or-Enhanced-Logics.md:1443 msgid "" "If you set `Crit.Warhead` to the same Warhead it is defined on, or create" " a chain of Warheads with it that loops back to the first one there is a " @@ -3606,25 +3582,37 @@ msgid "" "afterwards." msgstr "如果你将 `Crit.Warhead` 设为定义暴击的弹头或者创建一个最终回到第一个弹头的循环那么游戏可能会陷入循环并随后卡死或崩溃。" -#: ../../New-or-Enhanced-Logics.md:1461 +#: ../../New-or-Enhanced-Logics.md:1446 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:1469 +#: ../../New-or-Enhanced-Logics.md:1454 msgid "" "In example, this warhead would convert all affected owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如这个弹头可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:1499 +#: ../../New-or-Enhanced-Logics.md:1483 +msgid "Custom Mind Control Animation" +msgstr "自定义心灵控制动画" + +#: ../../New-or-Enhanced-Logics.md:1484 +msgid "" +"Allows Warheads to play custom `MindControl.Anim` which defaults to " +"`[CombatDamage] -> ControlledAnimationType`." +msgstr "" +"允许弹头播放自定义的 `MindControl.Anim`,默认值取自 `[CombatDamage] -> " +"ControlledAnimationType`。" + +#: ../../New-or-Enhanced-Logics.md:1492 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:1501 +#: ../../New-or-Enhanced-Logics.md:1494 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:1502 +#: ../../New-or-Enhanced-Logics.md:1495 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -3635,11 +3623,11 @@ msgstr "" "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "系统。`SplashList.PickRandom` 可设置为 `true` 以从列表中随机选择一个动画。" -#: ../../New-or-Enhanced-Logics.md:1511 +#: ../../New-or-Enhanced-Logics.md:1504 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:1513 +#: ../../New-or-Enhanced-Logics.md:1506 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -3655,7 +3643,7 @@ msgstr "" "`Airburst/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:1514 +#: ../../New-or-Enhanced-Logics.md:1507 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -3664,7 +3652,7 @@ msgstr "" "`DetonateOnAllMapObjects.Full` " "自定义弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1515 +#: ../../New-or-Enhanced-Logics.md:1508 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -3677,7 +3665,7 @@ msgstr "" "时筛选哪些类型的目标(科技类型)可被视为有效。仅 `none`、`all`、`aircraft`、`buildings`、`infantry` 和" " `units` 是有效值。默认为 `none`,因为包含所有对象类型可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:1516 +#: ../../New-or-Enhanced-Logics.md:1509 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -3688,7 +3676,7 @@ msgstr "" "`DetonateOnAllMapObjects.AffectHouses` 用于在非 `none` " "时筛选哪些所属方的目标可以被视为有效。仅适用于发射弹头的所属方已知的情况。默认为 `none`,因为包含所有所属方可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:1517 +#: ../../New-or-Enhanced-Logics.md:1510 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -3701,13 +3689,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:1518 +#: ../../New-or-Enhanced-Logics.md:1511 msgid "" "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " "TechnoTypes to be never considered as valid targets." msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的科技类型不得作为目标。" -#: ../../New-or-Enhanced-Logics.md:1519 +#: ../../New-or-Enhanced-Logics.md:1512 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -3719,7 +3707,7 @@ msgstr "" "`Verses` 值的目标为有效。对于具有激活状态护盾的目标除非弹头拥有 " "`Shield.Penetrate=true`,否则使用护盾的护甲类型。在所有上述筛选之后进行检查。" -#: ../../New-or-Enhanced-Logics.md:1534 +#: ../../New-or-Enhanced-Logics.md:1527 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -3730,11 +3718,11 @@ msgstr "" "虽然此功能比巨大的 `CellSpread` 值性能上好得多但它仍然可能减慢游戏速度。特别是与动画、AlphaImage 等共同使用时。