diff --git a/CREDITS.md b/CREDITS.md index f12f924c0f..599ca1b29a 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -563,7 +563,7 @@ This page lists all the individual contributions to the project by their author. - Damage multiplier for health percentage - Linked superweapons tweak - Randomized anims for several behaviors - - Fixed customized `WarpAway` anim's wrong definition + - Fix customized `WarpAway` anim's wrong definition - Shield respawn animation and weapon - **NaotoYuuki** - Vertical & meteor trajectory projectile prototypes - **handama** - AI script action to `16005 Jump Back To Previous Script` @@ -608,7 +608,7 @@ This page lists all the individual contributions to the project by their author. - Use `SkipCrushSlowdown=true` to avoid the bug related to `Accelerates=true` and `MovementZone=CrushAll` - Auto deploy for GI-like infantry - Fix an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle` - - Fix an issue that jumpjets in air can not correctly spawn missiles + - Fix an issue that jumpjets in air can not correctly spawn missiles - **solar-III (凤九歌)** - Target scanning delay customization (documentation) - Skip target scanning function calling for unarmed technos (documentation) diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 02e8f5fcbc..65c014bcd4 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -260,8 +260,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - If `DeployingAnim` with `Shadow=true` is played for unit currently in air its shadow will now be drawn on ground. - `DeployingAnim` now supports both `Normalized=true` and `Reverse=true`. Keep in mind `Reverse` uses `LoopEnd` for frame amount instead of `End` even without `LoopCount` > 1. - `DeployingAnim` using unit drawer now also tint accordingly with the unit. -- Fixed the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads. -- Fixed an issue that units' `LaserTrails` will always lags behind by one frame. - Fixed an issue that jumpjets in air can not correctly spawn missiles. ## Fixes / interactions with other extensions @@ -270,7 +268,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Weapons fired by EMPulse superweapons *(Ares feature)* without `EMPulse.TargetSelf=true` can now create radiation. - Weapons fired by EMPulse superweapons *(Ares feature)* now respect `Floater` and Phobos-added `Gravity` setting. - `IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no longer get stuck after deploying or play their move sound indefinitely. -- `Convert.Deploy` displays 'no deploy' cursor if the new type is not allowed to move to the cell due to `SpeedType` etc +- `Convert.Deploy` displays 'NoDeploy' cursor if the new type is not allowed to move to the cell due to `SpeedType` etc. - All forms of type conversion (including Ares') now correctly update the warp-in delay if unit with teleport `Locomotor` was converted while the delay was active. - All forms of type conversion (including Ares') now correctly update `MoveSound` if a moving unit has their type changed. - All forms of type conversion (including Ares') now correctly update `OpenTopped` state of passengers in transport that is converted. @@ -418,8 +416,8 @@ In `artmd.ini`: [SOMEANIM] ; AnimationType ExplodeOnWater=false ; boolean Warhead.Detonate=false ; boolean -WakeAnim= ; list of Animation -SplashAnims= ; List of Animation, default to [CombatDamage] -> SplashList +WakeAnim= ; List of AnimationTypes +SplashAnims= ; List of AnimationTypes, default to [CombatDamage] -> SplashList SplashAnims.PickRandom=false ; boolean ExtraShadow=true ; boolean ``` @@ -1041,9 +1039,9 @@ TargetZoneScanType=same ; target zone scan enumeration (same|any|inrange) In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType -WarpOut= ; list of Animation (played when Techno warping out), default to [General] WarpOut -WarpIn= ; list of Animation (played when Techno warping in), default to [General] WarpIn -WarpAway= ; list of Animation (played when Techno being erased by `Temporal=yes` warhead), default to [General] WarpAway +WarpOut= ; List of AnimationTypes (played when Techno warping out), default to [General] -> WarpOut +WarpIn= ; List of AnimationTypes (played when Techno warping in), default to [General] -> WarpIn +WarpAway= ; List of AnimationTypes (played when Techno being erased by `Temporal=yes` warhead), default to [General] -> WarpAway ChronoTrigger= ; boolean, if yes then delay varies by distance, if no it is a constant ChronoDistanceFactor= ; integer, amount to divide the distance to destination by to get the warped out delay ChronoMinimumDelay= ; integer, the minimum delay for teleporting, no matter how short the distance @@ -1738,7 +1736,7 @@ DestroyAnim.Random=true ; boolean - `Ammo.AddOnDeploy` determines the number of ammo added or subtracted after the vehicle has deployed or undeployed. - Ammo count cannot go below 0 or above the maximum ammo for vehicle's type (in case the deploy results in type conversion, type is the one after the conversion). - + In `rulesmd.ini`: ```ini [SOMEVEHICLE] ; VehicleType @@ -1747,7 +1745,7 @@ Ammo.AddOnDeploy=0 ; integer ### IsSimpleDeployer facing and animation customization -- In vanilla game only units with `DeployingAnim` were constrained to a specific deploy facing and it was not customizable per unit. `DeployDir` can be set to override this per unit (defaults to `[AudioVisual]` -> `DeployDir`), including using value of -1 to disable the facing restriction. +- In vanilla game only units with `DeployingAnim` were constrained to a specific deploy facing and it was not customizable per unit. `DeployDir` can be set to override this per unit (defaults to `[AudioVisual] -> DeployDir`), including using value of -1 to disable the facing restriction. - Multiple new options for deploy animations: - `DeployingAnims` can be used instead of `DeployingAnim` (if both are set, `DeployingAnims` takes precedence) to define a list of direction-specific deploy animations to play. Largest power of 2 the number of listed animations falls to is used as number of directions/animations. Less than 8 animations listed results in only first listed one being used. - `DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden while the animation is playing. diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 1219f164b1..b920d5b00e 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -327,7 +327,7 @@ Respawn=0.0 ; floating point value, percents or Respawn.Rate=0.0 ; floating point value, ingame minutes Respawn.RestartInCombat=true ; boolean Respawn.RestartInCombatDelay=0 ; integer, game frames -Respawn.Anim= ; list of Animation +Respawn.Anim= ; List of AnimationTypes Respawn.Weapon= ; WeaponType BracketDelta=0 ; integer - pixels Pips=-1,-1,-1 ; integer, frames of pips.shp (zero-based) for Green, Yellow, Red @@ -343,8 +343,8 @@ IdleAnimDamaged.ConditionYellow= ; AnimationType IdleAnimDamaged.ConditionRed= ; AnimationType IdleAnim.OfflineAction=Hides ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal) IdleAnim.TemporalAction=Hides ; AttachedAnimFlag (None, Hides, Temporal, Paused or PausedTemporal) -BreakAnim= ; list of Animation -HitAnim= ; list of Animation +BreakAnim= ; List of AnimationTypes +HitAnim= ; List of AnimationTypes HitFlash=false ; boolean HitFlash.FixedSize= ; integer HitFlash.Red=true ; boolean @@ -369,8 +369,8 @@ ShieldType=SOMESHIELDTYPE ; ShieldType; none by default [SOMEWARHEAD] ; WarheadType Shield.Penetrate=false ; boolean Shield.Break=false ; boolean -Shield.BreakAnim= ; list of Animation -Shield.HitAnim= ; list of Animation +Shield.BreakAnim= ; List of AnimationTypes +Shield.HitAnim= ; List of AnimationTypes Shield.SkipHitAnim=false ; boolean Shield.HitFlash=true ; boolean Shield.BreakWeapon= ; WeaponType @@ -386,7 +386,7 @@ Shield.Respawn.Rate=-1.0 ; floating point value, ingame minut Shield.Respawn.RestartInCombat= ; boolean Shield.Respawn.RestartInCombatDelay=-1 ; integer, game frames Shield.Respawn.RestartTimer=false ; boolean -Shield.Respawn.Anim= ; list of Animation +Shield.Respawn.Anim= ; List of AnimationTypes Shield.Respawn.Weapon= ; WeaponType Shield.SelfHealing.Duration=0 ; integer, game frames Shield.SelfHealing.Amount=0.0 ; floating point value, percents or absolute @@ -535,7 +535,7 @@ CreateUnit.InheritTurretFacings=false ; boolean CreateUnit.AlwaysSpawnOnGround=false ; boolean CreateUnit.SpawnParachutedInAir=false ; boolean CreateUnit.ConsiderPathfinding=false ; boolean -CreateUnit.SpawnAnim= ; list of Animation +CreateUnit.SpawnAnim= ; List of AnimationTypes CreateUnit.SpawnHeight=-1 ; integer, height in leptons ``` @@ -1321,7 +1321,7 @@ Spawner.DelayFrames= ; integer, game frames Spawner.AttackImmediately=false ; boolean Spawner.UseTurretFacing=false ; boolean Spawner.RecycleRange=-1 ; float, range in cells -Spawner.RecycleAnim= ; list of Animation +Spawner.RecycleAnim= ; List of AnimationTypes Spawner.RecycleCoord=0,0,0 ; integer - Forward,Lateral,Height Spawner.RecycleOnTurret=false ; boolean ``` @@ -1364,7 +1364,7 @@ PassengerDeletion.DisplaySoylent=false ; boolean PassengerDeletion.DisplaySoylentToHouses=All ; Affected House Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all) PassengerDeletion.DisplaySoylentOffset=0,0 ; X,Y, pixels relative to default PassengerDeletion.ReportSound= ; Sound entry -PassengerDeletion.Anim= ; list of Animation +PassengerDeletion.Anim= ; List of AnimationTypes PassengerDeletion.UnderEMP=false ; boolean ``` @@ -1662,7 +1662,7 @@ In `rulesmd.ini`: ```ini [SOMETECHNO] ; TechnoType AutoDeath.Behavior= ; enumeration (kill | vanish | sell), default not set -AutoDeath.VanishAnimation= ; list of Animation +AutoDeath.VanishAnimation= ; List of AnimationTypes AutoDeath.OnAmmoDepletion=no ; boolean AutoDeath.AfterDelay=0 ; positive integer AutoDeath.TechnosDontExist= ; List of TechnoTypes @@ -1804,12 +1804,12 @@ Promote.IncludeSpawns=false ; boolean In `rulesmd.ini`: ```ini [AudioVisual] -Promote.VeteranAnimation= ; list of Animation -Promote.EliteAnimation= ; list of Animation +Promote.VeteranAnimation= ; List of AnimationTypes +Promote.EliteAnimation= ; List of AnimationTypes -[SOMETECHNO] -Promote.VeteranAnimation= ; list of Animation, default to Promote.VeteranAnimation in [AudioVisual] -Promote.EliteAnimation= ; list of Animation, default to Promote.EliteAnimation in [AudioVisual] +[SOMETECHNO] ; TechnoType +Promote.VeteranAnimation= ; List of AnimationTypes, default to Promote.VeteranAnimation in [AudioVisual] +Promote.EliteAnimation= ; List of AnimationTypes, default to Promote.EliteAnimation in [AudioVisual] ``` ### Raise alert when technos are taking damage @@ -1998,7 +1998,7 @@ WarpOutWeapon= ; WeaponType In `rulesmd.ini`: ```ini [SOMETERRAINTYPE] ; TerrainType -DestroyAnim= ; list of Animation +DestroyAnim= ; List of AnimationTypes DestroySound= ; Sound entry ``` @@ -2023,7 +2023,7 @@ AmphibiousUnload= ; boolean, default to [General] -> AmphibiousUnload - It is now possible for deployable vehicles (`DeploysInto`, `DeployFire`, `IsSimpleDeployer` and those that have passengers) to automatically deploy or prevent deploying based on their current ammo. - `Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine minimum and maximum ammo the vehicle should have for it to automatically deploy. Negative values disable the check. - - `Ammo.DeployUnlockMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine minimum and maximum ammo the vehicle should have for deploying to be available in general. Negative values disable the check. + - `Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` determine minimum and maximum ammo the vehicle should have for deploying to be available in general. Negative values disable the check. In `rulesmd.ini`: ```ini diff --git a/docs/Whats-New.md b/docs/Whats-New.md index f347f33b3b..defd3e3763 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -10,7 +10,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo] ### From vanilla -- `IsSimpleDeployer` units now obey deploying facing constraint even without deploying animation. To disable this, set `DeployDir` (defaults to `[AudioVisual]` -> `DeployDir` to -1. +- `IsSimpleDeployer` units now obey deploying facing constraint even without deploying animation. To disable this, set `DeployDir` (defaults to `[AudioVisual] -> DeployDir`) to -1. - `Vertical=true` projectiles now default to completely downwards initial trajectory/facing regardless of if their projectile image has `Voxel=true` or not. This behavior can be reverted by setting `VerticalInitialFacing=false` on projectile in `rulesmd.ini`. - `Vertical=true` projectiles no longer move horizontally if fired by aircraft by default. To re-enable this behaviour set `Vertical.AircraftFix=false` on the projectile. - Weapons with `Airstrike=true` on Warhead will now check target eligibility for airstrikes regardless of weapon slot. Use `AirstrikeTargets=all` on `Primary` airstrike weapon Warhead to restore previous behaviour. @@ -43,7 +43,7 @@ You can use the migration utility (can be found on [Phobos supplementaries repo] - `AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage` to make it more clear it applies to both `AnimList` and splash animations. - INI inclusion and inheritance are now turned off by default and need to be turned on via command line flags `-Include` and `-Inheritance`. - `Level=true` projectiles no longer attempt to do reposition against targets that are behind non-water tiles by default. Use `SubjectToLand=true` to re-enable this behaviour. -- Units' `LaserTrails` will no longer lags behind by one frame, So it needs to be repositioned (Previously, units with faster speeds may need to be positioned further ahead). +- Units' `LaserTrails` will no longer lag behind by one frame, so it needs to be repositioned (Previously, units with faster speeds may need to be positioned further ahead). #### From 0.3 @@ -440,7 +440,7 @@ New: - [Customize hardcoded projectile initial facing behavior](Fixed-or-Improved-Logics.md#customizing-initial-facing-behavior) (by Starkku) - Health bar permanently displayed (by FlyStar) - [`IsSimpleDeployer` facing customization & directional deploy animations](Fixed-or-Improved-Logics.md#issimpleDeployer-facing-and-animation-customization) (by Starkku) -- [Ammo-based deploy customizations for vehicles expanded to non-IsSimpleDeployer deploy functions](New-or-Enhancerd-Logics.md#Automatic-deploy-and-blocking-deploying-based on-ammo) (by Starkku) +- [Ammo-based deploy customizations for vehicles expanded to non-IsSimpleDeployer deploy functions](New-or-Enhanced-Logics.md#automatic-deploy-and-blocking-deploying-based-on-ammo) (by Starkku) - Randomized anims for several behaviors (by Ollerus) - Shield respawn animation and weapon (by Ollerus) @@ -473,7 +473,7 @@ Phobos fixes: - Fixed customized `WarpAway` anim's wrong definition (by Ollerus) Fixes / interactions with other extensions: -- `Convert.Deploy` displays 'no deploy' cursor if the new type is not allowed to move to the cell due to `SpeedType` etc. (by Starkku) +- `Convert.Deploy` displays 'NoDeploy' cursor if the new type is not allowed to move to the cell due to `SpeedType` etc. (by Starkku) - Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus) - Taking over Ares' AlphaImage respawn logic to reduce lags from it (by NetsuNegi) - Fixed an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle` (by TaranDahl) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index e862d691bb..b8a4c2bd78 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-08-24 23:19+0800\n" +"POT-Creation-Date: 2025-09-08 00:53+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -185,7 +185,7 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:469 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:470 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" @@ -498,7 +498,7 @@ msgstr "自定义驻军建筑与坦克碉堡属性" msgid "Disable `DamageSound` for buildings" msgstr "禁用 `DamageSound`" -#: ../../../CREDITS.md:131 ../../../CREDITS.md:559 +#: ../../../CREDITS.md:131 ../../../CREDITS.md:561 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" @@ -655,8 +655,8 @@ msgid "Attached animation & jumpjet unit layer customization" msgstr "自定义附着动画与 Jumpjet 单位图层" #: ../../../CREDITS.md:170 -msgid "`IsSimpleDeployer` improvements" -msgstr "`IsSimpleDeployer` 改进" +msgid "`IsSimpleDeployer` improvements & additions" +msgstr "`IsSimpleDeployer` 改进和补充" #: ../../../CREDITS.md:171 msgid "Shield modification warheads" @@ -1088,8 +1088,7 @@ msgstr "延迟开火" msgid "" "Changes / fixes to `Vertical` projectile logic and customizing projectile" " initial facing behavior" -msgstr "" -"更改/修复了 `Vertical` 抛射体逻辑并使得抛射体初始方向可自定义" +msgstr "更改/修复了 `Vertical` 抛射体逻辑并使得抛射体初始方向可自定义" #: ../../../CREDITS.md:281 msgid "**Morton (MortonPL)**:" @@ -1161,7 +1160,7 @@ msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技 msgid "Extending `Power` to all TechnoTypes" msgstr "将 `Power` 扩展到所有科技类型" -#: ../../../CREDITS.md:300 ../../../CREDITS.md:455 +#: ../../../CREDITS.md:300 ../../../CREDITS.md:456 msgid "Display banner by triggers" msgstr "横幅相关触发" @@ -1498,7 +1497,7 @@ msgid "" "your building with `Overpowerable=yes`" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑" -#: ../../../CREDITS.md:381 ../../../CREDITS.md:457 +#: ../../../CREDITS.md:381 ../../../CREDITS.md:458 msgid "Fix the issue where some units crashed after the deployment transformation" msgstr "" @@ -1625,7 +1624,7 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:406 ../../../CREDITS.md:552 +#: ../../../CREDITS.md:406 ../../../CREDITS.md:554 msgid "Fix `DefaultDisguise` showing wrong house colors for different players" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题" @@ -1659,7 +1658,7 @@ msgid "" "anymore when lifting by `IsLocomotor=yes` warhead" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug" -#: ../../../CREDITS.md:413 ../../../CREDITS.md:514 +#: ../../../CREDITS.md:413 ../../../CREDITS.md:515 msgid "Fix an issue that units on the slope tilted at an excessive angle" msgstr "修复了单位在斜坡上倾斜角度过大的问题" @@ -1732,7 +1731,7 @@ msgid "" "aircraft or some unit try crush it" msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug" -#: ../../../CREDITS.md:429 ../../../CREDITS.md:525 +#: ../../../CREDITS.md:429 ../../../CREDITS.md:526 msgid "Exclusive SuperWeapon Sidebar" msgstr "超武侧边栏" @@ -1817,665 +1816,691 @@ msgid "Customize squid grapple animation" msgstr "自定义乌贼拖拽动画" #: ../../../CREDITS.md:447 +msgid "" +"Fix the bug that armor multiplier of new attacheffect will have extra " +"take effect once if restricted warheads" +msgstr "" +"修复了新 AE 的护甲倍率在使用了 限制护甲倍率 的情况下会额外计算一次的 Bug" + +#: ../../../CREDITS.md:448 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:448 +#: ../../../CREDITS.md:449 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:449 +#: ../../../CREDITS.md:450 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:450 +#: ../../../CREDITS.md:451 msgid "Iron Curtain effects customization on infantries and organic units" msgstr "自定义对步兵和有机体的铁幕效果" -#: ../../../CREDITS.md:451 +#: ../../../CREDITS.md:452 msgid "Use `CustomPalette` for animations with `Tiled=yes`" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘" -#: ../../../CREDITS.md:452 +#: ../../../CREDITS.md:453 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:453 +#: ../../../CREDITS.md:454 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:454 +#: ../../../CREDITS.md:455 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踹出乘客" -#: ../../../CREDITS.md:456 +#: ../../../CREDITS.md:457 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:459 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:460 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:460 +#: ../../../CREDITS.md:461 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:462 msgid "Vehicle voxel turret shadows & body multi-section shadows" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:463 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:463 ../../../CREDITS.md:547 +#: ../../../CREDITS.md:464 ../../../CREDITS.md:549 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:465 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:465 +#: ../../../CREDITS.md:466 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:466 +#: ../../../CREDITS.md:467 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:468 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:469 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:471 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:472 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:473 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:473 +#: ../../../CREDITS.md:474 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:475 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:476 msgid "`VoiceDeploy` through hot-key/command bar fix" msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题" -#: ../../../CREDITS.md:476 +#: ../../../CREDITS.md:477 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:478 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:479 msgid "Re-enable the Veinhole Monster and Weeds from TS" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:480 msgid "Recreate the weed-charging of SWs like the TS Chemical Missile" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:481 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:482 msgid "Fix a jumpjet crash related to voxel shadow drawing" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:483 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:484 msgid "" "Adjust the dehardcoding of the 255 `OverlayType` limit to