From a98b5ae1d6fd04d35f5151705d470e2e0a980b73 Mon Sep 17 00:00:00 2001 From: Uranusian Date: Fri, 23 Apr 2021 17:34:22 +0800 Subject: [PATCH 1/4] #25 If `DeployFireWeapon=-1`, deployed infantries will fire both weapon. --- docs/Fixed-or-Improved-Logics.md | 1 + src/Ext/Techno/Hooks.cpp | 10 ++++++++++ 2 files changed, 11 insertions(+) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index fe7339d080..3b3c703053 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -28,6 +28,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed building and defense tab hotkeys not enabling the placement mode after `Cannot build here.` triggered and the placement mode cancelled. - Fixed buildings with `UndeployInto` playing `EVA_NewRallypointEstablished` on undeploying. - Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to place onto water. +- Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by its target), regardless of deployed or not. ![image](_static/images/remember-target-after-deploying-01.gif) *Nod arty keeping target on attack order in [C&C: Reloaded](https://www.moddb.com/mods/cncreloaded/)* diff --git a/src/Ext/Techno/Hooks.cpp b/src/Ext/Techno/Hooks.cpp index a2e6b9b4d0..97ddb5df26 100644 --- a/src/Ext/Techno/Hooks.cpp +++ b/src/Ext/Techno/Hooks.cpp @@ -153,6 +153,16 @@ DEFINE_HOOK(0x518505, InfantryClass_TakeDamage_NotHuman, 0x4) return 0x518515; } +DEFINE_HOOK(0x5218F3, InfantryClass_WhatWeaponShouldIUse_DeployFireWeapon, 0x6) +{ + GET(TechnoTypeClass*, pType, ECX); + + if (pType->DeployFireWeapon == -1) + return 0x52194E; + + return 0; +} + // Customizable OpenTopped Properties // Author: Otamaa From 110fe2e8f031821f4d85614b54cfbdde2b03864c Mon Sep 17 00:00:00 2001 From: Uranusian Date: Mon, 16 Aug 2021 09:43:58 +0800 Subject: [PATCH 2/4] add whats-new and credits --- README.md | 2 +- docs/Whats-New.md | 1 + 2 files changed, 2 insertions(+), 1 deletion(-) diff --git a/README.md b/README.md index 57e59c80d1..86c596e8ed 100644 --- a/README.md +++ b/README.md @@ -83,7 +83,7 @@ Credits - **SMxReaver** - help with docs, extensive and thorough testing - **4SG** - help with docs - **wiktorderelf** - overhauled Unicode font -- **Uranusian (Thrifinesma)** - Mind Control enhancement, custom warhead splash list, harvesters counter, promoted spawns, shields, death after dead fix, customizeable missing cameo, cameo sorting priority, placement mode responding of tab hotkeys fix, producing progress, custom ore gathering anim, NoManualMove, weapon target house filtering, DeathWeapon fix, re-enable obsolete `JumpjetControls`, AITrigger Building Upgrades recognition, Wall-Gate links, overhauled Unicode font, docs maintenance, CN docs translation +- **Uranusian (Thrifinesma)** - Mind Control enhancement, custom warhead splash list, harvesters counter, promoted spawns, shields, death after dead fix, customizeable missing cameo, cameo sorting priority, placement mode responding of tab hotkeys fix, producing progress, custom ore gathering anim, NoManualMove, weapon target house filtering, DeathWeapon fix, re-enable obsolete `JumpjetControls`, AITrigger Building Upgrades recognition, Wall-Gate links, deployed infantry using both weapons, overhauled Unicode font, docs maintenance, CN docs translation - **secsome (SEC-SOME)** - debug info dump hotkey, refactoring & porting of Ares helper code, introducing more Ares-derived stuff, disguise removal warhead, Mind Control removal warhead, Mind Control enhancement, shields, AnimList.PickRandom, MoveToCell fix, unlimited waypoints, Build At trigger action buildup anim fix, Undeploy building into a unit plays `EVA_NewRallyPointEstablished` fix, custom ore gathering anim, TemporaryClass related crash, Retry dialog on mission failure, Default disguise for individual InfantryTypes, PowerPlant Enhancer, SaveGame Trigger Action, QuickSave command, Numeric variables, Custom gravity for projectiles, Retint map actions bugfix - **Otamaa (Fahroni, BoredEXE)** - help with CellSpread, ported and fixed custom RadType code, togglable ElectricBolt bolts, customizable Chrono Locomotor properties per TechnoClass, DebrisMaximums fixes, Anim-to-Unit, NotHuman anim sequences improvements, Customizable OpenTopped Properties, hooks for ScriptType Actions 92 & 93, ore stage threshold for `HideIfNoOre`, occupied building `MuzzleFlashX` bugfix - **E1 Elite** - TileSet 255 and above bridge repair fix diff --git a/docs/Whats-New.md b/docs/Whats-New.md index d12cc9c547..24b822a5b9 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -256,6 +256,7 @@ New: - Customizable projectile gravity (by secsome) - Gates can now link with walls correctly via `NSGates` or `EWGates` (by Uranusian) - Per-warhead toggle for decloak of damaged targets (by Starkku) +- `DeployFireWeapon=-1` will allow the deployed infantry use both weapon as undeployed (by Uranusian) Vanilla fixes: - Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN) From 0e99cd370b768d993fbac11635280cc61c894c8a Mon Sep 17 00:00:00 2001 From: Uranusian Date: Mon, 16 Aug 2021 09:46:23 +0800 Subject: [PATCH 3/4] fix grammer a little --- docs/Whats-New.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 24b822a5b9..2ad98f61e0 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -256,7 +256,7 @@ New: - Customizable projectile gravity (by secsome) - Gates can now link with walls correctly via `NSGates` or `EWGates` (by Uranusian) - Per-warhead toggle for decloak of damaged targets (by Starkku) -- `DeployFireWeapon=-1` will allow the deployed infantry use both weapon as undeployed (by Uranusian) +- `DeployFireWeapon=-1` now allows the deployed infantries using both weapons as undeployed (by Uranusian) Vanilla fixes: - Fixed laser drawing code to allow for thicker lasers in house color draw mode (by Kerbiter, ChrisLv_CN) From 7c880b744c4a8c9ac6bfd0a89669a6ea09f8ec5b Mon Sep 17 00:00:00 2001 From: Uranusian Date: Tue, 4 Jan 2022 22:10:38 +0800 Subject: [PATCH 4/4] add and fix cn translation --- .../LC_MESSAGES/Fixed-or-Improved-Logics.po | 183 ++-- .../LC_MESSAGES/New-or-Enhanced-Logics.po | 988 +++++++++--------- docs/locale/zh_CN/LC_MESSAGES/Whats-New.po | 225 ++-- 3 files changed, 731 insertions(+), 665 deletions(-) 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 776719dfd4..d38f2d0922 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: 2021-12-13 17:46+0800\n" +"POT-Creation-Date: 2022-01-04 22:02+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -81,9 +81,9 @@ msgstr "" "![image](_static/images/turretoffset-01.png) \n" "*VXL炮台侧偏移,在Breaking Blue project中*" -#: ../Fixed-or-Improved-Logics.md:16 ../Fixed-or-Improved-Logics.md:32 -#: ../Fixed-or-Improved-Logics.md:94 ../Fixed-or-Improved-Logics.md:144 -#: ../Fixed-or-Improved-Logics.md:172 ../Fixed-or-Improved-Logics.md:211 +#: ../Fixed-or-Improved-Logics.md:16 ../Fixed-or-Improved-Logics.md:33 +#: ../Fixed-or-Improved-Logics.md:97 ../Fixed-or-Improved-Logics.md:147 +#: ../Fixed-or-Improved-Logics.md:175 ../Fixed-or-Improved-Logics.md:214 msgid "image" msgstr "" @@ -164,7 +164,13 @@ msgid "" " place onto water." msgstr "修复了`Naval=yes`会无视`WaterBound=no`强制将建筑限制在水面上的问题。" -#: ../Fixed-or-Improved-Logics.md:32 +#: ../Fixed-or-Improved-Logics.md:31 +msgid "" +"Infantry with `DeployFireWeapon=-1` can now fire both weapons (decided by" +" its target), regardless of deployed or not." +msgstr "有`DeployFireWeapon=-1`的步兵在部署后可以使用全部的武器(由其目标决定)。" + +#: ../Fixed-or-Improved-Logics.md:33 msgid "" "![image](_static/images/remember-target-after-deploying-01.gif) *Nod " "arty keeping target on attack order in [C&C: " @@ -173,141 +179,155 @@ msgstr "" "![image](_static/images/remember-target-after-deploying-01.gif) \n" "*Nod炮台保持攻击指令在[C&C: Reloaded](https://www.moddb.com/mods/cncreloaded/)中*" -#: ../Fixed-or-Improved-Logics.md:35 +#: ../Fixed-or-Improved-Logics.md:36 msgid "" "Vehicle to building deployers now keep their target when deploying with " "`DeployToFire`." msgstr "`DeployToFire`的载具在部署后会保持它们之前的攻击目标。" -#: ../Fixed-or-Improved-Logics.md:36 +#: ../Fixed-or-Improved-Logics.md:37 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode." msgstr "修复了激光绘制的代码以允许所属方颜色绘制模式下更粗的激光。" -#: ../Fixed-or-Improved-Logics.md:37 +#: ../Fixed-or-Improved-Logics.md:38 msgid "`DeathWeapon` now will properly detonate." msgstr "`DeathWeapon`现在会正确引爆了。" -#: ../Fixed-or-Improved-Logics.md:38 +#: ../Fixed-or-Improved-Logics.md:39 msgid "" "But still some settings are ignored like `PreImpactAnim` *(Ares " "feature)*, this might change in future." msgstr "但是仍有部分设置被忽略,如`PreImpactAnim`*(Ares功能)*,未来可能会改。" -#: ../Fixed-or-Improved-Logics.md:39 +#: ../Fixed-or-Improved-Logics.md:40 msgid "" "Effects like lasers are no longer drawn from wrong firing offset on " "weapons that use Burst." msgstr "对于使用Burst的武器来说,效果如激光不再会绘制在错误的位置上。" -#: ../Fixed-or-Improved-Logics.md:40 +#: ../Fixed-or-Improved-Logics.md:41 msgid "" "Both Global Variables (`VariableNames` in `rulesmd.ini`) and Local " "Variables (`VariableNames` in map) are now unlimited." msgstr "全局变量(`rulesmd.ini`中的`VariableNames`)与局部变量(地图中的`VariableNames`)均扩展为无上限的了。" -#: ../Fixed-or-Improved-Logics.md:41 +#: ../Fixed-or-Improved-Logics.md:42 msgid "Animations can now be offset on the X axis with `XDrawOffset`." msgstr "现在可以用XDrawOffset为动画设置X轴偏移量了。" -#: ../Fixed-or-Improved-Logics.md:42 +#: ../Fixed-or-Improved-Logics.md:43 msgid "" "`IsSimpleDeployer` units now only play `DeploySound` and `UndeploySound` " "once, when done with (un)deploying instead of repeating it over duration " "of turning and/or `DeployingAnim`." msgstr "`IsSimpleDeployer`的单位现在只会播放`DeploySound`和`UndeploySound`一次。" -#: ../Fixed-or-Improved-Logics.md:43 +#: ../Fixed-or-Improved-Logics.md:44 msgid "AITrigger can now recognize Building Upgrades as legal condition." msgstr "AI触发现在可以将建筑升级当做可用条件。" #: ../Fixed-or-Improved-Logics.md:45 +msgid "" +"`EWGates` and `NSGates` now will link walls like `xxGateOne` and " +"`xxGateTwo` do." +msgstr "`EWGates`和`NSGates`现在会分别像`xxGateOne`和`xxGateTwo`一样链接围墙。" + +#: ../Fixed-or-Improved-Logics.md:46 +msgid "" +"Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " +"center of the building when `X` goes past 10." +msgstr "修复了驻军建筑的`MuzzleFlashX`在`X`超过10之后会画在建筑中心的问题。" + +#: ../Fixed-or-Improved-Logics.md:48 msgid "Animations" msgstr "动画" -#: ../Fixed-or-Improved-Logics.md:47 +#: ../Fixed-or-Improved-Logics.md:50 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "可根据矿石阶段下限的`HideIfNoOre`" -#: ../Fixed-or-Improved-Logics.md:49 +#: ../Fixed-or-Improved-Logics.md:52 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " "less than specified value won't allow the anim to display." msgstr "现在可以定义有矿石的单元格在矿石的什么阶段才会播放`HideIfNoOre`了。" -#: ../Fixed-or-Improved-Logics.md:51 ../Fixed-or-Improved-Logics.md:61 -#: ../Fixed-or-Improved-Logics.md:201 +#: ../Fixed-or-Improved-Logics.md:54 ../Fixed-or-Improved-Logics.md:64 +#: ../Fixed-or-Improved-Logics.md:204 msgid "In `artmd.ini`:" msgstr "在`artmd.ini`中:" -#: ../Fixed-or-Improved-Logics.md:57 +#: ../Fixed-or-Improved-Logics.md:60 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../Fixed-or-Improved-Logics.md:59 +#: ../Fixed-or-Improved-Logics.md:62 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 "现在可以指定动画是否跟随被附加的单位的图层,否则使用动画自己的图层。如果不设置,附加动画使用`Ground`图层。" -#: ../Fixed-or-Improved-Logics.md:67 +#: ../Fixed-or-Improved-Logics.md:70 msgid "Vehicles" msgstr "载具" -#: ../Fixed-or-Improved-Logics.md:69 +#: ../Fixed-or-Improved-Logics.md:72 msgid "" "Deploy direction for IsSimpleDeployer vehicles & deploy animation " "customization" msgstr "自定义IsSimpleDeployer载具部署方向和动画" -#: ../Fixed-or-Improved-Logics.md:71 +#: ../Fixed-or-Improved-Logics.md:74 msgid "" "`DeployDir` can be used to set the facing the vehicle needs to turn " "towards before deploying if it has `DeployingAnim` set. This is works the" " same as Ares flag of same name other than allowing use of negative " "numbers to disable the direction-specific deploy and that it only applies" " to units on ground. If not set, it defaults to `[General] -> DeployDir`." -msgstr "`DeployDir`用以设置有`DeployingAnim`的载具的部署方向。这与Ares的同名标签完全一致,除了使用负数将关闭强制转向。如果不设置,默认为`[General] -> DeployDir`。" +msgstr "" +"`DeployDir`用以设置有`DeployingAnim`的载具的部署方向。这与Ares的同名标签完全一致,除了使用负数将关闭强制转向。如果不设置,默认为`[General]" +" -> DeployDir`。" -#: ../Fixed-or-Improved-Logics.md:72 +#: ../Fixed-or-Improved-Logics.md:75 msgid "In addition there are some new options for `DeployingAnim`:" msgstr "此外,`DeployingAnim`还有一些新设定:" -#: ../Fixed-or-Improved-Logics.md:73 +#: ../Fixed-or-Improved-Logics.md:76 msgid "" "`DeployingAnim.KeepUnitVisible` determines if the unit is hidden while " "the animation is playing." msgstr "`DeployingAnim.KeepUnitVisible`决定部署动画播放期间是否使单位持续可见。" -#: ../Fixed-or-Improved-Logics.md:74 +#: ../Fixed-or-Improved-Logics.md:77 msgid "" "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " "is played in reverse for undeploying." msgstr "`DeployingAnim.ReverseForUndeploy`决定反部署时是否反向播放部署动画。" -#: ../Fixed-or-Improved-Logics.md:75 +#: ../Fixed-or-Improved-Logics.md:78 msgid "" "`DeployingAnim.UseUnitDrawer` controls whether or not the animation is " "displayed in the unit's palette and team colours." msgstr "`DeployingAnim.UseUnitDrawer`控制部署动画是否使用单位色盘和所属色。" -#: ../Fixed-or-Improved-Logics.md:77 ../Fixed-or-Improved-Logics.md:100 -#: ../Fixed-or-Improved-Logics.md:118 ../Fixed-or-Improved-Logics.md:133 -#: ../Fixed-or-Improved-Logics.md:149 ../Fixed-or-Improved-Logics.md:162 -#: ../Fixed-or-Improved-Logics.md:179 ../Fixed-or-Improved-Logics.md:195 -#: ../Fixed-or-Improved-Logics.md:214 ../Fixed-or-Improved-Logics.md:225 -#: ../Fixed-or-Improved-Logics.md:242 +#: ../Fixed-or-Improved-Logics.md:80 ../Fixed-or-Improved-Logics.md:103 +#: ../Fixed-or-Improved-Logics.md:121 ../Fixed-or-Improved-Logics.md:136 +#: ../Fixed-or-Improved-Logics.md:152 ../Fixed-or-Improved-Logics.md:165 +#: ../Fixed-or-Improved-Logics.md:182 ../Fixed-or-Improved-Logics.md:198 +#: ../Fixed-or-Improved-Logics.md:217 ../Fixed-or-Improved-Logics.md:228 +#: ../Fixed-or-Improved-Logics.md:245 ../Fixed-or-Improved-Logics.md:258 msgid "In `rulesmd.ini`:" msgstr "在`rulesmd.ini`中:" -#: ../Fixed-or-Improved-Logics.md:86 +#: ../Fixed-or-Improved-Logics.md:89 msgid "Stationary vehicles" msgstr "静止载具" -#: ../Fixed-or-Improved-Logics.md:88 +#: ../Fixed-or-Improved-Logics.md:91 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -315,15 +335,15 @@ msgid "" " as they won't be able to exit factories." msgstr "给载具类型设置`Speed`为0可以使游戏认为此载具是静止的。行为类似于部署后的`IsSimpleDeployer`载具。