建议 " "modder 谨慎使用并通过筛选语句进行限制。" -#: ../../New-or-Enhanced-Logics.md:1537 +#: ../../New-or-Enhanced-Logics.md:1530 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:1539 +#: ../../New-or-Enhanced-Logics.md:1532 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -3742,18 +3730,18 @@ msgstr "" "![image](_static/images/hackerfinallyworks-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的 `TransactMoney` 应用*" -#: ../../New-or-Enhanced-Logics.md:1542 +#: ../../New-or-Enhanced-Logics.md:1535 msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在爆炸时向其所有者撒币。" -#: ../../New-or-Enhanced-Logics.md:1543 +#: ../../New-or-Enhanced-Logics.md:1536 msgid "" "`TransactMoney.Display` can be set to display the amount of credits given" " or deducted. The number is displayed in green if given, red if deducted " "and will move upwards after appearing." msgstr "`TransactMoney.Display` 可以设置是否显示给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:1544 +#: ../../New-or-Enhanced-Logics.md:1537 msgid "" "`TransactMoney.Display.AtFirer` if set, makes the credits display appear " "on firer instead of target. If set and firer is not known, it will " @@ -3762,23 +3750,23 @@ msgstr "" "`TransactMoney.Display.AtFirer` " "如果设置则使资金出现在开火者处而非目标处。如果设置但开火者未知则无论如何都显示在目标处。" -#: ../../New-or-Enhanced-Logics.md:1545 +#: ../../New-or-Enhanced-Logics.md:1538 msgid "" "`TransactMoney.Display.Houses` determines which houses can see the " "credits display." msgstr "`TransactMoney.Display.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:1546 +#: ../../New-or-Enhanced-Logics.md:1539 msgid "" "`TransactMoney.Display.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at target's/firer's center." msgstr "`TransactMoney.Display.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即目标/开火者的中心。" -#: ../../New-or-Enhanced-Logics.md:1558 +#: ../../New-or-Enhanced-Logics.md:1551 msgid "Iron Curtain & Force Shield damage penetration" msgstr "铁幕与力场护盾的伤害穿透" -#: ../../New-or-Enhanced-Logics.md:1560 +#: ../../New-or-Enhanced-Logics.md:1553 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -3787,7 +3775,7 @@ msgstr "" "现在可以让弹头对被铁幕和/或力场护盾保护的对象造成伤害。`PenetratesForceShield` 默认为 " "`PenetratesIronCurtain` 的值。" -#: ../../New-or-Enhanced-Logics.md:1561 +#: ../../New-or-Enhanced-Logics.md:1554 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -3797,29 +3785,29 @@ msgstr "" "注意这不会影响关联伤害类效果(例如 `Psychedelic`)之外的弹头功能以及类似碎片生成和 `AirburstWeapon` " "的引爆这类通常在攻击被抵消时**本就**不发生的效果。" -#: ../../New-or-Enhanced-Logics.md:1570 +#: ../../New-or-Enhanced-Logics.md:1563 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:1572 +#: ../../New-or-Enhanced-Logics.md:1565 msgid "Superweapons can now be launched when a warhead is detonated." msgstr "现在弹头可以在引爆时发射超级武器" -#: ../../New-or-Enhanced-Logics.md:1573 +#: ../../New-or-Enhanced-Logics.md:1566 msgid "" "`LaunchSW` specifies the superweapons to launch when the warhead is " "detonated. If superweapon has negative `Money.Amount`, the firing house " "must have enough credits in order for it to be fired." msgstr "`LaunchSW` 指定当弹头引爆时要发射的超级武器。如果超级武器的 `Money.Amount` 为负则发射的所属方还需要拥有足够的资金。" -#: ../../New-or-Enhanced-Logics.md:1574 +#: ../../New-or-Enhanced-Logics.md:1567 msgid "" "`LaunchSW.RealLaunch` controls whether the owner who fired the warhead " "must own all listed superweapons. Otherwise they will be launched out of " "nowhere." msgstr "`LaunchSW.RealLaunch` 控制弹头的所有者是否需要拥有所有列出的超级武器。否则它们将无从发射。" -#: ../../New-or-Enhanced-Logics.md:1575 +#: ../../New-or-Enhanced-Logics.md:1568 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -3827,7 +3815,7 @@ msgstr "" "`LaunchSW.