a different " "format" msgstr "将 255 种覆盖物数量限制解编码方式调整为使用一种不同的格式" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:485 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:486 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:487 msgid "Allow using waypoints, area guard and attack move with aircraft" msgstr "允许战机使用路径点、区域警戒和移动攻击" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:488 msgid "Fix `Stop` command not working so well in many cases" msgstr "修复 `停止` 命令很多情况下不工作的问题" -#: ../../../CREDITS.md:488 +#: ../../../CREDITS.md:489 msgid "Fix aircraft `MovementZone` and `SpeedType` inconsistencies" msgstr "修复战机自身设置的 `MovementZone` 和 `SpeedType` 与寻路所用的这两项不一致的问题" -#: ../../../CREDITS.md:489 +#: ../../../CREDITS.md:490 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination" msgstr "使用 2D 而不是 3D 距离来检查空中的小队成员是否抵达目的地" -#: ../../../CREDITS.md:490 +#: ../../../CREDITS.md:491 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:492 msgid "Enhanced Straight trajectory" msgstr "增强的直线轨迹" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:493 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:494 msgid "Fix for sidebar not updating queued unit numbers when on hold" msgstr "修复侧边栏在生产暂停时未能更新预购单位订单数量的问题" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:495 msgid "New Parabola trajectory" msgstr "新的抛物线轨迹" -#: ../../../CREDITS.md:495 ../../../CREDITS.md:550 +#: ../../../CREDITS.md:496 ../../../CREDITS.md:552 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击轨迹" -#: ../../../CREDITS.md:496 ../../../CREDITS.md:577 +#: ../../../CREDITS.md:497 ../../../CREDITS.md:582 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:497 +#: ../../../CREDITS.md:498 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:499 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:500 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:501 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:502 msgid "Technos recount current burst index when change the firing weapon" msgstr "科技类型在更换开火武器时重置当前连发索引" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:503 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:503 +#: ../../../CREDITS.md:504 msgid "Technos can maintain a suitable distance after firing" msgstr "科技类型可以在开火后保持适当的距离" -#: ../../../CREDITS.md:504 +#: ../../../CREDITS.md:505 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:505 +#: ../../../CREDITS.md:506 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:506 +#: ../../../CREDITS.md:507 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:508 msgid "" "Fix an issue that some amphibious technos being unable to enter on water " "structures" msgstr "修复了一些两栖单位无法进入水上建筑的问题" -#: ../../../CREDITS.md:508 +#: ../../../CREDITS.md:509 msgid "" "Fix an issue that aircraft carriers can not find suitable locations for " "attacks when under elevated bridges on their own" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题" -#: ../../../CREDITS.md:509 ../../../CREDITS.md:587 +#: ../../../CREDITS.md:510 ../../../CREDITS.md:592 msgid "" "Fix an issue that in air aircraft carriers being unable to attack when it" " is near by elevated bridges" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题" -#: ../../../CREDITS.md:510 +#: ../../../CREDITS.md:511 msgid "" "Fix an issue that aircraft carriers cannot retract its spawned aircraft " "when on the bridge" msgstr "修复了航空母舰在桥上无法回收子机的问题" -#: ../../../CREDITS.md:511 +#: ../../../CREDITS.md:512 msgid "" "Fix an issue where the shadow of jumpjet remained on the ground when it " "was above the elevated bridge" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题" -#: ../../../CREDITS.md:512 +#: ../../../CREDITS.md:513 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:513 +#: ../../../CREDITS.md:514 msgid "" "Fix an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter" msgstr "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题" -#: ../../../CREDITS.md:515 +#: ../../../CREDITS.md:516 msgid "" "Fix an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题" -#: ../../../CREDITS.md:516 +#: ../../../CREDITS.md:517 msgid "" "Fix an issue that impassable invisible barrier generated by the behavior " "of infantry continuously entering vehicles" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题" -#: ../../../CREDITS.md:517 +#: ../../../CREDITS.md:518 msgid "" "Fix an issue that MCV will self-destruct when using trigger 107 to " "teleport" msgstr "修复了使用 107 号触发传送时 MCV 会自毁的问题" -#: ../../../CREDITS.md:518 +#: ../../../CREDITS.md:519 msgid "" "Fix an issue that moving MCV with Teleport locomotion will cause " "reconnection error" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题" -#: ../../../CREDITS.md:519 +#: ../../../CREDITS.md:520 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:520 +#: ../../../CREDITS.md:521 msgid "" "Fix an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead" msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题" -#: ../../../CREDITS.md:521 +#: ../../../CREDITS.md:522 msgid "" "Fix an issue that game crashes when spawnee has been removed and is not " "real dead" msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题" -#: ../../../CREDITS.md:522 +#: ../../../CREDITS.md:523 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../../CREDITS.md:523 +#: ../../../CREDITS.md:524 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../../CREDITS.md:524 +#: ../../../CREDITS.md:525 msgid "" "Fix an issue that spawned `Strafe` aircraft on aircraft carriers may not " "be able to return normally if aircraft carriers moved a short distance " "when the aircraft is landing" msgstr "修复了 `Strafe` 状态的子机返航时如果航母移动了一小段距离会导致无法正常返航而一直绕圈的问题" -#: ../../../CREDITS.md:526 +#: ../../../CREDITS.md:527 msgid "" "Fix an issue that the widespread damage caused by detonation on the " "bridge/ground cannot affect objects on the ground/bridge who are in the " "opposite case" msgstr "修复了范围伤害在桥上/地面引爆时无法影响相对情况即在地面/桥上的对象的问题" -#: ../../../CREDITS.md:527 +#: ../../../CREDITS.md:528 msgid "" "Several new Infotypes, no display in specific status and a new single " "frame display method" msgstr "多种新的数显信息类型、特定情况下不显示以及一种新的单帧显示方式" -#: ../../../CREDITS.md:528 +#: ../../../CREDITS.md:529 msgid "" "Customizable spawn delay of `VoxelAnim`'s `TrailerAnim` and fix its " "incorrect position" msgstr "自定义 Voxel 碎片 `TrailerAnim` 生成间隔并修复其生成位置错误的问题" -#: ../../../CREDITS.md:529 +#: ../../../CREDITS.md:530 msgid "Add `DebrisMinimums` to keep the count of debris within a certain range" msgstr "添加了 `DebrisMinimums` 语句以将碎片数量控制在一定范围内" -#: ../../../CREDITS.md:530 +#: ../../../CREDITS.md:531 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../../CREDITS.md:531 +#: ../../../CREDITS.md:532 msgid "" "Fix an issue that `MovementZone=Fly` harvesters can not be able to enter " "refinery buildings manually" msgstr "修复了 `MovementZone=Fly` 的矿车无法手动进入矿场的问题" -#: ../../../CREDITS.md:532 +#: ../../../CREDITS.md:533 msgid "" "Fix an issue that jumpjet harvester cannot automatically go mining when " "leaving the weapons factory" msgstr "修复了 `Locomotor=Jumpjet` 的矿车出厂后不会自动去采矿的问题" -#: ../../../CREDITS.md:533 +#: ../../../CREDITS.md:534 msgid "" "Fix an issue that jumpjet harvester will overlap when manually entering " "refinery buildings and cause game crashes" msgstr "修复了 `Locomotor=Jumpjet` 的矿车会因为手动进入矿场而交叠并导致游戏崩溃的问题" -#: ../../../CREDITS.md:534 +#: ../../../CREDITS.md:535 msgid "" "Fix an issue that `Spawned` aircraft will fly towards the edge of the map" " when its `Spawner` is under EMP" msgstr "修了拥有 `Spawned` 的战机会在子机发射器单位处于 EMP 状态时飞向地图边界的问题" -#: ../../../CREDITS.md:535 ../../../CREDITS.md:600 +#: ../../../CREDITS.md:536 ../../../CREDITS.md:605 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../../CREDITS.md:536 +#: ../../../CREDITS.md:537 msgid "" "Fix an issue that if the garrison unload occupants when there is no open " "space around it would result in the disappearance of the occupants" msgstr "修复了周围没有空地时释放驻军会导致它们消失的问题" -#: ../../../CREDITS.md:537 +#: ../../../CREDITS.md:538 msgid "" "Fix an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving" msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题" -#: ../../../CREDITS.md:538 +#: ../../../CREDITS.md:539 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../../CREDITS.md:539 +#: ../../../CREDITS.md:540 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../../CREDITS.md:540 +#: ../../../CREDITS.md:541 msgid "Restore turret recoil effect" msgstr "复原炮塔制退" -#: ../../../CREDITS.md:541 +#: ../../../CREDITS.md:542 msgid "" "Fix an issue that `FireAngle` was not taken into account when drawing " "barrel in `TurretShadow`" msgstr "修复了使用 `TurretShadow` 绘制炮管影子时未考虑 `FireAngle` 的问题" -#: ../../../CREDITS.md:542 +#: ../../../CREDITS.md:543 msgid "" "Fix an issue that barrel anim data will be incorrectly overwritten by " "turret anim data if the techno's section exists in the map file" msgstr "修复了地图文件中内置了某单位时其炮管动画数据会被炮塔动画数据错误覆盖的问题" -#: ../../../CREDITS.md:543 +#: ../../../CREDITS.md:544 msgid "Jumpjet Climbing Logic Enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../../CREDITS.md:544 +#: ../../../CREDITS.md:545 msgid "" "Fix for pathfinding crashes on big maps due to too small pathfinding node" " buffer" msgstr "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃问题" -#: ../../../CREDITS.md:545 +#: ../../../CREDITS.md:546 +msgid "" +"Fix an issue that units' `LaserTrails` will always lags behind by one " +"frame" +msgstr "" +"修复了单位的 `LaserTrails` 总会滞后一帧的问题" + +#: ../../../CREDITS.md:547 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:546 +#: ../../../CREDITS.md:548 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:548 +#: ../../../CREDITS.md:550 msgid "" "Allow `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`" -#: ../../../CREDITS.md:549 +#: ../../../CREDITS.md:551 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:551 +#: ../../../CREDITS.md:553 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:553 +#: ../../../CREDITS.md:555 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:554 +#: ../../../CREDITS.md:556 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:555 +#: ../../../CREDITS.md:557 msgid "Forcing specific weapon by range and target type" msgstr "根据射程和目标类型选取武器" -#: ../../../CREDITS.md:556 +#: ../../../CREDITS.md:558 msgid "Passenger-based insignias" msgstr "根据乘客切换军衔" -#: ../../../CREDITS.md:557 +#: ../../../CREDITS.md:559 msgid "Use `InsigniaType` to set the properties of insignia in a batch" msgstr "使用 `InsigniaType` 批量设置军衔属性" -#: ../../../CREDITS.md:558 +#: ../../../CREDITS.md:560 msgid "" "Allow player's self-healing effects to be benefited by allied or " "`PlayerControl=true` houses" msgstr "允许玩家的自愈效果可以从友军或 `PlayerControl=true` 的所属方受益" -#: ../../../CREDITS.md:560 +#: ../../../CREDITS.md:562 msgid "Allow faking digital display for `InfoType=Health` at disguise" msgstr "允许 `InfoType=Health` 伪造出伪装目标的数值" -#: ../../../CREDITS.md:561 +#: ../../../CREDITS.md:563 msgid "Display banner improvement and doc" msgstr "横幅的改进与文档" -#: ../../../CREDITS.md:562 +#: ../../../CREDITS.md:564 msgid "Damage multiplier for health percentage" msgstr "对不同剩余血量的伤害修正比" -#: ../../../CREDITS.md:563 +#: ../../../CREDITS.md:565 msgid "Linked superweapons tweak" msgstr "对联动超武的调整" -#: ../../../CREDITS.md:564 +#: ../../../CREDITS.md:566 +msgid "Randomized anims for several behaviors" +msgstr "几种行为的随机动画" + +#: ../../../CREDITS.md:567 +msgid "Fix customized `WarpAway` anim's wrong definition" +msgstr "修复了自定义 `WarpAway` 动画的错误定义" + +#: ../../../CREDITS.md:568 +msgid "Shield respawn animation and weapon" +msgstr "护盾重生动画与武器" + +#: ../../../CREDITS.md:569 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:565 +#: ../../../CREDITS.md:570 msgid "**handama** - AI script action to `16005 Jump Back To Previous Script`" msgstr "**handama** - AI 脚本动作 `16005 跳回上一个脚本`" -#: ../../../CREDITS.md:566 +#: ../../../CREDITS.md:571 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:567 +#: ../../../CREDITS.md:572 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode" msgstr "遭遇战 AI 卖家冲锋行为的去硬编码化" -#: ../../../CREDITS.md:568 +#: ../../../CREDITS.md:573 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode" msgstr "遭遇战 AI 基地部署时集结行为的去硬编码化" -#: ../../../CREDITS.md:569 +#: ../../../CREDITS.md:574 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:570 +#: ../../../CREDITS.md:575 msgid "Skip anim delay for burst fire" msgstr "为有 `Burst` 的武器跳过建筑开火前摇动画" -#: ../../../CREDITS.md:571 +#: ../../../CREDITS.md:576 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:572 +#: ../../../CREDITS.md:577 msgid "Raise alert when technos are taking damage" msgstr "当科技类型受到伤害时发出警报" -#: ../../../CREDITS.md:573 +#: ../../../CREDITS.md:578 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:574 +#: ../../../CREDITS.md:579 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:575 +#: ../../../CREDITS.md:580 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:576 +#: ../../../CREDITS.md:581 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡" -#: ../../../CREDITS.md:578 +#: ../../../CREDITS.md:583 msgid "" "Units are now unable to kick out from a factory that is in construction " "process" msgstr "单位现在不会再从正在建造的工厂中驶出" -#: ../../../CREDITS.md:579 +#: ../../../CREDITS.md:584 msgid "" "Fix issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../../CREDITS.md:580 +#: ../../../CREDITS.md:585 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:581 +#: ../../../CREDITS.md:586 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:582 +#: ../../../CREDITS.md:587 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:583 +#: ../../../CREDITS.md:588 msgid "" "Fix the bug that spawned can not return to buildings with foundation " "bigger than 1x1" msgstr "修复了占地面积超过 1x1 的建筑无法回收子机的 Bug" -#: ../../../CREDITS.md:584 +#: ../../../CREDITS.md:589 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:585 +#: ../../../CREDITS.md:590 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:586 +#: ../../../CREDITS.md:591 msgid "" "Fix an issue where `FireAngle` would not work properly under certain " "circumstances" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题" -#: ../../../CREDITS.md:588 +#: ../../../CREDITS.md:593 msgid "" "Fix the bug that healing weapons could not automatically acquire aerial " "targets" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug" -#: ../../../CREDITS.md:589 +#: ../../../CREDITS.md:594 msgid "" "Fix an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc" msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题" -#: ../../../CREDITS.md:590 +#: ../../../CREDITS.md:595 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:591 +#: ../../../CREDITS.md:596 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:592 +#: ../../../CREDITS.md:597 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:593 +#: ../../../CREDITS.md:598 msgid "Make harvesters do addtional scan after unload" msgstr "使矿车卸载后重新扫描较近的矿区" -#: ../../../CREDITS.md:594 +#: ../../../CREDITS.md:599 msgid "Customize the scatter caused by aircraft attack mission" msgstr "自定义战机攻击任务引发分散" -#: ../../../CREDITS.md:595 +#: ../../../CREDITS.md:600 msgid "Customize whether `Crater=yes` animation would destroy tiberium" msgstr "自定义 `Crater=yes` 的动画能否摧毁矿石" -#: ../../../CREDITS.md:596 +#: ../../../CREDITS.md:601 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:597 +#: ../../../CREDITS.md:602 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:603 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:599 +#: ../../../CREDITS.md:604 msgid "" "Fix the bug that `OpenToppedWarpDistance` is calculated incorrectly for " "building target" msgstr "修复了建筑类目标 `OpenToppedWarpDistance` 计算错误的 Bug" -#: ../../../CREDITS.md:601 +#: ../../../CREDITS.md:606 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:602 +#: ../../../CREDITS.md:607 msgid "Skip target scanning function calling for unarmed technos (code)" msgstr "禁用了无武器单位的索敌(代码)" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:608 msgid "Force techno targeting in distributed frames to improve performance" msgstr "强制单位索敌行为分散到不同帧以提升性能" -#: ../../../CREDITS.md:604 +#: ../../../CREDITS.md:609 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2483,143 +2508,156 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:605 +#: ../../../CREDITS.md:610 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:606 +#: ../../../CREDITS.md:611 +msgid "" +"Fix an issue that Ares' Type Conversion not resetting barrel's direction " +"by `FireAngle`" +msgstr "" +"修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题" + +#: ../../../CREDITS.md:612 +msgid "Fix an issue that jumpjets in air can not correctly spawn missiles" +msgstr "修复了 Jumpjet 单位在空中时无法生成导弹子机的问题" + +#: ../../../CREDITS.md:613 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:607 +#: ../../../CREDITS.md:614 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:608 +#: ../../../CREDITS.md:615 msgid "Skip target scanning function calling for unarmed technos (documentation)" msgstr "禁用了无武器单位的索敌(文档)" -#: ../../../CREDITS.md:609 +#: ../../../CREDITS.md:616 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:610 +#: ../../../CREDITS.md:617 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix" msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题" -#: ../../../CREDITS.md:611 +#: ../../../CREDITS.md:618 msgid "Destroyed unit leaves sensors bugfix" msgstr "单位被摧毁后遗留反隐区域的 bug 修复" -#: ../../../CREDITS.md:612 +#: ../../../CREDITS.md:619 msgid "" "**Aephiex** - initial fix for Ares academy not working on the initial " "payloads of vehicles built from a war factory" msgstr "**Aephiex** - 对于 Ares 训练所逻辑在产自重工的载具其初始载员上不生效问题初始的修复方式" -#: ../../../CREDITS.md:613 +#: ../../../CREDITS.md:620 msgid "" "**Multfinite** - Allow to toggle main exception handler via command line " "argument `-ExceptionHandler=boolean`" msgstr "**Multfinite** - 允许通过命令行参数 `-ExceptionHandler=boolean` 开关主循环异常处理程序" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:621 msgid "" "**hejiajun107, Xkein** - Fix a jumpjet crash related to voxel shadow " "drawing" msgstr "**hejiajun107, Xkein** - 修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题" -#: ../../../CREDITS.md:615 +#: ../../../CREDITS.md:622 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:616 +#: ../../../CREDITS.md:623 msgid "" "YRpp and Syringe which are used, save/load, project foundation and " "generally useful code from Ares" msgstr "Ares 所使用的 YRpp 和 Syringe、存读档、项目基础和一些通用代码" -#: ../../../CREDITS.md:617 +#: ../../../CREDITS.md:624 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:618 +#: ../../../CREDITS.md:625 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:619 +#: ../../../CREDITS.md:626 msgid "Superweapon launch site & availability code" msgstr "超级武器发射地点与超武可用性代码" -#: ../../../CREDITS.md:620 +#: ../../../CREDITS.md:627 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:621 +#: ../../../CREDITS.md:628 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:622 +#: ../../../CREDITS.md:629 msgid "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "Digital Display" -msgstr "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - 数字化显示" +msgstr "" +"**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " +"数字化显示" -#: ../../../CREDITS.md:623 +#: ../../../CREDITS.md:630 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:624 +#: ../../../CREDITS.md:631 msgid "**E1 Elite** - TileSet 255 and above bridge repair fix" msgstr "**E1 Elite** - TileSet 达到 255 以上后的桥梁维修修复" -#: ../../../CREDITS.md:625 +#: ../../../CREDITS.md:632 msgid "**AutoGavy** - interceptor logic, Warhead critical hit logic" msgstr "**AutoGavy** - 抛射体拦截逻辑、弹头暴击逻辑" -#: ../../../CREDITS.md:626 +#: ../../../CREDITS.md:633 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:627 +#: ../../../CREDITS.md:634 msgid "" "**Noble Fish** - some minor fixes, established Community Chinese docs, " "took over and completely rewrite the Official Chinese docs during " "Build#46" msgstr "**Noble Fish** - 一些小修复、文档维护者(官方英文文档维护、创建了社区中文文档、在 Build#46 接管并完全重写了官方中文文档)" -#: ../../../CREDITS.md:628 +#: ../../../CREDITS.md:635 msgid "" "**tomsons26** - all-around help, assistance and guidance in reverse-" "engineering, YR binary mappings" msgstr "**tomsons26** - 全方位协助,逆向工程方面的协助与指导、YR 二进制映射" -#: ../../../CREDITS.md:629 +#: ../../../CREDITS.md:636 msgid "" "**CCHyper** - all-around help, current project logo, assistance and " "guidance in reverse-engineering, YR binary mappings, custom locomotors " "example implementation" msgstr "**CCHyper** - 全方位协助,当前项目 Logo 设计、逆向工程方面的协助与指导、YR 二进制映射、自定义运动模式示例实现" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:637 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:631 +#: ../../../CREDITS.md:638 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:632 +#: ../../../CREDITS.md:639 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:633 +#: ../../../CREDITS.md:640 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:634 +#: ../../../CREDITS.md:641 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2627,33 +2665,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:635 +#: ../../../CREDITS.md:642 msgid "**ayylmao** - help with docs, extensive and thorough testing" msgstr "**ayylmao** - 文档协助,广泛且深入的测试" -#: ../../../CREDITS.md:636 +#: ../../../CREDITS.md:643 msgid "**SMxReaver** - help with docs, extensive and thorough testing" msgstr "**SMxReaver** - 文档协助,广泛且深入的测试" -#: ../../../CREDITS.md:637 +#: ../../../CREDITS.md:644 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:638 +#: ../../../CREDITS.md:645 msgid "" "**thomassneddon** - general assistance, knowledge about voxel lighting " "model" msgstr "**thomassneddon** - 一般性协助、Voxel 照明模型知识" -#: ../../../CREDITS.md:639 +#: ../../../CREDITS.md:646 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:640 +#: ../../../CREDITS.md:647 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:641 +#: ../../../CREDITS.md:648 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2661,7 +2699,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:642 +#: ../../../CREDITS.md:649 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2675,15 +2713,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:643 +#: ../../../CREDITS.md:650 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:644 +#: ../../../CREDITS.md:651 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:645 +#: ../../../CREDITS.md:652 msgid "**Rise of the East community** - extensive playtesting of in-dev features" msgstr "**东方崛起社区** - 对开发功能的广泛测试" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po index 405a7b68d2..8c4e5b1e8f 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-08-24 23:19+0800\n" +"POT-Creation-Date: 2025-09-08 00:53+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -167,17 +167,17 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:29 ../../Fixed-or-Improved-Logics.md:39 #: ../../Fixed-or-Improved-Logics.md:49 ../../Fixed-or-Improved-Logics.md:78 -#: ../../Fixed-or-Improved-Logics.md:610 ../../Fixed-or-Improved-Logics.md:875 -#: ../../Fixed-or-Improved-Logics.md:1001 -#: ../../Fixed-or-Improved-Logics.md:1026 -#: ../../Fixed-or-Improved-Logics.md:1144 -#: ../../Fixed-or-Improved-Logics.md:1490 -#: ../../Fixed-or-Improved-Logics.md:1506 -#: ../../Fixed-or-Improved-Logics.md:1580 -#: ../../Fixed-or-Improved-Logics.md:1795 -#: ../../Fixed-or-Improved-Logics.md:2210 -#: ../../Fixed-or-Improved-Logics.md:2255 -#: ../../Fixed-or-Improved-Logics.md:2280 +#: ../../Fixed-or-Improved-Logics.md:618 ../../Fixed-or-Improved-Logics.md:883 +#: ../../Fixed-or-Improved-Logics.md:1009 +#: ../../Fixed-or-Improved-Logics.md:1034 +#: ../../Fixed-or-Improved-Logics.md:1153 +#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:1515 +#: ../../Fixed-or-Improved-Logics.md:1589 +#: ../../Fixed-or-Improved-Logics.md:1783 +#: ../../Fixed-or-Improved-Logics.md:2198 +#: ../../Fixed-or-Improved-Logics.md:2243 +#: ../../Fixed-or-Improved-Logics.md:2268 msgid "image" msgstr "图像" @@ -1574,17 +1574,47 @@ msgid "" "happened on bigger maps due to too small pathfinding node buffer." msgstr "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃(EIP 0x42A525、0x42C507、0x42C554)问题。" +#: ../../Fixed-or-Improved-Logics.md:259 +msgid "" +"`IsSimpleDeployer` `BalloonHover=true` units with `DeployToLand=false` " +"are no longer forced to land when hovering." +msgstr "" +"拥有 `BalloonHover=true` 和 `IsSimpleDeployer=true` 但 `DeployToLand=false` 的单位现在在悬停时不会强制着陆。" + #: ../../Fixed-or-Improved-Logics.md:260 +msgid "" +"If `DeployingAnim` with `Shadow=true` is played for unit currently in air" +" its shadow will now be drawn on ground." +msgstr "" +"如果当前处于空中的单位通过 `DeployingAnim` 播放带有 `Shadow=true` 的动画则动画的影子现在会绘制在地面上。" + +#: ../../Fixed-or-Improved-Logics.md:261 +msgid "" +"`DeployingAnim` now supports both `Normalized=true` and `Reverse=true`. " +"Keep in mind `Reverse` uses `LoopEnd` for frame amount instead of `End` " +"even without `LoopCount` > 1." +msgstr "" +"`DeployingAnim` 现已支持 `Normalized=true` 与 `Reverse=true`。注意:即便不是 `LoopCount > 1` 的情况 `Reverse` 也会使用 `LoopEnd` 而不是 `End` 来控制帧数。" + +#: ../../Fixed-or-Improved-Logics.md:262 +msgid "`DeployingAnim` using unit drawer now also tint accordingly with the unit." +msgstr "`DeployingAnim` 使用单位绘制方式时现可跟随单位一起染色。" + +#: ../../Fixed-or-Improved-Logics.md:265 +msgid "Fixed an issue that jumpjets in air can not correctly spawn missiles." +msgstr "修复了 Jumpjet 单位在空中时无法生成导弹子机的问题。" + +#: ../../Fixed-or-Improved-Logics.md:267 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:262 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置。" -#: ../../Fixed-or-Improved-Logics.md:263 +#: ../../Fixed-or-Improved-Logics.md:270 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1592,51 +1622,58 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射。" -#: ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:271 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting." msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定" -#: ../../Fixed-or-Improved-Logics.md:265 +#: ../../Fixed-or-Improved-Logics.md:272 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely." msgstr "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` 的单位在部署后不再会卡住或无限播放移动音效。" -#: ../../Fixed-or-Improved-Logics.md:266 +#: ../../Fixed-or-Improved-Logics.md:273 +msgid "" +"`Convert.Deploy` displays 'NoDeploy' cursor if the new type is not " +"allowed to move to the cell due to `SpeedType` etc." +msgstr "" +"当 `Convert.Deploy` 转换的目标单位由于 `SpeedType` 等原因无法移动到目标单元格时将会显示 `NoDeploy` 光标。" + +#: ../../Fixed-or-Improved-Logics.md:274 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " "delay was active." msgstr "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟。" -#: ../../Fixed-or-Improved-Logics.md:267 +#: ../../Fixed-or-Improved-Logics.md:275 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed." msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`。" -#: ../../Fixed-or-Improved-Logics.md:268 +#: ../../Fixed-or-Improved-Logics.md:276 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted." msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态。" -#: ../../Fixed-or-Improved-Logics.md:269 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " "was sold, erased or destroyed." msgstr "修复了 Ares 引入的一个当 `SpecialAnim` 播放且建筑被出售、删除或摧毁时它的 `ActiveAnim` 会被错误地恢复的问题。" -#: ../../Fixed-or-Improved-Logics.md:270 +#: ../../Fixed-or-Improved-Logics.md:278 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles." msgstr "修复了 Ares 的超时空监狱武器在绑架移动载具时会留下永久放置统计(空气墙)的问题。" -#: ../../Fixed-or-Improved-Logics.md:271 +#: ../../Fixed-or-Improved-Logics.md:279 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1645,54 +1682,54 @@ msgstr "" "在解析 `Tags` 和 `TaskForces` 时抑制 Ares 的 swizzle 警告(通常以 `[Developer " "fatal]Pointer 00000000 declared change to both` 开头)。" -#: ../../Fixed-or-Improved-Logics.md:272 +#: ../../Fixed-or-Improved-Logics.md:280 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory." msgstr "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题。" -#: ../../Fixed-or-Improved-Logics.md:273 +#: ../../Fixed-or-Improved-Logics.md:281 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions." msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题。" -#: ../../Fixed-or-Improved-Logics.md:274 +#: ../../Fixed-or-Improved-Logics.md:282 msgid "" "Allowed Ares' `SW.AuxBuildings` and `SW.NegBuildings` to count building " "upgrades." msgstr "允许了 Ares 的 `SW.AuxBuildings` 和 `SW.NegBuildings` 计入建筑加载物。" -#: ../../Fixed-or-Improved-Logics.md:275 +#: ../../Fixed-or-Improved-Logics.md:283 msgid "" "Taking over Ares' AlphaImage respawn logic to make it not recreate in " "every frame for buildings, static techno and techno without turret, in " "order to reduce lags from it." msgstr "接管了 Ares 的 AlphaImage 重绘逻辑,使其用于建筑、静止单位和无炮塔单位时不会每帧重绘,以减少其造成的卡顿。" -#: ../../Fixed-or-Improved-Logics.md:276 +#: ../../Fixed-or-Improved-Logics.md:284 msgid "" "Fixed an issue where a portion of Ares's trigger event 75/77 was " "determined unsuccessfully." msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题。" -#: ../../Fixed-or-Improved-Logics.md:277 +#: ../../Fixed-or-Improved-Logics.md:285 msgid "" "Fixed an issue where some units crashed after the deployment " "transformation." msgstr "修复了某些单位部署变形后崩溃的问题。" -#: ../../Fixed-or-Improved-Logics.md:278 +#: ../../Fixed-or-Improved-Logics.md:286 msgid "Fixed the bug that AlphaImage remained after unit entered tunnel." msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:279 +#: ../../Fixed-or-Improved-Logics.md:287 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving." msgstr "修复了 Ares 的 `Convert.Deploy` 会在单位转向或移动中反复触发的问题。" -#: ../../Fixed-or-Improved-Logics.md:280 +#: ../../Fixed-or-Improved-Logics.md:288 msgid "" "The game now automatically changes save file name from `SAVEGAME.NET` to " "`SVGM_XXX.NET` (where `XXX` is a number) when saving to prevent " @@ -1702,13 +1739,13 @@ msgstr "" "游戏现在在保存时会自动将存档文件名从 `SAVEGAME.NET` 改为 `SVGM_XXX.NET`(此处 `XXX` 为数字)以防止在 " "Phobos 与 XNA CNCNet Client 共用切保存过于频繁时偶尔覆盖存档文件。" -#: ../../Fixed-or-Improved-Logics.md:281 +#: ../../Fixed-or-Improved-Logics.md:289 msgid "" "1000 save files are supported, from `SVGM_000.NET` to `SVGM_999.NET`. " "When the limit is reached, the game will overwrite the latest save file." msgstr "支持从 `SVGM_000.NET` 到 `SVGM_999.NET` 的 1000 个文件。当达到上线后游戏将会覆盖此前最新的存档文件。" -#: ../../Fixed-or-Improved-Logics.md:282 +#: ../../Fixed-or-Improved-Logics.md:290 msgid "" "The previous `SVGM_XXX.NET` files are cleaned up before first copy if " "it's a new game, otherwise the highest numbered `SVGM_XXX.NET` file is " @@ -1717,19 +1754,26 @@ msgstr "" "如果是新游戏,在首次保存前会清理先前存在的 `SVGM_XXX.NET` 文件,否则游戏会查找编号最大的 `SVGM_XXX.NET` " "文件并在可行的情况下递增编号。" -#: ../../Fixed-or-Improved-Logics.md:283 +#: ../../Fixed-or-Improved-Logics.md:291 msgid "" "The game also automatically copies `spawn.ini` to the save folder as " "`spawnSG.ini` when saving a game." msgstr "游戏还会在保存时自动将 `spawn.ini` 复制到存档文件夹中的 `spawnSG.ini`。" -#: ../../Fixed-or-Improved-Logics.md:287 +#: ../../Fixed-or-Improved-Logics.md:292 +msgid "" +"Fixed an issue that Ares' Type Conversion not resetting barrel's " +"direction by `FireAngle`." +msgstr "" +"修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题。" + +#: ../../Fixed-or-Improved-Logics.md:295 msgid "" "The described behavior is a replica of and is compliant with XNA CnCNet " "Client's multiplayer save game support." msgstr "上述行为复刻并兼容了 XNA CNCNet Client 的多人游戏存档功能支持。" -#: ../../Fixed-or-Improved-Logics.md:291 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "At the moment this is only useful if you use a version of [YRpp " "Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves " @@ -1740,117 +1784,116 @@ msgstr "" "spawner) 版本(同时配合 [XNA CnCNet Client](https://github.com/CnCNet/xna-" "cncnet-client)) 时才有用。" -#: ../../Fixed-or-Improved-Logics.md:294 +#: ../../Fixed-or-Improved-Logics.md:302 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:296 +#: ../../Fixed-or-Improved-Logics.md:304 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:298 +#: ../../Fixed-or-Improved-Logics.md:306 msgid "" "It is now possible to override `VoiceMove` for `Carryall=true` aircraft " "for when commanding it to pick up vehicles by setting `VoicePickup`." msgstr "现在可以通过设置 `VoicePickup` 来覆盖 `Carryall=true` 战机在命令其拾取载具时的 `VoiceMove` 音效。" -#: ../../Fixed-or-Improved-Logics.md:300 ../../Fixed-or-Improved-Logics.md:310 -#: ../../Fixed-or-Improved-Logics.md:328 ../../Fixed-or-Improved-Logics.md:344 -#: ../../Fixed-or-Improved-Logics.md:356 ../../Fixed-or-Improved-Logics.md:423 -#: ../../Fixed-or-Improved-Logics.md:502 ../../Fixed-or-Improved-Logics.md:517 -#: ../../Fixed-or-Improved-Logics.md:538 ../../Fixed-or-Improved-Logics.md:560 -#: ../../Fixed-or-Improved-Logics.md:576 ../../Fixed-or-Improved-Logics.md:587 -#: ../../Fixed-or-Improved-Logics.md:602 ../../Fixed-or-Improved-Logics.md:624 -#: ../../Fixed-or-Improved-Logics.md:641 ../../Fixed-or-Improved-Logics.md:659 -#: ../../Fixed-or-Improved-Logics.md:669 ../../Fixed-or-Improved-Logics.md:680 -#: ../../Fixed-or-Improved-Logics.md:710 ../../Fixed-or-Improved-Logics.md:723 -#: ../../Fixed-or-Improved-Logics.md:735 ../../Fixed-or-Improved-Logics.md:748 -#: ../../Fixed-or-Improved-Logics.md:764 ../../Fixed-or-Improved-Logics.md:776 -#: ../../Fixed-or-Improved-Logics.md:805 ../../Fixed-or-Improved-Logics.md:834 -#: ../../Fixed-or-Improved-Logics.md:846 ../../Fixed-or-Improved-Logics.md:856 -#: ../../Fixed-or-Improved-Logics.md:866 ../../Fixed-or-Improved-Logics.md:882 -#: ../../Fixed-or-Improved-Logics.md:898 ../../Fixed-or-Improved-Logics.md:914 -#: ../../Fixed-or-Improved-Logics.md:944 ../../Fixed-or-Improved-Logics.md:973 -#: ../../Fixed-or-Improved-Logics.md:984 ../../Fixed-or-Improved-Logics.md:1006 -#: ../../Fixed-or-Improved-Logics.md:1018 -#: ../../Fixed-or-Improved-Logics.md:1032 -#: ../../Fixed-or-Improved-Logics.md:1052 -#: ../../Fixed-or-Improved-Logics.md:1081 -#: ../../Fixed-or-Improved-Logics.md:1134 -#: ../../Fixed-or-Improved-Logics.md:1152 -#: ../../Fixed-or-Improved-Logics.md:1164 -#: ../../Fixed-or-Improved-Logics.md:1175 -#: ../../Fixed-or-Improved-Logics.md:1187 -#: ../../Fixed-or-Improved-Logics.md:1201 -#: ../../Fixed-or-Improved-Logics.md:1222 -#: ../../Fixed-or-Improved-Logics.md:1237 -#: ../../Fixed-or-Improved-Logics.md:1257 -#: ../../Fixed-or-Improved-Logics.md:1275 -#: ../../Fixed-or-Improved-Logics.md:1294 -#: ../../Fixed-or-Improved-Logics.md:1307 -#: ../../Fixed-or-Improved-Logics.md:1318 -#: ../../Fixed-or-Improved-Logics.md:1333 -#: ../../Fixed-or-Improved-Logics.md:1360 -#: ../../Fixed-or-Improved-Logics.md:1390 -#: ../../Fixed-or-Improved-Logics.md:1403 -#: ../../Fixed-or-Improved-Logics.md:1414 -#: ../../Fixed-or-Improved-Logics.md:1434 -#: ../../Fixed-or-Improved-Logics.md:1448 -#: ../../Fixed-or-Improved-Logics.md:1469 -#: ../../Fixed-or-Improved-Logics.md:1519 -#: ../../Fixed-or-Improved-Logics.md:1537 -#: ../../Fixed-or-Improved-Logics.md:1558 -#: ../../Fixed-or-Improved-Logics.md:1587 -#: ../../Fixed-or-Improved-Logics.md:1605 -#: ../../Fixed-or-Improved-Logics.md:1624 -#: ../../Fixed-or-Improved-Logics.md:1636 -#: ../../Fixed-or-Improved-Logics.md:1649 -#: ../../Fixed-or-Improved-Logics.md:1662 -#: ../../Fixed-or-Improved-Logics.md:1674 -#: ../../Fixed-or-Improved-Logics.md:1689 -#: ../../Fixed-or-Improved-Logics.md:1706 -#: ../../Fixed-or-Improved-Logics.md:1721 -#: ../../Fixed-or-Improved-Logics.md:1732 -#: ../../Fixed-or-Improved-Logics.md:1750 -#: ../../Fixed-or-Improved-Logics.md:1770 -#: ../../Fixed-or-Improved-Logics.md:1784 -#: ../../Fixed-or-Improved-Logics.md:1802 -#: ../../Fixed-or-Improved-Logics.md:1821 -#: ../../Fixed-or-Improved-Logics.md:1835 -#: ../../Fixed-or-Improved-Logics.md:1853 -#: ../../Fixed-or-Improved-Logics.md:1878 -#: ../../Fixed-or-Improved-Logics.md:1895 -#: ../../Fixed-or-Improved-Logics.md:1926 -#: ../../Fixed-or-Improved-Logics.md:1957 -#: ../../Fixed-or-Improved-Logics.md:1981 -#: ../../Fixed-or-Improved-Logics.md:2000 +#: ../../Fixed-or-Improved-Logics.md:308 ../../Fixed-or-Improved-Logics.md:318 +#: ../../Fixed-or-Improved-Logics.md:336 ../../Fixed-or-Improved-Logics.md:352 +#: ../../Fixed-or-Improved-Logics.md:364 ../../Fixed-or-Improved-Logics.md:431 +#: ../../Fixed-or-Improved-Logics.md:510 ../../Fixed-or-Improved-Logics.md:525 +#: ../../Fixed-or-Improved-Logics.md:546 ../../Fixed-or-Improved-Logics.md:568 +#: ../../Fixed-or-Improved-Logics.md:584 ../../Fixed-or-Improved-Logics.md:595 +#: ../../Fixed-or-Improved-Logics.md:610 ../../Fixed-or-Improved-Logics.md:632 +#: ../../Fixed-or-Improved-Logics.md:649 ../../Fixed-or-Improved-Logics.md:667 +#: ../../Fixed-or-Improved-Logics.md:677 ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:718 ../../Fixed-or-Improved-Logics.md:731 +#: ../../Fixed-or-Improved-Logics.md:743 ../../Fixed-or-Improved-Logics.md:756 +#: ../../Fixed-or-Improved-Logics.md:772 ../../Fixed-or-Improved-Logics.md:784 +#: ../../Fixed-or-Improved-Logics.md:813 ../../Fixed-or-Improved-Logics.md:842 +#: ../../Fixed-or-Improved-Logics.md:854 ../../Fixed-or-Improved-Logics.md:864 +#: ../../Fixed-or-Improved-Logics.md:874 ../../Fixed-or-Improved-Logics.md:890 +#: ../../Fixed-or-Improved-Logics.md:906 ../../Fixed-or-Improved-Logics.md:922 +#: ../../Fixed-or-Improved-Logics.md:952 ../../Fixed-or-Improved-Logics.md:981 +#: ../../Fixed-or-Improved-Logics.md:992 ../../Fixed-or-Improved-Logics.md:1014 +#: ../../Fixed-or-Improved-Logics.md:1026 +#: ../../Fixed-or-Improved-Logics.md:1041 +#: ../../Fixed-or-Improved-Logics.md:1061 +#: ../../Fixed-or-Improved-Logics.md:1090 +#: ../../Fixed-or-Improved-Logics.md:1143 +#: ../../Fixed-or-Improved-Logics.md:1161 +#: ../../Fixed-or-Improved-Logics.md:1173 +#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1196 +#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1231 +#: ../../Fixed-or-Improved-Logics.md:1246 +#: ../../Fixed-or-Improved-Logics.md:1266 +#: ../../Fixed-or-Improved-Logics.md:1284 +#: ../../Fixed-or-Improved-Logics.md:1303 +#: ../../Fixed-or-Improved-Logics.md:1316 +#: ../../Fixed-or-Improved-Logics.md:1327 +#: ../../Fixed-or-Improved-Logics.md:1342 +#: ../../Fixed-or-Improved-Logics.md:1369 +#: ../../Fixed-or-Improved-Logics.md:1399 +#: ../../Fixed-or-Improved-Logics.md:1412 +#: ../../Fixed-or-Improved-Logics.md:1423 +#: ../../Fixed-or-Improved-Logics.md:1443 +#: ../../Fixed-or-Improved-Logics.md:1457 +#: ../../Fixed-or-Improved-Logics.md:1478 +#: ../../Fixed-or-Improved-Logics.md:1528 +#: ../../Fixed-or-Improved-Logics.md:1546 +#: ../../Fixed-or-Improved-Logics.md:1567 +#: ../../Fixed-or-Improved-Logics.md:1596 +#: ../../Fixed-or-Improved-Logics.md:1614 +#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1645 +#: ../../Fixed-or-Improved-Logics.md:1658 +#: ../../Fixed-or-Improved-Logics.md:1671 +#: ../../Fixed-or-Improved-Logics.md:1683 +#: ../../Fixed-or-Improved-Logics.md:1698 +#: ../../Fixed-or-Improved-Logics.md:1715 +#: ../../Fixed-or-Improved-Logics.md:1730 +#: ../../Fixed-or-Improved-Logics.md:1742 +#: ../../Fixed-or-Improved-Logics.md:1757 +#: ../../Fixed-or-Improved-Logics.md:1772 +#: ../../Fixed-or-Improved-Logics.md:1790 +#: ../../Fixed-or-Improved-Logics.md:1809 +#: ../../Fixed-or-Improved-Logics.md:1823 +#: ../../Fixed-or-Improved-Logics.md:1841 +#: ../../Fixed-or-Improved-Logics.md:1866 +#: ../../Fixed-or-Improved-Logics.md:1883 +#: ../../Fixed-or-Improved-Logics.md:1914 +#: ../../Fixed-or-Improved-Logics.md:1945 +#: ../../Fixed-or-Improved-Logics.md:1969 +#: ../../Fixed-or-Improved-Logics.md:1988 +#: ../../Fixed-or-Improved-Logics.md:2001 #: ../../Fixed-or-Improved-Logics.md:2013 -#: ../../Fixed-or-Improved-Logics.md:2025 +#: ../../Fixed-or-Improved-Logics.md:2029 #: ../../Fixed-or-Improved-Logics.md:2041 -#: ../../Fixed-or-Improved-Logics.md:2053 -#: ../../Fixed-or-Improved-Logics.md:2066 -#: ../../Fixed-or-Improved-Logics.md:2084 -#: ../../Fixed-or-Improved-Logics.md:2108 -#: ../../Fixed-or-Improved-Logics.md:2121 -#: ../../Fixed-or-Improved-Logics.md:2132 -#: ../../Fixed-or-Improved-Logics.md:2147 -#: ../../Fixed-or-Improved-Logics.md:2164 +#: ../../Fixed-or-Improved-Logics.md:2054 +#: ../../Fixed-or-Improved-Logics.md:2072 +#: ../../Fixed-or-Improved-Logics.md:2096 +#: ../../Fixed-or-Improved-Logics.md:2109 +#: ../../Fixed-or-Improved-Logics.md:2120 +#: ../../Fixed-or-Improved-Logics.md:2135 +#: ../../Fixed-or-Improved-Logics.md:2152 +#: ../../Fixed-or-Improved-Logics.md:2166 #: ../../Fixed-or-Improved-Logics.md:2178 #: ../../Fixed-or-Improved-Logics.md:2190 -#: ../../Fixed-or-Improved-Logics.md:2202 -#: ../../Fixed-or-Improved-Logics.md:2213 -#: ../../Fixed-or-Improved-Logics.md:2224 -#: ../../Fixed-or-Improved-Logics.md:2237 -#: ../../Fixed-or-Improved-Logics.md:2247 -#: ../../Fixed-or-Improved-Logics.md:2263 -#: ../../Fixed-or-Improved-Logics.md:2285 -#: ../../Fixed-or-Improved-Logics.md:2296 -#: ../../Fixed-or-Improved-Logics.md:2312 -#: ../../Fixed-or-Improved-Logics.md:2337 +#: ../../Fixed-or-Improved-Logics.md:2201 +#: ../../Fixed-or-Improved-Logics.md:2212 +#: ../../Fixed-or-Improved-Logics.md:2225 +#: ../../Fixed-or-Improved-Logics.md:2235 +#: ../../Fixed-or-Improved-Logics.md:2251 +#: ../../Fixed-or-Improved-Logics.md:2273 +#: ../../Fixed-or-Improved-Logics.md:2284 +#: ../../Fixed-or-Improved-Logics.md:2300 +#: ../../Fixed-or-Improved-Logics.md:2325 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:301 +#: ../../Fixed-or-Improved-Logics.md:309 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1858,18 +1901,18 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:306 +#: ../../Fixed-or-Improved-Logics.md:314 msgid "Customize the scatter caused by aircraft attack mission" msgstr "自定义战机攻击任务引发分散" -#: ../../Fixed-or-Improved-Logics.md:308 +#: ../../Fixed-or-Improved-Logics.md:316 msgid "" "In vanilla, when an aircraft attacks, it forces the target's cell to " "trigger a scatter. Now you can disable this behavior by setting the " "following flag to `false`." msgstr "在原版中当一架战机发起攻击它会强制触发目标单元格上的分散效果。现在你可以通过将下面的语句设为 `false` 来禁用该行为。" -#: ../../Fixed-or-Improved-Logics.md:311 +#: ../../Fixed-or-Improved-Logics.md:319 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" @@ -1877,28 +1920,28 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:316 +#: ../../Fixed-or-Improved-Logics.md:324 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:318 +#: ../../Fixed-or-Improved-Logics.md:326 msgid "Aircraft will now be able to use waypoints." msgstr "战机现在将能够使用路径点。" -#: ../../Fixed-or-Improved-Logics.md:319 +#: ../../Fixed-or-Improved-Logics.md:327 msgid "" "When a `guard` command (`[G]` by default) is issued, the aircraft will " "search for targets around the current location and return immediately " "when target is not found, target is destroyed or ammos are depleted." msgstr "当发出 `guard` 命令(默认为 `[G]`)时战机将在当前位置周围搜素目标并在未找到目标、目标被摧毁或弹药耗尽时立即返回。" -#: ../../Fixed-or-Improved-Logics.md:320 +#: ../../Fixed-or-Improved-Logics.md:328 msgid "" "If the target is destroyed but ammos are not depleted yet, it will also " "return because the aircraft's command is one-time." msgstr "如果目标被摧毁但弹药尚未耗尽,它同样会直接返回,因为战机的命令是一次性的。" -#: ../../Fixed-or-Improved-Logics.md:321 +#: ../../Fixed-or-Improved-Logics.md:329 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -1908,18 +1951,18 @@ msgstr "" "当发出 `attack move` " "命令(`[Ctrl]+[Shift]`)时战机将向目的地移动并在路线上搜索附近的目标进行攻击。