不应该给可建造载具设置,否则其无法开出工厂。" -#: ../Fixed-or-Improved-Logics.md:90 +#: ../Fixed-or-Improved-Logics.md:93 msgid "Technos" msgstr "通用" -#: ../Fixed-or-Improved-Logics.md:92 +#: ../Fixed-or-Improved-Logics.md:95 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空属性" -#: ../Fixed-or-Improved-Logics.md:94 +#: ../Fixed-or-Improved-Logics.md:97 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "(hero) from [YR:New War](https://www.moddb.com/mods/yuris-revenge-new-" @@ -333,28 +353,28 @@ msgstr "" "*超时空军团兵和Ronco(英雄)来自[YR:New War](https://www.moddb.com/mods/yuris-revenge-" "new-war)*" -#: ../Fixed-or-Improved-Logics.md:97 +#: ../Fixed-or-Improved-Logics.md:100 msgid "" "You can now specify Teleport/Chrono Locomotor settings per TechnoType to " "override default rules values. Unfilled values default to values in " "`[General]`." msgstr "现在全局中的超时空属性可以在每个单位中微观定义,默认均为对应的全局标签。" -#: ../Fixed-or-Improved-Logics.md:98 +#: ../Fixed-or-Improved-Logics.md:101 msgid "Only applicable to Techno that have Teleport/Chrono Locomotor attached." msgstr "仅对拥有Teleport/Chrono运动模式的单位有效。" -#: ../Fixed-or-Improved-Logics.md:113 +#: ../Fixed-or-Improved-Logics.md:116 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重新激活失效的[JumpjetControls]" -#: ../Fixed-or-Improved-Logics.md:115 +#: ../Fixed-or-Improved-Logics.md:118 msgid "" "Re-enable obsolete [JumpjetControls], the keys in it will be as the " "default value of jumpjet units." msgstr "重新激活失效的[JumpjetControls],其中的标签会作为Jumpjet类单位的初始值。" -#: ../Fixed-or-Improved-Logics.md:116 +#: ../Fixed-or-Improved-Logics.md:119 msgid "Moreover, added two tags for missing ones." msgstr "此外,增加了新标签对应空缺的项。" @@ -366,11 +386,11 @@ msgid "" "simply have no Jumpjet prefix." msgstr "`CruiseHeight`对应`JumpjetHeight`,`WobblesPerSecond`对应`JumpjetWobbles`,`WobbleDeviation`对应`JumpjetDeviation`,`Acceleration`对应`JumpjetAccel`。其他对应标签为无Jumpjet前缀的标签。" -#: ../Fixed-or-Improved-Logics.md:129 +#: ../Fixed-or-Improved-Logics.md:132 msgid "Jumpjet unit layer deviation customization" msgstr "自定义Jumpjet浮动图层" -#: ../Fixed-or-Improved-Logics.md:131 +#: ../Fixed-or-Improved-Logics.md:134 msgid "" "Allows turning on or off jumpjet unit behaviour where they fluctuate " "between `air` and `top` layers based on whether or not their current " @@ -381,11 +401,11 @@ msgid "" "AllowLayerDeviation` if not specified." msgstr "原版中,Jumpjet的高度在`JumpjetHeight`以下时使用Air图层,否则使用Top图层。此逻辑允许将Jumpjet锁定在Air图层。" -#: ../Fixed-or-Improved-Logics.md:142 +#: ../Fixed-or-Improved-Logics.md:145 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../Fixed-or-Improved-Logics.md:144 +#: ../Fixed-or-Improved-Logics.md:147 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -393,35 +413,35 @@ msgstr "" "![image](_static/images/oregath.gif) \n" "*自定义采矿动画在[Project Phantom](https://www.moddb.com/mods/project-phantom)中*" -#: ../Fixed-or-Improved-Logics.md:147 +#: ../Fixed-or-Improved-Logics.md:150 msgid "" "You can now specify which anim should be drawn when a harvester of " "specified type is gathering specified type of ore." msgstr "现在可以自定义矿车的在不同矿石上的采矿动画了。" -#: ../Fixed-or-Improved-Logics.md:157 +#: ../Fixed-or-Improved-Logics.md:160 msgid "Kill spawns on low power" msgstr "建筑断电子机坠毁" -#: ../Fixed-or-Improved-Logics.md:159 +#: ../Fixed-or-Improved-Logics.md:162 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "需要供电 (`Powered=yes`) 的建筑类子机发射者现在可以在断电时停止瞄准敌人。" -#: ../Fixed-or-Improved-Logics.md:160 +#: ../Fixed-or-Improved-Logics.md:163 msgid "Spawned aircrafts self-destruct if they are flying." msgstr "而飞行中的子机将会直接坠毁。" -#: ../Fixed-or-Improved-Logics.md:168 +#: ../Fixed-or-Improved-Logics.md:171 msgid "Terrains" msgstr "地形" -#: ../Fixed-or-Improved-Logics.md:170 +#: ../Fixed-or-Improved-Logics.md:173 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../Fixed-or-Improved-Logics.md:172 +#: ../Fixed-or-Improved-Logics.md:175 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of" " the East](https://www.moddb.com/mods/riseoftheeast) mod*" @@ -429,18 +449,18 @@ msgstr "" "![image](_static/images/ore-01.png) \n" "*不同种类的矿柱在[Rise of the East](https://www.moddb.com/mods/riseoftheeast)中*" -#: ../Fixed-or-Improved-Logics.md:175 +#: ../Fixed-or-Improved-Logics.md:178 msgid "You can now specify which type of ore certain TerrainType would generate." msgstr "在可以指定矿柱 (`SpawnsTiberium=yes`) 的地形对象生成的矿石种类。\"" -#: ../Fixed-or-Improved-Logics.md:176 +#: ../Fixed-or-Improved-Logics.md:179 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 "现在还可以为与标准 3x3 矩形不同的矿石生成区域指定范围。矿石将均匀分布在分布范围内的所有受影响的单元格中。" -#: ../Fixed-or-Improved-Logics.md:177 +#: ../Fixed-or-Improved-Logics.md:180 msgid "" "You can specify which ore growth stage will be spawned and how much cells" " will be filled with ore per ore generation animation. Corresponding tags" @@ -450,80 +470,95 @@ msgstr "" "也可以指定将生成矿石的哪个阶段以及每个矿石生成动画周期中会填充多少单元格。 " "相应的标签接受一个整数值或两个逗号分隔的值,以允许范围内(含)的随机生长阶段。" -#: ../Fixed-or-Improved-Logics.md:188 +#: ../Fixed-or-Improved-Logics.md:191 msgid "Customizable unit image in art" msgstr "单位在art中引用图像" -#: ../Fixed-or-Improved-Logics.md:190 +#: ../Fixed-or-Improved-Logics.md:193 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中的`Image`不再限定于动画和建筑使用,全部的科技类型都可以使用。" -#: ../Fixed-or-Improved-Logics.md:191 +#: ../Fixed-or-Improved-Logics.md:194 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 " "entry in the art INI, **no tags will be read from it**." msgstr "此标签**仅**指定文件名(不含拓展名)。若有同名节存在,节内内容**不会被读取**。" -#: ../Fixed-or-Improved-Logics.md:192 +#: ../Fixed-or-Improved-Logics.md:195 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的兼容,启动此功能需要`ArtImageSwap=true`。" -#: ../Fixed-or-Improved-Logics.md:193 +#: ../Fixed-or-Improved-Logics.md:196 msgid "" "This feature supports SHP images for InfantryTypes, SHP and VXL images " "for VehicleTypes and VXL images for AircraftTypes." msgstr "此功能支持步兵使用SHP,飞机使用VXL,载具使用SHP和VXL。" -#: ../Fixed-or-Improved-Logics.md:207 +#: ../Fixed-or-Improved-Logics.md:210 msgid "Weapons" msgstr "武器" -#: ../Fixed-or-Improved-Logics.md:209 +#: ../Fixed-or-Improved-Logics.md:212 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../Fixed-or-Improved-Logics.md:211 +#: ../Fixed-or-Improved-Logics.md:214 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "" -#: ../Fixed-or-Improved-Logics.md:212 +#: ../Fixed-or-Improved-Logics.md:215 msgid "You can now set disk laser animation radius using a new tag." msgstr "现在可以通过一个新标签来设置飞碟激光半径" -#: ../Fixed-or-Improved-Logics.md:221 +#: ../Fixed-or-Improved-Logics.md:224 msgid "Toggle-able ElectricBolt visuals" msgstr "可开关的特斯拉特效" -#: ../Fixed-or-Improved-Logics.md:223 +#: ../Fixed-or-Improved-Logics.md:226 msgid "" "You can now specify individual ElectricBolt bolts you want to disable. " "Note that this is only a visual change." msgstr "现在可以关闭特斯拉武器的特定电流。注意这只是视觉变化。" -#: ../Fixed-or-Improved-Logics.md:234 +#: ../Fixed-or-Improved-Logics.md:237 msgid "Projectiles" msgstr "抛射体" -#: ../Fixed-or-Improved-Logics.md:236 +#: ../Fixed-or-Improved-Logics.md:239 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../Fixed-or-Improved-Logics.md:238 +#: ../Fixed-or-Improved-Logics.md:241 msgid "You can now specify individual projectile gravity." msgstr "现在可以为抛射体指定重力" -#: ../Fixed-or-Improved-Logics.md:239 +#: ../Fixed-or-Improved-Logics.md:242 msgid "Set `Gravity=0` with an arcing projectile can create a straight trail." msgstr "设置`Gravity=0`将会生成直线弹道" -#: ../Fixed-or-Improved-Logics.md:240 +#: ../Fixed-or-Improved-Logics.md:243 msgid "" "Set `Gravity.HeightFix=true` allows the projectile to hit target which is" " not at the same height while `Gravity=0`." msgstr "设置`Gravity.HeightFix=true`将允许`Gravity=0`的抛射体攻击不在同一高度的目标。" + +#: ../Fixed-or-Improved-Logics.md:252 +msgid "Warheads" +msgstr "弹头" + +#: ../Fixed-or-Improved-Logics.md:254 +msgid "Customizing decloak on damaging targets" +msgstr "自定义被弹解除隐形" + +#: ../Fixed-or-Improved-Logics.md:256 +msgid "" +"You can now specify whether or not the warhead decloaks objects that are " +"damaged by the warhead." +msgstr "现在可以指定被此弹头伤害的单位是否会解除隐形状态。" + 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 556ba4358c..f01796931d 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: 2021-12-13 19:57+0800\n" +"POT-Creation-Date: 2022-01-04 22:02+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -45,59 +45,59 @@ msgstr "" "*具有护盾的建筑,步兵和载具在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" "adventure)中*" -#: ../New-or-Enhanced-Logics.md:9 ../New-or-Enhanced-Logics.md:149 -#: ../New-or-Enhanced-Logics.md:181 ../New-or-Enhanced-Logics.md:210 -#: ../New-or-Enhanced-Logics.md:291 ../New-or-Enhanced-Logics.md:312 -#: ../New-or-Enhanced-Logics.md:327 ../New-or-Enhanced-Logics.md:418 -#: ../New-or-Enhanced-Logics.md:477 ../New-or-Enhanced-Logics.md:490 -#: ../New-or-Enhanced-Logics.md:551 ../New-or-Enhanced-Logics.md:574 +#: ../New-or-Enhanced-Logics.md:9 ../New-or-Enhanced-Logics.md:151 +#: ../New-or-Enhanced-Logics.md:183 ../New-or-Enhanced-Logics.md:212 +#: ../New-or-Enhanced-Logics.md:293 ../New-or-Enhanced-Logics.md:314 +#: ../New-or-Enhanced-Logics.md:329 ../New-or-Enhanced-Logics.md:420 +#: ../New-or-Enhanced-Logics.md:479 ../New-or-Enhanced-Logics.md:492 +#: ../New-or-Enhanced-Logics.md:553 ../New-or-Enhanced-Logics.md:576 msgid "image" msgstr "" -#: ../New-or-Enhanced-Logics.md:12 ../New-or-Enhanced-Logics.md:154 -#: ../New-or-Enhanced-Logics.md:186 ../New-or-Enhanced-Logics.md:217 -#: ../New-or-Enhanced-Logics.md:229 ../New-or-Enhanced-Logics.md:244 -#: ../New-or-Enhanced-Logics.md:255 ../New-or-Enhanced-Logics.md:266 -#: ../New-or-Enhanced-Logics.md:300 ../New-or-Enhanced-Logics.md:318 -#: ../New-or-Enhanced-Logics.md:332 ../New-or-Enhanced-Logics.md:342 -#: ../New-or-Enhanced-Logics.md:377 ../New-or-Enhanced-Logics.md:396 -#: ../New-or-Enhanced-Logics.md:410 ../New-or-Enhanced-Logics.md:425 -#: ../New-or-Enhanced-Logics.md:439 ../New-or-Enhanced-Logics.md:450 -#: ../New-or-Enhanced-Logics.md:463 ../New-or-Enhanced-Logics.md:482 -#: ../New-or-Enhanced-Logics.md:496 ../New-or-Enhanced-Logics.md:507 -#: ../New-or-Enhanced-Logics.md:517 ../New-or-Enhanced-Logics.md:527 -#: ../New-or-Enhanced-Logics.md:537 ../New-or-Enhanced-Logics.md:554 -#: ../New-or-Enhanced-Logics.md:564 ../New-or-Enhanced-Logics.md:583 -#: ../New-or-Enhanced-Logics.md:897 ../New-or-Enhanced-Logics.md:937 -#: ../New-or-Enhanced-Logics.md:1041 +#: ../New-or-Enhanced-Logics.md:12 ../New-or-Enhanced-Logics.md:156 +#: ../New-or-Enhanced-Logics.md:188 ../New-or-Enhanced-Logics.md:219 +#: ../New-or-Enhanced-Logics.md:231 ../New-or-Enhanced-Logics.md:246 +#: ../New-or-Enhanced-Logics.md:257 ../New-or-Enhanced-Logics.md:268 +#: ../New-or-Enhanced-Logics.md:302 ../New-or-Enhanced-Logics.md:320 +#: ../New-or-Enhanced-Logics.md:334 ../New-or-Enhanced-Logics.md:344 +#: ../New-or-Enhanced-Logics.md:379 ../New-or-Enhanced-Logics.md:398 +#: ../New-or-Enhanced-Logics.md:412 ../New-or-Enhanced-Logics.md:427 +#: ../New-or-Enhanced-Logics.md:441 ../New-or-Enhanced-Logics.md:452 +#: ../New-or-Enhanced-Logics.md:465 ../New-or-Enhanced-Logics.md:484 +#: ../New-or-Enhanced-Logics.md:498 ../New-or-Enhanced-Logics.md:509 +#: ../New-or-Enhanced-Logics.md:519 ../New-or-Enhanced-Logics.md:529 +#: ../New-or-Enhanced-Logics.md:539 ../New-or-Enhanced-Logics.md:556 +#: ../New-or-Enhanced-Logics.md:566 ../New-or-Enhanced-Logics.md:585 +#: ../New-or-Enhanced-Logics.md:899 ../New-or-Enhanced-Logics.md:939 +#: ../New-or-Enhanced-Logics.md:1043 msgid "In `rulesmd.ini`:" msgstr "在`rulesmd.ini`中:" -#: ../New-or-Enhanced-Logics.md:67 +#: ../New-or-Enhanced-Logics.md:68 msgid "" "Now you can have a shield for any TechnoType. It serves as a second " "health pool with independent `Armor` and `Strength` values." msgstr "所有建筑与单位现在都可以拥有护盾作为独立的(即可指定单独的`Armor`与`Strength`的)第二血条。" -#: ../New-or-Enhanced-Logics.md:68 +#: ../New-or-Enhanced-Logics.md:69 msgid "" "Negative damage will recover shield, unless shield has been broken. If " "shield isn't full, all negative damage will be absorbed by shield." msgstr "负伤害将恢复护盾,除非护盾已经被击碎。如果护盾不满,全部的负伤害都会被护盾吸收。" -#: ../New-or-Enhanced-Logics.md:69 +#: ../New-or-Enhanced-Logics.md:70 msgid "" "When the TechnoType with a unbroken shield, `[ShieldType]->Armor` will " "replace `[TechnoType]->Armor` for game calculation." msgstr "当某TechnoType拥有未击碎的护盾时,`[ShieldType]->Armor`将会替代`[TechnoType]->Armor`参与游戏计算。" -#: ../New-or-Enhanced-Logics.md:70 +#: ../New-or-Enhanced-Logics.md:71 msgid "" "`InitialStrength` can be used to set a different initial strength value " "from maximum." msgstr "" -#: ../New-or-Enhanced-Logics.md:71 +#: ../New-or-Enhanced-Logics.md:72 msgid "" "When executing `DeploysInto` or `UndeploysInto`, if both of the " "TechnoTypes have shields, the transformed unit/building would keep " @@ -106,29 +106,29 @@ msgid "" "will be preserved until converted back." msgstr "当通过`DeploysInto`,`UndeploysInto`模式转换时,护盾会按剩余百分比进行传递。如果目标单位不具备护盾,那么原始单位的护盾数据将会保存,直到变回来再恢复。" -#: ../New-or-Enhanced-Logics.md:72 +#: ../New-or-Enhanced-Logics.md:73 msgid "This also works with Ares' `Convert.*`." msgstr "也兼容Ares的`Convert.*`。" -#: ../New-or-Enhanced-Logics.md:73 +#: ../New-or-Enhanced-Logics.md:74 msgid "" "`Powered` controls whether or not the shield is active when a unit is " "running low on power or it is affected by EMP." msgstr "`Powered`控制护盾是否在单位无电力支持或被EMP时仍旧生效。" -#: ../New-or-Enhanced-Logics.md:74 +#: ../New-or-Enhanced-Logics.md:75 msgid "" "Attention, if TechnoType itself is not `Powered`, then the shield won't " "be offline when low power." msgstr "注意,如果单位本身`Powered=false`,那么护盾也不会因断电而失效。" -#: ../New-or-Enhanced-Logics.md:75 +#: ../New-or-Enhanced-Logics.md:76 msgid "" "`AbsorbOverDamage` controls whether or not the shield absorbs damage " "dealt beyond shield's current strength when the shield breaks." msgstr "`AbsorbOverDamage`决定护盾是否会吸收超量伤害。" -#: ../New-or-Enhanced-Logics.md:76 +#: ../New-or-Enhanced-Logics.md:77 #, python-format msgid "" "`SelfHealing` and `Respawn` respect the following settings: 0.0 disables " @@ -137,83 +137,91 @@ msgid "" "`SelfHealing` with a negative number deducts the shield strength." msgstr "`SelfHealing`与`Respawn`遵循以下设定:0.0将关闭功能,1%到100%为以百分比恢复/重生护盾,其他数字为以固定值直接恢复/重生护盾。