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:1576 +#: ../../New-or-Enhanced-Logics.md:1569 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -3835,7 +3823,7 @@ msgstr "" "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:1577 +#: ../../New-or-Enhanced-Logics.md:1570 msgid "" "`LaunchSW.DisplayMoney` can be set to display the amount of credits given" " or deducted by the launched superweapon by `Money.Amount`. The number is" @@ -3845,41 +3833,41 @@ msgstr "" "`LaunchSW.DisplayMoney` 可以设置是否显示所发射超武 `Money.Amount` " "而给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:1578 +#: ../../New-or-Enhanced-Logics.md:1571 msgid "" "`LaunchSW.DisplayMoney.Houses` determines which houses can see the " "credits display." msgstr "`LaunchSW.DisplayMoney.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:1579 +#: ../../New-or-Enhanced-Logics.md:1572 msgid "" "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at superweapon's target cell." msgstr "`LaunchSW.DisplayMoney.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即超级武器目标单元格处。" -#: ../../New-or-Enhanced-Logics.md:1582 +#: ../../New-or-Enhanced-Logics.md:1575 msgid "" "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` " "must be set." msgstr "为使动画弹头/武器上的此逻辑生效必须设置 `Damage.DealtByInvoker`。" -#: ../../New-or-Enhanced-Logics.md:1584 +#: ../../New-or-Enhanced-Logics.md:1577 msgid "" "Due to the nature of some superweapon types, not all superweapons are " "suitable for launch. **Please use with caution!**" msgstr "由于某些超级武器类型的特性并非所有超级武器都适合发射。**请慎用!**" -#: ../../New-or-Enhanced-Logics.md:1586 +#: ../../New-or-Enhanced-Logics.md:1579 msgid "" "The superweapons are launched on the *cell* where the warhead is " "detonated, instead of being click-fired." msgstr "超级武器在弹头引爆的 *单元格* 上发射而不是通过点击发射。" -#: ../../New-or-Enhanced-Logics.md:1601 +#: ../../New-or-Enhanced-Logics.md:1594 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:1603 +#: ../../New-or-Enhanced-Logics.md:1596 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -3889,46 +3877,46 @@ msgstr "" "默认情况下如果单位从弹头收到负伤害(在 `Verses` " "前计算)任何寄生单位都会被移除和删除。现在可以自定义此行为以禁用负伤害的移除效果或为任意弹头启用它。" -#: ../../New-or-Enhanced-Logics.md:1611 +#: ../../New-or-Enhanced-Logics.md:1604 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:1613 +#: ../../New-or-Enhanced-Logics.md:1606 msgid "" "Warheads can now remove disguise from disguised spies or mirage tanks. " "This will work even if the disguised was acquired by default through " "`PermaDisguise`." msgstr "弹头现在可以移除间谍或幻影坦克的伪装。即使伪装是通过 `PermaDisguise` 默认获得来的。" -#: ../../New-or-Enhanced-Logics.md:1621 +#: ../../New-or-Enhanced-Logics.md:1614 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:1623 +#: ../../New-or-Enhanced-Logics.md:1616 msgid "Warheads can now reveal the entire map on impact." msgstr "现在弹头可以在引爆时揭示整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:1624 +#: ../../New-or-Enhanced-Logics.md:1617 msgid "Reveal only applies to the owner of the warhead." msgstr "仅适用于弹头所有者。" -#: ../../New-or-Enhanced-Logics.md:1632 +#: ../../New-or-Enhanced-Logics.md:1625 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:1634 +#: ../../New-or-Enhanced-Logics.md:1627 msgid "Warheads can now shroud the entire map on impact." msgstr "现在弹头可以在引爆时填充整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:1635 +#: ../../New-or-Enhanced-Logics.md:1628 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅适用于敌对所属方。" -#: ../../New-or-Enhanced-Logics.md:1643 +#: ../../New-or-Enhanced-Logics.md:1636 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:1645 +#: ../../New-or-Enhanced-Logics.md:1638 msgid "" "Warheads can now spawn powerup crates of specified type(s) on their " "impact cells (if free, or nearby cells if occupied something other than a" @@ -3937,13 +3925,13 @@ msgstr "" "现在弹头可以在其引爆的单元格上创建指定类型的升级工具箱(如果空置,若被非工具箱的对象占据则生成到附近的单元格)类似于地图触发动作 `108 " "创建工具箱...