一旦弹药耗尽或抵达目的地,它将返回。" -#: ../../Fixed-or-Improved-Logics.md:322 +#: ../../Fixed-or-Improved-Logics.md:330 msgid "" "If the automatically selected target is destroyed but ammo is not " "depleted yet during the process, the aircraft will continue flying to the" " destination." msgstr "如果在过程中自动选择的目标被摧毁但弹药尚未耗尽,战机将继续飞往目的地。" -#: ../../Fixed-or-Improved-Logics.md:323 +#: ../../Fixed-or-Improved-Logics.md:331 msgid "In addition, the actions of aircraft are also changed." msgstr "此外,战机的行为也可以更改。" -#: ../../Fixed-or-Improved-Logics.md:324 +#: ../../Fixed-or-Improved-Logics.md:332 msgid "" "`ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft " "will return to the airport when the distance to the destination is less " @@ -1928,7 +1971,7 @@ msgstr "" "`ExtendedAircraftMissions.SmoothMoving` 控制战机距离目的地距离小于 `SlowdownDistance` " "的一半或其转弯半径时是否会返回机场。" -#: ../../Fixed-or-Improved-Logics.md:325 +#: ../../Fixed-or-Improved-Logics.md:333 msgid "" "`ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft not" " have to fly directly above the airport before starting to descend when " @@ -1938,7 +1981,7 @@ msgstr "" "`ExtendedAircraftMissions.EarlyDescend` 控制战机距离着陆点小于 `SlowdownDistance` " "时是否无需飞越机场正上方即可开始下降(对航母舰载机同样有效)。" -#: ../../Fixed-or-Improved-Logics.md:326 +#: ../../Fixed-or-Improved-Logics.md:334 msgid "" "`ExtendedAircraftMissions.RearApproach` controls whether the aircraft " "should start landing at the airport from the opposite direction of " @@ -1947,7 +1990,7 @@ msgstr "" "`ExtendedAircraftMissions.RearApproach` 控制战机返回机场时是否应从与 `LandingDir` " "相反的方向飞入,即下降时向 `LandingDir` 的方向飞行并着陆。" -#: ../../Fixed-or-Improved-Logics.md:329 +#: ../../Fixed-or-Improved-Logics.md:337 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -1971,11 +2014,11 @@ msgstr "" "ExtendedAircraftMissions.RearApproach= ; boolean, default to [General] " "-> ExtendedAircraftMissions\n" -#: ../../Fixed-or-Improved-Logics.md:339 +#: ../../Fixed-or-Improved-Logics.md:347 msgid "Fixed spawn distance & spawn height for airstrike / SpyPlane aircraft" msgstr "空袭战机和侦察机的生成距离和生成高度" -#: ../../Fixed-or-Improved-Logics.md:341 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -1985,7 +2028,7 @@ msgstr "" "现在可以通过设置 `SpawnDistanceFromTarget` 来让由 `(Elite)AirstrikeTeamType` 或 " "`Type=SpyPlane` 超级武器生成的战机在与目标/目的地固定距离处生成而不再是地图边界。" -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:350 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -1994,18 +2037,18 @@ msgstr "" "也可以通过 `SpawnHeight` 来覆盖战机的初始高度,默认为 `FlightLevel`,如果没有设置则使用 `[General] -> " "FlightLevel`。" -#: ../../Fixed-or-Improved-Logics.md:345 +#: ../../Fixed-or-Improved-Logics.md:353 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:351 +#: ../../Fixed-or-Improved-Logics.md:359 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:353 +#: ../../Fixed-or-Improved-Logics.md:361 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -2017,13 +2060,13 @@ msgstr "" " 进行自定义,默认为 `[AudioVisual] -> PoseDir`。如果战机停靠的建筑设置了[战机停靠方向](#aircraft-" "docking-direction),则该设置优先于此设置。" -#: ../../Fixed-or-Improved-Logics.md:354 +#: ../../Fixed-or-Improved-Logics.md:362 msgid "" "Negative values are allowed as a special case for `AirportBound=false` " "aircraft which makes them land facing their current direction." msgstr "对于 `AirportBound=false` 的战机允许使用负值以使其降落时面向当前方向。" -#: ../../Fixed-or-Improved-Logics.md:357 +#: ../../Fixed-or-Improved-Logics.md:365 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -2033,15 +2076,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:362 +#: ../../Fixed-or-Improved-Logics.md:370 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:364 +#: ../../Fixed-or-Improved-Logics.md:372 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:366 +#: ../../Fixed-or-Improved-Logics.md:374 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -2050,7 +2093,7 @@ msgstr "" "现在 `Weapon` 可以设置为完整的 WeaponType,以创建一个抛射体并立即引爆,而不是简单地通过 `Warhead` 造成 " "`Damage`。这允许武器效果正常使用。" -#: ../../Fixed-or-Improved-Logics.md:367 +#: ../../Fixed-or-Improved-Logics.md:375 msgid "" "`Damage.Delay` determines delay between two applications of `Damage`. " "Requires `Damage` to be set to 1.0 or above. Value of 0 disables the " @@ -2061,7 +2104,7 @@ msgstr "" "`Damage.Delay` 确定两次应用 `Damage` 之间的间隔。需要将 `Damage` 设置为 1.0 或更高。值为 0 " "将禁用间隔。请注意这是以动画帧为单位而不是游戏帧。动画会根据 `Rate` 可能在每个游戏帧上推进动画帧也可能不进行推进。" -#: ../../Fixed-or-Improved-Logics.md:368 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "" "`Damage.DealtByInvoker`, if set to true, makes any `Damage` dealt to be " "considered as coming from the animation's invoker (f.ex, firer of the " @@ -2078,14 +2121,14 @@ msgstr "" "动画则为被摧毁的载具;或者动画所附着的对象)。即便调用者已经死亡或不存在也会继续使用调用者的所属方来造成伤害并应用 Phobos " "引入的弹头效果。若未设置该参数则默认使用动画所有者的所属方,若动画无所有者则使用动画所附着对象的所属方。" -#: ../../Fixed-or-Improved-Logics.md:369 +#: ../../Fixed-or-Improved-Logics.md:377 msgid "" "`Damage.ApplyFirepowerMult` determines whether or not firepower modifiers" " from the animation's invoker are applied on the damage dealt from this " "animation, if exists." msgstr "`Damage.ApplyFirepowerMult` 决定动画存在调用者时是否可以获取其火力加成效果。" -#: ../../Fixed-or-Improved-Logics.md:370 +#: ../../Fixed-or-Improved-Logics.md:378 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -2097,19 +2140,19 @@ msgstr "" "`Damage`(在单次循环的动画中只会造成一次)而不是在每帧或由 `Damage.Delay` 定义的间隔造成。造成伤害的帧由 " "`Damage.Delay` 决定,默认为在第一个动画帧之后。" -#: ../../Fixed-or-Improved-Logics.md:372 ../../Fixed-or-Improved-Logics.md:393 -#: ../../Fixed-or-Improved-Logics.md:408 ../../Fixed-or-Improved-Logics.md:429 -#: ../../Fixed-or-Improved-Logics.md:450 ../../Fixed-or-Improved-Logics.md:474 -#: ../../Fixed-or-Improved-Logics.md:484 ../../Fixed-or-Improved-Logics.md:527 -#: ../../Fixed-or-Improved-Logics.md:549 ../../Fixed-or-Improved-Logics.md:691 -#: ../../Fixed-or-Improved-Logics.md:927 ../../Fixed-or-Improved-Logics.md:1058 -#: ../../Fixed-or-Improved-Logics.md:1496 -#: ../../Fixed-or-Improved-Logics.md:1568 -#: ../../Fixed-or-Improved-Logics.md:1901 +#: ../../Fixed-or-Improved-Logics.md:380 ../../Fixed-or-Improved-Logics.md:401 +#: ../../Fixed-or-Improved-Logics.md:416 ../../Fixed-or-Improved-Logics.md:437 +#: ../../Fixed-or-Improved-Logics.md:458 ../../Fixed-or-Improved-Logics.md:482 +#: ../../Fixed-or-Improved-Logics.md:492 ../../Fixed-or-Improved-Logics.md:535 +#: ../../Fixed-or-Improved-Logics.md:557 ../../Fixed-or-Improved-Logics.md:699 +#: ../../Fixed-or-Improved-Logics.md:935 ../../Fixed-or-Improved-Logics.md:1067 +#: ../../Fixed-or-Improved-Logics.md:1505 +#: ../../Fixed-or-Improved-Logics.md:1577 +#: ../../Fixed-or-Improved-Logics.md:1889 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:373 +#: ../../Fixed-or-Improved-Logics.md:381 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -2125,7 +2168,7 @@ msgstr "" "Damage.ApplyOncePerLoop=false ; boolean\n" "Damage.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:383 +#: ../../Fixed-or-Improved-Logics.md:391 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -2134,27 +2177,27 @@ msgstr "" "`Weapon` 和 `Damage.Delay`,除了其他新增功能外应与 Ares 引入的等效功能类似,并且在 Phobos 与 Ares " "一起使用时优先于它们。" -#: ../../Fixed-or-Improved-Logics.md:386 +#: ../../Fixed-or-Improved-Logics.md:394 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:388 +#: ../../Fixed-or-Improved-Logics.md:396 msgid "" "You can now customize position of attached animations via different " "values for `AttachedAnimPosition`." msgstr "现在你可以通过为 `AttachedAnimPosition` 设置不同的值来自定义附着动画显示的位置。" -#: ../../Fixed-or-Improved-Logics.md:389 +#: ../../Fixed-or-Improved-Logics.md:397 msgid "" "`default`: Animation shows up at the parent object's logical position " "(for buildings, this is the top-leftmost cell / cell #0)." msgstr "`default`:动画显示在父对象的逻辑中心(对于建筑,这是最上方的 0 号单元格)。" -#: ../../Fixed-or-Improved-Logics.md:390 +#: ../../Fixed-or-Improved-Logics.md:398 msgid "`center`: Animation shows up at the parent object's visual center." msgstr "`center`:动画显示在父对象的视觉中心。" -#: ../../Fixed-or-Improved-Logics.md:391 +#: ../../Fixed-or-Improved-Logics.md:399 msgid "" "`ground`: Animation shows up at the parent object's visual center but " "forced to ground level. Note that the animations is still considered " @@ -2162,7 +2205,7 @@ msgid "" "object itself would cover unless other settings are used to compensate." msgstr "`ground`:动画显示在父对象视觉中心正下方所对应的地面。注意该动画仍被视为附着于对象,因此如果不通过其他设置进行调整的话该动画的图层可能在该对象本应覆盖的其他对象之上。" -#: ../../Fixed-or-Improved-Logics.md:394 +#: ../../Fixed-or-Improved-Logics.md:402 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedAnimPosition=default ; Attached animation position enumeration " @@ -2172,11 +2215,11 @@ msgstr "" "AttachedAnimPosition=default ; Attached animation position enumeration " "(default|center|ground)\n" -#: ../../Fixed-or-Improved-Logics.md:399 ../../Fixed-or-Improved-Logics.md:1992 +#: ../../Fixed-or-Improved-Logics.md:407 ../../Fixed-or-Improved-Logics.md:1980 msgid "Customizable debris & meteor impact and warhead detonation behaviour" msgstr "自定义碎片 & 流星撞击和弹头引爆行为" -#: ../../Fixed-or-Improved-Logics.md:401 +#: ../../Fixed-or-Improved-Logics.md:409 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -2185,7 +2228,7 @@ msgstr "" "`Warhead.Detonate` 设置为 true 可以使动画在与水面接触时爆炸。`ExpireAnim` 将被触发,`Warhead` " "将被引爆或用于造成伤害/产生闪光。" -#: ../../Fixed-or-Improved-Logics.md:402 +#: ../../Fixed-or-Improved-Logics.md:410 msgid "" "`Warhead.Detonate`, if set to true, makes the `Warhead` fully detonate " "instead of simply being used to deal damage and generate light flash if " @@ -2194,23 +2237,23 @@ msgstr "" "如果将 `Warhead.Detonate` 设置为 true,则 `Warhead` 将完全引爆,而不仅仅是用于造成伤害和产生闪光(如果它拥有 " "`Bright=true`)。" -#: ../../Fixed-or-Improved-Logics.md:403 +#: ../../Fixed-or-Improved-Logics.md:411 msgid "" -"`WakeAnim` contains a wake animation to play if `ExplodeOnWater` is not " +"`WakeAnim` contains wake animations to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" -" if `IsMeteor` is not set to true, otherwise no animation." -" If more than one animation is listed, a random one is selected." +" if `IsMeteor` is not set to true, otherwise no animation. If more than " +"one animation is listed, a random one is selected." msgstr "" "`WakeAnim` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水波动画。如果 `IsMeteor` 未设置为" " true 则默认为 `[General] -> Wake`,否则无动画。如果列出了多个动画,则将随机选择一个。" -#: ../../Fixed-or-Improved-Logics.md:404 +#: ../../Fixed-or-Improved-Logics.md:412 msgid "" "`SplashAnims` contains list of splash animations used if `ExplodeOnWater`" " is not set and the animation impacts with water." msgstr "`SplashAnims` 包含一组在 `ExplodeOnWater` 没有设置且动画与水面接触时使用的水花动画。" -#: ../../Fixed-or-Improved-Logics.md:405 +#: ../../Fixed-or-Improved-Logics.md:413 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -2219,18 +2262,18 @@ msgstr "" "如果设置 `SplashAnims.PickRandom` 为 true,则从 `SplashAnims` 中随机选择一个动画。否则使用 " "`SplashAnims` 中列出的最后一个动画。" -#: ../../Fixed-or-Improved-Logics.md:406 +#: ../../Fixed-or-Improved-Logics.md:414 msgid "" "`ExtraShadow` can be set to false to disable the display of shadows on " "the ground." msgstr "`ExtraShadow` 可以设为 false 以禁用地面上的影子显示。" -#: ../../Fixed-or-Improved-Logics.md:409 +#: ../../Fixed-or-Improved-Logics.md:417 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" "Warhead.Detonate=false ; boolean\n" -"WakeAnim= ; list of Animation\n" +"WakeAnim= ; List of AnimationTypes\n" "SplashAnims= ; List of AnimationTypes, default to " "[CombatDamage] -> SplashList\n" "SplashAnims.PickRandom=false ; boolean\n" @@ -2239,24 +2282,24 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" "Warhead.Detonate=false ; boolean\n" -"WakeAnim= ; list of Animation\n" +"WakeAnim= ; List of AnimationTypes\n" "SplashAnims= ; List of AnimationTypes, default to " "[CombatDamage] -> SplashList\n" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:419 +#: ../../Fixed-or-Improved-Logics.md:427 msgid "Customize whether `Crater=yes` animation would destroy tiberium" msgstr "自定义 `Crater=yes` 的动画能否摧毁矿石" -#: ../../Fixed-or-Improved-Logics.md:421 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "" "In vanilla, the anim with `Crater=yes` is hardcoded to destroy the " "tiberium in its cell. Now you can disable this behavior by setting the " "following tags to `false`." msgstr "在原版中带有 `Crater=yes` 的动画硬编码会摧毁其所在单元格的矿石。现在你可以通过将下面的语句设为 `false` 来禁用该行为。" -#: ../../Fixed-or-Improved-Logics.md:424 +#: ../../Fixed-or-Improved-Logics.md:432 msgid "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" @@ -2264,7 +2307,7 @@ msgstr "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:430 +#: ../../Fixed-or-Improved-Logics.md:438 msgid "" "[SOMEANIM] ; AnimationType\n" "Crater.DestroyTiberium= ; boolean, default to [General] -> " @@ -2274,11 +2317,11 @@ msgstr "" "Crater.DestroyTiberium= ; boolean, default to [General] -> " "AnimCraterDestroyTiberium\n" -#: ../../Fixed-or-Improved-Logics.md:435 +#: ../../Fixed-or-Improved-Logics.md:443 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:437 +#: ../../Fixed-or-Improved-Logics.md:445 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -2287,14 +2330,14 @@ msgstr "" "《泰伯利亚之日》中允许 `Scorch=true` 和 `Flamer=true` 的动画生成 `[AudioVisual] -> " "SmallFire` 和 `LargeFire` 指定的火焰动画。此行为已重新实现,并且完全可自定义。" -#: ../../Fixed-or-Improved-Logics.md:438 +#: ../../Fixed-or-Improved-Logics.md:446 msgid "" "`ConstrainFireAnimsToCellSpots` controls whether or not spawned " "animations are locked to cell spots (e.g the subcell positions infantry " "are also constrained to)." msgstr "`ConstrainFireAnimsToCellSpots` 控制生成的动画是否锁定到单元格位置(例如步兵也受子单元格位置限制)。" -#: ../../Fixed-or-Improved-Logics.md:439 +#: ../../Fixed-or-Improved-Logics.md:447 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -2303,7 +2346,7 @@ msgstr "" "`FireAnimDisallowedLandTypes` 控制不允许生成火焰动画的地形类型。对于 `Scorch=true` 默认为 " "`water,rock,beach,ice` 否则为 `none`。" -#: ../../Fixed-or-Improved-Logics.md:440 +#: ../../Fixed-or-Improved-Logics.md:448 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -2312,7 +2355,7 @@ msgstr "" "`AttachFireAnimsToParent` 控制生成的动画是否附着于父动画所附着的对象(如果父动画也是附着动画)。对于 " "`Scorch=true` 默认为 true,否则为 false。" -#: ../../Fixed-or-Improved-Logics.md:441 +#: ../../Fixed-or-Improved-Logics.md:449 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -2321,13 +2364,13 @@ msgstr "" "`SmallFireCount` 决定由 `Scorch=true` 和 `Flamer=true` 动画生成小火焰动画的数量。对于 " "`Flamer=true` 默认为 2,否则为 1。" -#: ../../Fixed-or-Improved-Logics.md:442 +#: ../../Fixed-or-Improved-Logics.md:450 msgid "" "`SmallFireAnims` can be used to set the animation types, defaults to " "`[AudioVisual] -> SmallFire` (single animation)." msgstr "`SmallFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> SmallFire`(单个动画)。" -#: ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:451 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -2338,7 +2381,7 @@ msgstr "" "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `1.0,0.5`,否则为 " "`1.0`。" -#: ../../Fixed-or-Improved-Logics.md:444 +#: ../../Fixed-or-Improved-Logics.md:452 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2350,19 +2393,19 @@ msgstr "" "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。对于 `Flamer=true` 默认为 `0.25,0.625`,否则为 " "`0.0`。" -#: ../../Fixed-or-Improved-Logics.md:445 +#: ../../Fixed-or-Improved-Logics.md:453 msgid "" "`LargeFireCount` determines number of large fire animations to spawn by " "`Flamer=true` animations only." msgstr "`LargeFireCount` 决定仅由 `Flamer=true` 动画生成的大火焰动画的数量。" -#: ../../Fixed-or-Improved-Logics.md:446 +#: ../../Fixed-or-Improved-Logics.md:454 msgid "" "`LargeFireAnims` can be used to set the animation types, defaults to " "`[AudioVisual] -> LargeFire` (single animation)." msgstr "`LargeFireAnims` 可以用于设置动画类型,默认为 `[AudioVisual] -> LargeFire`(单个动画)。" -#: ../../Fixed-or-Improved-Logics.md:447 +#: ../../Fixed-or-Improved-Logics.md:455 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -2371,7 +2414,7 @@ msgstr "" "`LargeFireChances` 是一个用于动画生成的概率列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:448 +#: ../../Fixed-or-Improved-Logics.md:456 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2381,7 +2424,7 @@ msgstr "" "`SmallFireDistances` 是一个用于动画相对父动画坐标生成位置单元格距离的列表,最多读取前 `LargeFireCount` " "数量的项。如果计数超出列出的概率数量则超出部分使用最后一个列出的概率。" -#: ../../Fixed-or-Improved-Logics.md:451 +#: ../../Fixed-or-Improved-Logics.md:459 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -2421,25 +2464,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:467 +#: ../../Fixed-or-Improved-Logics.md:475 msgid "" "Save for the change that `Flamer` does not spawn animations if the parent" " animation is in air, the default settings should provide identical " "results to similar feature from Ares." msgstr "除了 `Flamer` 在父动画位于空中时不生成这一更改外,默认设置应该与 Ares 中类似功能拥有相同的效果。" -#: ../../Fixed-or-Improved-Logics.md:470 +#: ../../Fixed-or-Improved-Logics.md:478 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:472 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "" "You can now customize whether or not animations attached to objects " "follow the object's layer or respect their own `Layer` setting. If this " "is unset, attached animations use `ground` layer." msgstr "现在你可以自定义让附加于对象的动画跟随对象的图层还是遵循它们自身的 `Layer` 设置。如果不设置,附加的动画会使用 `ground` 图层。" -#: ../../Fixed-or-Improved-Logics.md:475 +#: ../../Fixed-or-Improved-Logics.md:483 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -2447,11 +2490,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:480 +#: ../../Fixed-or-Improved-Logics.md:488 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:482 +#: ../../Fixed-or-Improved-Logics.md:490 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2460,7 +2503,7 @@ msgstr "" "现在你可以自定义一个矿石/泰伯利亚所在的单元格至少需要到哪个生长阶段才能显示带有 `HideIfNoOre` " "的动画。生长阶段低于指定值的单元格将不允许动画显示。" -#: ../../Fixed-or-Improved-Logics.md:485 +#: ../../Fixed-or-Improved-Logics.md:493 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -2468,38 +2511,38 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:490 +#: ../../Fixed-or-Improved-Logics.md:498 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:492 +#: ../../Fixed-or-Improved-Logics.md:500 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../Fixed-or-Improved-Logics.md:494 +#: ../../Fixed-or-Improved-Logics.md:502 msgid "AI can now have some new behaviors." msgstr "现在 AI 可以执行一些新的行为。" -#: ../../Fixed-or-Improved-Logics.md:495 +#: ../../Fixed-or-Improved-Logics.md:503 msgid "" "`AIAutoDeployMCV` controls whether AI will still automatically deploy the" " mcv after owning a construction yard." msgstr "`AIAutoDeployMCV` 控制 AI 在拥有建造厂后是否仍然会自动部署 MCV。" -#: ../../Fixed-or-Improved-Logics.md:496 +#: ../../Fixed-or-Improved-Logics.md:504 msgid "" "`AISetBaseCenter` controls whether AI will still set the newly deployed " "construction yard as the base center after owning a construction yard." msgstr "`AISetBaseCenter` 控制 AI 在拥有建造厂后是否仍会将新部署的建造厂设为基地中心。" -#: ../../Fixed-or-Improved-Logics.md:497 +#: ../../Fixed-or-Improved-Logics.md:505 msgid "" "`AIBiasSpawnCell` controls whether AI will preferentially select the " "construction yard close to the birth point as the base center (useless in" " campaign)." msgstr "`AIBiasSpawnCell` 控制 AI 是否优先选择靠近出生点的建造厂作为基地中心(战役模式无效)。" -#: ../../Fixed-or-Improved-Logics.md:498 +#: ../../Fixed-or-Improved-Logics.md:506 msgid "" "`AIForbidConYard` controls whether AI cannot place buildings with " "`ConstructionYard=true`. AI will try to build one after a construction " @@ -2510,13 +2553,13 @@ msgstr "" "`AIForbidConYard` 控制 AI 是否禁止摆放拥有 `ConstructionYard=true` 的建筑。当建造厂被摧毁后 AI " "会尝试重建但不会实际摆放。随后它会继续建造其他建筑。建造厂的建造仍会占用时间。你可以尝试缩短它的建造所需时长。" -#: ../../Fixed-or-Improved-Logics.md:499 +#: ../../Fixed-or-Improved-Logics.md:507 msgid "" "`AINodeWallsOnly` controls whether AI can only automatically connect " "adjacent walls when there are wall base nodes around." msgstr "`AINodeWallsOnly` 控制 AI 是否仅在周围存在围墙节点时才自动连接相邻围墙。" -#: ../../Fixed-or-Improved-Logics.md:500 +#: ../../Fixed-or-Improved-Logics.md:508 msgid "" "`AICleanWallNode` controls whether AI cannot place walls when there are " "no `ProtectWithWall` buildings around. If it cannot be placed, this base " @@ -2525,7 +2568,7 @@ msgstr "" "`AICleanWallNode` 控制 AI 是否在周边都是无 `ProtectWithWall` " "的建筑时禁止摆放围墙。若无法摆放,该基地节点将被一同移除。" -#: ../../Fixed-or-Improved-Logics.md:503 +#: ../../Fixed-or-Improved-Logics.md:511 msgid "" "[AI]\n" "AIAutoDeployMCV=true ; boolean\n" @@ -2543,11 +2586,11 @@ msgstr "" "AINodeWallsOnly=false ; boolean\n" "AICleanWallNode=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:513 +#: ../../Fixed-or-Improved-Logics.md:521 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:515 +#: ../../Fixed-or-Improved-Logics.md:523 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2562,7 +2605,7 @@ msgstr "" "是没有为特定偏移设置方向时将使用的同义词)来设置停靠战机的降落方向。这会覆盖战机自己的 [降落方向](#landing-direction) " "设置并默认为 `[AudioVisual] -> PoseDir`。" -#: ../../Fixed-or-Improved-Logics.md:518 +#: ../../Fixed-or-Improved-Logics.md:526 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -2570,18 +2613,18 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:523 +#: ../../Fixed-or-Improved-Logics.md:531 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../Fixed-or-Improved-Logics.md:525 +#: ../../Fixed-or-Improved-Logics.md:533 msgid "" "In vanilla, the refinery uses different ActiveAnims depending on the " "storage. You can now make it use multiple ActiveAnims simultaneously like" " any other building." msgstr "在原版中矿场会根据其矿石存储量的不同播放不同的 `ActiveAnim`。