此外,`SelfHealing`支持负数以扣除护盾。" -#: ../New-or-Enhanced-Logics.md:77 +#: ../New-or-Enhanced-Logics.md:78 msgid "" "If you want shield recovers/respawns 1 HP per time, currently you need to" " set tag value to any number between 1 and 2, like `1.1`." msgstr "如果你想让护盾每次只恢复1HP,目前需要将该标签的值设置在1到2之间的数,如`1.1`。" -#: ../New-or-Enhanced-Logics.md:78 +#: ../New-or-Enhanced-Logics.md:79 msgid "" "`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0" " instantly recovers the shield, other values determine the frequency of " "shield recovers/respawns in ingame minutes." msgstr "`SelfHealing.Rate`与`Respawn.Rate`遵循以下设定:0.0立即恢复护盾,其他值以游戏内分钟为单位恢复/重生护盾。" -#: ../New-or-Enhanced-Logics.md:79 +#: ../New-or-Enhanced-Logics.md:80 msgid "" "`IdleAnim`, if set, will be played while the shield is intact. This " "animation is automatically set to loop indefinitely." msgstr "如果设置了`IdleAnim`,那么护盾存在的时候就会自动重复播放此动画。" -#: ../New-or-Enhanced-Logics.md:80 +#: ../New-or-Enhanced-Logics.md:81 msgid "`Bouncer=yes` animations are not supported at the moment." msgstr "目前暂不支持使用`Bouncer=yes`的动画。" -#: ../New-or-Enhanced-Logics.md:81 +#: ../New-or-Enhanced-Logics.md:82 msgid "" "`IdleAnim.OfflineAction` indicates what happens to the animation when the" " shield is in a low power state." msgstr "`IdleAnim.OfflineAction`决定在断电时空闲动画的动作。" -#: ../New-or-Enhanced-Logics.md:82 +#: ../New-or-Enhanced-Logics.md:83 msgid "" "`IdleAnim.TemporalAction` indicates what happens to the animation when " "the shield is attacked by temporal weapons." msgstr "`IdleAnim.TemporalAction`决定在被超时空时空闲动画的动作。" -#: ../New-or-Enhanced-Logics.md:83 +#: ../New-or-Enhanced-Logics.md:84 msgid "`BreakAnim`, if set, will be played when the shield has been broken." msgstr "如果设置了`BreakAnim`,那么护盾被击碎时将播放此动画。" -#: ../New-or-Enhanced-Logics.md:84 +#: ../New-or-Enhanced-Logics.md:85 msgid "" "`HitAnim`, if set, will be played when the shield is attacked, similar to" " `WeaponNullifyAnim` for Iron Curtain." msgstr "如果设置了`HitAnim`,那么护盾被攻击时将播放此动画,类似铁幕的`WeaponNullifyAnim`。" -#: ../New-or-Enhanced-Logics.md:85 +#: ../New-or-Enhanced-Logics.md:86 msgid "" "`BreakWeapon`, if set, will be fired at the TechnoType once the shield " "breaks." msgstr "如果设置了`BreakWeapon`,那么护盾被击碎时将引爆此武器。" -#: ../New-or-Enhanced-Logics.md:86 +#: ../New-or-Enhanced-Logics.md:87 msgid "" "`AbsorbPercent` controls the percentage of damage that will be absorbed " "by the shield. Defaults to 1.0, meaning full damage absorption." msgstr "`AbsorbPercent`决定此护盾吸收伤害的比例,默认1.0,即吸收全部伤害。" -#: ../New-or-Enhanced-Logics.md:87 +#: ../New-or-Enhanced-Logics.md:88 msgid "" "`PassPercent` controls the percentage of damage that will *not* be " "absorbed by the shield, and will be dealt to the unit directly even if " "the shield is active. Defaults to 0.0 - no penetration." msgstr "`PassPercent`决定此护盾的穿透比例(即不会被吸收的伤害),穿透伤害将直接作用在单位身上。默认0.0,即不穿透。" -#: ../New-or-Enhanced-Logics.md:88 +#: ../New-or-Enhanced-Logics.md:89 +msgid "" +"`AllowTransfer` controls whether or not the shield can be transferred if " +"the TechnoType changes (such as `(Un)DeploysInto` or Ares type " +"conversion). If not set, defaults to true if shield was attached via " +"`Shield.AttachTypes`, otherwise false." +msgstr "" + +#: ../New-or-Enhanced-Logics.md:90 msgid "" "A TechnoType with a shield will show its shield Strength. An empty shield" " strength bar will be left after destroyed if it is respawnable." msgstr "拥有护盾的单位可以展示其护盾的HP条,如果护盾可重生,那么在被击碎后会保留一个空的护盾条。" -#: ../New-or-Enhanced-Logics.md:89 +#: ../New-or-Enhanced-Logics.md:91 msgid "" "Buildings now use the 5th frame of `pips.shp` to display the shield " "strength while other units uses the 16th frame by default." msgstr "建筑默认使用`pips.shp`中的5号帧为护盾HP条,其他单位默认使用16号帧。" -#: ../New-or-Enhanced-Logics.md:90 +#: ../New-or-Enhanced-Logics.md:92 msgid "" "`Pips.Shield` can be used to specify which pip frame should be used as " "shield strength. If only 1 digit set, then it will always display it, or " @@ -221,7 +229,7 @@ msgid "" "`Pips.Shield.Building` is used for BuildingTypes." msgstr "`Pips.Shield`可被用于指定护盾HP条用哪一帧。如果指定了1个数,那么就一直显示这一帧;如果指定了3个数,那么将遵循`ConditionYellow`和`ConditionRed`显示。建筑使用`Pips.Shield.Building`。" -#: ../New-or-Enhanced-Logics.md:91 +#: ../New-or-Enhanced-Logics.md:93 msgid "" "`pipbrd.shp` will use its 4th frame to display an infantry's shield " "strength and the 3th frame for other units if `pipbrd.shp` has extra 2 " @@ -229,56 +237,56 @@ msgid "" "`PixelSelectionBracketDelta` for shield strength." msgstr "如果`pipbrd.shp`有额外的两帧,那么第4帧将用于步兵护盾条框,第3帧用于其他单位。`BracketDelta`可作为护盾HP条的额外`PixelSelectionBracketDelta`。" -#: ../New-or-Enhanced-Logics.md:92 +#: ../New-or-Enhanced-Logics.md:94 msgid "Warheads have new options that interact with shields." msgstr "弹头与护盾的新交互选项。" -#: ../New-or-Enhanced-Logics.md:93 +#: ../New-or-Enhanced-Logics.md:95 msgid "" "`Shield.Penetrate` allows the warhead ignore the shield and always deal " "full damage to the TechnoType itself. It also allows targeting the " "TechnoType as if shield doesn't exist." msgstr "`Shield.Penetrate`允许弹头无视护盾,将直接伤害单位本身。并且在瞄准时也会无视护盾。" -#: ../New-or-Enhanced-Logics.md:94 +#: ../New-or-Enhanced-Logics.md:96 msgid "" "`Shield.Break` allows the warhead to always break shields of TechnoTypes." " This is done before damage is dealt." msgstr "`Shield.Break`允许弹头在伤害结算前一击击碎护盾。" -#: ../New-or-Enhanced-Logics.md:95 +#: ../New-or-Enhanced-Logics.md:97 msgid "" "`Shield.BreakAnim` will be displayed instead of ShieldType `BreakAnim` if" " the shield is broken by the Warhead, either through damage or " "`Shield.Break`." msgstr "`Shield.BreakAnim`将会代替被此弹头击碎的护盾本身的`BreakAnim`播放。" -#: ../New-or-Enhanced-Logics.md:96 +#: ../New-or-Enhanced-Logics.md:98 msgid "" "`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set" " when Warhead hits the shield." msgstr "`Shield.HitAnim`将会代替被此弹头击中的护盾本身的`HitAnim`播放。" -#: ../New-or-Enhanced-Logics.md:97 +#: ../New-or-Enhanced-Logics.md:99 msgid "" "`Shield.BreakWeapon` will be fired instead of ShieldType `BreakWeapon` if" " the shield is broken by the Warhead, either through damage or " "`Shield.Break`." msgstr "`Shield.BreakWeapon`将会代替被此弹头击碎的护盾本身的`BreakWeapon`引爆。" -#: ../New-or-Enhanced-Logics.md:98 +#: ../New-or-Enhanced-Logics.md:100 msgid "" "`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.AbsorbPercent`将会代替被此弹头击中的护盾的`AbsorbPercent`。" -#: ../New-or-Enhanced-Logics.md:99 +#: ../New-or-Enhanced-Logics.md:101 msgid "" "`Shield.PassPercent` overrides the `PassPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.PassPercent`将会代替被此弹头击中的护盾的`PassPercent`。" -#: ../New-or-Enhanced-Logics.md:100 +#: ../New-or-Enhanced-Logics.md:102 msgid "" "`Shield.Respawn.Rate` & `Shield.Respawn.Amount` override ShieldType " "`Respawn.Rate` and `Respawn.Amount` for duration of " @@ -291,7 +299,7 @@ msgid "" "Re-applying the effect resets the duration to `Shield.Respawn.Duration`" msgstr "`Shield.Respawn.Rate`与`Shield.Respawn.Amount`覆盖被此弹头击中的护盾重生效果,持续`Shield.Respawn.Duration`,负数或0则默认为护盾本身的值。如果设置了`Shield.Respawn.ResetTimer`,当前护盾的重生时间将会重置,否则按照新的时间进行比例缩放。如果覆盖效果在重生完成前结束了,剩余时间会按照护盾本身的`Respawn.Rate`进行缩放。" -#: ../New-or-Enhanced-Logics.md:101 +#: ../New-or-Enhanced-Logics.md:103 msgid "" "`Shield.SelfHealing.Rate` & `Shield.SelfHealing.Amount` override " "ShieldType `SelfHealing.Rate` and `SelfHealing.Amount` for duration of " @@ -305,14 +313,14 @@ msgid "" " duration to `Shield.SelfHealing.Duration`." msgstr "`Shield.SelfHealing.Rate`与`Shield.SelfHealing.Amount`覆盖被此弹头击中的护盾自愈效果,持续`Shield.SelfHealing.Duration`,负数或0则默认为护盾本身的值。如果设置了`Shield.SelfHealing.ResetTimer`,当前护盾的自愈时间将会重置,否则按照新的时间进行比例缩放。如果覆盖效果在一次自愈完成前结束了,剩余时间会按照护盾本身的`SelfHealing.Rate`进行缩放。" -#: ../New-or-Enhanced-Logics.md:102 +#: ../New-or-Enhanced-Logics.md:104 msgid "" "`Shield.AffectsTypes` allows listing which ShieldTypes can be affected by" " any of the effects listed above. If none are listed, all ShieldTypes are" " affected." msgstr "`Shield.AffectsTypes`允许列出哪些护盾会被上述效果影响。如果不设置,所有的护盾都会被影响。" -#: ../New-or-Enhanced-Logics.md:103 +#: ../New-or-Enhanced-Logics.md:105 msgid "" "`Shield.AttachTypes` & `Shield.RemoveTypes` allows listing ShieldTypes " "that are attached or removed, respectively from any targets affected by " @@ -320,7 +328,7 @@ msgid "" "ShieldType in `Shield.AttachTypes` is applied." msgstr "`Shield.AttachTypes`和`Shield.RemoveTypes`允许分别列出被此弹头影响的单位附加或移除的护盾。通常只有第一个`Shield.AttachTypes`被应用。" -#: ../New-or-Enhanced-Logics.md:104 +#: ../New-or-Enhanced-Logics.md:106 msgid "" "If `Shield.ReplaceOnly` is set, shields from `Shield.AttachTypes` are " "only applied to affected targets from which shields were simultaneously " @@ -329,14 +337,14 @@ msgid "" "item from the former is used for any remaining removed shields." msgstr "如果设置了`Shield.ReplaceOnly`,`Shield.AttachTypes`中的护盾会按位置替换中`Shield.RemoveTypes`的护盾。如果前者少于后者,那么多余的被移除的护盾被前者的最后一个护盾替换。" -#: ../New-or-Enhanced-Logics.md:105 +#: ../New-or-Enhanced-Logics.md:107 msgid "" "If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes`" " replaces existing shields that have been broken and cannot respawn on " "their own." msgstr "如果设置了`Shield.ReplaceNonRespawning`,`Shield.AttachTypes`中的护盾会替换已被击破且不可再生的护盾。" -#: ../New-or-Enhanced-Logics.md:106 +#: ../New-or-Enhanced-Logics.md:108 msgid "" "If `Shield.InheritStateOnReplace` is set, shields replaced via " "`Shield.ReplaceOnly` inherit the current strength (relative to ShieldType" @@ -344,11 +352,11 @@ msgid "" "currently broken. Self-healing and respawn timers are always reset." msgstr "如果设置了`Shield.InheritStateOnReplace`,替换护盾后诸如血量,是否被击破等属性将会继承。自我恢复和重生时间不会继承,总是重设。" -#: ../New-or-Enhanced-Logics.md:108 ../New-or-Enhanced-Logics.md:110 +#: ../New-or-Enhanced-Logics.md:110 ../New-or-Enhanced-Logics.md:112 msgid "Laser Trails" msgstr "激光尾迹" -#: ../New-or-Enhanced-Logics.md:110 +#: ../New-or-Enhanced-Logics.md:112 msgid "" "![Laser Trails](_static/images/lasertrails.gif) *Laser trails used in " "[Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -356,14 +364,14 @@ msgstr "" "![Laser Trails](_static/images/lasertrails.gif) \n" "*激光尾迹在[Rise of the East](https://www.moddb.com/mods/riseoftheeast)中*" -#: ../New-or-Enhanced-Logics.md:113 +#: ../New-or-Enhanced-Logics.md:115 msgid "" "Technos and projectiles can now have colorful trails of different " "transparency, thickness and color, which are drawn via laser drawing " "code." msgstr "单位和抛射体现在可以拥有多条不同透明度、厚度和颜色的彩色尾迹,这些尾迹是由引擎绘制的。" -#: ../New-or-Enhanced-Logics.md:114 +#: ../New-or-Enhanced-Logics.md:116 msgid "" "Technos and projectiles can have multiple laser trails. For technos each " "trail can have custom laser trail type and FLH offset relative to turret " @@ -393,16 +401,16 @@ msgid "" " `FadeDuration` durations)." msgstr "尽量使尾迹长度最小(可以通过设置较小的`FadeDuration`值实现)。" -#: ../New-or-Enhanced-Logics.md:123 ../New-or-Enhanced-Logics.md:192 -#: ../New-or-Enhanced-Logics.md:362 +#: ../New-or-Enhanced-Logics.md:125 ../New-or-Enhanced-Logics.md:194 +#: ../New-or-Enhanced-Logics.md:364 msgid "In `artmd.ini`:" msgstr "在`artmd.ini`中:" -#: ../New-or-Enhanced-Logics.md:147 +#: ../New-or-Enhanced-Logics.md:149 msgid "Custom Radiation Types" msgstr "自定义辐射类型" -#: ../New-or-Enhanced-Logics.md:149 +#: ../New-or-Enhanced-Logics.md:151 msgid "" "![image](_static/images/radtype-01.png) *Mixing different radiation " "types*" @@ -410,46 +418,48 @@ msgstr "" "![image](_static/images/radtype-01.png) \n" "*不同种类的辐射正在混合*" -#: ../New-or-Enhanced-Logics.md:152 +#: ../New-or-Enhanced-Logics.md:154 msgid "" "Allows to have custom radiation type for any weapon now. More details on " "radiation [here](https://www.modenc.renegadeprojects.com/Radiation)." msgstr "现在允许为武器自定义辐射的类型,且自定义辐射需要使用注册表,关于辐射的详情请见[这里](https://www.modenc.renegadeprojects.com/Radiation)。" -#: ../New-or-Enhanced-Logics.md:177 +#: ../New-or-Enhanced-Logics.md:179 msgid "Animations" msgstr "动画" -#: ../New-or-Enhanced-Logics.md:179 +#: ../New-or-Enhanced-Logics.md:181 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../New-or-Enhanced-Logics.md:181 +#: ../New-or-Enhanced-Logics.md:183 msgid "![image](_static/images/animToUnit.gif)" msgstr "" -#: ../New-or-Enhanced-Logics.md:183 +#: ../New-or-Enhanced-Logics.md:185 msgid "Animations can now create (or \"convert\" to) units when they end." msgstr "动画现在可以在结束时生成或“转换成”单位" -#: ../New-or-Enhanced-Logics.md:184 +#: ../New-or-Enhanced-Logics.md:186 msgid "" "Because in most cases animations do not have owner, the unit will be " "created with civilian owner unless you use `DestroyAnim` which was " "modified to store owner and facing information from the destroyed unit, " "or animation from Warhead `AnimList` or one created through map trigger " "action `41 Play Anim At`." -msgstr "因为多数情况下动画并没有所属方,单位将以中立方出生,除非你使用`DestroyAnim`(因为其已经可以存储被摧毁单位的所属方和方向信息)或弹头`AnimList`或触发事件`41 播放动画在...`。" +msgstr "" +"因为多数情况下动画并没有所属方,单位将以中立方出生,除非你使用`DestroyAnim`(因为其已经可以存储被摧毁单位的所属方和方向信息)或弹头`AnimList`或触发事件`41" +" 播放动画在...`。" -#: ../New-or-Enhanced-Logics.md:206 +#: ../New-or-Enhanced-Logics.md:208 msgid "Buildings" msgstr "建筑" -#: ../New-or-Enhanced-Logics.md:208 +#: ../New-or-Enhanced-Logics.md:210 msgid "Extended building upgrades logic" msgstr "扩展建筑升级逻辑" -#: ../New-or-Enhanced-Logics.md:210 +#: ../New-or-Enhanced-Logics.md:212 msgid "" "![image](_static/images/powersup.owner-01.png) *Upgrading own and " "allied Power Plants in [CnC: Final " @@ -458,7 +468,7 @@ msgstr "" "![image](_static/images/powersup.owner-01.png) \n" "*为自己和盟友的电厂升级在[CnC: Final War](https://www.moddb.com/mods/cncfinalwar)中*" -#: ../New-or-Enhanced-Logics.md:213 +#: ../New-or-Enhanced-Logics.md:215 msgid "" "Building upgrades now can be placed on own buildings, on allied buildings" " and/or on enemy buildings. These three owners can be specified via a new" @@ -466,95 +476,95 @@ msgid "" "automatically changes it's owner to match the building's owner." msgstr "建筑升级现在可以放置在自己,盟友和/或敌人的建筑上。通过一个逗号分隔的新标签控制。当升级放在建筑上后,它将自动转换为建筑的所属方。" -#: ../New-or-Enhanced-Logics.md:214 +#: ../New-or-Enhanced-Logics.md:216 msgid "" "One upgrade can now be applied to multiple buildings via a new tag, " "comma-separated." msgstr "建筑升级也可以被放置在多种建筑上。" -#: ../New-or-Enhanced-Logics.md:215 +#: ../New-or-Enhanced-Logics.md:217 msgid "Ares-introduced build limit for building upgrades works with this feature." msgstr "Ares引入的建造限制检查对此逻辑兼容。" -#: ../New-or-Enhanced-Logics.md:224 +#: ../New-or-Enhanced-Logics.md:226 msgid "Power plant enhancer logic" msgstr "电厂增幅逻辑" -#: ../New-or-Enhanced-Logics.md:226 +#: ../New-or-Enhanced-Logics.md:228 msgid "When it exists, it can increase the power amount generated by the plants." msgstr "存在的时候会增幅电厂产生的电力。" -#: ../New-or-Enhanced-Logics.md:227 +#: ../New-or-Enhanced-Logics.md:229 msgid "" "When buffer structures are sold or destroyed, the power amount returns to" " normal." msgstr "增幅建筑变卖或摧毁后,增幅电量就会消失。" -#: ../New-or-Enhanced-Logics.md:237 ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:239 ../New-or-Enhanced-Logics.md:473 msgid "Infantry" msgstr "步兵" -#: ../New-or-Enhanced-Logics.md:239 +#: ../New-or-Enhanced-Logics.md:241 msgid "Random death animaton for NotHuman Infantry" msgstr "NotHuman步兵随机死亡动画" -#: ../New-or-Enhanced-Logics.md:241 +#: ../New-or-Enhanced-Logics.md:243 msgid "" "Infantry with `NotHuman=yes` can now play random death anim sequence " "between `Die1` to `Die5` instead of the hardcoded `Die1`." msgstr "有`NotHuman=yes`的步兵现在可以播放在`Die1`到`Die5`中随机播放死亡动画序列,而非只有硬编码的`Die1`。" -#: ../New-or-Enhanced-Logics.md:242 +#: ../New-or-Enhanced-Logics.md:244 msgid "" "Do not forget to tweak infantry anim sequences before enabling this " "feature, otherwise it will play invisible anim sequence." msgstr "在启用此功能之前不要忘记调整步兵动画序列,否则它会播放不可见的动画序列。" -#: ../New-or-Enhanced-Logics.md:250 +#: ../New-or-Enhanced-Logics.md:252 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型拥有独立的默认伪装" -#: ../New-or-Enhanced-Logics.md:252 +#: ../New-or-Enhanced-Logics.md:254 msgid "Infantry can now have its `DefaultDisguise` overridden per-type." msgstr "每种步兵单位现在都可以有它自己的“DefaultDisguise”(默认伪装)。" -#: ../New-or-Enhanced-Logics.md:253 +#: ../New-or-Enhanced-Logics.md:255 msgid "This tag's priority is higher than Ares' per-side `DefaultDisguise`." msgstr "此标签的优先级高于Ares中为Side设定的“DefaultDisguise”。" -#: ../New-or-Enhanced-Logics.md:261 +#: ../New-or-Enhanced-Logics.md:263 msgid "Automatic Passenger Deletion" msgstr "自动删除乘客" -#: ../New-or-Enhanced-Logics.md:263 +#: ../New-or-Enhanced-Logics.md:265 msgid "" "Transports with these tags will erase the passengers overtime. Bigger " "units takes more time. Optionally this logic can work like a grinder." msgstr "有该标签的载具将随着时间移除其中乘客。