`。" -#: ../../New-or-Enhanced-Logics.md:1646 +#: ../../New-or-Enhanced-Logics.md:1639 msgid "" "`SpawnsCrateN` where N is a number starting from 0, parsed until no key " "is found can be used to define the type of crate spawned." msgstr "`SpawnsCrateN` 中的 N 是从 0 开始的数字,游戏会解析到最后一个为止。用于定义每个生成的升级工具箱类型。" -#: ../../New-or-Enhanced-Logics.md:1647 +#: ../../New-or-Enhanced-Logics.md:1640 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -3952,32 +3940,32 @@ msgstr "" "`SpawnsCrateN.Weight` 是一个用于确定生成对应升级工具箱类型与其他列出的类型相比的相对权重(0 " "表示没门,越高代表概率越高)如果未定义则默认为 1。" -#: ../../New-or-Enhanced-Logics.md:1648 +#: ../../New-or-Enhanced-Logics.md:1641 msgid "" "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if " "latter is not set." msgstr "如果未设置 `SpawnsCrate0.Type/Weight` 则 `SpawnsCrate.Type/Weight` 是其别名。" -#: ../../New-or-Enhanced-Logics.md:1657 +#: ../../New-or-Enhanced-Logics.md:1650 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:1659 +#: ../../New-or-Enhanced-Logics.md:1652 msgid "" "Warheads are now able to trigger specific `NotHuman=yes` infantry `Death`" " anim sequence using the corresponding tag. It's value represents " "sequences from `Die1` to `Die5`." msgstr "现在弹头可以使用相应的标签触发特定的 `NotHuman=yes` 步兵 `Death` 动画序列。其值代表从 `Die1` 到 `Die5`。" -#: ../../New-or-Enhanced-Logics.md:1667 +#: ../../New-or-Enhanced-Logics.md:1660 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:1669 +#: ../../New-or-Enhanced-Logics.md:1662 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:1671 +#: ../../New-or-Enhanced-Logics.md:1664 msgid "" "You can now specify how AreaFire weapon picks its target. By default it " "targets the base cell the firer is currently on, but this can now be " @@ -3988,13 +3976,13 @@ msgstr "" "现在你可以指定 AreaFire 武器如何选择目标。默认情况下它会瞄准开火者当前所处的单元格,现在可以通过将 `AreaFire.Target` " "设为 `self` 或 `random` 分别改为瞄准发开火者自身或武器 `Range` 范围内的随机单元格。" -#: ../../New-or-Enhanced-Logics.md:1672 +#: ../../New-or-Enhanced-Logics.md:1665 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` " "etc.) against the firer itself." msgstr "`AreaFire.Target=self` 遵守对开火者自身的正常目标筛选规则(弹头 `Verses` 等)。" -#: ../../New-or-Enhanced-Logics.md:1673 +#: ../../New-or-Enhanced-Logics.md:1666 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -4003,11 +3991,11 @@ msgstr "" "`AreaFire.Target=random` 会忽略由武器 `CanTarget` 和 `CanTargetHouses` " "值设为不可作为目标的单元格或存在不可作为目标的对象的单元格。" -#: ../../New-or-Enhanced-Logics.md:1681 +#: ../../New-or-Enhanced-Logics.md:1674 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:1683 +#: ../../New-or-Enhanced-Logics.md:1676 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -4020,7 +4008,7 @@ msgstr "" "逻辑,且适用于步兵和建筑类型的武器(由于战机类型武器的发射系统完全不同因此暂不支持),并允许独立设置每一发 `Burst` 之间的间隔而不仅限于第" " 1 发到第 4 发。" -#: ../../New-or-Enhanced-Logics.md:1684 +#: ../../New-or-Enhanced-Logics.md:1677 msgid "" "If no delay is defined for a shot, it falls back to last delay value " "defined (f.ex `Burst=3` and `Burst.Delays=10` would use 10 as delay for " @@ -4029,14 +4017,14 @@ msgstr "" "如果未未某一发设定间隔那么它会使用上一发所定义的间隔(例如 `Burst=3` 和 `Burst.Delays=10` 将使用 10 " "作为所有连发的间隔)。" -#: ../../New-or-Enhanced-Logics.md:1685 +#: ../../New-or-Enhanced-Logics.md:1678 msgid "" "Using `-1` as delay reverts back to old logic (`BurstDelay0-3` for " "VehicleTypes if available or random value between 3-5 otherwise) for that" " shot." msgstr "使用 `-1` 作为间隔会使该发使用旧逻辑(如果有则使用载具类型的 `BurstDelay0-3` 否则使用 3-5 之间的随机值)。" -#: ../../New-or-Enhanced-Logics.md:1686 +#: ../../New-or-Enhanced-Logics.md:1679 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryTypes, and setting it to true allows infantry to fire multiple " @@ -4045,13 +4033,13 @@ msgstr "" "`Burst.FireWithinSequence` 仅在步兵发射武器时使用,将其设为 true 以允许步兵在同一射击序列内射出多发 " "`Burst`。" -#: ../../New-or-Enhanced-Logics.md:1687 +#: ../../New-or-Enhanced-Logics.md:1680 msgid "" "First shot is always fired at sequence frame determined by firing frame " "controls on InfantryType image (`FireUp` et al)." msgstr "第一发始终在由步兵类型图像的射击帧(如 `FireUp` 等)确定的帧序列决定。" -#: ../../New-or-Enhanced-Logics.md:1688 +#: ../../New-or-Enhanced-Logics.md:1681 msgid "" "Following shots come at intervals determined by `Burst.Delays` (with " "minimum delay of 1 frame) or random delay between 3 to 5 frames if not " @@ -4062,7 +4050,7 @@ msgstr "" "后续的连发发射间隔由 `Burst.Delays` 决定(最小间隔为 1 帧)或未定义情况下使用随机 3 到 5 " "帧。注意如果下一发的发射帧超出了射击序列长度则连发计数器将被重置且武器会重新开始装填。" -#: ../../New-or-Enhanced-Logics.md:1689 +#: ../../New-or-Enhanced-Logics.md:1682 msgid "" "Burst shot counter is not immediately reset if firing is ceased mid-" "sequence after at least one shot, but the frame at which each burst shot " @@ -4072,11 +4060,11 @@ msgid "" "burst shot should be fired is hit)." msgstr "如果在至少一发后停止射击则连发计数器不会立即重置,但每个连发的发射帧不会受此影响(换而言之,如果之后重新开始射击而武器没有重新装填,那么射击序列会重新开始,但不会发射任何直到下一发应该被发射的帧)。" -#: ../../New-or-Enhanced-Logics.md:1698 +#: ../../New-or-Enhanced-Logics.md:1691 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:1700 +#: ../../New-or-Enhanced-Logics.md:1693 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -4089,7 +4077,7 @@ msgstr "" "来让同一武器在命中时引爆多个弹头。这些弹头会在主弹头爆炸后按列出的顺序在同一位置引爆。这仅适用于由武器发射且引爆时仍保留其信息的抛射体(由于目前存在的技术限制,这不包括" " `AirburstWeapon`)。" -#: ../../New-or-Enhanced-Logics.md:1701 +#: ../../New-or-Enhanced-Logics.md:1694 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -4099,7 +4087,7 @@ msgstr "" "`ExtraWarheads.DamageOverrides` 可用于额外弹头引爆时覆盖武器的 `Damage` 属性。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则使用武器的 `Damage` 属性。" -#: ../../New-or-Enhanced-Logics.md:1702 +#: ../../New-or-Enhanced-Logics.md:1695 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -4110,7 +4098,7 @@ msgstr "" "`ExtraWarheads.DetonationChances` 可用于自定义每个额外弹头爆炸的概率。如果找到 `ExtraWarheads` " "中与之对应的值则使用,否则使用最后列出的值。如果列表为空则每个额外弹头都必然引爆。" -#: ../../New-or-Enhanced-Logics.md:1703 +#: ../../New-or-Enhanced-Logics.md:1696 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -4122,17 +4110,17 @@ msgstr "" "可用于设置每个额外弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则默认为 true。" -#: ../../New-or-Enhanced-Logics.md:1704 +#: ../../New-or-Enhanced-Logics.md:1697 msgid "" "Note that the listed Warheads must be listed in `[Warheads]` for them to " "work." msgstr "注意列出的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:1715 +#: ../../New-or-Enhanced-Logics.md:1708 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:1717 +#: ../../New-or-Enhanced-Logics.md:1710 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -4142,13 +4130,13 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) " "中使用反馈武器在发射武器时对目标施加治疗光环*" -#: ../../New-or-Enhanced-Logics.md:1720 +#: ../../New-or-Enhanced-Logics.md:1713 msgid "" "You can now specify an auxiliary weapon to be fired on the firer itself " "when a weapon is fired." msgstr "现在你可以指定一个辅助武器在发射武器时对开火者自身发射。" -#: ../../New-or-Enhanced-Logics.md:1721 +#: ../../New-or-Enhanced-Logics.md:1714 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -4160,11 +4148,27 @@ msgstr "" "的运输工具中开火时是否可以发射反馈武器。如果反馈武器被发射,它会在运输工具上发射。