现在你可以让它像其他建筑一样同时播放多个 `ActiveAnim`。" -#: ../../Fixed-or-Improved-Logics.md:528 +#: ../../Fixed-or-Improved-Logics.md:536 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" @@ -2589,11 +2632,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:533 +#: ../../Fixed-or-Improved-Logics.md:541 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:535 +#: ../../Fixed-or-Improved-Logics.md:543 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2602,13 +2645,13 @@ msgstr "" "现在可以通过在 `FactoryPlant.AllowTypes` 和 `FactoryPlant.DisallowTypes` " "中列出有哪些科技类型受到 `FactoryPlant=true` 建筑的加成。" -#: ../../Fixed-or-Improved-Logics.md:536 +#: ../../Fixed-or-Improved-Logics.md:544 msgid "" "`FactoryPlant.Multiplier` *(Ares feature)* is still applied on the " "bonuses if they are in effect." msgstr "`FactoryPlant.Multiplier`(*Ares 功能*)仍然会应用于加成。" -#: ../../Fixed-or-Improved-Logics.md:539 +#: ../../Fixed-or-Improved-Logics.md:547 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -2618,11 +2661,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:545 +#: ../../Fixed-or-Improved-Logics.md:553 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:547 +#: ../../Fixed-or-Improved-Logics.md:555 msgid "" "By default buildings do not apply `ZShapePointMove` (which offsets the 'z" " shape' applied on buildings which is used to adjust them in depth buffer" @@ -2634,7 +2677,7 @@ msgstr "" "以在深度缓冲区中调整它们并用于修复与此相关的例如建筑缺角等问题)。现在可以通过设置 `ZShapePointMove.OnBuildup` " "来开关此行为。" -#: ../../Fixed-or-Improved-Logics.md:550 +#: ../../Fixed-or-Improved-Logics.md:558 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -2642,11 +2685,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:555 +#: ../../Fixed-or-Improved-Logics.md:563 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:557 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2658,13 +2701,13 @@ msgstr "" "总的来说默认情况下游戏将同时设置了 `UndeploysInto` 且 `Foundation=1x1` 的建筑视为载具。现在可以通过设置 " "`ConsideredVehicle` 来开关此行为。这些建筑在单位计数追踪中被视为载具,受损时不会被视为基地受到攻击,并且默认可以进行批量选择。" -#: ../../Fixed-or-Improved-Logics.md:558 +#: ../../Fixed-or-Improved-Logics.md:566 msgid "" "When capturing such \"buildings\", the player won't be notified by EVA " "capture event." msgstr "当占领此类 “建筑” 时,玩家不会收到 EVA 占领事件的播报。" -#: ../../Fixed-or-Improved-Logics.md:561 +#: ../../Fixed-or-Improved-Logics.md:569 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2672,11 +2715,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:566 +#: ../../Fixed-or-Improved-Logics.md:574 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:568 +#: ../../Fixed-or-Improved-Logics.md:576 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2688,39 +2731,39 @@ msgstr "" "`Factory=InfantryType` 的建筑将会根据硬编码设置为创建的步兵设置出口单元格。现在可以通过 " "`BarracksExitCell` 为这类建筑定义任意单元格为出口。以下是硬编码值的单元格偏移量参考值。" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:466 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:577 +#: ../../Fixed-or-Improved-Logics.md:585 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2728,21 +2771,21 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:582 +#: ../../Fixed-or-Improved-Logics.md:590 msgid "Customizable garrison and bunker properties" msgstr "自定义驻军建筑与坦克碉堡属性" -#: ../../Fixed-or-Improved-Logics.md:584 +#: ../../Fixed-or-Improved-Logics.md:592 msgid "" "You can now customize damage or ROF multipliers of a garrison or tank " "bunker building." msgstr "现在可以自定义驻军建筑或坦克堡垒的 Damage 或 ROF 倍率。" -#: ../../Fixed-or-Improved-Logics.md:585 +#: ../../Fixed-or-Improved-Logics.md:593 msgid "You can now customize enter or exit sound of a tank bunker building." msgstr "现在可以自定义坦克碉堡建筑进入和离开时的音效。" -#: ../../Fixed-or-Improved-Logics.md:588 +#: ../../Fixed-or-Improved-Logics.md:596 msgid "" "[SOMEBUILDING] ; BuildingType\n" "OccupyDamageMultiplier= ; floating point value, default to " @@ -2772,13 +2815,13 @@ msgstr "" "BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> " "BunkerWallsDownSound\n" -#: ../../Fixed-or-Improved-Logics.md:598 +#: ../../Fixed-or-Improved-Logics.md:606 msgid "" "Customizable selling buildup sequence length for buildings that can " "undeploy" msgstr "自定义可反部署建筑出售序列动画长度" -#: ../../Fixed-or-Improved-Logics.md:600 +#: ../../Fixed-or-Improved-Logics.md:608 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2788,7 +2831,7 @@ msgstr "" "默认情况下拥有 `UndeploysInto` 的建筑在出售时只会播放其建造动画序列的前 23 帧(从最后一帧开始反向播放)。现在可以通过 " "`SellBuildupLength` 自定义。" -#: ../../Fixed-or-Improved-Logics.md:603 +#: ../../Fixed-or-Improved-Logics.md:611 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2796,11 +2839,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:608 +#: ../../Fixed-or-Improved-Logics.md:616 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:610 +#: ../../Fixed-or-Improved-Logics.md:618 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2809,50 +2852,50 @@ msgstr "" "![image](_static/images/grinding.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中使用友军的部队回收站、仅限载具以及显示资金*" -#: ../../Fixed-or-Improved-Logics.md:613 +#: ../../Fixed-or-Improved-Logics.md:621 msgid "" "You can now customize which types of objects a building with `Grinding` " "set can grind as well as the grinding sound." msgstr "现在你可以自定义具有 `Grinding` 设置的建筑可回收的对象类别以及回收使用的音效。" -#: ../../Fixed-or-Improved-Logics.md:614 +#: ../../Fixed-or-Improved-Logics.md:622 msgid "" "`Grinding.AllowAllies` changes whether or not to allow units to enter " "allies' buildings." msgstr "`Grinding.AllowAllies` 决定是否允许单位进入友军的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:615 +#: ../../Fixed-or-Improved-Logics.md:623 msgid "" "`Grinding.AllowOwner` changes whether or not to allow units to enter your" " own buildings." msgstr "`Grinding.AllowOwner` 决定是否允许单位进入己方的这座建筑。" -#: ../../Fixed-or-Improved-Logics.md:616 +#: ../../Fixed-or-Improved-Logics.md:624 msgid "" "`Grinding.AllowTypes` can be used to define InfantryTypes and " "VehicleTypes that can be grinded by the building. Listing any will " "disable grinding for all types except those listed." msgstr "`Grinding.AllowTypes` 可以用于定义可以被这座建筑回收的步兵和载具。只要设置列表就会导致其他不在表中的任何类型无法被回收。" -#: ../../Fixed-or-Improved-Logics.md:617 +#: ../../Fixed-or-Improved-Logics.md:625 msgid "" "`Grinding.DisallowTypes` can be used to exclude InfantryTypes or " "VehicleTypes from being able to enter the grinder building." msgstr "`Grinding.DisallowTypes` 可以定义不可被这座建筑回收的步兵和载具。" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:626 msgid "" "`Grinding.PlayDieSound` controls if the units' `DieSound` and `VoiceDie` " "are played when entering the grinder." msgstr "`Grinding.PlayDieSound` 控制单位的 `DieSound` 和 `VoiceDie` 是否都会在进入回收站时播放。" -#: ../../Fixed-or-Improved-Logics.md:619 +#: ../../Fixed-or-Improved-Logics.md:627 msgid "" "`Grinding.Sound` is a sound played by when object is grinded by the " "building." msgstr "`Grinding.Sound` 用于定义物体被这座建筑回收时所播放的音效。" -#: ../../Fixed-or-Improved-Logics.md:620 +#: ../../Fixed-or-Improved-Logics.md:628 msgid "" "`Grinding.Weapon` is a weapon fired at the building & by the building " "when it grinds an object. Will only be fired if at least weapon's `ROF` " @@ -2861,14 +2904,14 @@ msgstr "" "`Grinding.Weapon` 用于定义当建筑回收物体时由建筑向该建筑发射的武器。只有在其上次开火以来至少经过了武器 `ROF` " "设置的帧数后才能被发射。" -#: ../../Fixed-or-Improved-Logics.md:621 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "" "`Grinding.Weapon.RequiredCredits` can be set to have the weapon require " "accumulated credits from grinding to fire. Accumulated credits for this " "purpose are reset every time when the weapon fires." msgstr "`Grinding.Weapon.RequiredCredits` 可以设置武器开火所需的资金。为此目的积累的资金会在每次武器开火时重置。" -#: ../../Fixed-or-Improved-Logics.md:622 +#: ../../Fixed-or-Improved-Logics.md:630 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2877,7 +2920,7 @@ msgstr "" "关于回收时的资金字符串提示,请参考 [`DisplayIncome`](User-Interface.md#visual-indication-" "of-income-from-grinders-and-refineries)。" -#: ../../Fixed-or-Improved-Logics.md:625 +#: ../../Fixed-or-Improved-Logics.md:633 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2905,15 +2948,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:637 +#: ../../Fixed-or-Improved-Logics.md:645 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../Fixed-or-Improved-Logics.md:639 +#: ../../Fixed-or-Improved-Logics.md:647 msgid "Now you can specific how building can be overpowerd." msgstr "现在你可以设定建筑什么情形下才会过载。" -#: ../../Fixed-or-Improved-Logics.md:642 +#: ../../Fixed-or-Improved-Logics.md:650 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ElectricAssaultLevel=1 ; integer\n" @@ -2933,7 +2976,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:652 +#: ../../Fixed-or-Improved-Logics.md:660 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -2941,15 +2984,15 @@ msgstr "" "Ares 的 [电池超武](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) 不受此影响。" -#: ../../Fixed-or-Improved-Logics.md:655 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "Disable `DamageSound`" msgstr "禁用 `DamageSound`" -#: ../../Fixed-or-Improved-Logics.md:657 +#: ../../Fixed-or-Improved-Logics.md:665 msgid "Now you can disable `DamageSound` of a building." msgstr "现在你可以禁用一个建筑的 `DamageSound`。" -#: ../../Fixed-or-Improved-Logics.md:660 +#: ../../Fixed-or-Improved-Logics.md:668 msgid "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" @@ -2957,17 +3000,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:665 +#: ../../Fixed-or-Improved-Logics.md:673 msgid "Exclude Factory from providing multiple factory bonus" msgstr "排除特定工厂的多工厂加成" -#: ../../Fixed-or-Improved-Logics.md:667 +#: ../../Fixed-or-Improved-Logics.md:675 msgid "" "It is now possible to exclude a building with `Factory` from counting " "towards `MultipleFactory` bonus." msgstr "现在可以将某个具有 `Factory` 的建筑排除在 `MultipleFactory` 之外" -#: ../../Fixed-or-Improved-Logics.md:670 +#: ../../Fixed-or-Improved-Logics.md:678 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -2975,11 +3018,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:675 +#: ../../Fixed-or-Improved-Logics.md:683 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../Fixed-or-Improved-Logics.md:677 +#: ../../Fixed-or-Improved-Logics.md:685 msgid "" "It is possible to customize the power decrement of a power plant when " "it's damaged. The actual power output for this plant will be: `Power` " @@ -2990,13 +3033,13 @@ msgstr "" "时损失的发电量,即 `损失发电量 = [1 - (当前血量 / 最大血量)] * PowerPlant.DamageFactor * " "Power=`;发电功率无法低于 0。" -#: ../../Fixed-or-Improved-Logics.md:678 +#: ../../Fixed-or-Improved-Logics.md:686 msgid "" "Specifically, if the factor is set to 0.0, power output won't be " "decreased by losing health for this power plant." msgstr "具体来说,如果该系数设为 0.0,则电厂的发电功率不受血量影响。" -#: ../../Fixed-or-Improved-Logics.md:681 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" @@ -3004,22 +3047,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:686 +#: ../../Fixed-or-Improved-Logics.md:694 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:688 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "" "In Red Alert 1, the tesla coil will attack multiple times after charging " "animation. This is not possible in Red Alert 2, where the building must " "play the charge animation every time it fires." msgstr "《红色警戒 1》中的磁暴线圈会在充能后多次攻击。这在《红色警戒 2》中是不可能的,因为建筑必须每次发射时都播放充能动画。" -#: ../../Fixed-or-Improved-Logics.md:689 +#: ../../Fixed-or-Improved-Logics.md:697 msgid "Now you can implement the above logic using the following flag." msgstr "现在你可以使用下面的标签实现上述逻辑。" -#: ../../Fixed-or-Improved-Logics.md:692 +#: ../../Fixed-or-Improved-Logics.md:700 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -3027,17 +3070,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:698 +#: ../../Fixed-or-Improved-Logics.md:706 msgid "" "The prism towers' fire is hardcoded to be delayed. Their fire will ignore" " this flag, just as they ignore `IsAnimDelayedFire`." msgstr "光棱塔开火硬编码延迟。就像无视 `IsAnimDelayedFire` 那样,它们同样无视该语句。" -#: ../../Fixed-or-Improved-Logics.md:701 +#: ../../Fixed-or-Improved-Logics.md:709 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:703 +#: ../../Fixed-or-Improved-Logics.md:711 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -3045,7 +3088,7 @@ msgstr "" "现在可以通过 `UnitRepair=true`、`UnitReload=true` 和 `Hospital=true` " "的建筑来自定义单位的维修参数。" -#: ../../Fixed-or-Improved-Logics.md:704 +#: ../../Fixed-or-Improved-Logics.md:712 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -3057,17 +3100,17 @@ msgstr "" "ReloadRate` 并覆盖每个战机类型独立的时间设置(*Ares 功能*)。对于 `UnitRepair=true` 的建筑则默认为 " "`[General] -> URepairRate`。" -#: ../../Fixed-or-Improved-Logics.md:705 +#: ../../Fixed-or-Improved-Logics.md:713 msgid "" "On `UnitReload=true` building setting this to negative value will fully " "disable the repair functionality." msgstr "在 `UnitReload=true` 的建筑上将此值设置为负数将完全禁用维修功能。" -#: ../../Fixed-or-Improved-Logics.md:706 +#: ../../Fixed-or-Improved-Logics.md:714 msgid "`Units.RepairStep` how much `Strength` is restored per repair tick." msgstr "`Units.RepairStep` 设置每次维修时恢复多少点 `Strength`。" -#: ../../Fixed-or-Improved-Logics.md:707 +#: ../../Fixed-or-Improved-Logics.md:715 msgid "" "`Units.RepairPercent` is a multiplier to cost of repairing (cost / " "(maximum health / repair step)). Note that the final cost is set to 1 if " @@ -3076,13 +3119,13 @@ msgstr "" "`Units.RepairPercent` " "是维修成本的倍率[`Cost`/(`Strength`/`RepairStep`)]。注意如果最终的成本低于 1 那么会设为 1。" -#: ../../Fixed-or-Improved-Logics.md:708 +#: ../../Fixed-or-Improved-Logics.md:716 msgid "" "`Units.UseRepairCost` can be used to customize if repair cost is applied " "at all. Defaults to false for infantry, true for everything else." msgstr "`Units.UseRepairCost` 可以用于自定义是否使用维修成本。步兵默认为 false,其他默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:711 +#: ../../Fixed-or-Improved-Logics.md:719 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -3098,17 +3141,17 @@ msgstr "" "default to [General] -> RepairPercent\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:719 +#: ../../Fixed-or-Improved-Logics.md:727 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:721 +#: ../../Fixed-or-Improved-Logics.md:729 msgid "" "In vanilla, buildings are forbidden to use waypoints. Now you can allow " "that using the following flag." msgstr "在原版中,建筑被禁止使用路径点。现在你可以使用以下标签来允许使用。" -#: ../../Fixed-or-Improved-Logics.md:724 +#: ../../Fixed-or-Improved-Logics.md:732 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -3116,15 +3159,15 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:729 +#: ../../Fixed-or-Improved-Logics.md:737 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:731 +#: ../../Fixed-or-Improved-Logics.md:739 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../Fixed-or-Improved-Logics.md:733 +#: ../../Fixed-or-Improved-Logics.md:741 msgid "" "In RA2, the GI-like infantry controlled by the AI will automatically " "deploy to use their more powerful secondary weapons when engaging the " @@ -3134,7 +3177,7 @@ msgstr "" "在《红色警戒2》中,由 AI " "控制的美国大兵在与敌人交战时会自动部署以使用火力更强的副武器。此特性在《尤里的复仇》中遭到破坏。现在你可以通过下面的开关语句重启这一特性。" -#: ../../Fixed-or-Improved-Logics.md:736 +#: ../../Fixed-or-Improved-Logics.md:744 msgid "" "[General]\n" "InfantryAutoDeploy=false ; boolean\n" @@ -3150,15 +3193,15 @@ msgstr "" "InfantryAutoDeploy= ; boolean, default to [General] -> " "InfantryAutoDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:744 +#: ../../Fixed-or-Improved-Logics.md:752 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:746 +#: ../../Fixed-or-Improved-Logics.md:754 msgid "In vanilla, infantry has hardcoded prone speed. Now you can customize it." msgstr "原版中步兵匍匐前进的速度是硬编码的。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:757 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -3176,15 +3219,15 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:766 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:760 +#: ../../Fixed-or-Improved-Logics.md:768 msgid "Fire particle target coordinate adjustment when firer rotates" msgstr "开火者旋转时火焰粒子目标坐标调整" -#: ../../Fixed-or-Improved-Logics.md:762 +#: ../../Fixed-or-Improved-Logics.md:770 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -3194,7 +3237,7 @@ msgstr "" "默认情况下拥有 `BehavesLike=Fire` " "的粒子系统会根据创建粒子系统的对象(例如武器的开火者)是否旋转来调整其坐标。现在可以为每个粒子系统禁用这一行为。" -#: ../../Fixed-or-Improved-Logics.md:765 +#: ../../Fixed-or-Improved-Logics.md:773 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -3202,19 +3245,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:770 +#: ../../Fixed-or-Improved-Logics.md:778 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:772 +#: ../../Fixed-or-Improved-Logics.md:780 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:774 +#: ../../Fixed-or-Improved-Logics.md:782 msgid "Gas particles can now drift at a custom speed." msgstr "Gas 类的粒子现在可以自定义漂浮速度。" -#: ../../Fixed-or-Improved-Logics.md:777 +#: ../../Fixed-or-Improved-Logics.md:785 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -3222,53 +3265,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:782 +#: ../../Fixed-or-Improved-Logics.md:790 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:784 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:786 +#: ../../Fixed-or-Improved-Logics.md:794 msgid "" "`AirburstWeapon` logic has been reimplemented and thus there are several " "additions & changes to it." msgstr "`AirburstWeapon` 逻辑已被重新实现从而对其进行了一些添加和更改。" -#: ../../Fixed-or-Improved-Logics.md:787 +#: ../../Fixed-or-Improved-Logics.md:795 msgid "" "`Splits` can be set to true to use projectile splitting logic from " "Firestorm, with the number of split projectiles defined by `Cluster`." msgstr "`Splits` 可以设置为 true 以使用 《火风暴》 中的抛射体分裂逻辑,分裂抛射体的数量由 `Cluster` 决定。" -#: ../../Fixed-or-Improved-Logics.md:788 +#: ../../Fixed-or-Improved-Logics.md:796 msgid "" "`RetargetAccuracy` defines the probability that the splitted projectiles " "head to the same target as the original projectile." msgstr "`RetargetAccuracy` 决定了分裂抛射体与原抛射体瞄准同一目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:789 +#: ../../Fixed-or-Improved-Logics.md:797 msgid "" "`RetargetSelf` determines if it is possible for the splitted projectiles " "to aim at the firer of the original projectile." msgstr "`RetargetSelf` 决定了分裂抛射体是否可以将原抛射体的发射者视为目标。" -#: ../../Fixed-or-Improved-Logics.md:790 +#: ../../Fixed-or-Improved-Logics.md:798 msgid "" "`RetargetSelf.Probability` is the probability that if the original firer " "is chosen as a target, it is kept as the target instead of rerolled to " "another." msgstr "`RetargetSelf.Probability` 是选择了原本的开火者为目标时它将保留其为目标而不是去重新随机另一个目标的概率。" -#: ../../Fixed-or-Improved-Logics.md:791 +#: ../../Fixed-or-Improved-Logics.md:799 msgid "" "`Splits.TargetingDistance` is the distance in cells that any potential " "target has to be within from the original target coordinates to be " "eligible for targeting by the splitted projectiles." msgstr "`Splits.TargetingDistance` 是以单元格为单位的距离,任何潜在目标都必须在原始目标坐标的这个范围内才能够被分裂的抛射体瞄准。" -#: ../../Fixed-or-Improved-Logics.md:792 +#: ../../Fixed-or-Improved-Logics.md:800 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -3277,7 +3320,7 @@ msgstr "" "`Splits.TargetCellRange` " "是以完整单元格数为单位的距离,用于附近没有发现足够的科技类型目标时分裂的抛射体从该范围选取新的目标单元格。" -#: ../../Fixed-or-Improved-Logics.md:793 +#: ../../Fixed-or-Improved-Logics.md:801 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -3291,7 +3334,7 @@ msgstr "" "[武器瞄准筛选](New-or-Enhanced-Logics.md#weapon-targeting-filter) 和 " "[AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:794 +#: ../../Fixed-or-Improved-Logics.md:802 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -3301,31 +3344,31 @@ msgstr "" "注意这会在瞄准时覆盖弹头对 `AffectsAllies/Owner/Enemies` 的检查。不过,你可以通过在 " "`AirburstWeapon` 设置的武器上使用 `CanTargetHouses` 来实现类似的行为。" -#: ../../Fixed-or-Improved-Logics.md:795 +#: ../../Fixed-or-Improved-Logics.md:803 msgid "Behaviour for if `Airburst` is set to true can also be customized." msgstr "如果将 `Airburst` 设为 true 其行为也同样可以自定义。" -#: ../../Fixed-or-Improved-Logics.md:796 +#: ../../Fixed-or-Improved-Logics.md:804 msgid "" "`AirburstSpread` is the distance in cells that the effect covers, with " "each cell in range being targeted by `AirburstWeapon` by default." msgstr "`AirburstSpread` 是以单元格为单位的效果所覆盖范围,默认情况下范围内的每个单元格都会被 `AirburstWeapon` 瞄准。" -#: ../../Fixed-or-Improved-Logics.md:797 +#: ../../Fixed-or-Improved-Logics.md:805 msgid "" "`Airburst.UseCluster`, if set to true, makes it so that only number of " "cells in the affected area dictated by `Cluster` will be affected, " "instead of all of them." msgstr "`Airburst.UseCluster` 如果设为 true,则只有 `Cluster` 所指定数量的单元格会被影响,而不是所有单元格。" -#: ../../Fixed-or-Improved-Logics.md:798 +#: ../../Fixed-or-Improved-Logics.md:806 msgid "" "If `Airburst.RandomClusters` is set to true, the cells affected will be " "picked by random. Otherwise they will be evenly spaced (counting from " "center to edges of affected area)." msgstr "`Airburst.RandomClusters` 如果设为 true,则受影响的单元格将随机选取。否则它们将均匀分布(从受影响区域的中心到边缘)。" -#: ../../Fixed-or-Improved-Logics.md:799 +#: ../../Fixed-or-Improved-Logics.md:807 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -3334,13 +3377,13 @@ msgstr "" "`Airburst.TargetAsSource` 可用于令空爆中心坐标跟随目标坐标而非使用抛射体当前位置。例如原先会在爆点生成根据 " "`[Projectile] -> AroundTarget` 决定飞向原点或目标位置,现在会直接以目标为中心爆开。" -#: ../../Fixed-or-Improved-Logics.md:800 +#: ../../Fixed-or-Improved-Logics.md:808 msgid "" "If `Airburst.TargetAsSource.SkipHeight` is also set, then projectile's " "current height will be used instead of target's height still." msgstr "如果还设置了 `Airburst.TargetAsSource.SkipHeight` 则仍然使用抛射体当前高度而非目标高度。" -#: ../../Fixed-or-Improved-Logics.md:801 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -3350,7 +3393,7 @@ msgstr "" "`AroundTarget` 控制由 `Airburst` 或 `Splits` " "创建的抛射体的目标是否在原抛射体目标周围的区域检查获取,否则从原抛射体爆炸的位置。