大型单位将需要更多时间。该逻辑也可以像部队回收站一样工作。" -#: ../New-or-Enhanced-Logics.md:264 +#: ../New-or-Enhanced-Logics.md:266 msgid "Good combination with Ares Abductor logic." msgstr "与Ares的劫持犯逻辑是很好的组合。" -#: ../New-or-Enhanced-Logics.md:276 +#: ../New-or-Enhanced-Logics.md:278 msgid "Customizable OpenTopped Properties" msgstr "自定义可对外射击载具的属性" -#: ../New-or-Enhanced-Logics.md:278 +#: ../New-or-Enhanced-Logics.md:280 msgid "" "You can now override settings of `OpenTopped` transport properties per " "TechnoType." msgstr "现在可以微观定义每种可对外射击载具各自的增益参数。" -#: ../New-or-Enhanced-Logics.md:287 +#: ../New-or-Enhanced-Logics.md:289 msgid "Technos" msgstr "通用" -#: ../New-or-Enhanced-Logics.md:289 +#: ../New-or-Enhanced-Logics.md:291 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../New-or-Enhanced-Logics.md:291 +#: ../New-or-Enhanced-Logics.md:293 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control " "Range Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods" @@ -570,30 +580,30 @@ msgstr "" "*多心控自动释放首个目标在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" "adventure)中*" -#: ../New-or-Enhanced-Logics.md:296 +#: ../New-or-Enhanced-Logics.md:298 msgid "" "Mind controllers now can have the upper limit of the control distance. " "Tag values greater than 0 will activate this feature." msgstr "拥有心灵控制武器的单位现在可以拥有最大控制距离。大于0将激活此逻辑。" -#: ../New-or-Enhanced-Logics.md:297 +#: ../New-or-Enhanced-Logics.md:299 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 "多重心控单位可以在过载前释放被控制的单位。" -#: ../New-or-Enhanced-Logics.md:298 +#: ../New-or-Enhanced-Logics.md:300 msgid "" "Allows Warheads to play custom `MindControl.Anim` which defaults to " "`ControlledAnimationType`." msgstr "心灵控制的动画现在可以用`MindControl.Anim`自定义了。" -#: ../New-or-Enhanced-Logics.md:310 +#: ../New-or-Enhanced-Logics.md:312 msgid "Spawn range limit" msgstr "子机最大航程" -#: ../New-or-Enhanced-Logics.md:312 +#: ../New-or-Enhanced-Logics.md:314 msgid "" "![image](_static/images/spawnrange-01.gif) *Limited pursue range for " "spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -603,18 +613,18 @@ msgstr "" "*子机限制追击距离在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" "adventure)中*" -#: ../New-or-Enhanced-Logics.md:315 +#: ../New-or-Enhanced-Logics.md:317 msgid "" "The spawned units will abort the infinite pursuit if the enemy is out of " "range. `Spawner.ExtraLimitRange` adds extra pursuit range to the spawned " "units." msgstr "子机现在可以停止追击超出攻击距离的敌人。`Spawner.ExtraLimitRange`是额外追击距离。" -#: ../New-or-Enhanced-Logics.md:325 +#: ../New-or-Enhanced-Logics.md:327 msgid "Promoted Spawns" msgstr "升级子机" -#: ../New-or-Enhanced-Logics.md:327 +#: ../New-or-Enhanced-Logics.md:329 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -622,33 +632,33 @@ msgstr "" "![image](_static/images/promotedspawns-01.gif) \n" "*升级子机在[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)中*" -#: ../New-or-Enhanced-Logics.md:330 +#: ../New-or-Enhanced-Logics.md:332 msgid "The spawned units will promote as their owner's veterancy." msgstr "子机现在可以以发射者的等级出现。" -#: ../New-or-Enhanced-Logics.md:338 +#: ../New-or-Enhanced-Logics.md:340 msgid "Initial Strength" msgstr "初始生命值" -#: ../New-or-Enhanced-Logics.md:340 +#: ../New-or-Enhanced-Logics.md:342 msgid "You can now specify how many hitpoints a TechnoType starts with." msgstr "现在可以指定单位的初始生命值了。" -#: ../New-or-Enhanced-Logics.md:348 +#: ../New-or-Enhanced-Logics.md:350 msgid "No Manual Move" msgstr "禁止手动移动" -#: ../New-or-Enhanced-Logics.md:350 +#: ../New-or-Enhanced-Logics.md:352 msgid "" "You can now specify whether a TechnoType is unable to receive move " "command." msgstr "可以控制某单位是否无视移动指令。" -#: ../New-or-Enhanced-Logics.md:357 +#: ../New-or-Enhanced-Logics.md:359 msgid "Firing offsets for specific Burst shots" msgstr "Burst开火坐标" -#: ../New-or-Enhanced-Logics.md:359 +#: ../New-or-Enhanced-Logics.md:361 msgid "" "You can now specify separate firing offsets for each of the shots fired " "by weapon with `Burst` via using " @@ -661,18 +671,18 @@ msgid "" "`PrimaryFireFLH`) is used." msgstr "现在可以为Burst指定独立的开火坐标,N从0开始,如果未指定则遵循原版设定。" -#: ../New-or-Enhanced-Logics.md:360 +#: ../New-or-Enhanced-Logics.md:362 msgid "" "Burst-index specific firing offsets are absolute firing offsets and the " "lateral shifting based on burst index that occurs with the base firing " "offsets is not applied." msgstr "应用此逻辑的开火坐标不受因Burst数导致的水平对称影响。" -#: ../New-or-Enhanced-Logics.md:373 +#: ../New-or-Enhanced-Logics.md:375 msgid "Automatically firing weapons" msgstr "自动开火武器" -#: ../New-or-Enhanced-Logics.md:375 +#: ../New-or-Enhanced-Logics.md:377 msgid "" "You can now make TechnoType automatically fire its weapon(s) without " "having to scan for suitable targets by setting `AutoFire`, on either its " @@ -682,11 +692,11 @@ msgid "" "not." msgstr "通过`AutoFire`,现在可以使单位自动开火,而不需要搜索目标。开火要么在单位脚下(此时使用强制攻击的武器),要么是单位本身(此时根据武器选择规则选择对单位自身有效的武器),由`AutoFire.TargetSelf`决定。" -#: ../New-or-Enhanced-Logics.md:384 +#: ../New-or-Enhanced-Logics.md:386 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "关闭副武器自动推算" -#: ../New-or-Enhanced-Logics.md:386 +#: ../New-or-Enhanced-Logics.md:388 msgid "" "It is now possible to disable the fallback to `(Elite)Secondary` weapon " "from `(Elite)Primary` weapon if it cannot fire at the chosen target by " @@ -695,59 +705,59 @@ msgid "" " chosen, including but not necessarily limited to the following:" msgstr "现在当一个单位有`NoSecondaryWeaponFallback=true`(默认为false)时,如果它的主武器不能攻击一个目标,那副武器也可以不再对其有效了;同时有若干情况,这些情况下副武器总会被调用:" -#: ../New-or-Enhanced-Logics.md:387 +#: ../New-or-Enhanced-Logics.md:389 msgid "" "`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` " "transport." msgstr "`OpenTransportWeapon=1`的单位在`OpenTopped=true`的载具内开火。" -#: ../New-or-Enhanced-Logics.md:388 +#: ../New-or-Enhanced-Logics.md:390 msgid "" "`NoAmmoWeapon=1` on an unit with `Ammo` value higher than 0 and current " "ammo count lower or equal to `NoAmmoAmount`." msgstr "`NoAmmoWeapon=1`的单位,`Ammo`大于0且当前弹药数小于等于`NoAmmoAmount`。" -#: ../New-or-Enhanced-Logics.md:389 +#: ../New-or-Enhanced-Logics.md:391 msgid "" "Deployed `IsSimpleDeployer=true` units with`DeployFireWeapon=1` set or " "omitted." msgstr "部署的`IsSimpleDeployer=true`的`DeployFireWeapon=1`的单位。" -#: ../New-or-Enhanced-Logics.md:390 +#: ../New-or-Enhanced-Logics.md:392 msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." msgstr "`DrainWeapon=true`的武器对`Drainable=yes`的建筑。" -#: ../New-or-Enhanced-Logics.md:391 +#: ../New-or-Enhanced-Logics.md:393 msgid "" "Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon" " against buildings." msgstr "主武器的弹头有`IsLocomotor=true`时对建筑。" -#: ../New-or-Enhanced-Logics.md:392 +#: ../New-or-Enhanced-Logics.md:394 msgid "" "Weapons with `ElectricAssault=true` set on `Warhead` against " "`Overpowerable=true` buildings belonging to owner or allies." msgstr "弹头`ElectricAssault=true`对友军的`Overpowerable=true`的建筑。" -#: ../New-or-Enhanced-Logics.md:393 +#: ../New-or-Enhanced-Logics.md:395 msgid "`Overpowerable=true` buildings that are currently overpowered." msgstr "`Overpowerable=true`的建筑被过载。" -#: ../New-or-Enhanced-Logics.md:394 +#: ../New-or-Enhanced-Logics.md:396 msgid "" "Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or " "`IsGattling=true` is also wholly exempt." msgstr "`(Elite)WeaponX`系统整个排除在外(即`Gunner=true`或`IsGattling=true`)。" -#: ../New-or-Enhanced-Logics.md:402 +#: ../New-or-Enhanced-Logics.md:404 msgid "Weapons" msgstr "武器" -#: ../New-or-Enhanced-Logics.md:404 +#: ../New-or-Enhanced-Logics.md:406 msgid "Burst.Delays" msgstr "武器定义BurstDelay" -#: ../New-or-Enhanced-Logics.md:406 +#: ../New-or-Enhanced-Logics.md:408 msgid "" "Allows specifying weapon-specific burst shot delays. Takes precedence " "over the old `BurstDelayX` logic available on VehicleTypes, functions " @@ -757,25 +767,25 @@ msgid "" " shots." msgstr "现在支持为武器设定BurstDelay取代原本的`BurstDelayX`系统。对步兵,载具,建筑类型生效(飞机类型因开火系统完全不同无法支持)。并且允许为每一击都设定间隔,而非仅前四个。" -#: ../New-or-Enhanced-Logics.md:407 +#: ../New-or-Enhanced-Logics.md:409 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 " "all shots)." msgstr "如果没有设置对应的间隔,那么就会使用最后设置的间隔。(比如`Burst=3`和`Burst.Delays=10`将每一击都使用10作为间隔。)" -#: ../New-or-Enhanced-Logics.md:408 +#: ../New-or-Enhanced-Logics.md:410 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`来取消此逻辑,应用原始的`BurstDelay0-3`。" -#: ../New-or-Enhanced-Logics.md:416 +#: ../New-or-Enhanced-Logics.md:418 msgid "Strafing aircraft weapon customization" msgstr "自定义飞机扫射" -#: ../New-or-Enhanced-Logics.md:418 +#: ../New-or-Enhanced-Logics.md:420 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -784,13 +794,13 @@ msgstr "" "![image](_static/images/strafing-01.gif) \n" "*自定义飞机扫射在[Project Phantom](https://www.moddb.com/mods/project-phantom)中*" -#: ../New-or-Enhanced-Logics.md:421 +#: ../New-or-Enhanced-Logics.md:423 msgid "" "Some of the behavior of strafing aircraft weapons (weapon projectile has " "`ROT` below 2) can now be customized." msgstr "扫射(武器抛射体ROT小于2)现在可以被自定义了。" -#: ../New-or-Enhanced-Logics.md:422 +#: ../New-or-Enhanced-Logics.md:424 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run. `Ammo` is only deducted at the end of the strafe " @@ -799,7 +809,7 @@ msgid "" " 1 or 5, respectively. Defaults to 5." msgstr "`Strafing.Shots`决定单轮扫射中武器发射几次。`Ammo`仅在本轮扫射结束后扣除,无论本轮开火几次。有效值为1到5之前,超出则被重置为1或5。默认为5。" -#: ../New-or-Enhanced-Logics.md:423 +#: ../New-or-Enhanced-Logics.md:425 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -807,57 +817,57 @@ msgid "" "Defaults to false." msgstr "`Strafing.SimulateBurst`决定发射过程中是否模拟`Burst`的表现,允许偏移开火坐标。仅当`Burst=1`或未指定时生效。默认否。" -#: ../New-or-Enhanced-Logics.md:432 +#: ../New-or-Enhanced-Logics.md:434 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../New-or-Enhanced-Logics.md:434 +#: ../New-or-Enhanced-Logics.md:436 msgid "" "Radiation now has owner by default, so any rad-kills will be scored. This" " behavior can be reverted by a corresponding tag." msgstr "辐射现在默认拥有所属方,辐射击杀可以被正常记录。此表现可被指定的标签关闭。" -#: ../New-or-Enhanced-Logics.md:435 +#: ../New-or-Enhanced-Logics.md:437 msgid "" "`AffectsAllies`, `AffectsOwner` and `AffectsEnemies` on `RadSiteWarhead` " "are respected." msgstr "`AffectsAllies`,`AffectsOwner`和`AffectsEnemies`也会被遵守。" -#: ../New-or-Enhanced-Logics.md:436 +#: ../New-or-Enhanced-Logics.md:438 msgid "" "Currently the rad maker doesn't gain experience from kills, this may " "change in future." msgstr "目前辐射的产生者无法通过击杀获取经验,未来可能会改。" -#: ../New-or-Enhanced-Logics.md:437 +#: ../New-or-Enhanced-Logics.md:439 msgid "" "Radiation is now able to deal damage to Buildings. To enable set " "`RadApplicationDelay.Building` value more than 0." msgstr "辐射也可以对建筑产生伤害了,将`RadApplicationDelay.Building`设置大于0即可。" -#: ../New-or-Enhanced-Logics.md:445 +#: ../New-or-Enhanced-Logics.md:447 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../New-or-Enhanced-Logics.md:447 +#: ../New-or-Enhanced-Logics.md:449 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 "现在可以指定武器可以攻击什么目标或所属方。这也会影响武器选择,除了某些固定情况。" -#: ../New-or-Enhanced-Logics.md:448 +#: ../New-or-Enhanced-Logics.md:450 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 " "TechnoTypes." msgstr "请注意,`CanTarget`需要`all`或`empty`以使武器能向没有单位的格子开火。" -#: ../New-or-Enhanced-Logics.md:457 +#: ../New-or-Enhanced-Logics.md:459 msgid "AreaFire target customization" msgstr "自定义AreaFire目标" -#: ../New-or-Enhanced-Logics.md:459 +#: ../New-or-Enhanced-Logics.md:461 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 " @@ -866,20 +876,20 @@ msgid "" "`random` respectively." msgstr "现在可以指定区域开火的目标了。默认目标是开火者所在单元格,现在也可以通过设置`AreaFire.Target`为`self`或`random`将其修改为开火者本身或武器攻击范围内的随机某格。" -#: ../New-or-Enhanced-Logics.md:460 +#: ../New-or-Enhanced-Logics.md:462 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead Verses " "etc.) against the firer itself." msgstr "`AreaFire.Target=self`遵循一般瞄准规则(如弹头比例等)对开火者自身。" -#: ../New-or-Enhanced-Logics.md:461 +#: ../New-or-Enhanced-Logics.md:463 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " "`CanTargetHouses`." msgstr "`AreaFire.Target=random`会遵循武器的`CanTarget`和`CanTargetHouses`忽略不合格或包含不合格对象的单元格。" -#: ../New-or-Enhanced-Logics.md:469 +#: ../New-or-Enhanced-Logics.md:471 msgid "Warheads" msgstr "弹头" @@ -889,11 +899,11 @@ msgid "" "superweapon where applicable." msgstr "所有的新弹头对溅射范围和Ares的通用弹头超武都是支持的。" -#: ../New-or-Enhanced-Logics.md:475 +#: ../New-or-Enhanced-Logics.md:477 msgid "Generate credits on impact" msgstr "金币弹" -#: ../New-or-Enhanced-Logics.md:477 +#: ../New-or-Enhanced-Logics.md:479 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` " "used in [Rise of the East](https://www.moddb.com/mods/riseoftheeast) mod*" @@ -902,15 +912,15 @@ msgstr "" "*`TransactMoney`使用在[Rise of the " "East](https://www.moddb.com/mods/riseoftheeast)中*" -#: ../New-or-Enhanced-Logics.md:480 +#: ../New-or-Enhanced-Logics.md:482 msgid "Warheads can now give credits to its owner at impact." msgstr "弹头引爆时可以指定获得或失去资金。" -#: ../New-or-Enhanced-Logics.md:488 +#: ../New-or-Enhanced-Logics.md:490 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../New-or-Enhanced-Logics.md:490 +#: ../New-or-Enhanced-Logics.md:492 msgid "" "![image](_static/images/revealwarhead-01.gif) *`SpySat=yes` on `[NUKE]`" " warhead reveals the map when nuclear missile detonates*" @@ -918,90 +928,90 @@ msgstr "" "![image](_static/images/revealwarhead-01.gif) \n" "*`SpySat=yes`在`[NUKE]`上,使核弹爆炸时开启全图视野*" -#: ../New-or-Enhanced-Logics.md:493 +#: ../New-or-Enhanced-Logics.md:495 msgid "Warheads can now reveal the entire map on impact." msgstr "弹头可以引爆时揭示全部视野。" -#: ../New-or-Enhanced-Logics.md:494 +#: ../New-or-Enhanced-Logics.md:496 msgid "Reveal only applies to the owner of the warhead." msgstr "仅对所属方有效。" -#: ../New-or-Enhanced-Logics.md:502 +#: ../New-or-Enhanced-Logics.md:504 msgid "Shroud map for enemies on impact" msgstr "迷雾弹" -#: ../New-or-Enhanced-Logics.md:504 +#: ../New-or-Enhanced-Logics.md:506 msgid "Warheads can now shroud the entire map on impact." msgstr "弹头可以引爆时覆盖全部视野。" -#: ../New-or-Enhanced-Logics.md:505 +#: ../New-or-Enhanced-Logics.md:507 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅对敌人有效。" -#: ../New-or-Enhanced-Logics.md:513 +#: ../New-or-Enhanced-Logics.md:515 msgid "Remove disguise on impact" msgstr "识破伪装" -#: ../New-or-Enhanced-Logics.md:515 +#: ../New-or-Enhanced-Logics.md:517 msgid "Warheads can now remove disguise of