`OpenToppedDamageMultiplier` " "不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:1729 +#: ../../New-or-Enhanced-Logics.md:1722 +msgid "Make units try turning to target when firing with `OmniFire=yes`" +msgstr "`OmniFire=yes` 下转向" + +#: ../../New-or-Enhanced-Logics.md:1724 +msgid "" +"The unit will try to turn the body to target even firing with " +"`OmniFire=yes`." +msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" + +#: ../../New-or-Enhanced-Logics.md:1725 +msgid "" +"Jumpjets are recommended to have the same value of body `ROT` and " +"`JumpjetTurnRate`." +msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" + +#: ../../New-or-Enhanced-Logics.md:1734 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:1731 +#: ../../New-or-Enhanced-Logics.md:1736 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -4174,11 +4178,11 @@ msgstr "" "除了允许自定义辐射类型外还有对于默认辐射类型 `[Radiation]` 的增强,例如可以设置所有者与开火者或对建筑造成伤害。详见[自定义辐射类型" "](#custom-radiation-types)。" -#: ../../New-or-Enhanced-Logics.md:1733 +#: ../../New-or-Enhanced-Logics.md:1738 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:1735 +#: ../../New-or-Enhanced-Logics.md:1740 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -4187,11 +4191,11 @@ msgstr "" "![image](_static/images/strafing-01.gif) " "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的自定义战机扫射武器*" -#: ../../New-or-Enhanced-Logics.md:1738 +#: ../../New-or-Enhanced-Logics.md:1743 msgid "Some of the behavior of strafing aircraft weapons can now be customized." msgstr "现在可以自定义战机扫射武器的一些行为。" -#: ../../New-or-Enhanced-Logics.md:1739 +#: ../../New-or-Enhanced-Logics.md:1744 msgid "" "`Strafing` controls if the aircraft can strafe when firing at the target." " Default to `true` if the projectile's `ROT` < 2 and `Inviso=false`, " @@ -4200,7 +4204,7 @@ msgstr "" "`Strafing` 控制战机在目标射击时是否可以扫射。如果抛射体 `ROT` < 2 且 `Inviso=false` 则默认为 `true` " "其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:1740 +#: ../../New-or-Enhanced-Logics.md:1745 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at" @@ -4209,7 +4213,7 @@ msgstr "" "`Strafing.Shots` 控制在单词扫射过程中武器发射的次数,如果未设置则默认为 5。`Ammo` " "只会在扫射结束后扣除一次,无论实际多少次。" -#: ../../New-or-Enhanced-Logics.md:1741 +#: ../../New-or-Enhanced-Logics.md:1746 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -4218,14 +4222,14 @@ msgstr "" "`Strafing.SimulateBurst` 控制在扫射过程中发射的武器是否模拟 `Burst` 的行为,即允许交替开火坐标。仅当武器 " "`Burst` 设置为 1 或未定义时才有效。" -#: ../../New-or-Enhanced-Logics.md:1742 +#: ../../New-or-Enhanced-Logics.md:1747 msgid "" "`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour" " of only deducting ammo after a strafing run and instead doing it after " "each individual shot." msgstr "`Strafing.UseAmmoPerShot` 如果设为 `true` 将在每次开火后都扣除弹药而不是通常的仅在扫射结束后才扣除弹药。" -#: ../../New-or-Enhanced-Logics.md:1743 +#: ../../New-or-Enhanced-Logics.md:1748 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -4240,7 +4244,7 @@ msgstr "" "Speed`。注意对于弹药量足够进行多次扫射的战机而言过短的间隔可能导致并不理想的行为例如四处游走或朝向怪异的方向,具体取决于 " "`[WeaponType] -> ROF` 和/或 `[AircraftType] -> Speed` 等其他因素。" -#: ../../New-or-Enhanced-Logics.md:1744 +#: ../../New-or-Enhanced-Logics.md:1749 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -4251,11 +4255,11 @@ msgstr "" "对于 `Type=SpyPlane` 超级武器生成的战机在 `SpyPlane Approach` 或 `SpyPlane Overfly` " "任务中的情况 `Strafing.Shots` 只有在其主武器上手动设置才会生效并决定地图揭示效果的最大次数而无视其他因素。" -#: ../../New-or-Enhanced-Logics.md:1756 +#: ../../New-or-Enhanced-Logics.md:1761 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:1758 +#: ../../New-or-Enhanced-Logics.md:1763 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -4266,14 +4270,14 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的武器瞄准筛选 - " "就像分别对单位和建筑使用那样对敌军和友军使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:1761 +#: ../../New-or-Enhanced-Logics.md:1766 msgid "" "You can now specify which targets or houses a weapon can fire at. This " "also affects weapon selection, other than certain special cases where the" " selection is fixed." msgstr "现在你可以指定武器可以开火的目标或所属方。