默认为 `Splits` 值。" -#: ../../Fixed-or-Improved-Logics.md:802 +#: ../../Fixed-or-Improved-Logics.md:810 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -3359,7 +3402,7 @@ msgstr "" "`AirburstWeapon.ApplyFirepowerMult` 决定是否将原抛射体发射者的火力加成应用于由 " "`AirburstWeapon` 创建的抛射体。" -#: ../../Fixed-or-Improved-Logics.md:803 +#: ../../Fixed-or-Improved-Logics.md:811 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -3368,7 +3411,7 @@ msgstr "" "`AirburstWeapon.SourceScatterMin` 和 `AirburstWeapon.SourceScatterMax` " "可用于令空爆中心坐标产生散布。" -#: ../../Fixed-or-Improved-Logics.md:806 +#: ../../Fixed-or-Improved-Logics.md:814 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -3418,7 +3461,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:827 +#: ../../Fixed-or-Improved-Logics.md:835 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -3429,11 +3472,11 @@ msgstr "" "`AroundTarget`,除了其他新增功能外,应该与 Ares 所引入的类似功能拥有相同效果并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:830 +#: ../../Fixed-or-Improved-Logics.md:838 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:832 +#: ../../Fixed-or-Improved-Logics.md:840 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -3443,7 +3486,7 @@ msgstr "" "`ClusterScatter.Min` 和 `ClusterScatter.Max` 可各自用于设置最小和最大距离,用于当 `Cluster` " "设为一个大于 1 的值时任何额外爆炸可出现的位置相对原爆炸坐标以单元格为单位的距离。" -#: ../../Fixed-or-Improved-Logics.md:835 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -3453,15 +3496,15 @@ msgstr "" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" "ClusterScatter.Max=2.0 ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:841 +#: ../../Fixed-or-Improved-Logics.md:849 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:843 +#: ../../Fixed-or-Improved-Logics.md:851 msgid "You can now specify individual projectile gravity." msgstr "现在你可以为特定抛射体指定其重力。" -#: ../../Fixed-or-Improved-Logics.md:844 +#: ../../Fixed-or-Improved-Logics.md:852 msgid "" "Setting `Gravity=0` is not recommended as it will cause the projectile to" " fly backwards and be unable to hit the target which is not at the same " @@ -3471,7 +3514,7 @@ msgstr "" "由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在相同高度的目标因此不推荐设置 `Gravity=0` 。我们建议使用 " "`Straight` 轨迹替代。见[这里](New-or-Enhanced-Logics.md#projectile-trajectories)。" -#: ../../Fixed-or-Improved-Logics.md:847 +#: ../../Fixed-or-Improved-Logics.md:855 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -3479,11 +3522,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:852 +#: ../../Fixed-or-Improved-Logics.md:860 msgid "Customizing initial facing behavior" msgstr "自定义初始朝向行为" -#: ../../Fixed-or-Improved-Logics.md:854 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "" "Previously projectiles that had `Voxel=true` images were hardcoded to " "have downwards initial trajectory. This behavior can now be toggled on " @@ -3491,10 +3534,10 @@ msgid "" "addition to defaulting to `true` for `Voxel=true` projectiles, it also " "now defaults to true for any `Vertical=true` projectile." msgstr "" -"先前拥有 `Voxel=true` 的抛射体被硬编码为初始向下的弹道。现在该行为可以为其他类型抛射体开启或为 Voxel 抛射体关闭。" -"除了对 `Voxel=true` 的抛射体默认为 `true` 外,现对所有 `Vertical=true` 的抛射体也同样设为 `true`。" +"先前拥有 `Voxel=true` 的抛射体被硬编码为初始向下的弹道。现在该行为可以为其他类型抛射体开启或为 Voxel 抛射体关闭。除了对 " +"`Voxel=true` 的抛射体默认为 `true` 外,现对所有 `Vertical=true` 的抛射体也同样设为 `true`。" -#: ../../Fixed-or-Improved-Logics.md:857 +#: ../../Fixed-or-Improved-Logics.md:865 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" @@ -3502,11 +3545,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:862 +#: ../../Fixed-or-Improved-Logics.md:870 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:864 +#: ../../Fixed-or-Improved-Logics.md:872 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -3524,7 +3567,7 @@ msgstr "" "`BallisticScatter.Min` 设置 `最小值` 和 通过 `BallisticScatter.Max` 设置 `最大值` " "来实现自定义。如果没有设置则使用原有的行为作为默认值。注意在估算实际范围时原有算法中的 `*2` 计算仍然存在。" -#: ../../Fixed-or-Improved-Logics.md:867 +#: ../../Fixed-or-Improved-Logics.md:875 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -3534,11 +3577,11 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:873 +#: ../../Fixed-or-Improved-Logics.md:881 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:875 +#: ../../Fixed-or-Improved-Logics.md:883 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -3547,13 +3590,13 @@ msgstr "" "![image](_static/images/shrapnel.gif) *[幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中击中地面和建筑的溅射*" -#: ../../Fixed-or-Improved-Logics.md:878 +#: ../../Fixed-or-Improved-Logics.md:886 msgid "" "`ShrapnelWeapon` can now be triggered against ground & buildings via " "`Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`." msgstr "现在可以通过 `Shrapnel.AffectsGround` 和 `Shrapnel.AffectsBuildings` 触发对地面和建筑的溅射。" -#: ../../Fixed-or-Improved-Logics.md:879 +#: ../../Fixed-or-Improved-Logics.md:887 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -3565,14 +3608,14 @@ msgstr "" "`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` [武器目标筛选" "](#weapon-targeting-filter) 和 [AE 武器过滤](#attached-effects) 将被检查。" -#: ../../Fixed-or-Improved-Logics.md:880 +#: ../../Fixed-or-Improved-Logics.md:888 msgid "" "Do note that this overrides the normal check of only allowing shrapnels " "to hit non-allied objects. Use `CanTargetHouses=enemies` to manually " "enable this behaviour again." msgstr "注意这会覆盖允许溅射武器选择非盟友对象的默认检查。使用 `CanTargetHouses=enemies` 可手动重新启用此行为。" -#: ../../Fixed-or-Improved-Logics.md:883 +#: ../../Fixed-or-Improved-Logics.md:891 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -3584,34 +3627,34 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:890 +#: ../../Fixed-or-Improved-Logics.md:898 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:900 msgid "Airstrike flare visual customizations" msgstr "自定义空袭引导效果" -#: ../../Fixed-or-Improved-Logics.md:894 +#: ../../Fixed-or-Improved-Logics.md:902 msgid "" "It is now possible to customize color of airstrike flare tint on target " "on the TechnoType calling in the airstrike as well as customize the color" " of the line drawn to target." msgstr "现在可以在召唤空袭的单位上自定义目标染色效果及引导激光颜色。" -#: ../../Fixed-or-Improved-Logics.md:895 +#: ../../Fixed-or-Improved-Logics.md:903 msgid "" "`LaserTargetColor` can be used to set the index of color from " "`[ColorAdd]`." msgstr "`LaserTargetColor` 用于填写颜色在 `[ColorAdd]` 中的索引序号。" -#: ../../Fixed-or-Improved-Logics.md:896 +#: ../../Fixed-or-Improved-Logics.md:904 msgid "" "`AirstrikeLineColor` sets the color of the line and dot drawn from firer " "to target." msgstr "`AirstrikeLineColor` 用于填写引导激光的颜色。" -#: ../../Fixed-or-Improved-Logics.md:899 +#: ../../Fixed-or-Improved-Logics.md:907 msgid "" "[AudioVisual]\n" "AirstrikeLineColor=255,0,0 ; integer - Red,Green,Blue\n" @@ -3631,11 +3674,11 @@ msgstr "" "AirstrikeLineColor= ; integer - Red,Green,Blue, default to " "[AudioVisual] -> AirstrikeLineColor\n" -#: ../../Fixed-or-Improved-Logics.md:908 +#: ../../Fixed-or-Improved-Logics.md:916 msgid "Airstrike target eligibility" msgstr "空袭目标筛选" -#: ../../Fixed-or-Improved-Logics.md:910 +#: ../../Fixed-or-Improved-Logics.md:918 msgid "" "By default whether or not a building can be targeted by airstrikes " "(`Airstrike=true` Warhead) depends on value of `CanC4`, which also " @@ -3646,20 +3689,20 @@ msgstr "" "默认情况下建筑能否被空袭武器(弹头 `Airstrike=true`)作为目标取决于 `CanC4` 的值,这也会影响其他方面。现在可以通过设置 " "`AllowAirstrike` 来独立更改这一点,如果未设置,默认为 `CanC4` 的值。对于非建筑类单位这默认为 true。" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:919 msgid "" "`AirstrikeTargets` determines what types of targets are valid airstrike " "targets for this Warhead." msgstr "`AirstrikeTargets` 决定了哪些目标是该弹头的有效空袭目标。" -#: ../../Fixed-or-Improved-Logics.md:912 +#: ../../Fixed-or-Improved-Logics.md:920 msgid "" "The airstrike aircraft will now aim at the target itself rather than the " "cell beneath its feet, therefore it is possible to properly designate air" " strikes against non-building targets." msgstr "现在空袭的战机会将目标设为单位自身而不再是单位脚下的单元格,因此可以对非建筑类目标正常地进行空袭引导。" -#: ../../Fixed-or-Improved-Logics.md:915 +#: ../../Fixed-or-Improved-Logics.md:923 msgid "" "[SOMETECHNO] ; TechnoType\n" "AllowAirstrike= ; boolean\n" @@ -3675,11 +3718,11 @@ msgstr "" "AirstrikeTargets=buildings ; List of Affected Target Enumeration " "(none|infantry|units|buildings|all)\n" -#: ../../Fixed-or-Improved-Logics.md:923 +#: ../../Fixed-or-Improved-Logics.md:931 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:925 +#: ../../Fixed-or-Improved-Logics.md:933 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLHN` used for `OpenTopped` transport firing coordinates, " @@ -3689,7 +3732,7 @@ msgstr "" "`AlternateFLH.OnTurret` 可自定义 `AlternateFLHN` 用于 `OpenTopped` " "运输工具的开火坐标、多重心控链接偏移等逻辑时其位置是否相对于炮塔而非车体。" -#: ../../Fixed-or-Improved-Logics.md:928 +#: ../../Fixed-or-Improved-Logics.md:936 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -3697,11 +3740,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:933 +#: ../../Fixed-or-Improved-Logics.md:941 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:935 +#: ../../Fixed-or-Improved-Logics.md:943 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -3712,7 +3755,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:936 +#: ../../Fixed-or-Improved-Logics.md:944 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -3720,7 +3763,7 @@ msgstr "" "`MultiplayPassive=true` 的所属方是否受益于这些效果可以通过 " "`GainSelfHealAllowMultiplayPassive` 加以控制。" -#: ../../Fixed-or-Improved-Logics.md:937 +#: ../../Fixed-or-Improved-Logics.md:945 msgid "" "In campaign, whether or not these effects for player can be benefited by " "houses with `PlayerControl=true` can be controlled via " @@ -3729,13 +3772,13 @@ msgstr "" "玩家能否通过带有 `PlayerControl=true` 的所属方获得这些受益可以通过 " "`GainSelfHealFromPlayerControl` 控制。" -#: ../../Fixed-or-Improved-Logics.md:938 +#: ../../Fixed-or-Improved-Logics.md:946 msgid "" "Whether or not these effects can be benefited by allied houses can be " "controlled via `GainSelfHealFromAllies`." msgstr "玩家能否通过盟友所属获得这些受益效果可以由 `GainSelfHealFromAllies` 控制。" -#: ../../Fixed-or-Improved-Logics.md:939 +#: ../../Fixed-or-Improved-Logics.md:947 msgid "" "It is also possible to change the pip frames displayed from `pips.shp` " "individually for infantry, units and buildings by setting the frames for " @@ -3746,7 +3789,7 @@ msgstr "" "还可以分别为步兵、载具和建筑在 `[AudioVisual]` 中使用 " "`Pips.SelfHeal.(Infantry/Units/Buildings)` 设置各自 `pips.shp` 中用于显示的 pip 帧。" -#: ../../Fixed-or-Improved-Logics.md:940 +#: ../../Fixed-or-Improved-Logics.md:948 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -3755,7 +3798,7 @@ msgstr "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` 可以被用于分别自定义步兵、载具和建筑显示 " "pip 使用的像素偏移量。" -#: ../../Fixed-or-Improved-Logics.md:941 +#: ../../Fixed-or-Improved-Logics.md:949 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -3764,7 +3807,7 @@ msgstr "" "通过设置 `SelfHealGainType` 可以控制科技类型是否受到 `InfantryGainSelfHeal` 或 " "`UnitsGainSelfHeal` 建筑的增益效果或者对两者都不享有。" -#: ../../Fixed-or-Improved-Logics.md:942 +#: ../../Fixed-or-Improved-Logics.md:950 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -3775,7 +3818,7 @@ msgstr "" "`InfantryGainSelfHeal` 获得自愈,其他载具类型从 `UnitsGainSelfHeal` " "获得以及战机类型和建筑类型永远不会获得自愈。" -#: ../../Fixed-or-Improved-Logics.md:945 +#: ../../Fixed-or-Improved-Logics.md:953 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -3831,11 +3874,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:965 +#: ../../Fixed-or-Improved-Logics.md:973 msgid "Chrono sparkle animation customization & improvements" msgstr "超时空闪光动画的自定义与改进" -#: ../../Fixed-or-Improved-Logics.md:967 +#: ../../Fixed-or-Improved-Logics.md:975 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -3844,7 +3887,7 @@ msgstr "" "现在可以通过设置 `[General] -> ChronoSparkleDisplayDelay` 来自定义被冻结的对象上创建 " "`[General] -> ChronoSparkle1` 动画之间的帧间隔。" -#: ../../Fixed-or-Improved-Logics.md:968 +#: ../../Fixed-or-Improved-Logics.md:976 msgid "" "By default on buildings with `MaxNumberOccupants` higher than 0, chrono " "sparkle animation would be shown at each of the `MuzzleFlashX` " @@ -3854,7 +3897,7 @@ msgstr "" "默认情况下对于 `MaxNumberOccupants` 大于 0 的建筑,超时空闪烁动画会在每个 `MuzzleFlashX` " "坐标处显示。现在这种行为可以自定义,并且支持大于 10 的 `MuzzleFlashX` 索引。" -#: ../../Fixed-or-Improved-Logics.md:969 +#: ../../Fixed-or-Improved-Logics.md:977 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -3865,7 +3908,7 @@ msgstr "" "(`building`)、在当前驻军的枪口坐标闪烁 (`occupants`)、所有驻军的枪口闪烁坐标 (`occupantslots`) " "或这些中任意组合的情况下显示。" -#: ../../Fixed-or-Improved-Logics.md:970 +#: ../../Fixed-or-Improved-Logics.md:978 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -3875,14 +3918,14 @@ msgstr "" "如果列出了 `occupants` 或 `occupantslots` 而没有 `building`,那么在建筑没有任何驻军或其 " "`MaxNumberOccupants` 小于 1 的情况下仍会在建筑上显示一个超时空闪烁动画。" -#: ../../Fixed-or-Improved-Logics.md:971 +#: ../../Fixed-or-Improved-Logics.md:979 msgid "" "The chrono sparkle animation that is displayed on building itself is also" " now displayed at the center of it rather than at center of its topmost " "cell." msgstr "现在显示在建筑自身的超时空闪烁动画位于其正中心而不再是其最顶端单元格的中心。" -#: ../../Fixed-or-Improved-Logics.md:974 +#: ../../Fixed-or-Improved-Logics.md:982 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -3896,18 +3939,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:980 +#: ../../Fixed-or-Improved-Logics.md:988 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:982 +#: ../../Fixed-or-Improved-Logics.md:990 msgid "" "It is now possible to customize (globally and per TechnoType) the warp-in" " delay for units teleporting through `Type=ChronoSphere/Warp` " "Superweapon, both before and after the jump." msgstr "现在可以自定义(全局和所有科技类型)单位通过 `Type=ChronoSphere/Warp` 超级武器传送前后的延迟。" -#: ../../Fixed-or-Improved-Logics.md:985 +#: ../../Fixed-or-Improved-Logics.md:993 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -3925,7 +3968,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:996 +#: ../../Fixed-or-Improved-Logics.md:1004 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -3934,11 +3977,11 @@ msgstr "" "由于技术限制,这些设置不适用于 Ares 的自定义 ChronoSphere 超级武器传送的建筑。它们仅有一个共用的 `[General] -> " "ChronoDelay`。" -#: ../../Fixed-or-Improved-Logics.md:999 +#: ../../Fixed-or-Improved-Logics.md:1007 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:1001 +#: ../../Fixed-or-Improved-Logics.md:1009 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -3946,13 +3989,13 @@ msgstr "" "![image](_static/images/oregath.gif) *在 [幽灵计划](https://www.moddb.com/mods" "/project-phantom) 中的自定义矿石采集动画*" -#: ../../Fixed-or-Improved-Logics.md:1004 +#: ../../Fixed-or-Improved-Logics.md:1012 msgid "" "You can now specify which anim should be drawn when a harvester of " "specified type is gathering specified type of ore." msgstr "现在你可以在设定特定矿车在采集特定类型的矿石时哪些动画应当被绘制。" -#: ../../Fixed-or-Improved-Logics.md:1007 +#: ../../Fixed-or-Improved-Logics.md:1015 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -3964,11 +4007,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:1014 +#: ../../Fixed-or-Improved-Logics.md:1022 msgid "Customizable target evaluation map zone check behaviour" msgstr "自定义目标评估地图区域检查行为" -#: ../../Fixed-or-Improved-Logics.md:1016 +#: ../../Fixed-or-Improved-Logics.md:1024 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -3984,7 +4027,7 @@ msgstr "" "(`TargetZoneScanType=any`) 或者仅当目标在武器射程内时才允许选择 " "(`TargetZoneScanType=inrange`)。" -#: ../../Fixed-or-Improved-Logics.md:1019 +#: ../../Fixed-or-Improved-Logics.md:1027 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -3994,11 +4037,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:1024 +#: ../../Fixed-or-Improved-Logics.md:1032 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:1026 +#: ../../Fixed-or-Improved-Logics.md:1034 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -4008,28 +4051,35 @@ msgstr "" "War](https://www.moddb.com/mods/yuris-revenge-new-war) 中的超时空军团兵与 Ronco " "使用不同的超时空设置*" -#: ../../Fixed-or-Improved-Logics.md:1029 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "" "You can now specify Teleport/Chrono Locomotor settings per TechnoType to " "override default rules values. Unfilled values default to values in " "`[General]`." msgstr "现在你可以为每个科技类型指定其超时空运动方式设置以覆盖默认规则的值。未填充值则默认使用 `[General]` 中的值。" -#: ../../Fixed-or-Improved-Logics.md:1030 -msgid"" -"Only applicable to Techno that have Teleport/Chrono Locomotor attached, " -"or being chronowarped by chronosphere." +#: ../../Fixed-or-Improved-Logics.md:1038 +msgid "" +"Applicable to Techno that have Teleport/Chrono Locomotor attached, or " +"being chronowarped by chronosphere." msgstr "对使用超时空运动方式或者被超时空传送超武移动的科技类型有效。" -#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1039 +msgid "" +"If more than one animation is listed in `WarpOut`, `WarpIn` or " +"`WarpAway`, a random one is selected." +msgstr "" +"如果 `WarpOut`、`WarpIn` 或 `WarpAway` 中列出了多个动画,则将随机选择一个。" + +#: ../../Fixed-or-Improved-Logics.md:1042 msgid "" "[SOMETECHNO] ; TechnoType\n" -"WarpOut= ; list of Animation (played when Techno warping out), default " -"to [General] WarpOut\n" -"WarpIn= ; list of Animation (played when Techno warping in), default " -"to [General] WarpIn\n" -"WarpAway= ; list of Animation (played when Techno being erased by " -"`Temporal=yes` warhead), default to [General] WarpAway\n" +"WarpOut= ; List of AnimationTypes (played when Techno " +"warping out), default to [General] -> WarpOut\n" +"WarpIn= ; List of AnimationTypes (played when Techno " +"warping in), default to [General] -> WarpIn\n" +"WarpAway= ; List of AnimationTypes (played when Techno " +"chronowarped by chronosphere), default to [General] -> WarpIn\n" "ChronoTrigger= ; boolean, if yes then delay varies by distance, " "if no it is a constant\n" "ChronoDistanceFactor= ; integer, amount to divide the distance to " @@ -4041,12 +4091,12 @@ msgid "" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" msgstr "" "[SOMETECHNO] ; TechnoType\n" -"WarpOut= ; list of Animation (played when Techno warping out), default " -"to [General] WarpOut\n" -"WarpIn= ; list of Animation (played when Techno warping in), default " -"to [General] WarpIn\n" -"WarpAway= ; list of Animation (played when Techno being erased by " -"`Temporal=yes` warhead), default to [General] WarpAway\n" +"WarpOut= ; List of AnimationTypes (played when Techno " +"warping out), default to [General] -> WarpOut\n" +"WarpIn= ; List of AnimationTypes (played when Techno " +"warping in), default to [General] -> WarpIn\n" +"WarpAway= ; List of AnimationTypes (played when Techno " +"chronowarped by chronosphere), default to [General] -> WarpIn\n" "ChronoTrigger= ; boolean, if yes then delay varies by distance, " "if no it is a constant\n" "ChronoDistanceFactor= ; integer, amount to divide the distance to " @@ -4057,18 +4107,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:1045 +#: ../../Fixed-or-Improved-Logics.md:1054 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:1047 +#: ../../Fixed-or-Improved-Logics.md:1056 msgid "" "`Image` tag in art INI is no longer limited to AnimationTypes and " "BuildingTypes, and can be applied to all TechnoTypes (InfantryTypes, " "VehicleTypes, AircraftTypes, BuildingTypes)." msgstr "art INI 中的 `Image` 标签不再局限于动画类型和建筑类型,而是作用于所有科技类型(步兵类型、载具类型、战机类型、建筑类型)。" -#: ../../Fixed-or-Improved-Logics.md:1048 +#: ../../Fixed-or-Improved-Logics.md:1057 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 " @@ -4077,19 +4127,19 @@ msgstr "" "这个标签**仅**指定替代科技类型图像的文件名(无扩展名)。如果 `Image` 中的名称也是 art INI " "中的一个条目,那么**不会从中读取任何标签**。" -#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1058 msgid "" "**By default this feature is disabled** to remain compatible with YR. To " "use this feature, enable it in rules with `ArtImageSwap=true`." msgstr "**此功能默认关闭**以保持对 YR 原行为的兼容。为使用该功能,需要在 rules 中使用 `ArtImageSwap=true` 来开启。" -#: ../../Fixed-or-Improved-Logics.md:1050 +#: ../../Fixed-or-Improved-Logics.md:1059 msgid "" "This feature supports SHP images for InfantryTypes, SHP and VXL images " "for VehicleTypes and VXL images for AircraftTypes." msgstr "此功能仅支持 Shape 图像用于步兵类型,Shape 与 Voxel 图像用于载具类型以及 Voxel 图像用于战机类型。" -#: ../../Fixed-or-Improved-Logics.md:1053 +#: ../../Fixed-or-Improved-Logics.md:1062 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -4097,7 +4147,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:1059 +#: ../../Fixed-or-Improved-Logics.md:1068 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -4107,15 +4157,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:1064 +#: ../../Fixed-or-Improved-Logics.md:1073 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:1066 +#: ../../Fixed-or-Improved-Logics.md:1075 msgid "You can now customize veterancy insignia of TechnoTypes." msgstr "现在可以自定义科技类型的等级军衔。" -#: ../../Fixed-or-Improved-Logics.md:1067 +#: ../../Fixed-or-Improved-Logics.md:1076 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -4124,7 +4174,7 @@ msgstr "" "`Insignia.(Rookie|Veteran|Elite)` 可用于为每个等级设置一个自定义军衔文件。与原本/默认的文件 " "`pips.shp` 一样,它们使用 `palette.pal` 作为色盘进行绘制。" -#: ../../Fixed-or-Improved-Logics.md:1068 +#: ../../Fixed-or-Improved-Logics.md:1077 msgid "" "`InsigniaFrame(.Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -4134,7 +4184,7 @@ msgstr "" "`InsigniaFrame(.Rookie|Veteran|Elite)` 可用于为每个等级阶段设置军衔的(从 0 开始的)帧索引。使用 -1 " "表示使用默认设置。默认设置对新兵为 -1(无),对老兵为 14,对精英为 15。" -#: ../../Fixed-or-Improved-Logics.md:1069 +#: ../../Fixed-or-Improved-Logics.md:1078 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -4143,7 +4193,7 @@ msgstr "" "也可以使用简写 `InsigniaFrames` " "按顺序列出新兵、老兵和精英的帧索引。