spies." msgstr "弹头现在可以移除目标的伪装。" -#: ../New-or-Enhanced-Logics.md:523 +#: ../New-or-Enhanced-Logics.md:525 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../New-or-Enhanced-Logics.md:525 +#: ../New-or-Enhanced-Logics.md:527 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以破坏心控链接 (对永久心控无效) 。" -#: ../New-or-Enhanced-Logics.md:533 +#: ../New-or-Enhanced-Logics.md:535 msgid "Critical damage chance" msgstr "暴击" -#: ../New-or-Enhanced-Logics.md:535 +#: ../New-or-Enhanced-Logics.md:537 msgid "" "Warheads can now apply additional chance-based damage (known as " "\"critical\" damage) with the ability to customize chance, damage, " "affected targets, and animations of critical strike." msgstr "现在可以设定某弹头是否会在爆炸时造成暴击伤害。" -#: ../New-or-Enhanced-Logics.md:549 +#: ../New-or-Enhanced-Logics.md:551 msgid "Custom 'SplashList' on Warheads" msgstr "微观定义水花" -#: ../New-or-Enhanced-Logics.md:551 +#: ../New-or-Enhanced-Logics.md:553 msgid "![image](_static/images/splashlist-01.gif)" msgstr "" -#: ../New-or-Enhanced-Logics.md:552 +#: ../New-or-Enhanced-Logics.md:554 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "system here." msgstr "允许弹头自定义水花动画,详情请见[Conventional](https://www.modenc.renegadeprojects.com/Conventional)。" -#: ../New-or-Enhanced-Logics.md:561 +#: ../New-or-Enhanced-Logics.md:563 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "触发特定的NotHuman步兵死亡动画序列" -#: ../New-or-Enhanced-Logics.md:562 +#: ../New-or-Enhanced-Logics.md:564 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 "弹头可以触发指定的`NotHuman=yes`的步兵的死亡动画序列,值代表`Die1`到`Die5`。" -#: ../New-or-Enhanced-Logics.md:570 +#: ../New-or-Enhanced-Logics.md:572 msgid "Projectiles" msgstr "抛射体" -#: ../New-or-Enhanced-Logics.md:572 +#: ../New-or-Enhanced-Logics.md:574 msgid "Projectile interception logic" msgstr "拦截抛射体" -#: ../New-or-Enhanced-Logics.md:574 +#: ../New-or-Enhanced-Logics.md:576 msgid "" "![image](_static/images/projectile-interception-01.gif) *Interception " "logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-" @@ -1010,7 +1020,7 @@ msgstr "" "![image](_static/images/projectile-interception-01.gif) \n" "*拦截逻辑在[Tiberium Crisis](https://www.moddb.com/mods/tiberium-crisis)中*" -#: ../New-or-Enhanced-Logics.md:577 +#: ../New-or-Enhanced-Logics.md:579 msgid "" "Projectiles can now be made targetable by certain TechnoTypes. " "Interceptor TechnoType's projectile must be `Inviso=yes` and `AA=yes` in " @@ -1018,486 +1028,486 @@ msgid "" "primary Weapon." msgstr "抛射体现在可以被单位拦截,拦截者的抛射体必须设置`Inviso=yes`和`AA=yes`以确保拦截可以正常工作。此抛射体必须被用于主武器。" -#: ../New-or-Enhanced-Logics.md:578 +#: ../New-or-Enhanced-Logics.md:580 msgid "" "`Interceptor.GuardRange` is maximum range of the unit to intercept " "projectile. The unit weapon range will limit the unit interception range " "though." msgstr "`Interceptor.GuardRange`决定拦截抛射体的最大距离。而单位的武器距离将限制拦截的实际距离。" -#: ../New-or-Enhanced-Logics.md:579 +#: ../New-or-Enhanced-Logics.md:581 msgid "" "`Interceptor.EliteGuardRange` value is used if the unit veterancy is " "Elite." msgstr "精英级时使用`Interceptor.EliteGuardRange`。" -#: ../New-or-Enhanced-Logics.md:580 +#: ../New-or-Enhanced-Logics.md:582 msgid "" "`Interceptor.MinimumGuardRange` is the minimum range of the unit to " "intercept projectile. Any projectile under this range will not be " "intercepted." msgstr "`Interceptor.MinimumGuardRange`决定拦截抛射体的最小距离。小于此距离的抛射体不会被拦截。" -#: ../New-or-Enhanced-Logics.md:581 +#: ../New-or-Enhanced-Logics.md:583 msgid "" "`Interceptor.EliteMinimumGuardRange` value is used if the unit veterancy " "is Elite." msgstr "精英级时使用`Interceptor.EliteMinimumGuardRange`。" -#: ../New-or-Enhanced-Logics.md:596 +#: ../New-or-Enhanced-Logics.md:598 msgid "Trigger events" msgstr "触发事件" -#: ../New-or-Enhanced-Logics.md:598 +#: ../New-or-Enhanced-Logics.md:600 msgid "`500-511` Variable comparation" msgstr "`500-511` 变量比较" -#: ../New-or-Enhanced-Logics.md:599 +#: ../New-or-Enhanced-Logics.md:601 msgid "Compares the variable's value with given number" msgstr "将变量与给定的数字相比。" -#: ../New-or-Enhanced-Logics.md:601 ../New-or-Enhanced-Logics.md:627 -#: ../New-or-Enhanced-Logics.md:653 ../New-or-Enhanced-Logics.md:685 -#: ../New-or-Enhanced-Logics.md:698 ../New-or-Enhanced-Logics.md:724 -#: ../New-or-Enhanced-Logics.md:735 ../New-or-Enhanced-Logics.md:747 +#: ../New-or-Enhanced-Logics.md:603 ../New-or-Enhanced-Logics.md:629 +#: ../New-or-Enhanced-Logics.md:655 ../New-or-Enhanced-Logics.md:687 +#: ../New-or-Enhanced-Logics.md:700 ../New-or-Enhanced-Logics.md:726 +#: ../New-or-Enhanced-Logics.md:737 ../New-or-Enhanced-Logics.md:749 msgid "In `mycampaign.map`:" msgstr "在`mycampaign.map`中:" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Event ID*" msgstr "*事件ID*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Description*" msgstr "*描述*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Global*" msgstr "*全局*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "500" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue > Number" msgstr "当前值>数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "No" msgstr "否" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "501" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue < Number" msgstr "当前值<数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "502" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = Number" msgstr "当前值=数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "503" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue >= Number" msgstr "当前值>=数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "504" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue <= Number" msgstr "当前值<=数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "505" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue & Number" msgstr "当前值&数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "506" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Yes" msgstr "是" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "507" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "508" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "509" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "510" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "511" msgstr "" -#: ../New-or-Enhanced-Logics.md:624 +#: ../New-or-Enhanced-Logics.md:626 msgid "`512-523` Variable comparation with local variable" msgstr "`512-523` 变量与局部变量比较" -#: ../New-or-Enhanced-Logics.md:625 +#: ../New-or-Enhanced-Logics.md:627 msgid "Compares the variable's value with given local variable value" msgstr "将变量值与给定的局部变量值进行比较。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "512" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue > LocalVariableValue" msgstr "当前值>局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "513" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue < LocalVariableValue" msgstr "当前值<局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "514" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = LocalVariableValue" msgstr "当前值=局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "515" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue >= LocalVariableValue" msgstr "当前值>=局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "516" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue <= LocalVariableValue" msgstr "当前值<=局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "517" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue & LocalVariableValue" msgstr "当前值&局部变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "518" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "519" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "520" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "521" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "522" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "523" msgstr "" -#: ../New-or-Enhanced-Logics.md:650 +#: ../New-or-Enhanced-Logics.md:652 msgid "`524-535` Variable comparation with global variable" msgstr "`524-535` 变量与全局变量比较" -#: ../New-or-Enhanced-Logics.md:651 +#: ../New-or-Enhanced-Logics.md:653 msgid "Compares the variable's value with given global variable value" msgstr "将变量值与给定的全局变量值进行比较。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "524" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue > GlobalVariableValue" msgstr "当前值>全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "525" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue < GlobalVariableValue" msgstr "当前值<全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "526" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = GlobalVariableValue" msgstr "当前值=全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "527" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue >= GlobalVariableValue" msgstr "当前值>=全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "528" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue <= GlobalVariableValue" msgstr "当前值<=全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "529" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue & GlobalVariableValue" msgstr "当前值&全局变量值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "530" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "531" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "532" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "533" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "534" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "535" msgstr "" -#: ../New-or-Enhanced-Logics.md:677 +#: ../New-or-Enhanced-Logics.md:679 msgid "Trigger actions" msgstr "触发动作" -#: ../New-or-Enhanced-Logics.md:679 +#: ../New-or-Enhanced-Logics.md:681 msgid "`500` Save Game" msgstr "`500` 保存游戏" -#: ../New-or-Enhanced-Logics.md:680 +#: ../New-or-Enhanced-Logics.md:682 msgid "Save the current game immediately (singleplayer game only)." msgstr "立刻存档(仅单人游戏)。" -#: ../New-or-Enhanced-Logics.md:681 +#: ../New-or-Enhanced-Logics.md:683 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." msgstr "以下原版CSF被使用:`TXT_SAVING_GAME`,`TXT_GAME_WAS_SAVED`和`TXT_ERROR_SAVING_GAME`。" -#: ../New-or-Enhanced-Logics.md:682 +#: ../New-or-Enhanced-Logics.md:684 msgid "The save's description will look like `MapDescName - CSFText`." msgstr "存档名将会是`地图名 - CSF`" -#: ../New-or-Enhanced-Logics.md:683 +#: ../New-or-Enhanced-Logics.md:685 msgid "For example: `Allied Mission 25: Esther's Money - Money Stolen`." msgstr "例如:`盟军战役25: 僵僵の钱 - 钱全被偷光了!`" -#: ../New-or-Enhanced-Logics.md:693 +#: ../New-or-Enhanced-Logics.md:695 msgid "`501` Edit Variable" msgstr "`501` 编辑变量" -#: ../New-or-Enhanced-Logics.md:694 ../New-or-Enhanced-Logics.md:982 +#: ../New-or-Enhanced-Logics.md:696 ../New-or-Enhanced-Logics.md:984 msgid "Operate a variable's value" msgstr "计算一个变量的值" -#: ../New-or-Enhanced-Logics.md:695 +#: ../New-or-Enhanced-Logics.md:697 msgid "" "The variable's value type is int32, which means it ranges from -2^31 to " "2^31-1." msgstr "变量类型为int32,即值域范围为[-2147483648,2147483647]。" -#: ../New-or-Enhanced-Logics.md:696 ../New-or-Enhanced-Logics.md:984 +#: ../New-or-Enhanced-Logics.md:698 ../New-or-Enhanced-Logics.md:986 msgid "Any numbers exceeding this limit will lead to unexpected results!" msgstr "超过此范围可能会引起预期外的效果。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Operation*" msgstr "*操作数*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "0" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "1" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue + Number" msgstr "当前值=当前值+数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "2" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue - Number" msgstr "当前值=当前值-数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "3" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue * Number" msgstr "当前值=当前值*数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "4" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue / Number" msgstr "当前值=当前值/数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "5" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue % Number" msgstr "当前值=当前值%数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "6" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue leftshift Number" msgstr "当前值=当前值<<数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "7" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue rightshift Number" msgstr "当前值=当前值>>数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "8" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = ~CurrentValue" msgstr "当前值=~当前值" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "9" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue xor Number" msgstr "当前值=当前值⊕数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "10" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue or Number" msgstr "当前值=当前值|数字" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "11" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "CurrentValue = CurrentValue and Number" msgstr "当前值=当前值&数字" -#: ../New-or-Enhanced-Logics.md:721 +#: ../New-or-Enhanced-Logics.md:723 msgid "`502` Generate random number" msgstr "`502` 生成随机数" -#: ../New-or-Enhanced-Logics.md:722 +#: ../New-or-Enhanced-Logics.md:724 msgid "" "Generate a random integer ranged in [Min, Max] and store it in a given " "variable" msgstr "在[Min, Max]之间生成一个随机数,存储在给定的变量中。" -#: ../New-or-Enhanced-Logics.md:732 +#: ../New-or-Enhanced-Logics.md:734 msgid "`503` Print variable value" msgstr "`503` 打印变量值" -#: ../New-or-Enhanced-Logics.md:733 +#: ../New-or-Enhanced-Logics.md:735 msgid "Print a variable value to the message list" msgstr "在消息列表中输出变量值。" -#: ../New-or-Enhanced-Logics.md:743 +#: ../New-or-Enhanced-Logics.md:745 msgid "`504` Binary Operation" msgstr "`504` 变量间计算" -#: ../New-or-Enhanced-Logics.md:744 +#: ../New-or-Enhanced-Logics.md:746 msgid "Operate a variable's value with another variable's value" msgstr "将两个变量的值进行计算" -#: ../New-or-Enhanced-Logics.md:745 +#: ../New-or-Enhanced-Logics.md:747 msgid "Similar to 501, but the operation number is read from another variable" msgstr "类似501,但计算数由另一个变量中读取" -#: ../New-or-Enhanced-Logics.md:755 +#: ../New-or-Enhanced-Logics.md:757 msgid "`Operation` can be looked up at action `501`" msgstr "`操作数`请查阅`501`号动作" -#: ../New-or-Enhanced-Logics.md:758 +#: ../New-or-Enhanced-Logics.md:760 msgid "Script actions" msgstr "脚本动作" -#: ../New-or-Enhanced-Logics.md:760 +#: ../New-or-Enhanced-Logics.md:762 msgid "`71` Timed Area Guard" msgstr "`71`时效性区域警戒" -#: ../New-or-Enhanced-Logics.md:762 +#: ../New-or-Enhanced-Logics.md:764 msgid "" "Puts the TaskForce into Area Guard Mode for the given units of time. " "Unlike the original timed Guard script (`5,n`) that just stays in place " @@ -1505,22 +1515,22 @@ msgid "" " role attacking nearby invaders or defending units that needs protection." msgstr "可以使单位进入一段时间的区域警戒模式。