这还会影响武器选择,除了某些特殊情况下的固定选择。" -#: ../../New-or-Enhanced-Logics.md:1762 +#: ../../New-or-Enhanced-Logics.md:1767 msgid "" "Note that `CanTarget` explicitly requires either `all` or `empty` to be " "listed for the weapon to be able to fire at cells containing no " From 669c149e829c8ae5b74ad91e6ad9df48202fdf95 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 05:36:51 +0800 Subject: [PATCH 06/88] [cn] fix --- docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 5470e1cf69..0eb781c952 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 @@ -3973,7 +3973,7 @@ msgid "" "docs/new/buildings/prismforwarding.html) or those from `AirburstWeapon`." 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) 所创建的 EBolt 效果。" +"docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " #: ../../Fixed-or-Improved-Logics.md:1569 msgid "Single-color lasers" From bb8f1fd5e864edee4443cfaf050b7d3d1d51e676 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Fri, 4 Apr 2025 22:12:10 +0800 Subject: [PATCH 07/88] [en] update Fix wrong parameter in action 503 (#1605) --- docs/AI-Scripting-and-Mapping.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/AI-Scripting-and-Mapping.md b/docs/AI-Scripting-and-Mapping.md index cd5f133d2f..11b41db68d 100644 --- a/docs/AI-Scripting-and-Mapping.md +++ b/docs/AI-Scripting-and-Mapping.md @@ -543,7 +543,7 @@ In `mycampaign.map`: ```ini [Actions] ... -ID=ActionCount,[Action1],503,[VariableIndex],0,[IsGlobalVariable],0,0,0,A,[ActionX] +ID=ActionCount,[Action1],503,0,[VariableIndex],[IsGlobalVariable],0,0,0,A,[ActionX] ... ``` From ffe3570f12760bae6952be986c97bd7f680b4983 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 11:52:20 +0800 Subject: [PATCH 08/88] =?UTF-8?q?=C3=8C=20->=20I?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- docs/New-or-Enhanced-Logics.md | 2 +- docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index b6d89cea2c..631f42b44a 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -1306,7 +1306,7 @@ Promote.EliteAnimation= ; AnimationType - Similar to `DeathWeapon` in that it is fired after a TechnoType is killed, but with the difference that it will be fired on whoever dealt the damage that killed the TechnoType. If TechnoType died of sources other than direct damage dealt by another TechnoType, `RevengeWeapon` will not be fired. - `RevengeWeapon.AffectsHouses` can be used to filter which houses the damage that killed the TechnoType is allowed to come from to fire the weapon. - It is possible to grant revenge weapons through [attached effects](#attached-effects) as well. - - Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. + - If a Warhead has `SuppressRevengeWeapons` set to true, it will not trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to list WeaponTypes affected by this, if none are listed all WeaponTypes are affected. In `rulesmd.ini`: ```ini diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 6237ca20aa..42031abc99 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -3312,7 +3312,7 @@ msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器 #: ../../New-or-Enhanced-Logics.md:1309 msgid "" -"Ìf a Warhead has `SuppressRevengeWeapons` set to true, it will not " +"If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " "list WeaponTypes affected by this, if