`InsigniaFrame(.Rookie|Veteran|Elite)` 的优先级高于此。" -#: ../../Fixed-or-Improved-Logics.md:1070 +#: ../../Fixed-or-Improved-Logics.md:1079 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType` is set." @@ -4151,7 +4201,7 @@ msgstr "" "如果设置了 `InsigniaType` 则上述设置会被 [InsigniaType](Miscellanous.md#insignia-" "type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1071 +#: ../../Fixed-or-Improved-Logics.md:1080 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia(.Frame/.Frames).WeaponN` where " @@ -4161,7 +4211,7 @@ msgstr "" "可以通过设置 `Insignia(.Frame/.Frames).WeaponN` 来为 `Gunner=true` " "的单位使用不同武器时换成不同的军衔,其中 `N` 表示基于 1 的武器模式索引。如果不设置,默认使用非特定模式的军衔设置。" -#: ../../Fixed-or-Improved-Logics.md:1072 +#: ../../Fixed-or-Improved-Logics.md:1081 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType.WeaponN` " @@ -4170,7 +4220,7 @@ msgstr "" "如果设置了 `InsigniaType.WeaponN` 则上述设置会被 [InsigniaType](Miscellanous.md" "#insignia-type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1073 +#: ../../Fixed-or-Improved-Logics.md:1082 msgid "" "Normal insignia can be overridden when its current passenger size reaches" " a certain amount by setting `Insignia(.Frame/.Frames).PassengersN` where" @@ -4183,7 +4233,7 @@ msgstr "" " `N` 表示当前载员数量(从 0 到运输工具 `Passengers` 的值)。如果不设置,默认无载员模式的军衔设置。如果已经设置了 " "`Insignia(.Frame/.Frames).WeaponN` 则覆盖该语句的效果。" -#: ../../Fixed-or-Improved-Logics.md:1074 +#: ../../Fixed-or-Improved-Logics.md:1083 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if " @@ -4192,19 +4242,19 @@ msgstr "" "如果设置了 `InsigniaType.PassengersN` 则上述设置会被 [InsigniaType](Miscellanous.md" "#insignia-type) 中定义的属性覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1075 +#: ../../Fixed-or-Improved-Logics.md:1084 msgid "" "`Insignia.ShowEnemy` controls whether or not the insignia is shown to " "enemy players." msgstr "`Insignia.ShowEnemy` 控制军衔是否对敌方玩家可见。" -#: ../../Fixed-or-Improved-Logics.md:1076 +#: ../../Fixed-or-Improved-Logics.md:1085 msgid "" "You can make insignias appear only on selected units using " "`DrawInsignia.OnlyOnSelected`." msgstr "你可以使用 `DrawInsignia.OnlyOnSelected` 来使军衔仅出现在被选中的单位上。" -#: ../../Fixed-or-Improved-Logics.md:1077 +#: ../../Fixed-or-Improved-Logics.md:1086 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -4215,7 +4265,7 @@ msgstr "" "`DrawInsignia.AdjustPos.Buildings`、为其他单位设置 `DrawInsignia.AdjustPos.Units`" " 来调整军衔的位置。" -#: ../../Fixed-or-Improved-Logics.md:1078 +#: ../../Fixed-or-Improved-Logics.md:1087 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -4225,7 +4275,7 @@ msgstr "" "`DrawInsignia.AdjustPos.BuildingsAnchor` " "可以设置一个锚点,用于相对建筑选择框锚定军衔位置。默认情况下军衔位置未锚定到选择框。" -#: ../../Fixed-or-Improved-Logics.md:1079 +#: ../../Fixed-or-Improved-Logics.md:1088 msgid "" "`DrawInsignia.UsePixelSelectionBracketDelta` can be set to use techno's " "`PixelSelectionBracketDelta` to additionally adjust insignias vertically." @@ -4233,7 +4283,7 @@ msgstr "" "`DrawInsignia.UsePixelSelectionBracketDelta` 可以让军衔位置根据单位的 " "`PixelSelectionBracketDelta` 在竖直方向上调整位置。" -#: ../../Fixed-or-Improved-Logics.md:1082 +#: ../../Fixed-or-Improved-Logics.md:1091 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -4381,7 +4431,7 @@ msgstr "" "Insignia.ShowEnemy= ; boolean, " "defaults to [General] -> EnemyInsignia\n" -#: ../../Fixed-or-Improved-Logics.md:1126 +#: ../../Fixed-or-Improved-Logics.md:1135 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -4390,23 +4440,23 @@ msgstr "" "除了使用 `InsigniaFrames` 简写外,自定义军衔功能类似于 Ares 引入的相应功能,并且如果 Phobos 与 Ares " "一起使用则优先于 Ares 的。" -#: ../../Fixed-or-Improved-Logics.md:1129 +#: ../../Fixed-or-Improved-Logics.md:1138 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:1131 +#: ../../Fixed-or-Improved-Logics.md:1140 msgid "" "You can now specify the `Wake` anim per TechnoType to override default " "rules value." msgstr "现在你可以为每个科技类型指定 `Wake` 动画以覆盖默认规则值。" -#: ../../Fixed-or-Improved-Logics.md:1132 +#: ../../Fixed-or-Improved-Logics.md:1141 msgid "" "`Wake.Grapple` and `Wake.Sinking` can be used to further customize wake " "anim when the techno is being parasited or sunken." msgstr "`Wake.Grapple` 和 `Wake.Sinking` 可用于在科技类型被寄生或沉没时进一步自定义水波动画。" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1144 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -4424,11 +4474,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:1142 +#: ../../Fixed-or-Improved-Logics.md:1151 msgid "Customize bridge falling down damage" msgstr "自定义桥上坠落伤害" -#: ../../Fixed-or-Improved-Logics.md:1144 +#: ../../Fixed-or-Improved-Logics.md:1153 msgid "" "![image](_static/images/fallingdowndamage.gif) *Use different fall damage" " depending on whether it lands in water in **Zero Boundary** by " @@ -4438,31 +4488,31 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** " "中根据是否落入水中使用不同的坠落伤害*" -#: ../../Fixed-or-Improved-Logics.md:1147 +#: ../../Fixed-or-Improved-Logics.md:1156 msgid "" "Now you can customize the damage a unit receives when it falls from a " "bridge." msgstr "现在你可以自定义单位从桥上坠落时受到的伤害。" -#: ../../Fixed-or-Improved-Logics.md:1148 +#: ../../Fixed-or-Improved-Logics.md:1157 msgid "" "`FallingDownDamage` customizes the damage a unit receives at the end of a" " fall. It can be a percentage or an integer." msgstr "`FallingDownDamage` 用于自定义单位坠落触底时所受到的伤害值,可以是比率或固定整数值。" -#: ../../Fixed-or-Improved-Logics.md:1149 +#: ../../Fixed-or-Improved-Logics.md:1158 msgid "" "`FallingDownDamage.Water` customizes the damage a unit receives when it " "falls onto the water. Defaults to `FallingDownDamage`." msgstr "`FallingDownDamage.Water` 用于自定义单位坠落到水中时所受的伤害值,默认同 `FallingDownDamage`。" -#: ../../Fixed-or-Improved-Logics.md:1150 +#: ../../Fixed-or-Improved-Logics.md:1159 msgid "" "If it is a negative percentage, corresponding damage will be dealt based " "on the current health of the unit." msgstr "若设置负百分比则会根据单位当前生命值按比例造成对应伤害。" -#: ../../Fixed-or-Improved-Logics.md:1153 +#: ../../Fixed-or-Improved-Logics.md:1162 msgid "" "[SOMETECHNO] ; TechnoType\n" "FallingDownDamage= ; integer / percentage\n" @@ -4472,11 +4522,11 @@ msgstr "" "FallingDownDamage= ; integer / percentage\n" "FallingDownDamage.Water= ; integer / percentage\n" -#: ../../Fixed-or-Improved-Logics.md:1159 +#: ../../Fixed-or-Improved-Logics.md:1168 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:1161 +#: ../../Fixed-or-Improved-Logics.md:1170 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -4485,11 +4535,11 @@ msgstr "" "现在 Ares 的 `Storage` 功能可以设置 `[Tiberiums]` 列表中的哪种类型被用于在拥有 " "`Refinery.UseStorage=yes` 且 `Storage` > 0 的结构中存储。" -#: ../../Fixed-or-Improved-Logics.md:1162 +#: ../../Fixed-or-Improved-Logics.md:1171 msgid "This tag can not be used without Ares." msgstr "此标签无法在没有 Ares 的情况下使用。" -#: ../../Fixed-or-Improved-Logics.md:1165 +#: ../../Fixed-or-Improved-Logics.md:1174 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -4497,18 +4547,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:1170 +#: ../../Fixed-or-Improved-Logics.md:1179 msgid "Customizing effect of level lighting on air units" msgstr "自定义光照等级对空中单位的影响" -#: ../../Fixed-or-Improved-Logics.md:1172 +#: ../../Fixed-or-Improved-Logics.md:1181 msgid "" "It is now possible to customize how air units are affected by level " "lighting, separately for AircraftTypes and infantry/vehicles with Jumpjet" " `Locomotor`." msgstr "现在可以分别针战机类型和使用 `Locomotor=Jumpjet` 的步兵/载具自定义空中单位所受光照等级影响的方式。" -#: ../../Fixed-or-Improved-Logics.md:1173 +#: ../../Fixed-or-Improved-Logics.md:1182 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -4517,7 +4567,7 @@ msgstr "" "`AircraftLevelLightMultiplier` 和 `JumpjetLevelLightMultiplier` " "是直接用于单位的光照等级强度倍率,适用于它们所飞掠单元格的高度。" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1185 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -4531,23 +4581,23 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:1182 +#: ../../Fixed-or-Improved-Logics.md:1191 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:1184 +#: ../../Fixed-or-Improved-Logics.md:1193 msgid "" "In vanilla, units using drive/ship loco will has hardcoded speed " "multiplier when damaged. Now you can customize it." msgstr "原版中 `Locomotor` 使用 `Drive`/`Ship` 的单位在伤残时有一个硬编码的速度倍率。现在你可以自由定义了。" -#: ../../Fixed-or-Improved-Logics.md:1185 +#: ../../Fixed-or-Improved-Logics.md:1194 msgid "" "The max valuebale value is 1.0, you cannot make unit get faster on yellow" " condition by it." msgstr "最大有效值为 1.0,你无法凭借这个逻辑让单位在黄血时变得更快。" -#: ../../Fixed-or-Improved-Logics.md:1188 +#: ../../Fixed-or-Improved-Logics.md:1197 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -4561,12 +4611,12 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:1196 +#: ../../Fixed-or-Improved-Logics.md:1205 msgid "Debris voxel animations limitation" msgstr "Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1198 -#: ../../Fixed-or-Improved-Logics.md:2050 +#: ../../Fixed-or-Improved-Logics.md:1207 +#: ../../Fixed-or-Improved-Logics.md:2038 msgid "" "Now, the original `DebrisMaximums` can be used in conjunction with new " "`DebrisMinimums` to limit the quantity of `DebrisTypes` when " @@ -4575,15 +4625,15 @@ msgstr "" "当启用 `DebrisTypes.Limit` 时可通过原有的 `DebrisMaximums` 结合新增的 `DebrisMinimums` " "共同限制 `DebrisTypes` 的数量。" -#: ../../Fixed-or-Improved-Logics.md:1199 -#: ../../Fixed-or-Improved-Logics.md:2051 +#: ../../Fixed-or-Improved-Logics.md:1208 +#: ../../Fixed-or-Improved-Logics.md:2039 msgid "" "The default value of `DebrisTypes.Limit` is whether the number of " "`DebrisMaximums` is greater than (not equal to) 1 (for compatibility " "reasons)." msgstr "出于兼容目的,若 `DebrisMaximums` 大于(不包括等于)1 则默认启用 `DebrisTypes.Limit`。" -#: ../../Fixed-or-Improved-Logics.md:1202 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "" "[SOMETECHNO] ; TechnoType\n" "DebrisTypes.Limit= ; boolean\n" @@ -4595,40 +4645,40 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1219 msgid "How to generate `DebrisTypes` in the game:" msgstr "游戏如何生成 `DebrisTypes`:" -#: ../../Fixed-or-Improved-Logics.md:1211 +#: ../../Fixed-or-Improved-Logics.md:1220 msgid "" "Generate the total number of debris through `MaxDebris` and `MinDebris` " "first." msgstr "首先通过 `MaxDebris` 与 `MinDebris` 确定所要生成碎片的总量。" -#: ../../Fixed-or-Improved-Logics.md:1212 +#: ../../Fixed-or-Improved-Logics.md:1221 msgid "" "Traverse `DebrisTypes` and limit the quantity range through " "`DebrisMaximums` and `DebrisMinimums`." msgstr "遍历 `DebrisTypes` 列表并通过 `DebrisMaximums` 和 `DebrisMinimums` 限制数量范围。" -#: ../../Fixed-or-Improved-Logics.md:1213 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "" "When the number of generated debris will exceeds the total number, limit " "the quantity and end the traversal." msgstr "当已生成碎片数量将要超过总量时限制数量并停止遍历。" -#: ../../Fixed-or-Improved-Logics.md:1214 +#: ../../Fixed-or-Improved-Logics.md:1223 msgid "" "When the number of debris generated after a single traversal is not " "enough to exceed the total number, it will end if `DebrisTypes.Limit` is " "enabled, otherwise the traversal will restart like vanilla game do." msgstr "当遍历完成但碎片的数量并未达到总量时,若启用 `DebrisTypes.Limit` 则直接结束,否则按原版游戏机制重新进行遍历。" -#: ../../Fixed-or-Improved-Logics.md:1217 +#: ../../Fixed-or-Improved-Logics.md:1226 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:1219 +#: ../../Fixed-or-Improved-Logics.md:1228 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -4637,7 +4687,7 @@ msgstr "" "默认情况下 `Explodes=true` 的科技类型被摧毁时它们的所有乘客都会被击杀。现在可以通过设置 " "`Explodes.KillPassengers=false` 禁用此行为。" -#: ../../Fixed-or-Improved-Logics.md:1220 +#: ../../Fixed-or-Improved-Logics.md:1229 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -4648,7 +4698,7 @@ msgstr "" "`Explodes.DuringBuildup` 为 false 来禁用。这样它们在建造或出售过程中会表现得像是 `Explodes` 被设为 " "false 一样。" -#: ../../Fixed-or-Improved-Logics.md:1223 +#: ../../Fixed-or-Improved-Logics.md:1232 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -4662,30 +4712,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1231 +#: ../../Fixed-or-Improved-Logics.md:1240 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1233 +#: ../../Fixed-or-Improved-Logics.md:1242 msgid "" "You can now set if specific types of factories do not have AI production " "cloning issue instead of Ares' indiscriminate behavior of " "`AllowParallelAIQueues=no`." msgstr "现在你可以设置特定类型的工厂是否禁用 AI 克隆生产而不是 Ares 的 `AllowParallelAIQueues=no` 那样全部禁用。" -#: ../../Fixed-or-Improved-Logics.md:1234 +#: ../../Fixed-or-Improved-Logics.md:1243 msgid "" "If `AllowParallelAIQueues=no` *(Ares feature)* is set, the tags have no " "effect." msgstr "如果 `AllowParallelAIQueues=no`(*Ares 功能*)被设置,该标签无效。" -#: ../../Fixed-or-Improved-Logics.md:1235 +#: ../../Fixed-or-Improved-Logics.md:1244 msgid "" "You can also exclude specific TechnoTypes from being built in parallel by" " AI by setting `ForbidParallelAIQueues` to true on a TechnoType." msgstr "你还可以通过在科技类型上将 `ForbidParallelAIQueues` 设为 true 来禁止特定科技类型被 AI 克隆生产。" -#: ../../Fixed-or-Improved-Logics.md:1238 +#: ../../Fixed-or-Improved-Logics.md:1247 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -4711,11 +4761,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1251 +#: ../../Fixed-or-Improved-Logics.md:1260 msgid "Force techno targeting in distributed frames to improve performance" msgstr "强制单位索敌行为分散到不同帧以提升性能" -#: ../../Fixed-or-Improved-Logics.md:1253 +#: ../../Fixed-or-Improved-Logics.md:1262 msgid "" "When you create many technos in a same frame (i.e. starting the game with" " a campaign map that initially has a large number of technos), they will " @@ -4724,7 +4774,7 @@ msgid "" "targeting is still synchronized." msgstr "当你在同一帧内创建大量单位(例如进入一个初始预置了大量单位的战役地图)时它们总是会同时扫描目标从而导致游戏卡顿。仅通过增大索敌间隔并不能改善这点,因为它们仍会同时索敌。" -#: ../../Fixed-or-Improved-Logics.md:1254 +#: ../../Fixed-or-Improved-Logics.md:1263 msgid "" "It is now possible to force them to seek targets separately. If " "`DistributeTargetingFrame=true` is set, techno's targeting timer will be " @@ -4736,13 +4786,13 @@ msgstr "" "`DistributeTargetingFrame=true`,单位的瞄准计时器将在随机延迟后启动,延迟范围在 `[0,15]` " "之间。这可以将它们的瞄准时间分散在 15 帧内,从而缓解上述卡顿问题。" -#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1264 msgid "" "You can use `DistributeTargetingFrame.AIOnly` to make it only work for AI" " (Players are not likely to have so many technos.)" msgstr "你可以使用 `DistributeTargetingFrame.AIOnly` 使其仅对 AI 生效(人类玩家通常不太可能有那么多单位)。" -#: ../../Fixed-or-Improved-Logics.md:1258 +#: ../../Fixed-or-Improved-Logics.md:1267 msgid "" "[General]\n" "DistributeTargetingFrame=false ; boolean\n" @@ -4758,11 +4808,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DistributeTargetingFrame= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1267 +#: ../../Fixed-or-Improved-Logics.md:1276 msgid "Iron Curtain & Force Shield effects on organics customization" msgstr "铁幕和力场护盾对有机体效果的自定义" -#: ../../Fixed-or-Improved-Logics.md:1269 +#: ../../Fixed-or-Improved-Logics.md:1278 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -4774,28 +4824,28 @@ msgstr "" "瞬间击杀。现在此行为已被解除硬编码,并且可以通过全局的 `IronCurtain.EffectOnOrganics` 和每个科技类型的 " "`IronCurtain.Effect` 属性来自定义。可接受的值如下:" -#: ../../Fixed-or-Improved-Logics.md:1270 +#: ../../Fixed-or-Improved-Logics.md:1279 msgid "" "`kill` : Iron Curtain kills the organic object with a specifc warhead. " "This is the default value for `Organic=true` units and infantry if not " "otherwise specified." msgstr "`kill`:铁幕会用特定的弹头杀死有机体,这是 `Organic=true` 单位和步兵的默认值,除非专门指定。" -#: ../../Fixed-or-Improved-Logics.md:1271 +#: ../../Fixed-or-Improved-Logics.md:1280 msgid "" "`invulnerable` : Iron Curtain makes the organic object invulnerable like " "buildings and vehicles." msgstr "`invulnerable`:铁幕会使有机体像建筑和载具一样获得无敌效果。" -#: ../../Fixed-or-Improved-Logics.md:1272 +#: ../../Fixed-or-Improved-Logics.md:1281 msgid "`ignore` : Iron Curtain doesn't give any effect on the organic object." msgstr "`ignore`:铁幕不会对有机体造成任何影响。" -#: ../../Fixed-or-Improved-Logics.md:1273 +#: ../../Fixed-or-Improved-Logics.md:1282 msgid "Identical controls are available for Force Shield as well." msgstr "力场护盾也有相同的控制选项。" -#: ../../Fixed-or-Improved-Logics.md:1276 +#: ../../Fixed-or-Improved-Logics.md:1285 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -4837,17 +4887,17 @@ msgstr "" "ForceShield.KillWarhead= ; WarheadType, default to " "[CombatDamage] -> ForceShield.KillOrganicsWarhead\n" -#: ../../Fixed-or-Improved-Logics.md:1290 +#: ../../Fixed-or-Improved-Logics.md:1299 msgid "Iron Curtain & Force Shield extra tint intensity" msgstr "铁幕和力场护盾的额外染色强度" -#: ../../Fixed-or-Improved-Logics.md:1292 +#: ../../Fixed-or-Improved-Logics.md:1301 msgid "" "It is now possible to specify additional tint intensity applied to Iron " "Curtained and Force Shielded units." msgstr "现在可以指定应用于处于铁幕和力场护盾中的单位的额外染色强度。" -#: ../../Fixed-or-Improved-Logics.md:1295 +#: ../../Fixed-or-Improved-Logics.md:1304 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -4857,11 +4907,11 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1301 +#: ../../Fixed-or-Improved-Logics.md:1310 msgid "Jumpjet climbing logic enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../Fixed-or-Improved-Logics.md:1303 +#: ../../Fixed-or-Improved-Logics.md:1312 msgid "" "You can now let the jumpjets increase their height earlier by set " "`JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 " @@ -4871,7 +4921,7 @@ msgstr "" "现在你可以通过将 `JumpjetClimbPredictHeight` 设为 true 来使 Jumpjet " "单位提前增加飞行高度。Jumpjet 将会提前 5 个单元格开始抬升而非仅在悬崖和建筑马上贴脸了才抬升高度。" -#: ../../Fixed-or-Improved-Logics.md:1304 +#: ../../Fixed-or-Improved-Logics.md:1313 msgid "" "You can also let them simply skip the stop check by set " "`JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving " @@ -4881,7 +4931,7 @@ msgstr "" "你还可以通过将 `JumpjetClimbWithoutCutOut` 设为 true 来跳过停止移动检查。Jumpjet " "在已经抵近悬崖或建筑时将不会停止水平方向上的移动,而是在抬升高度的同时继续前行。" -#: ../../Fixed-or-Improved-Logics.md:1305 +#: ../../Fixed-or-Improved-Logics.md:1314 msgid "" "When `JumpjetClimbPredictHeight` is enabled, if the height raised five " "grids in advance is still not enough to cross cliffs or buildings, it " @@ -4891,7 +4941,7 @@ msgstr "" "当启用 `JumpjetClimbPredictHeight` 时,若提前 5 个单元格后的高度仍然不足以越过悬崖或建筑,Jumpjet " "将会像原先那样停止水平方向上的移动,除非还启用了 `JumpjetClimbWithoutCutOut`。" -#: ../../Fixed-or-Improved-Logics.md:1308 +#: ../../Fixed-or-Improved-Logics.md:1317 msgid "" "[General]\n" "JumpjetClimbPredictHeight=false ; boolean\n" @@ -4901,17 +4951,17 @@ msgstr "" "JumpjetClimbPredictHeight=false ; boolean\n" "JumpjetClimbWithoutCutOut=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1314 +#: ../../Fixed-or-Improved-Logics.md:1323 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1316 +#: ../../Fixed-or-Improved-Logics.md:1325 msgid "" "Jumpjet that is going to crash starts to change its facing " "uncontrollably, this can now be turned off." msgstr "即将坠毁的 Jumpjet 会开始不可控地改变其朝向,现在可以将其关闭。" -#: ../../Fixed-or-Improved-Logics.md:1319 +#: ../../Fixed-or-Improved-Logics.md:1328 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -4919,25 +4969,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1325 +#: ../../Fixed-or-Improved-Logics.md:1334 msgid "This may subject to further changes." msgstr "这可能会在未来进一步更改。" -#: ../../Fixed-or-Improved-Logics.md:1328 +#: ../../Fixed-or-Improved-Logics.md:1337 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1330 +#: ../../Fixed-or-Improved-Logics.md:1339 msgid "" "`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " "will stop targeting the enemy if low power." msgstr "拥有 `Powered=yes` 的建筑航母在断电时将会停止攻击敌人。" -#: ../../Fixed-or-Improved-Logics.md:1331 +#: ../../Fixed-or-Improved-Logics.md:1340 msgid "Spawned aircrafts self-destruct if they are flying." msgstr "被生成的战机如果正在飞行那么会自毁。" -#: ../../Fixed-or-Improved-Logics.md:1334 +#: ../../Fixed-or-Improved-Logics.md:1343 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -4945,17 +4995,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1339 +#: ../../Fixed-or-Improved-Logics.md:1348 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1350 msgid "" "It is now possible to change the size of pips (or more accurately the " "pixel increment to the next pip drawn) displayed on `PipScale`." msgstr "现在可以更改在 `PipScale` 中显示的 pip 的大小(或者更确切的说是绘制下一个 pip 的像素增量)。" -#: ../../Fixed-or-Improved-Logics.md:1342 +#: ../../Fixed-or-Improved-Logics.md:1351 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -4965,17 +5015,17 @@ msgstr "" "`Pips.Generic.(Buildings.)Size` 用于非建筑科技类型/建筑的非弹药 " "pip,相应的,`Pips.Ammo.(Buildings.)Size` 则是针对弹药 pip,同样分别对应非建筑科技类型/建筑。" -#: ../../Fixed-or-Improved-Logics.md:1343 +#: ../../Fixed-or-Improved-Logics.md:1352 msgid "" "Ammo pip size can also be overridden on per TechnoType-basis using " "`AmmoPipSize`." msgstr "还可以通过 `AmmoPipSize` 为每个科技类型重写弹药 pip 的大小。" -#: ../../Fixed-or-Improved-Logics.md:1344 +#: ../../Fixed-or-Improved-Logics.md:1353 msgid "Ammo pip frames can now also be customized." msgstr "现在也可以自定义弹药 pip 的帧。" -#: ../../Fixed-or-Improved-Logics.md:1345 +#: ../../Fixed-or-Improved-Logics.md:1354 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -4984,7 +5034,7 @@ msgstr "" "`AmmoPipFrame` 和 `EmptyAmmoPipFrame` 是在 `PipWrap=0`(这是默认行为)时使用的 " "`pips2.shp` 中(从 0 开始的)帧,用于弹药 pip 和空弹药 pip。" -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1355 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -4994,21 +5044,21 @@ msgstr "" "`AmmoPipWrapStartFrame` 用作 `PipWrap` 大于 0 时将 `pips2.shp` 中(从 0 " "开始的)帧设为起始帧。