类似脚本**5 警戒(…秒)** (`5,n`),但是使用的是更具攻击性的区域境界动作。" -#: ../New-or-Enhanced-Logics.md:764 ../New-or-Enhanced-Logics.md:774 -#: ../New-or-Enhanced-Logics.md:784 ../New-or-Enhanced-Logics.md:796 -#: ../New-or-Enhanced-Logics.md:856 ../New-or-Enhanced-Logics.md:866 -#: ../New-or-Enhanced-Logics.md:878 ../New-or-Enhanced-Logics.md:909 -#: ../New-or-Enhanced-Logics.md:919 ../New-or-Enhanced-Logics.md:929 -#: ../New-or-Enhanced-Logics.md:949 ../New-or-Enhanced-Logics.md:966 -#: ../New-or-Enhanced-Logics.md:976 ../New-or-Enhanced-Logics.md:986 -#: ../New-or-Enhanced-Logics.md:996 ../New-or-Enhanced-Logics.md:1006 +#: ../New-or-Enhanced-Logics.md:766 ../New-or-Enhanced-Logics.md:776 +#: ../New-or-Enhanced-Logics.md:786 ../New-or-Enhanced-Logics.md:798 +#: ../New-or-Enhanced-Logics.md:858 ../New-or-Enhanced-Logics.md:868 +#: ../New-or-Enhanced-Logics.md:880 ../New-or-Enhanced-Logics.md:911 +#: ../New-or-Enhanced-Logics.md:921 ../New-or-Enhanced-Logics.md:931 +#: ../New-or-Enhanced-Logics.md:951 ../New-or-Enhanced-Logics.md:968 +#: ../New-or-Enhanced-Logics.md:978 ../New-or-Enhanced-Logics.md:988 +#: ../New-or-Enhanced-Logics.md:998 ../New-or-Enhanced-Logics.md:1008 msgid "In `aimd.ini`:" msgstr "在`aimd.ini`中:" -#: ../New-or-Enhanced-Logics.md:770 +#: ../New-or-Enhanced-Logics.md:772 msgid "`72` Load Onto Transports" msgstr "`72`向载具中装载" -#: ../New-or-Enhanced-Logics.md:772 +#: ../New-or-Enhanced-Logics.md:774 msgid "" "If the TaskForce contains unit(s) that can be carried by the transports " "of the same TaskForce then this action will make the units enter the " @@ -1528,21 +1538,21 @@ msgid "" "until fully loaded\" (`43,0`) or the script will not continue." msgstr "使该小队内的所有非载具单位进入载具。在战役中,下一条脚本必须为**43 等待到满载** (`43,0`),否则脚本将不会继续。" -#: ../New-or-Enhanced-Logics.md:780 +#: ../New-or-Enhanced-Logics.md:782 msgid "`73` Wait until ammo is full" msgstr "`73`等待直到装满弹药" -#: ../New-or-Enhanced-Logics.md:782 +#: ../New-or-Enhanced-Logics.md:784 msgid "" "If the TaskForce contains unit(s) that use ammo then the the script will " "not continue until all these units have fully refilled the ammo." msgstr "当小队内所有成员弹药满时继续执行下一个动作。" -#: ../New-or-Enhanced-Logics.md:790 +#: ../New-or-Enhanced-Logics.md:792 msgid "`74-81` Generic Target Type Attack Action" msgstr "`74-81` 常规目标类型攻击行为" -#: ../New-or-Enhanced-Logics.md:792 +#: ../New-or-Enhanced-Logics.md:794 msgid "" "These Actions instruct the TeamType to use the TaskForce to approach and " "attack the target specified by the second parameter which is an index of " @@ -1553,7 +1563,7 @@ msgstr "" "这些行为指示TeamType如何使用小队成员接近并攻击由第二个参数给定的目标, " "该参数是一个预先定义好的通用组别。参考下列表格中可以使用的行为(第一参数值)和参数(第二参数值)。" -#: ../New-or-Enhanced-Logics.md:793 ../New-or-Enhanced-Logics.md:875 +#: ../New-or-Enhanced-Logics.md:795 ../New-or-Enhanced-Logics.md:877 msgid "" "For threat-based attack actions `TargetSpecialThreatCoefficientDefault` " "and `EnemyHouseThreatBonus` tags from `rulesmd.ini` are accounted." @@ -1561,114 +1571,114 @@ msgstr "" "基于威胁度的攻击行为会参考 `rulesmd.ini` 的 `TargetSpecialThreatCoefficientDefault` 和 " "`EnemyHouseThreatBonus` 标签。" -#: ../New-or-Enhanced-Logics.md:794 ../New-or-Enhanced-Logics.md:876 +#: ../New-or-Enhanced-Logics.md:796 ../New-or-Enhanced-Logics.md:878 msgid "" "All Aircrafts that attack other air units will end the script. This " "behavior is intentional because without it aircrafts had some bugs that " "weren't fixable at the time of developing the feature." msgstr "所有Aircrafts在攻击其他空中单位时将结束该脚本。这一行为是有意的,如果缺少这一行为则Aircrafts将在开发该功能的当下存在某些无法修复的bug。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Action*" msgstr "*行为*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Argument*" msgstr "*参数*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Repeats*" msgstr "*重复*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Target Priority*" msgstr "*目标优先级*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "74" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Target Type#" msgstr "目标类型#" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Closer, higher threat" msgstr "更近时更高威胁" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "75" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Farther, higher threat" msgstr "更远时更高威胁" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "76" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Closer" msgstr "更近" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "77" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Farther" msgstr "更远" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "78" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Ends when a team member kill the designated target" msgstr "当一个小队成员摧毁给定目标时结束" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "79" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "80" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "81" msgstr "" -#: ../New-or-Enhanced-Logics.md:813 +#: ../New-or-Enhanced-Logics.md:815 msgid "" "The following values are the *Target Type#* which can be used as second " "parameter of the new attack script actions:" msgstr "下列值是可被用于新攻击脚本行为的第二参数的*目标类型#*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Value*" msgstr "*值*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "*Target Type*" msgstr "*目标类型*" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Anything" msgstr "任意目标" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and " "`BuildingTypes`" msgstr "任意敌方 `VehicleTypes`, `AircraftTypes`, `InfantryTypes` 和 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Structures" msgstr "建筑" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `BuildingTypes` without `Artillary=yes`, `TickTank=yes`, " "`ICBMLauncher=yes` or `SensorArray=yes`" @@ -1676,11 +1686,11 @@ msgstr "" "任何不含 `Artillary=yes`, `TickTank=yes`, `ICBMLauncher=yes` 或 " "`SensorArray=yes` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Ore Miners" msgstr "矿车" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, " "`BuildingTypes` with `ResourceGatherer=yes`" @@ -1688,15 +1698,15 @@ msgstr "" "任何含有 `Harvester=yes` 或 `ResourceGatherer=yes` 的敌方 `VehicleTypes`, 以及含有 " "`ResourceGatherer=yes` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `InfantryTypes`" msgstr "任意敌方 `InfantryTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Vehicles" msgstr "载具" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes`, `AircraftTypes`, `BuildingTypes` with " "`Artillary=yes`, `TickTank=yes`, `ICBMLauncher=yes` & `SensorArray=yes`" @@ -1704,53 +1714,53 @@ msgstr "" "任何含有 `Artillary=yes`, `TickTank=yes`, `ICBMLauncher=yes` 和 " "`SensorArray=yes` 的 `VehicleTypes`, `AircraftTypes`, `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Factories" msgstr "工厂" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with a Factory= setting" msgstr "任何含有Factory=设定的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Base Defenses" msgstr "防御建筑" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `IsBaseDefense=yes`" msgstr "任何含有 `IsBaseDefense=yes` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "House Threats" msgstr "所属方威胁" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any object that targets anything of the Team's House or any enemy that is" " near to the Team Leader" msgstr "任何将小队所属方的任何单位作为目标的敌方对象,或者任何接近小队队长的敌人" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Power Plants" msgstr "发电厂" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with positive `Power=` values" msgstr "任何含有正数值 `Power=` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Occupied" msgstr "驻扎建筑" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any `BuildingTypes` with garrisoned infantry" msgstr "任何被步兵驻扎的 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Tech Buildings" msgstr "科技建筑" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any `BuildingTypes` with `Unsellable=yes`, `Capturable=yes`, negative " "`TechLevel=` values or appears in `[AI]>NeutralTechBuildings=` list" @@ -1758,15 +1768,15 @@ msgstr "" "任何含有 `Unsellable=yes`, `Capturable=yes`, 负数值 `TechLevel=` 或出现在 " "`[AI]>NeutralTechBuildings=` 列表上的 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "12" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Refinery" msgstr "矿石精炼厂" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `BuildingTypes` with `Refinery=yes` or `ResourceGatherer=yes`, " "`VehicleTypes` with `ResourceGatherer=yes` & `Harvester=no` (i.e. Slave " @@ -1775,15 +1785,15 @@ msgstr "" "任何含有`Refinery=yes` or `ResourceGatherer=yes` 的敌方 `BuildingTypes` 及含有 " "`ResourceGatherer=yes` 和 `Harvester=no` 的敌方 `VehicleTypes` (如奴隶矿厂)" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "13" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Mind Controller" msgstr "心灵控制者" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Anything `VehicleTypes`, `AircraftTypes`, `InfantryTypes` and " "`BuildingTypes` with `MindControl=yes` in the weapons Warheads" @@ -1791,27 +1801,27 @@ msgstr "" "任何拥有带 `MindControl=yes` 弹头的武器的 `VehicleTypes`, `AircraftTypes`, " "`InfantryTypes` 及 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "14" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Air Units" msgstr "空中单位" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `AircraftTypes`, flying `VehicleTypes` or `InfantryTypes`" msgstr "任意敌方的 `AircraftTypes` 及飞行的 `VehicleTypes` 和 `InfantryTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "15" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Naval" msgstr "海上目标" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `BuildingTypes` and `VehicleTypes` with a `Naval=yes`, any " "enemy `VehicleTypes`, `AircraftTypes`, `InfantryTypes` in a water cell" @@ -1819,15 +1829,15 @@ msgstr "" "任何含有 `Naval=yes` 的敌方 `BuildingTypes` and `VehicleTypes`, 以及在水面单元格上的敌方 " "`VehicleTypes`, `AircraftTypes`, `InfantryTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "16" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Disruptors" msgstr "干扰者" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy objects with positive `InhibitorRange=` values, positive " "`RadarJamRadius=` values, `CloakGenerator=yes` or `GapGenerator=yes`" @@ -1835,15 +1845,15 @@ msgstr "" "任何含有正数值 `InhibitorRange=`, `RadarJamRadius=` 及 `CloakGenerator=yes` 或 " "`GapGenerator=yes`的敌方对象" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "17" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Ground Vehicles" msgstr "地面载具" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes` without `Naval=yes`, landed `AircraftTypes`, " "Deployed vehicles into `BuildingTypes`" @@ -1851,15 +1861,15 @@ msgstr "" "任何不含 `Naval=yes` 的敌方 `VehicleTypes`, 着陆的 `AircraftTypes` 及由载具部署而来的 " "`BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "18" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Economy" msgstr "经济单位" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes` with `Harvester=yes` or `ResourceGatherer=yes`, " "`BuildingTypes` with `Refinery=yes`, `ResourceGatherer=yes` or " @@ -1869,163 +1879,163 @@ msgstr "" "`Refinery=yes`, `ResourceGatherer=yes` 或 `OrePurifier=yes` 的敌方 " "`BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "19" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Infantry Factory" msgstr "兵营" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `Factory=InfantryType`" msgstr "任何含有 `Factory=InfantryType` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "20" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Vehicle Factory" msgstr "战车工厂" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `Factory=UnitType`" msgstr "任何含有 `Factory=UnitType` 的敌方 `BuildingTypes" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "21" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Aircraft Factory" msgstr "机场" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `Factory=AircraftType`" msgstr "任何含有 `Factory=AircraftType` 的敌方 `BuildingTypes" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "22" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Radar" msgstr "雷达" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `Radar=yes` or `SpySat=yes`" msgstr "任何含有 `Radar=yes` or `SpySat=yes` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "23" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Tech Lab" msgstr "科技实验室" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` in `[AI]>BuildTech=` list" msgstr "任何在 `[AI]>BuildTech=` 列表上的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "24" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Naval Factory" msgstr "船坞" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `Naval=yes` and `Factory=UnitType`" msgstr "任何含有 `Naval=yes` 和 `Factory=UnitType` 的敌方 `BuildingTypes" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "25" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Super Weapon" msgstr "超级武器" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `BuildingTypes` with `SuperWeapon=`, `SuperWeapon2=` or " "`SuperWeapons=`" msgstr "任何含有 `SuperWeapon=`, `SuperWeapon2=` 或 `SuperWeapons=` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "26" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Construction Yard" msgstr "建造厂" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `BuildingTypes` with `ConstructionYard=yes` and " "`Factory=BuildingType`" msgstr "任何含有 `ConstructionYard=yes` 和 `Factory=BuildingType` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "27" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Neutrals" msgstr "中立" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any neutral object (Civilian)" msgstr "任意中立对象 (Civilian)" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "28" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Generators" msgstr "发生器" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy `BuildingTypes` with `CloakGenerator=yes` or `GapGenerator=yes`" msgstr "任何含有 `CloakGenerator=yes` 或 `GapGenerator=yes` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "29" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Radar Jammer" msgstr "雷达干扰器" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy objects with positive `RadarJamRadius=` values" msgstr "任何含有正数值 `RadarJamRadius=` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "30" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Inhibitors" msgstr "屏蔽器" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy objects with positive `InhibitorRange=` values" msgstr "任何含有正数值 `InhibitorRange=` 的敌方 `BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "31" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Naval Units" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any enemy `VehicleTypes` with a `Naval=yes` or any enemy `VehicleTypes`, " "`AircraftTypes`, `InfantryTypes` in a water cell" @@ -2033,27 +2043,27 @@ msgstr "" "任何含有 `Naval=yes` 的 敌方 `VehicleTypes`, 或在水面单元格上的敌方 `VehicleTypes`, " "`AircraftTypes`, `InfantryTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "32" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Mobile Units" msgstr "机动单位" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Anything `VehicleTypes`, `AircraftTypes` and `InfantryTypes`" msgstr "任意 `VehicleTypes`, `AircraftTypes` and `InfantryTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "33" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Capturable" msgstr "可占领目标" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "" "Any `BuildingTypes` with `Capturable=yes` or any `BuildingTypes` with " "`BridgeRepairHut=yes` and `Repairable=yes`" @@ -2061,23 +2071,23 @@ msgstr "" "任何含有 `Capturable=yes` 或同时有 `BridgeRepairHut=yes` 和 `Repairable=yes` 的 " "`BuildingTypes`" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "34" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Area Threats" msgstr "区域威胁" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Any enemy object that is inside of the Team Leader's Guard Area" msgstr "任何处于小队队长的警戒范围内的敌方对象" -#: ../New-or-Enhanced-Logics.md:852 +#: ../New-or-Enhanced-Logics.md:854 msgid "`82` Decrease AI Trigger Current Weight" msgstr "`82` 降低AI触发当前权重" -#: ../New-or-Enhanced-Logics.md:854 +#: ../New-or-Enhanced-Logics.md:856 msgid "" "When executed this decreases the current Weight of the AI Trigger.The " "current Weight will never surprass the Minimum Weight and Maximum Weight " @@ -2090,11 +2100,11 @@ msgid "" " is calculated when is executed the action." msgstr "当该脚本行为被执行时,它将降低AI触发当前的权重。