none are listed all WeaponTypes are" " affected." From bda47795e9ce22b8a2a15c6266ce103dc1f6eba6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Mon, 7 Apr 2025 11:55:03 +0800 Subject: [PATCH 09/88] [cn] fix & improve --- docs/locale/zh_CN/LC_MESSAGES/Contributing.po | 2 +- docs/locale/zh_CN/LC_MESSAGES/General-Info.po | 4 ++-- docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po | 4 ++-- 3 files changed, 5 insertions(+), 5 deletions(-) diff --git a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po index 4ef1609c33..5461a12d99 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Contributing.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Contributing.po @@ -313,7 +313,7 @@ msgid "" "Defined-again hooks are exempt from this scheme due to impossibility to " "define different names for the same hook." msgstr "" -"工资函数必须按以下规则命名:`钩上的函数_钩子的功能` 或 " +"工作函数必须按以下规则命名:`钩上的函数_钩子的功能` 或 " "`类名_钩上的方法_钩子的功能`。由于无法为同一钩子定义不同的名称,再次定义(DEFINE_HOOK_AGAIN)的钩子不受此方案的约束。" #: ../../Contributing.md:151 diff --git a/docs/locale/zh_CN/LC_MESSAGES/General-Info.po b/docs/locale/zh_CN/LC_MESSAGES/General-Info.po index a5c9d7a302..a83d99f01b 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/General-Info.po +++ b/docs/locale/zh_CN/LC_MESSAGES/General-Info.po @@ -48,8 +48,8 @@ msgid "" "those versions with their mods if they want latest features, though we " "can't guarantee lack of bugs;" msgstr "" -"**开发版**:包含待测试功能的版本,采用 0 开始的简单数字编号,每次发布递增版本号。Mod 作者仍可在 Mod " -"中使用这类版本以获得最新功能,但我们无法保证它们没有 Bug。" +"**开发版**:包含待测试功能的版本,采用 `build-` 加上从 `0` 开始且每次发布后递增的简单数字编号作为版本号。Mod " +"作者仍可在 Mod 中使用这类版本以获得最新功能,但我们无法保证它们没有 Bug。" #: ../../General-Info.md:10 msgid "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po index 42031abc99..aa643fd5ee 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -351,7 +351,7 @@ msgstr "`RevengeWeapon` 可用于通过 AE 为被附加对象设置一个临时 msgid "" "`RevengeWeapon.AffectsHouses` customizes which houses can trigger the " "revenge weapon." -msgstr "`RevengeWeapon.AffectsHouses` 定义哪些所属方可以触发这个复仇武器" +msgstr "`RevengeWeapon.AffectsHouses` 定义哪些所属方可以触发这个复仇武器。" #: ../../New-or-Enhanced-Logics.md:48 msgid "" @@ -2992,7 +2992,7 @@ msgid "" "blinking unless `DisguiseBlinkingVisibility` is set to `none` or " "`enemies`." msgstr "" -"另一个需要注意的是在单人任务中,就伪装闪烁而言,任何玩家所控制的所属方所拥有的伪装单位即使与玩家所属方不是盟友视为当前玩家所有,这意味着玩家始终可以看到他们的伪装闪烁,除非" +"另一个需要注意的是在单人任务中,就伪装闪烁而言,任何玩家所控制的所属方所拥有的伪装单位即使与玩家所属方不是盟友视为当前玩家所有,这意味着玩家始终可以看到它们的伪装闪烁,除非" " `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" #: ../../New-or-Enhanced-Logics.md:1149 From c5c31d309613c210576702bbf60d06fae25bdd2b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=E4=B9=9D=E5=8D=83=E5=A4=A9=E5=8D=8E?= <1065703286@qq.com> Date: Tue, 8 Apr 2025 20:44:50 +0800 Subject: [PATCH 10/88] Dropdowns --- docs/Miscellanous.md | 21 +- docs/Whats-New.md | 61 +- docs/_static/css/dark.css | 16 + docs/_static/css/index.css | 22 + docs/conf.py | 3 +- docs/locale/zh_CN/LC_MESSAGES/Miscellanous.po | 60 +- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 1222 ++++++++--------- 7 files changed, 724 insertions(+), 681 deletions(-) diff --git a/docs/Miscellanous.md b/docs/Miscellanous.md index 5e9747d144..6944d31a6b 100644 --- a/docs/Miscellanous.md +++ b/docs/Miscellanous.md @@ -118,15 +118,20 @@ CampaignDefaultGameSpeed=4 ; integer Currently there is no way to set desired FPS directly. Use the generator below to get required values. The generator supports values from 10 to 60. ``` -
-Click to show the generator
点击显示生成器
- -

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

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

-
+ +``` +