当前权重将不会逾越AI触发的权重上下限。要注意的是同个AI触发下的所有TeamTypes或早或晚都会更新当前权重。第二个参数是一个正值。要注意游戏本体在计算触发周期的当前权重时只采用两个小队中的第一个,而该行为将无视该小队是其中哪个,当前权重都将在行为被执行时进行计算。" -#: ../New-or-Enhanced-Logics.md:862 +#: ../New-or-Enhanced-Logics.md:864 msgid "`83` Increase AI Trigger Current Weight" msgstr "`83` 增加AI触发当前权重" -#: ../New-or-Enhanced-Logics.md:864 +#: ../New-or-Enhanced-Logics.md:866 msgid "" "When executed this increases the current Weight of the AI Trigger.The " "current Weight will never surprass the Minimum Weight and Maximum Weight " @@ -2107,11 +2117,11 @@ msgid "" " is calculated when is executed the action." msgstr "当该脚本行为被执行时,它将增加AI触发当前的权重。当前权重将不会逾越AI触发的权重上下限。要注意的是同个AI触发下的所有TeamTypes或早或晚都会更新当前权重。第二个参数是一个正值。要注意游戏本体在计算触发周期的当前权重时只采用两个小队中的第一个,而该行为将无视该小队是其中哪个,当前权重都将在行为被执行时进行计算。" -#: ../New-or-Enhanced-Logics.md:872 +#: ../New-or-Enhanced-Logics.md:874 msgid "`84-91` `AITargetTypes` Attack Action" msgstr "`84-91` `AITargetTypes` 攻击行为" -#: ../New-or-Enhanced-Logics.md:874 +#: ../New-or-Enhanced-Logics.md:876 msgid "" "These Actions instruct the TeamType to use the TaskForce to approach and " "attack the target specified by the second parameter which is an index of " @@ -2122,43 +2132,43 @@ msgstr "" "这些行为指示TeamType如何使用小队成员接近并攻击由第二个参数给定的目标, " "该参数是一个由modder定义的通用组别。参考下列表格中可以使用的行为(第一参数值)和参数(第二参数值)。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "84" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "`AITargetTypes` index#" msgstr "`AITargetTypes` 序号#" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "85" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "86" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "87" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "88" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "89" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "90" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "91" msgstr "" -#: ../New-or-Enhanced-Logics.md:895 +#: ../New-or-Enhanced-Logics.md:897 msgid "" "The second parameter with a 0-based index for the `AITargetTypes` section" " specifies the list of possible `VehicleTypes`, `AircraftTypes`, " @@ -2167,11 +2177,11 @@ msgid "" " script work:" msgstr "第二个参数是基于0的`AITargetTypes`中的索引,指定了可用的`VehicleTypes`,`AircraftTypes`,`InfantryTypes`和`BuildingTypes`列表。要使本脚本正常工作,需要在`rulesmd.ini`中声明[AITargetTypes]。" -#: ../New-or-Enhanced-Logics.md:905 +#: ../New-or-Enhanced-Logics.md:907 msgid "`92` Wait If No Target Found" msgstr "`92` 如果未发现目标则等待" -#: ../New-or-Enhanced-Logics.md:907 +#: ../New-or-Enhanced-Logics.md:909 msgid "" "When executed before a new Attack ScriptType Actions like `74-81` and " "`84-91` the TeamType will remember that must wait 1 second if no target " @@ -2181,11 +2191,11 @@ msgid "" " next line. The value `0` means infinite retries." msgstr "在执行`74-81`和`84-91`之前执行,第二个参数代表这些脚本未找到目标时的重试次数,0代表无限次重试。" -#: ../New-or-Enhanced-Logics.md:915 +#: ../New-or-Enhanced-Logics.md:917 msgid "`93` Team's Trigger Weight Reward" msgstr "`93` 小队的触发权重奖励" -#: ../New-or-Enhanced-Logics.md:917 +#: ../New-or-Enhanced-Logics.md:919 msgid "" "When executed before a new Attack ScriptType Actions like `74-81` and " "`84-91` the TeamType will remember that must be rewarded increasing the " @@ -2195,18 +2205,18 @@ msgid "" "parameter is a positive value." msgstr "在执行`74-81`和`84-91`之前执行,代表这些脚本每击杀一个目标单位时增加的触发权重。n必须是正数。" -#: ../New-or-Enhanced-Logics.md:925 +#: ../New-or-Enhanced-Logics.md:927 msgid "`94` Pick A Random Script" msgstr "`94` 抽选一个随机脚本" -#: ../New-or-Enhanced-Logics.md:927 +#: ../New-or-Enhanced-Logics.md:929 msgid "" "When executed this action picks a random Script Type and replaces the " "current script by the new picked. The second parameter is a 0-based index" " from the new section `AIScriptsList` explained below." msgstr "执行此动作将会随机挑选一个脚本,并替换当前脚本。第二个参数是基于0的`AIScriptsList`中的索引,见下。" -#: ../New-or-Enhanced-Logics.md:935 +#: ../New-or-Enhanced-Logics.md:937 msgid "" "The second parameter is a 0-based index for the `AIScriptsList` section " "that specifies the list of possible `ScriptTypes` that can be evaluated. " @@ -2214,60 +2224,60 @@ msgid "" "making this script work:" msgstr "第二个参数是基于0的`AIScriptsList`中的索引,指定了可用的`ScriptTypes`列表。要使本脚本正常工作,需要在`rulesmd.ini`中声明[AIScriptsList]。" -#: ../New-or-Enhanced-Logics.md:945 +#: ../New-or-Enhanced-Logics.md:947 msgid "`95-98` Moving Team to techno location" msgstr "`95-98` 移动小队至单位地点" -#: ../New-or-Enhanced-Logics.md:947 +#: ../New-or-Enhanced-Logics.md:949 msgid "" "These Actions instructs the TeamType to use the TaskForce to approach the" " target specified by the second parameter. Look at the tables below for " "the possible Actions (first parameter value)." msgstr "这些行为指示TeamType如何使用小队成员接近并攻击由第二个参数给定的目标。参考下列表格中可以使用的行为(第一参数值)和参数(第二参数值)。" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Target Owner" msgstr "目标方" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "95" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Enemy" msgstr "敌方" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "96" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "97" msgstr "" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "Friendly" msgstr "友方" -#: ../New-or-Enhanced-Logics.md:471 +#: ../New-or-Enhanced-Logics.md:473 msgid "98" msgstr "" -#: ../New-or-Enhanced-Logics.md:962 +#: ../New-or-Enhanced-Logics.md:964 msgid "`111` Un-register Team success" msgstr "`111` 取消任务执行成功" -#: ../New-or-Enhanced-Logics.md:964 +#: ../New-or-Enhanced-Logics.md:966 msgid "" "Is just the opposite effect of the script action `49,0`. Like if the Team" " failed." msgstr "就是`49,0`的反向版本。" -#: ../New-or-Enhanced-Logics.md:972 +#: ../New-or-Enhanced-Logics.md:974 msgid "`112` Regroup temporarily around the Team Leader" msgstr "`112` 于小队队长周围暂时集结" -#: ../New-or-Enhanced-Logics.md:974 +#: ../New-or-Enhanced-Logics.md:976 msgid "" "Puts the TaskForce into Area Guard Mode for the given amount of time " "around the Team Leader (this unit remains almost immobile until the " @@ -2277,102 +2287,102 @@ msgstr "" "将使小队成员在小队队长附近进入给定时长的区域警戒状态(该单位将在行为结束前几乎无法移动)。对队长周围的默认半径定义来自于`[General] > " "CloseEnough`,其余单位将不会离开这一范围。" -#: ../New-or-Enhanced-Logics.md:981 +#: ../New-or-Enhanced-Logics.md:983 msgid "`500 - 523` Edit Variable" msgstr "`500 - 523` 编辑变量" -#: ../New-or-Enhanced-Logics.md:983 +#: ../New-or-Enhanced-Logics.md:985 msgid "" "The variable's value type is int16 instead of int32 in trigger actions " "for some reason, which means it ranges from -2^15 to 2^15-1." msgstr "由于某些原因,变量的类型是int16而不是像触发动作中那样是int32,意味着值域范围为[-32768,32767]。" -#: ../New-or-Enhanced-Logics.md:992 +#: ../New-or-Enhanced-Logics.md:994 msgid "`524 - 547` Edit Variable by Local Variable" msgstr "`524 - 547` 通过局部变量编辑变量" -#: ../New-or-Enhanced-Logics.md:993 +#: ../New-or-Enhanced-Logics.md:995 msgid "Operate a variable's value by a local variable's value" msgstr "通过局部变量的值计算变量的值" -#: ../New-or-Enhanced-Logics.md:994 +#: ../New-or-Enhanced-Logics.md:996 msgid "" "Similar to 500-523, but the number to operate the value is being read " "from a local variable" msgstr "类似500-523,但是数字的值由局部变量中读取" -#: ../New-or-Enhanced-Logics.md:1002 +#: ../New-or-Enhanced-Logics.md:1004 msgid "`548 - 571` Edit Variable by Global Variable" msgstr "`548 - 571` 通过全局变量编辑变量" -#: ../New-or-Enhanced-Logics.md:1003 +#: ../New-or-Enhanced-Logics.md:1005 msgid "Operate a variable's value by a global variable's value" msgstr "通过全部变量的值计算变量的值" -#: ../New-or-Enhanced-Logics.md:1004 +#: ../New-or-Enhanced-Logics.md:1006 msgid "" "Similar to 500-523, but the number to operate the value is being read " "from a global variable" msgstr "类似500-523,但是数字的值由全局变量中读取" -#: ../New-or-Enhanced-Logics.md:1012 +#: ../New-or-Enhanced-Logics.md:1014 msgid "Super Weapons" msgstr "超级武器" -#: ../New-or-Enhanced-Logics.md:1014 +#: ../New-or-Enhanced-Logics.md:1016 msgid "LimboDelivery" msgstr "虚拟投放" -#: ../New-or-Enhanced-Logics.md:1016 +#: ../New-or-Enhanced-Logics.md:1018 msgid "" "Super Weapons can now deliver off-map buildings that act as if they were " "on the field." msgstr "超级武器现在可以投放不在地图上的建筑,好似他们在地图上一样。" -#: ../New-or-Enhanced-Logics.md:1017 +#: ../New-or-Enhanced-Logics.md:1019 msgid "" "`LimboDelivery.Types` is the list of BuildingTypes that will be created " "when the Super Weapons fire. Super Weapon Type and coordinates do not " "matter." msgstr "`LimboDelivery.Types`列出此超武生效后创建的建筑列表。超武类型和发射位置并不重要。" -#: ../New-or-Enhanced-Logics.md:1018 +#: ../New-or-Enhanced-Logics.md:1020 msgid "" "`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to " "buildings. Necessary for LimboKill to work." msgstr "`LimboDelivery.IDs`列出数字ID用以绑定建筑。要使虚拟击杀生效就必须设置。" -#: ../New-or-Enhanced-Logics.md:1020 +#: ../New-or-Enhanced-Logics.md:1022 msgid "" "Created buildings are not affected by any on-map threats. The only way to" " remove them from the game is by using a Super Weapon with LimboKill set." msgstr "被创建的建筑不会被任何地图内威胁影响到。只有虚拟击杀的超武才能移除这些建筑。" -#: ../New-or-Enhanced-Logics.md:1021 +#: ../New-or-Enhanced-Logics.md:1023 msgid "`LimboKill.Affects` sets which houses are affected by this feature." msgstr "`LimboKill.Affects`指定哪些所属方会被此功能影响" -#: ../New-or-Enhanced-Logics.md:1022 +#: ../New-or-Enhanced-Logics.md:1024 msgid "" "`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs" " will be removed from the game instantly." msgstr "`LimboKill.IDs`列出目标ID。拥有此ID的虚拟投放建筑会被立刻移除。" -#: ../New-or-Enhanced-Logics.md:1024 +#: ../New-or-Enhanced-Logics.md:1026 msgid "" "Delivery can be made random with these optional tags. The game will " "randomly choose only a single building from the list for each roll chance" " provided." msgstr "投放可以通过一些可选的标签随机化。此时游戏会随机选择其中一种建筑投放。" -#: ../New-or-Enhanced-Logics.md:1025 +#: ../New-or-Enhanced-Logics.md:1027 msgid "" "`LimboDelivery.RollChance` lits chances of each \"dice roll\" happening. " "Valid values range from 0% (never happens) to 100% (always happens). " "Defaults to a single sure roll." msgstr "指定虚拟投放的概率,值域为[0%,100%](从不发生,总是发生),默认为一次成功的投放。" -#: ../New-or-Enhanced-Logics.md:1026 +#: ../New-or-Enhanced-Logics.md:1028 msgid "" "`LimboDelivery.RandomWeightsN` lists the weights for each \"dice roll\" " "that increase the probability of picking a specific building. Valid " @@ -2382,41 +2392,43 @@ msgid "" "used." msgstr "指定虚拟投放的权重,RandomWeights相当于RandomWeights0。每次虚拟投放时都会给对应的建筑增加这些权重,若对应次投放没有指定权重,则使用指定的最后一次权重。" -#: ../New-or-Enhanced-Logics.md:1028 +#: ../New-or-Enhanced-Logics.md:1030 msgid "" "Note: This feature might not support every building flag. Flags that are " "confirmed to work correctly are listed below:" msgstr "注意:被虚拟投放的建筑不一定会使所有标签生效,以下标签是确定生效的:" -#: ../New-or-Enhanced-Logics.md:1029 +#: ../New-or-Enhanced-Logics.md:1031 msgid "FactoryPlant" msgstr "工业工厂" -#: ../New-or-Enhanced-Logics.md:1030 +#: ../New-or-Enhanced-Logics.md:1032 msgid "OrePurifier" msgstr "矿石精炼器" -#: ../New-or-Enhanced-Logics.md:1031 +#: ../New-or-Enhanced-Logics.md:1033 msgid "SpySat" msgstr "间谍卫星" -#: ../New-or-Enhanced-Logics.md:1032 +#: ../New-or-Enhanced-Logics.md:1034 msgid "KeepAlive (Ares 3.0)" msgstr "续命(KeepAlive, Ares 3.0)" -#: ../New-or-Enhanced-Logics.md:1033 +#: ../New-or-Enhanced-Logics.md:1035 msgid "" "Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), " "Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" msgstr "建造前提(含Ares扩展)" -#: ../New-or-Enhanced-Logics.md:1034 +#: ../New-or-Enhanced-Logics.md:1036 msgid "" "SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares" " 0.9), SW.NegBuildings (Ares 0.9)" -msgstr "SuperWeapon、SuperWeapon2,SuperWeapons、SW.AuxBuildings、SW.NegBuildings(Ares 0.9)" +msgstr "" +"SuperWeapon、SuperWeapon2,SuperWeapons、SW.AuxBuildings、SW.NegBuildings(Ares" +" 0.9)" -#: ../New-or-Enhanced-Logics.md:1036 +#: ../New-or-Enhanced-Logics.md:1038 msgid "" "Note: In order for this feature to work with AITriggerTypes conditions " "(\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` " diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index f33935b987..19521ea352 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: 2021-12-13 17:46+0800\n" +"POT-Creation-Date: 2022-01-04 22:02+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -94,8 +94,8 @@ msgstr "更新日志" msgid "0.3" msgstr "" -#: ../Whats-New.md:214 ../Whats-New.md:290 ../Whats-New.md:310 -#: ../Whats-New.md:322 ../Whats-New.md:371 +#: ../Whats-New.md:214 ../Whats-New.md:294 ../Whats-New.md:314 +#: ../Whats-New.md:326 ../Whats-New.md:375 msgid "New:" msgstr "新的:" @@ -283,483 +283,502 @@ msgstr "IsSimpleDeployer部署方向和动画自定义 (by Starkku)" msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力 (by secsome)" -#: ../Whats-New.md:258 ../Whats-New.md:296 ../Whats-New.md:313 -#: ../Whats-New.md:347 ../Whats-New.md:383 +#: ../Whats-New.md:257 +msgid "" +"Gates can now link with walls correctly via `NSGates` or `EWGates` (by " +"Uranusian)" +msgstr "闸门现在可以通过`NSGates`或`EWGates`与围墙链接 (by Uranusian)" + +#: ../Whats-New.md:258 +msgid "Per-warhead toggle for decloak of damaged targets (by Starkku)" +msgstr "" + +#: ../Whats-New.md:259 +msgid "" +"`DeployFireWeapon=-1` now allows the deployed infantries using both " +"weapons as undeployed (by Uranusian)" +msgstr "`DeployFireWeapon=-1`允许部署的步兵像未部署的步兵一样使用两种武器 (by Uranusian)" + +#: ../Whats-New.md:261 ../Whats-New.md:300 ../Whats-New.md:317 +#: ../Whats-New.md:351 ../Whats-New.md:387 msgid "Vanilla fixes:" msgstr "原版修复:" -#: ../Whats-New.md:259 +#: ../Whats-New.md:262 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode (by Kerbiter, ChrisLv_CN)" msgstr "修复了激光绘制的代码使其能够在所属方颜色模式下绘制更粗的激光 (by Kerbiter, ChrisLv_CN)" -#: ../Whats-New.md:260 +#: ../Whats-New.md:263 msgid "Fixed DeathWeapon not detonating properly (by Uranusian)" msgstr "修复了DeathWeapon不会正确引爆的问题 (by Uranusian)" -#: ../Whats-New.md:261 +#: ../Whats-New.md:264 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use Burst (by Starkku)" msgstr "修复了激光和其他效果在Burst武器上绘制偏移错误的问题 (by Starkku)" -#: ../Whats-New.md:262 +#: ../Whats-New.md:265 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了有`Naval=yes`的建筑会无视`WaterBound=no`强制建筑只能放置在水面上的问题 (by Uranusian)" -#: ../Whats-New.md:263 +#: ../Whats-New.md:266 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了某些情况下超时空武器的弹框,此情况下Stack dump以0051BB7D开始 (by secsome)" -#: ../Whats-New.md:264 +#: ../Whats-New.md:267 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了重绘地图光照触发会使建筑光效失灵的问题 (by secsome)" -#: ../Whats-New.md:265 +#: ../Whats-New.md:268 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了AITriggerTypes不能正确识别建筑升级的问题 (by Uranusian)" -#: ../Whats-New.md:267 ../Whats-New.md:272 ../Whats-New.md:280 -#: ../Whats-New.md:299 ../Whats-New.md:305 ../Whats-New.md:317 -#: ../Whats-New.md:360 +#: ../Whats-New.md:269 +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`X`超过10之后,驻军建筑的`MuzzleFlashX`会画在建筑中心的问题。 (by Otamaa)" + +#: ../Whats-New.md:271 ../Whats-New.md:276 ../Whats-New.md:284 +#: ../Whats-New.md:303 ../Whats-New.md:309 ../Whats-New.md:321 +#: ../Whats-New.md:364 msgid "Phobos fixes:" msgstr "火卫一修复:" -#: ../Whats-New.md:268 +#: ../Whats-New.md:272 msgid "" "Fixed shields being able to take damage when the parent TechnoType was " "under effects of a `Temporal` Warhead (by Starkku)" msgstr "修复了单位被超时空弹头攻击后,护盾仍然能够受到伤害的问题 (by Starkku)" -#: ../Whats-New.md:270 +#: ../Whats-New.md:274 msgid "0.2.2.2" msgstr "" -#: ../Whats-New.md:273 +#: ../Whats-New.md:277 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息不能被正确保存的问题 (by Uranusian)" -#: ../Whats-New.md:274 +#: ../Whats-New.md:278 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了扩展建筑升级与Ares的BuildLimit检查不兼容的问题 (by Uranusian)" -#: ../Whats-New.md:275 +#: ../Whats-New.md:279 msgid "Fix more random crashes for Cameo Priority (by Uranusian)" msgstr "修复了由图标优先级导致的随机崩溃 (by Uranusian)" -#: ../Whats-New.md:276 +#: ../Whats-New.md:280 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了飞机开火后Burst武器开火次序没有被正确重置导致游戏失去响应的问题 (by Starkku)" -#: ../Whats-New.md:278 +#: ../Whats-New.md:282 msgid "0.2.2.1" msgstr "" -#: ../Whats-New.md:281 +#: ../Whats-New.md:285 msgid "Fixed random crashes about CameoPriority (by Uranusian)" msgstr "修复了由图标优先级导致的随机崩溃 (by Uranusian)" -#: ../Whats-New.md:282 +#: ../Whats-New.md:286 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发动作125的修复未能正确生效的问题 (by Uranusian)" -#: ../Whats-New.md:283 +#: ../Whats-New.md:287 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了区域弹头不会回馈所属方的问题 (by Otamaa)" -#: ../Whats-New.md:284 +#: ../Whats-New.md:288 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" msgstr "辐射现在会读取Ares的ImmuneToRadiation;以及其它的一些关于辐射和辐射工兵的修复 (by Otamaa)" -#: ../Whats-New.md:285 +#: ../Whats-New.md:289 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了`Crit.Affects`未能正常生效的问题 (by Uranusian)" -#: ../Whats-New.md:286 +#: ../Whats-New.md:290 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了由将插件建造在其他所属方导致自己不能正常战败的问题 (by Kerbiter)" -#: ../Whats-New.md:288 +#: ../Whats-New.md:292 msgid "0.2.2" msgstr "" -#: ../Whats-New.md:291 +#: ../Whats-New.md:295 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "像《命令与征服:重制版》一样的自定义生产进度“条” (by Uranusian)" -#: ../Whats-New.md:292 +#: ../Whats-New.md:296 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级 (by Uranusian)" -#: ../Whats-New.md:293 +#: ../Whats-New.md:297 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:294 +#: ../Whats-New.md:298 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许使单位无法接受移动指令 (by Uranusian)" -#: ../Whats-New.md:297 +#: ../Whats-New.md:301 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对于使用基础拉丁/拉丁-1以外的语言/键盘布局的支持 (by Belonit)" -#: ../Whats-New.md:300 +#: ../Whats-New.md:304 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑工作失常的问题 (by Uranusian)" -#: ../Whats-New.md:301 +#: ../Whats-New.md:305 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了某些情况下按下停止命令时会崩溃的问题 (by Uranusian)" -#: ../Whats-New.md:303 +#: ../Whats-New.md:307 msgid "0.2.1.1" msgstr "" -#: ../Whats-New.md:306 +#: ../Whats-New.md:310 msgid "" "Fixed occasional crashes introduced by `Speed=0` stationary vehicles code" " (by Starkku)" msgstr "修复了`Speed=0`的单位偶尔崩溃的问题 (by Starkku)" -#: ../Whats-New.md:308 +#: ../Whats-New.md:312 msgid "0.2.1" msgstr "" -#: ../Whats-New.md:311 +#: ../Whats-New.md:315 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary " "(by Starkku)" msgstr "将载具的速度设置为0将认为他们是静止单位 (by Starkku)" -#: ../Whats-New.md:314 +#: ../Whats-New.md:318 msgid "" "Fixed the bug when after a failed placement the building/defence tab " "hotkeys won't trigger placement mode again (by Uranusian)" msgstr "修复了当一次摆放失败后,建筑标签/防御标签快捷键(Q/W)无法正确响应的问题 (by Uranusian)" -#: ../Whats-New.md:315 +#: ../Whats-New.md:319 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" msgstr "修复了有UndeployInto的建筑在反部署时会播放`EVA_NewRallypointEstablished`的问题 (by secsome)" -#: ../Whats-New.md:318 +#: ../Whats-New.md:322 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 "修复了触发动作125`将建筑建造于...`在目标单元格被占用时将无法将建筑放下的问题 (by secsome)" -#: ../Whats-New.md:320 +#: ../Whats-New.md:324 msgid "0.2" msgstr "" -#: ../Whats-New.md:323 +#: ../Whats-New.md:327 msgid "" "Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with " "warhead additions (by Starkku)" msgstr "护盾逻辑 (by Uranusian, secsome, Belonit) 及对应的新弹头 (by Starkku)" -#: ../Whats-New.md:324 +#: ../Whats-New.md:328 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射 (by AlexB, Otamaa, Belonit, Uranusian)" -#: ../Whats-New.md:325 +#: ../Whats-New.md:329 msgid "" "New ScriptType actions `71 Timed Area Guard`, `72 Load Onto Transports`, " "`73 Wait until ammo is full` (by FS-21)" msgstr "新的脚本`71 时效性区域警戒`,`72 向载具中装载`,`73 等待直到装满弹药` (by FS-21)" -#: ../Whats-New.md:326 +#: ../Whats-New.md:330 msgid "" "Ore drills now have customizable ore type, range, ore growth stage and " "amount of cells generated (by Kerbiter)" msgstr "矿柱自定义生成矿石类型,范围,生长阶段和生长格数 (by Kerbiter)" -#: ../Whats-New.md:327 +#: ../Whats-New.md:331 msgid "" "Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, " "Erzoid/SukaHati)" msgstr "基本的抛射体拦截逻辑 (by AutoGavy, ChrisLv_CN, Kerbiter, Erzoid/SukaHati)" -#: ../Whats-New.md:328 +#: ../Whats-New.md:332 msgid "" "Customizable harvester active/total counter next to credits counter (by " "Uranusian)" msgstr "资金计数器旁边的可自定义的矿车活动/总共计数器 (by Uranusian)" -#: ../Whats-New.md:329 +#: ../Whats-New.md:333 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一矿车快捷键 (by Kerbiter)" -#: ../Whats-New.md:330 +#: ../Whats-New.md:334 msgid "Dump Object Info hotkey command (by secsome, FS-21)" msgstr "输出目标信息快捷键 (by secsome, FS-21)" -#: ../Whats-New.md:331 +#: ../Whats-New.md:335 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" msgstr "反伪装和反心控弹头 (by secsome)" -#: ../Whats-New.md:332 +#: ../Whats-New.md:336 msgid "Custom per-warhead SplashLists (by Uranusian)" msgstr "自定义弹头水花动画 (by Uranusian)" -#: ../Whats-New.md:333 +#: ../Whats-New.md:337 msgid "" "`AnimList.PickRandom` used to randomize `AnimList` with no side effects " "(by secsome)" msgstr "`AnimList.PickRandom`作为无副作用的随机`AnimList` (by secsome)" -#: ../Whats-New.md:334 +#: ../Whats-New.md:338 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:335 +#: ../Whats-New.md:339 msgid "Optional mind control range limit (by Uranusian)" msgstr "可选的心灵控制距离 (by Uranusian)" -#: ../Whats-New.md:336 +#: ../Whats-New.md:340 msgid "" "Multiple mind controllers can now release units on overload (by " "Uranusian, secsome)" msgstr "多重心控可以在过载时释放单位 (by Uranusian, secsome)" -#: ../Whats-New.md:337 +#: ../Whats-New.md:341 msgid "" "Spawns now can be killed on low power and have limited pursuing range (by" " FS-21)" msgstr "子机可以在断电模式下坠毁,并可以有有限追击距离 (by FS-21)" -#: ../Whats-New.md:338 +#: ../Whats-New.md:342 msgid "Spawns can now have the same exp. level as owner techno (by Uranusian)" msgstr "子机与发射者共有经验等级 (by Uranusian)" -#: ../Whats-New.md:339 +#: ../Whats-New.md:343 msgid "" "`TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` " "value (by Kerbiter)" msgstr "`TurretOffset`现在除了`F`以外还可以接受`F,L,H`和`F,L`作为值 (by Kerbiter)" -#: ../Whats-New.md:340 +#: ../Whats-New.md:344 msgid "ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)" msgstr "特斯拉电弧(ElectricBolt)的视觉特效中单独的弧可以关闭 (by Otamaa)" -#: ../Whats-New.md:341 +#: ../Whats-New.md:345 msgid "Semantic locomotor aliases for modder convenience (by Belonit)" msgstr "为modder方便所用的locomotor别称 (by Belonit)" -#: ../Whats-New.md:342 +#: ../Whats-New.md:346 msgid "" "Ability to specify amount of shots for strafing aircraft and burst " "simulation (by Starkku)" msgstr "扫射飞机每轮射击次数与Burst模拟 (by Starkku)" -#: ../Whats-New.md:343 +#: ../Whats-New.md:347 msgid "" "Customizeable Teleport/Chrono Locomotor properties per TechnoType (by " "Otamaa)" msgstr "自定义超时空移动参数 (by Otamaa)" -#: ../Whats-New.md:344 +#: ../Whats-New.md:348 msgid "Maximum waypoints amount increased from 702 to 2147483647 (by secsome)" msgstr "路径点数量上限由702增加到2147483647 (by secsome)" -#: ../Whats-New.md:345 +#: ../Whats-New.md:349 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标 (by Uranusian)" -#: ../Whats-New.md:348 +#: ../Whats-New.md:352 msgid "" "Map previews with zero size won't crash the game anymore (by Kerbiter, " "Belonit)" msgstr "0大小的地图预览不再使游戏崩溃 (by Kerbiter, Belonit)" -#: ../Whats-New.md:349 +#: ../Whats-New.md:353 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+的桥修复 (by E1 Elite)" -#: ../Whats-New.md:350 +#: ../Whats-New.md:354 msgid "" "Fixed fatal errors when `Blowfish.dll` couldn't be registered in the " "system properly due to missing admin rights (by Belonit)" msgstr "修复了由于无管理员权限导致的`Blowfish.dll`未被注册导致的致命错误 (by Belonit)" -#: ../Whats-New.md:351 +#: ../Whats-New.md:355 msgid "" "Fix to take Burst into account for aircraft weapon shots beyond the first" " one (by Starkku)" msgstr "修复了扫射攻击的飞机只有第一次攻击时读取Burst的问题 (by Starkku)" -#: ../Whats-New.md:352 +#: ../Whats-New.md:356 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 "修复了当单位死亡时仍然可以受到伤害导致多次死亡的问题 (by Uranusian)" -#: ../Whats-New.md:353 +#: ../Whats-New.md:357 msgid "" "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon" " (by Otamaa)" msgstr "修复了辐射工兵在隐形时无法使用部署武器的问题 (by Otamaa)" -#: ../Whats-New.md:354 +#: ../Whats-New.md:358 msgid "" "Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-" "release the victim to control new one (by Uranusian)" msgstr "多重心控单位可以在过载前释放单位 (by Uranusian)" -#: ../Whats-New.md:355 +#: ../Whats-New.md:359 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“移动到坐标”使用先前游戏中的残留计算的问题 (by secsome)" -#: ../Whats-New.md:356 +#: ../Whats-New.md:360 msgid "" "Fixed the bug when trigger action `125 Build At...` didn't play buildup " "anim (by secsome)" msgstr "修复了触发动作125“将建筑建造于...” 不能播放建造动画的问题,由新的参数控制 (by secsome)" -#: ../Whats-New.md:357 +#: ../Whats-New.md:361 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore) (by Otamaa)" msgstr "修复了DebrisMaximums(生成的碎片不再能超过对应最大上限) (by Otamaa)" -#: ../Whats-New.md:358 +#: ../Whats-New.md:362 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" msgstr "修复了DeployFire逻辑(DeployFireWeapon, FireOnce, 及停止指令现在可以正常运作) (by Starkku)" -#: ../Whats-New.md:361 +#: ../Whats-New.md:365 msgid "" "Properly rewritten a fix for mind-controlled vehicles deploying into " "buildings (by FS-21)" msgstr "重写了被心控的车辆变成建筑的修复 (by FS-21)" -#: ../Whats-New.md:362 +#: ../Whats-New.md:366 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" msgstr "重写了`DeployToFire`的修复,标签`Deployed.RememberTarget`已被弃用,永久开启 (by Kerbiter)" -#: ../Whats-New.md:363 +#: ../Whats-New.md:367 msgid "New warheads now work with Ares' `GenericWarhead` superweapon (by Belonit)" msgstr "新的弹头特效可以与Ares的通用弹头(`GenericWarhead`)超武兼容 (by Belonit)" -#: ../Whats-New.md:365 +#: ../Whats-New.md:369 msgid "0.1.1" msgstr "" -#: ../Whats-New.md:367 +#: ../Whats-New.md:371 msgid "Fixed an occasional crash when selecting units with a selection box" msgstr "修复了选择单位时偶然的崩溃问题" -#: ../Whats-New.md:369 +#: ../Whats-New.md:373 msgid "0.1" msgstr "" -#: ../Whats-New.md:372 +#: ../Whats-New.md:376 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩色PCX支持 (by Belonit)" -#: ../Whats-New.md:373 +#: ../Whats-New.md:377 msgid "Support for PCX loading screens of any size (by Belonit)" msgstr "支持任意大小的PCX载入屏幕 (by Belonit)" -#: ../Whats-New.md:374 +#: ../Whats-New.md:378 msgid "" "Extended sidebar tooltips with descriptions, recharge time and power " "consumption/generation (by Kerbiter, Belonit)" msgstr "带有介绍,充能时间,电力生成/消耗的扩展工具提示 (by Kerbiter, Belonit)" -#: ../Whats-New.md:375 +#: ../Whats-New.md:379 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "选择优先级筛选 (by Kerbiter)" -#: ../Whats-New.md:376 +#: ../Whats-New.md:380 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "迷雾弹,揭示弹和金币弹弹头 (by Belonit)" -#: ../Whats-New.md:377 +#: ../Whats-New.md:381 msgid "Custom game icon command line arg (by Belonit)" msgstr "自定义游戏图标命令行参数 (by Belonit)" -#: ../Whats-New.md:378 +#: ../Whats-New.md:382 msgid "Ability to disable black spawn position dots on map preview (by Belonit)" msgstr "允许关闭游戏预览时的黑点 (by Belonit)" -#: ../Whats-New.md:379 +#: ../Whats-New.md:383 msgid "" "Ability to specify applicable building owner for building upgrades (by " "Kerbiter)" msgstr "允许将建筑升级建给其它可用所属方 (by Kerbiter)" -#: ../Whats-New.md:380 +#: ../Whats-New.md:384 msgid "Customizable disk laser radius (by Belonit, Kerbiter)" msgstr "自定义飞碟激光范围 (by Belonit, Kerbiter)" -#: ../Whats-New.md:381 +#: ../Whats-New.md:385 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" msgstr "允许为任意阵营切换GDI侧边栏布局 (by Belonit)" -#: ../Whats-New.md:384 +#: ../Whats-New.md:388 msgid "" "Deploying mind-controlled TechnoTypes won't make them permanently mind-" "controlled anymore (unfinished fix by DCoder)" msgstr "部署心灵控制单位不再会使他们永久转变所属方 (未完成的修复by DCoder)" -#: ../Whats-New.md:385 +#: ../Whats-New.md:389 msgid "" "SHP debris hardcoded shadows now respect `Shadow=no` tag value (by " "Kerbiter)" msgstr "SHP碎片硬编码影子现在遵循`Shadow=no`设定 (by Kerbiter)" -#: ../Whats-New.md:386 +#: ../Whats-New.md:390 msgid "" "`DeployToFire` vehicles won't lose target on deploy anymore (unfinished " "fix by DCoder)" msgstr "`DeployToFire`不再会因部署失去目标 (未完成的修复by DCoder)" -#: ../Whats-New.md:387 +#: ../Whats-New.md:391 msgid "" "Fixed QWER hotkey tab switching not hiding the displayed tooltip as it " "should (by Belonit)" msgstr "修复了当通过QWER切换标签页时, 工具提示不会消失的问题 (by Belonit)" -#: ../Whats-New.md:388 +#: ../Whats-New.md:392 msgid "Sidebar tooltips now can go over sidebar bounds (by Belonit)" msgstr "侧边栏工具提示现在可以超越侧边栏边界 (by Belonit)" -#: ../Whats-New.md:389 +#: ../Whats-New.md:393 msgid "Lifted stupidly small limit for tooltip character amount (by Belonit)" msgstr "提升了小得过分的工具提示字符上限 (by Belonit)" -#~ msgid "TBA" -#~ msgstr "" -