起始帧是空帧,从起始帧之后最多有 `Ammo` 除以 `PipWrap` 个帧用于不同的装填阶段。" -#: ../../Fixed-or-Improved-Logics.md:1347 +#: ../../Fixed-or-Improved-Logics.md:1356 msgid "`AmmoPipOffset` can be used to shift the starting position of ammo pips." msgstr "`AmmoPipOffset` 可用于移动弹药 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:1348 +#: ../../Fixed-or-Improved-Logics.md:1357 msgid "Pips for TechnoTypes with `Spawns` can now also be customized." msgstr "现在带有 `Spawns` 的科技类型的 pip 也可以进行自定义。" -#: ../../Fixed-or-Improved-Logics.md:1349 +#: ../../Fixed-or-Improved-Logics.md:1358 msgid "" "`ShowSpawnsPips` determines whether or not these pips are shown at all, " "as they are independent from `PipScale` setting." msgstr "`ShowSpawnsPips` 决定这些 pip 是否显示,因为它们与 `PipScale` 设置无关。" -#: ../../Fixed-or-Improved-Logics.md:1350 +#: ../../Fixed-or-Improved-Logics.md:1359 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -5017,7 +5067,7 @@ msgstr "" "`SpawnsPipFrame` 和 `EmptySpawnsPipFrame` 分别是 `pips.shp`(对于建筑)或 " "`pips2.shp`(对于其他)中(从 0 开始的)帧,用于子机 pip 和空子机 pip。" -#: ../../Fixed-or-Improved-Logics.md:1351 +#: ../../Fixed-or-Improved-Logics.md:1360 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -5025,19 +5075,19 @@ msgstr "" "`SpawnsPipSize` 决定了到下一个 pip 绘制的像素增量。若未设置则默认为 `[AudioVisual] -> " "Pips.Generic.(Buildings.)Size`。" -#: ../../Fixed-or-Improved-Logics.md:1352 +#: ../../Fixed-or-Improved-Logics.md:1361 msgid "" "`SpawnsPipoffset` can be used to shift the starting position of spawnee " "pips." msgstr "`SpawnsPipoffset` 可以被用于移动子机 pip 的起始位置。" -#: ../../Fixed-or-Improved-Logics.md:1353 +#: ../../Fixed-or-Improved-Logics.md:1362 msgid "" "Pips for `Storage` can now also be customized via new keys in " "`[AudioVisual]`." msgstr "现在可以通过 `[AudioVisual]` 中的新标签来自定义 `Storage` 的 pip。" -#: ../../Fixed-or-Improved-Logics.md:1354 +#: ../../Fixed-or-Improved-Logics.md:1363 msgid "" "`Pips.Tiberiums.Frames` can be used to list frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for tiberium " @@ -5047,13 +5097,13 @@ msgstr "" "`Pips.Tiberiums.Frames` 可用于列出用于泰伯利亚类型的 `pips.shp`(用于建筑)或 " "`pips2.shp`(用于其他)中(从 0 开始的)帧,按与泰伯利亚类型序数对应的列表排列顺序,泰伯利亚类型为 1 时默认为 5,否则为 2。" -#: ../../Fixed-or-Improved-Logics.md:1355 +#: ../../Fixed-or-Improved-Logics.md:1364 msgid "" "`Pips.Tiberiums.EmptyFrame` can be used to set the frame for empty slots," " defaults to 0." msgstr "`Pips.Tiberiums.EmptyFrame` 可用于设置空槽的帧,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:1356 +#: ../../Fixed-or-Improved-Logics.md:1365 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -5063,7 +5113,7 @@ msgstr "" "`Pips.Tiberiums.DisplayOrder` 控制泰伯利亚类型 pip " "显示的顺序,取一个泰伯利亚类型索引列表。任何未列出的将在列出后按顺序显示。" -#: ../../Fixed-or-Improved-Logics.md:1357 +#: ../../Fixed-or-Improved-Logics.md:1366 msgid "" "`Pips.Tiberiums.WeedFrame` controls which frame is displayed on Technos " "with `Weeder=yes`, takes a (zero-based) index of a frame in `pips.shp` " @@ -5072,13 +5122,13 @@ msgstr "" "`Pips.Tiberiums.WeedFrame` 控制在 `Weeder=yes` 科技类型上显示的帧,使用 " "`pips.shp`(用于建筑)或 `pips2.shp`(用于其他)中(从 0 开始的)索引,默认为 1。" -#: ../../Fixed-or-Improved-Logics.md:1358 +#: ../../Fixed-or-Improved-Logics.md:1367 msgid "" "`Pips.Tiberiums.WeedEmptyFrame` can be used to set the frame for empty " "weed slots, defaults to 0." msgstr "`Pips.Tiberiums.WeedEmptyFrame` 可用于设置空置废矿槽的帧,默认为 0。" -#: ../../Fixed-or-Improved-Logics.md:1361 +#: ../../Fixed-or-Improved-Logics.md:1370 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -5158,17 +5208,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1386 +#: ../../Fixed-or-Improved-Logics.md:1395 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1388 +#: ../../Fixed-or-Improved-Logics.md:1397 msgid "" "Infantry, vehicles and aircraft can now drain or provide `Power` if " "`UnitPowerDrain=true` is set." msgstr "如果设置了 `UnitPowerDrain=true`,步兵、载具和战机现在都将可以消耗或提供 `Power`。" -#: ../../Fixed-or-Improved-Logics.md:1391 +#: ../../Fixed-or-Improved-Logics.md:1400 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -5184,17 +5234,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1399 +#: ../../Fixed-or-Improved-Logics.md:1408 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1401 +#: ../../Fixed-or-Improved-Logics.md:1410 msgid "" "In vanilla, `RadarInvisible` is ignored if the techno is allied with the " "current player. Now you can change this behavior." msgstr "在原版游戏中 `RadarInvisible` 仅对当前非友军的玩家有效,现在你可以更改这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1404 +#: ../../Fixed-or-Improved-Logics.md:1413 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -5206,21 +5256,21 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " RadarInvisible=true, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1409 +#: ../../Fixed-or-Improved-Logics.md:1418 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1411 +#: ../../Fixed-or-Improved-Logics.md:1420 msgid "" "Re-enable obsolete `[JumpjetControls]`, the keys in it will be as the " "default value of jumpjet units." msgstr "重启了废弃的 `[JumpjetControls]`,其中的标签将用于 Jumpjet 单位的默认值。" -#: ../../Fixed-or-Improved-Logics.md:1412 +#: ../../Fixed-or-Improved-Logics.md:1421 msgid "Moreover, added two tags for missing ones." msgstr "此外,新增了两个标签用于空缺项。" -#: ../../Fixed-or-Improved-Logics.md:1415 +#: ../../Fixed-or-Improved-Logics.md:1424 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -5230,7 +5280,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1422 +#: ../../Fixed-or-Improved-Logics.md:1431 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -5241,18 +5291,18 @@ msgstr "" "`JumpjetWobbles`、`WobbleDeviation` 对应 `JumpjetDeviation` 以及 " "`Acceleration` 对应 `JumpjetAccel`。其他所有相应的标签只是去掉了 Jumpjet 前缀。" -#: ../../Fixed-or-Improved-Logics.md:1425 +#: ../../Fixed-or-Improved-Logics.md:1434 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1427 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "" "In vanilla, there is a hardcoded behavior that when an skirmish AI player" " has no factory and has not taken damage for a while, it will sell its " "buildings and set its units to hunt. This can be customized now." msgstr "在原版中存在一个遭遇战 AI 玩家没有 Factory 类建筑且一段时间未受到伤害将会发起卖家冲锋(让所有单位进入 Hunt)的硬编码的行为。" -#: ../../Fixed-or-Improved-Logics.md:1428 +#: ../../Fixed-or-Improved-Logics.md:1437 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -5260,7 +5310,7 @@ msgstr "" "`[General] -> AIFireSale` 和 `[General] -> AIAllToHunt` 分别控制 AI " "是否会执行卖家和狩猎(冲锋)行为。" -#: ../../Fixed-or-Improved-Logics.md:1429 +#: ../../Fixed-or-Improved-Logics.md:1438 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -5270,23 +5320,23 @@ msgstr "" "`[General] -> AIFireSaleDelay` 定义了一个计时器,它只有当 `[General] -> AIFireSale` 设为" " true 时才会生效。当 AI 首次达到原有行为的触发条件时计时器开始计时,并在计时器到期之前阻止出售建筑的行为。" -#: ../../Fixed-or-Improved-Logics.md:1430 +#: ../../Fixed-or-Improved-Logics.md:1439 msgid "" "You can use these flags to make the AIs \"all in\" before they are " "defeated." msgstr "你可以用这些标签让 AI 被击败前 “全力以赴”" -#: ../../Fixed-or-Improved-Logics.md:1431 +#: ../../Fixed-or-Improved-Logics.md:1440 msgid "" "Another hardcoded behavior is that, when the AI deploys a MCV, it will " "gather all of its forces to that place. This can be toggle off now." msgstr "另一个硬编码行为是,当 AI 部署 MCV 时,它会将所有部队集结到该地点。现在可以关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1432 +#: ../../Fixed-or-Improved-Logics.md:1441 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1435 +#: ../../Fixed-or-Improved-Logics.md:1444 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -5300,17 +5350,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1443 +#: ../../Fixed-or-Improved-Logics.md:1452 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1445 +#: ../../Fixed-or-Improved-Logics.md:1454 msgid "" "It is now possible to control the height at which units with subterranean" " (Tunnel) `Locomotor` travel, globally or per TechnoType." msgstr "现在可以控制拥有钻地(Tunnel)`Locomotor` 的单位移动的高度,可以在全局和每个科技类型上定义。" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1455 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -5321,7 +5371,7 @@ msgstr "" "钻地移动速度现在也可以自定义,同样拥有全局和微观标签。如果微观标签的值为负数则使用全局值。这不会影响单位在钻地时的垂直移动速度。该速度由 " "`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1449 +#: ../../Fixed-or-Improved-Logics.md:1458 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -5343,17 +5393,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1469 msgid "" "`SubterraneanHeight` expects negative values to be used and may behave " "erratically if set to above -50." msgstr "`SubterraneanHeight` 最好使用一个负值并且如果设置为大于 -50 的值可能会出现异常行为。" -#: ../../Fixed-or-Improved-Logics.md:1463 +#: ../../Fixed-or-Improved-Logics.md:1472 msgid "Target scanning delay optimization" msgstr "索敌间隔优化" -#: ../../Fixed-or-Improved-Logics.md:1465 +#: ../../Fixed-or-Improved-Logics.md:1474 msgid "" "In vanilla, the game used `NormalTargetingDelay` and " "`GuardAreaTargetingDelay` to globally control the target searching " @@ -5363,20 +5413,20 @@ msgstr "" "原版中游戏使用 `NormalTargetingDelay` 和 `GuardAreaTargetingDelay` " "来全局控制单位的索敌间隔。增大这些值会导致单位反应迟钝,减小这些值则可能导致游戏卡顿。" -#: ../../Fixed-or-Improved-Logics.md:1466 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "" "Now, you can define them per techno, also allowing different values for " "AI and players. The default values are the same as those originally " "defined by the vanilla flags." msgstr "现在可以在每种单位上微观定义这些参数,且可为 AI 玩家和人类玩家分离设置。默认值取自原版全局。" -#: ../../Fixed-or-Improved-Logics.md:1467 +#: ../../Fixed-or-Improved-Logics.md:1476 msgid "" "You can also specific this delay for attack move mission. The default " "value is `NormalTargetingDelay`." msgstr "你还可以为移动攻击指令单独设定间隔。默认使用 `NormalTargetingDelay` 的值。" -#: ../../Fixed-or-Improved-Logics.md:1470 +#: ../../Fixed-or-Improved-Logics.md:1479 msgid "" "[General]\n" "AINormalTargetingDelay= ; integer, game frames\n" @@ -5410,11 +5460,11 @@ msgstr "" "AIAttackMoveTargetingDelay= ; integer, game frames\n" "PlayerAttackMoveTargetingDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1488 +#: ../../Fixed-or-Improved-Logics.md:1497 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1499 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -5423,7 +5473,7 @@ msgstr "" "![image](_static/images/uh0-be.gif) " "*[万世之战](https://ra2be.com/zh/download.html) 中拥有可动螺旋桨及其影子的 UH-0 直升机*" -#: ../../Fixed-or-Improved-Logics.md:1493 +#: ../../Fixed-or-Improved-Logics.md:1502 msgid "" "It is also now possible for vehicles and aircraft to display shadows for " "multiple sections of the voxel body at once, instead of just one section " @@ -5435,7 +5485,7 @@ msgstr "" "`ShadowIndex`)指定多个组件索引来一性次显示出 Voxel 主体中多个组件的影子,而不再仅限于绘制 `ShadowIndex` " "所指定的单个组件。" -#: ../../Fixed-or-Improved-Logics.md:1494 +#: ../../Fixed-or-Improved-Logics.md:1503 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -5447,7 +5497,7 @@ msgstr "" "`ShadowIndices` 所指定组件的 HVA 动画中显示影子时所使用的帧。-1 是一个用于表示使用当前帧的特殊值,并且 " "`ShadowIndices.Frame` 默认如此。" -#: ../../Fixed-or-Improved-Logics.md:1497 +#: ../../Fixed-or-Improved-Logics.md:1506 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -5459,11 +5509,11 @@ msgstr "" "ShadowIndex.Frame=0 ; integer (HVA animation frame index)\n" "ShadowIndices.Frame= ; List of integers (HVA animation frame indices)\n" -#: ../../Fixed-or-Improved-Logics.md:1504 +#: ../../Fixed-or-Improved-Logics.md:1513 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1506 +#: ../../Fixed-or-Improved-Logics.md:1515 msgid "" "![image](_static/images/VoxelLightSourceComparison1.png) " "![image](_static/images/VoxelLightSourceComparison2.png) *Voxel by C&CrispS(另存为并解压第二张图片即可获得包括 pal & vpl 的示例文件)*" -#: ../../Fixed-or-Improved-Logics.md:1510 +#: ../../Fixed-or-Improved-Logics.md:1519 msgid "" "It is now possible to change the position of the light relative to the " "voxels. This allows for better lighting to be set up." msgstr "现在可以改变光源相对于 Voxel 素材的位置。这有助于更好的设置光照。" -#: ../../Fixed-or-Improved-Logics.md:1511 +#: ../../Fixed-or-Improved-Logics.md:1520 msgid "" "Only the direction of the light is accounted, the distance to the voxel " "is not accounted." msgstr "仅考虑光源的方向,不考虑与 Voxel 的距离(视为平行光)" -#: ../../Fixed-or-Improved-Logics.md:1512 +#: ../../Fixed-or-Improved-Logics.md:1521 msgid "" "Vanilla game applies some weird unnecessary math which resulted in the " "voxel light source being \"nudged\" up by a bit and light being applied " @@ -5499,7 +5549,7 @@ msgstr "" "原本的游戏中使用了一些奇怪且不必要的数学计算导致 Voxel 的光源被 “微调” 向上了一些并在倾斜的 Voxel " "上光照效果不正确。现在可以修复这个问题。" -#: ../../Fixed-or-Improved-Logics.md:1513 +#: ../../Fixed-or-Improved-Logics.md:1522 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -5507,7 +5557,7 @@ msgstr "" "原版光照(假设 `UseFixedVoxelLighting=false`)大致位于 " "`VoxelLightSource=0.201,-0.907,-0.362`。" -#: ../../Fixed-or-Improved-Logics.md:1516 +#: ../../Fixed-or-Improved-Logics.md:1525 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -5518,7 +5568,7 @@ msgstr "" "请注意启用此功能将移除原版引擎对光源位置应用的垂直偏移。假设使用原版光照这将会使光线从地下照射来更多,因此建议将 " "`VoxelLightSource` 的 Z 值调高。" -#: ../../Fixed-or-Improved-Logics.md:1520 +#: ../../Fixed-or-Improved-Logics.md:1529 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -5530,7 +5580,7 @@ msgstr "" "VoxelLightSource= ; X,Y,Z - position of the light in the world" " relative to each voxel, floating point values\n" -#: ../../Fixed-or-Improved-Logics.md:1527 +#: ../../Fixed-or-Improved-Logics.md:1536 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -5543,18 +5593,18 @@ msgstr "" "renderer/releases)。使用该工具时**先将其解压**然后将需要预览的 Voxel 文件**拖拽**到工具上(辅助 VXL 和 " "HVA 文件必须在同一文件夹中)。" -#: ../../Fixed-or-Improved-Logics.md:1529 +#: ../../Fixed-or-Improved-Logics.md:1538 msgid "" "Keep in mind that the tool doesn't account for " "`UseFixedVoxelLighting=true` as of yet, so the values shown in tool need " "to be offset when putting in the game with with fixed voxel lighting." msgstr "请注意该工具目前尚未考虑 `UseFixedVoxelLighting=true` 的情况,因此工具中显示的值在启用该修复项的游戏中需要进行调整。" -#: ../../Fixed-or-Improved-Logics.md:1532 +#: ../../Fixed-or-Improved-Logics.md:1541 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1534 +#: ../../Fixed-or-Improved-Logics.md:1543 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -5564,7 +5614,7 @@ msgstr "" "现在可以调整 Voxel 空中单位(载具和战机)的影子如何缩放。默认情况下如果单位拥有 `ConsideredAircraft=true` " "那么影子会按 `AirShadowBaseScale` (默认为 0.5)进行缩放" -#: ../../Fixed-or-Improved-Logics.md:1535 +#: ../../Fixed-or-Improved-Logics.md:1544 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -5581,7 +5631,7 @@ msgstr "" "是一个可覆盖的值,默认为最大巡航高度(`JumpjetHeight`、`FlightLevel` 等),而 " "`HeightShadowScaling.MinScale` 设置了缩放的下限。" -#: ../../Fixed-or-Improved-Logics.md:1538 +#: ../../Fixed-or-Improved-Logics.md:1547 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -5599,15 +5649,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1548 +#: ../../Fixed-or-Improved-Logics.md:1557 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1550 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1552 +#: ../../Fixed-or-Improved-Logics.md:1561 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -5615,11 +5665,11 @@ msgstr "" "![Waving trees](_static/images/tree-shake.gif) *[Ion " "Shock](https://www.moddb.com/mods/tiberian-war-ionshock) 中会动的树*" -#: ../../Fixed-or-Improved-Logics.md:1552 +#: ../../Fixed-or-Improved-Logics.md:1561 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1555 +#: ../../Fixed-or-Improved-Logics.md:1564 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -5628,7 +5678,7 @@ msgstr "" "默认情况下 `IsAnimated`、`AnimationRate` 和 `AnimationProbability` 仅适用于 " "`SpawnsTiberium` 设置为 true 的地形对象。这一限制已被解除。" -#: ../../Fixed-or-Improved-Logics.md:1556 +#: ../../Fixed-or-Improved-Logics.md:1565 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -5638,7 +5688,7 @@ msgstr "" "现在动画的长度可以通过设置 `AnimationLength` 来自定义,默认为地形对象图像帧数的一半(如果启用了[破损帧](#damaged-" "frames-and-crumbling-animation)则为四分之一)。" -#: ../../Fixed-or-Improved-Logics.md:1559 +#: ../../Fixed-or-Improved-Logics.md:1568 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -5646,17 +5696,17 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1564 +#: ../../Fixed-or-Improved-Logics.md:1573 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1566 +#: ../../Fixed-or-Improved-Logics.md:1575 msgid "" "You can now specify custom palette for TerrainTypes in similar manner as " "TechnoTypes can." msgstr "现在你可以像为科技类型那样为地形对象指定自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1569 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" @@ -5666,18 +5716,18 @@ msgstr "" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" -#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "" "This palette behaves like an object palette and does not use tint etc. " "that have been applied to the tile the TerrainType resides on like a " "TerrainType using tile palette would." msgstr "此色盘的行为就像原有的对象色盘那样不受光效影响。也就是地形对象将不会同步使用应用于地形对象所在地块上的色调。" -#: ../../Fixed-or-Improved-Logics.md:1578 +#: ../../Fixed-or-Improved-Logics.md:1587 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1580 +#: ../../Fixed-or-Improved-Logics.md:1589 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -5685,18 +5735,18 @@ msgstr "" "![image](_static/images/ore-01.png) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中不同的矿柱*" -#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1592 msgid "You can now specify which type of ore certain TerrainType would generate." msgstr "现在你可以指定地形对象将会生成哪种矿石。" -#: ../../Fixed-or-Improved-Logics.md:1584 +#: ../../Fixed-or-Improved-Logics.md:1593 msgid "" "It's also now possible to specify a range value for an ore generation " "area different compared to standard 3x3 rectangle. Ore will be uniformly " "distributed across all affected cells in a spread range." msgstr "现在还可以指定与标准 3x3 矩形不同的矿石生成区域范围值。矿石将均匀地分布在扩散范围内所有受影响的单元格中。" -#: ../../Fixed-or-Improved-Logics.md:1585 +#: ../../Fixed-or-Improved-Logics.md:1594 msgid "" "You can specify which ore growth stage will be spawned and how many cells" " will be filled with ore per ore generation animation. Corresponding tags" @@ -5704,7 +5754,7 @@ msgid "" "allow randomized growth stages from the range (inclusive)." msgstr "此外也可以指定将生成哪个矿石生长阶段以及每次播放矿石生成动画将会填充多少个单元格。相对应的标签接受单个整数值或两个逗号分隔的值以允许范围内(含)随机化的生长阶段。" -#: ../../Fixed-or-Improved-Logics.md:1588 +#: ../../Fixed-or-Improved-Logics.md:1597 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -5718,11 +5768,11 @@ msgstr "" "SpawnsTiberium.GrowthStage=3 ; integer - single or comma-sep. range\n" "SpawnsTiberium.CellsPerAnim=1 ; integer - single or comma-sep. range\n" -#: ../../Fixed-or-Improved-Logics.md:1596 +#: ../../Fixed-or-Improved-Logics.md:1605 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1598 +#: ../../Fixed-or-Improved-Logics.md:1607 msgid "" "By default game shows damage frame only for TerrainTypes alive at only 1 " "point of health left. Because none of the original game TerrainType " @@ -5732,7 +5782,7 @@ msgstr "" "默认情况下游戏在地形对象仅 1 点血时显示破损帧。由于原本游戏中的地形对象资源文件并未考虑这一点因此目前该逻辑仅限添加了 " "`HasDamagedFrames` 的情况下使用。" -#: ../../Fixed-or-Improved-Logics.md:1599 +#: ../../Fixed-or-Improved-Logics.md:1608 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -5741,7 +5791,7 @@ msgstr "" "地形对象不再在仅剩 1 点血时显示破损帧,而是在其血量达到 `[AudioVisual] -> ConditionYellow.Terrain` " "的百分比时才进行切换。" -#: ../../Fixed-or-Improved-Logics.md:1600 +#: ../../Fixed-or-Improved-Logics.md:1609 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -5750,25 +5800,25 @@ msgstr "" "此外,地形对象现在可以在其血量归 0 后到从地图中删除前的这段时间中通过设置 `HasCrumblingFrames` 为 true 来显示一个 " "“倒坍” 动画。" -#: ../../Fixed-or-Improved-Logics.md:1601 +#: ../../Fixed-or-Improved-Logics.md:1610 msgid "" "Crumbling frames start from first frame after both regular & damaged " "frames and ends at halfway point of the frames in TerrainType's image." msgstr "倒坍所用的帧从紧随于常规帧和破损帧之后的第一帧开始直到地形对象图像帧的一半处中止(另一半是影子)。" -#: ../../Fixed-or-Improved-Logics.md:1602 +#: ../../Fixed-or-Improved-Logics.md:1611 msgid "" "Sound event from `CrumblingSound` (if set) is played when crumbling " "animation starts playing." msgstr "当倒坍动画开始播放时将会播放 `CrumblingSound`(如果设置)指定的音效。" -#: ../../Fixed-or-Improved-Logics.md:1603 +#: ../../Fixed-or-Improved-Logics.md:1612 msgid "" "[Destroy animation & sound](New-or-Enhanced-Logics.md#destroy-animation--" "sound) only play after crumbling animation has finished." msgstr "[摧毁动画和音效](New-or-Enhanced-Logics.md#destroy-animation--sound) 仅在倒坍动画结束后播放。" -#: ../../Fixed-or-Improved-Logics.md:1606 +#: ../../Fixed-or-Improved-Logics.md:1615 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value, default to " @@ -5788,7 +5838,7 @@ msgstr "" "HasCrumblingFrames=false ; boolean\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1617 +#: ../../Fixed-or-Improved-Logics.md:1626 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -5800,18 +5850,18 @@ msgstr "" "`AnimationLength` 的值(见 [动画化地形对象](#animated-" "terraintypes))。请谨慎操作以确保显示的帧数正确。" -#: ../../Fixed-or-Improved-Logics.md:1620 -#: ../../Fixed-or-Improved-Logics.md:1645 +#: ../../Fixed-or-Improved-Logics.md:1629 +#: ../../Fixed-or-Improved-Logics.md:1654 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1622 +#: ../../Fixed-or-Improved-Logics.md:1631 msgid "" "TerrainTypes can now be made to display on minimap with different colors " "by setting `MinimapColor`." msgstr "现在地形对象可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1625 +#: ../../Fixed-or-Improved-Logics.md:1634 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5819,29 +5869,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1630 +#: ../../Fixed-or-Improved-Logics.md:1639 msgid "Passable & buildable-upon TerrainTypes" msgstr "可通行和可建造于其上的地形对象" -#: ../../Fixed-or-Improved-Logics.md:1632 +#: ../../Fixed-or-Improved-Logics.md:1641 msgid "" "TerrainTypes can now be made passable or buildable upon by setting " "`IsPassable` or `CanBeBuiltOn`, respectively." msgstr "现在可以分别通过设置 `IsPassable` 或 `CanBeBuiltOn` 来让地形对象可通行或可以将建筑建造于其上。" -#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1642 msgid "" "Movement cursor is displayed on `IsPassable` TerrainTypes unless force-" "firing." msgstr "除非使用强制开火否则 `IsPassable` 的地形对象上会显示移动光标。" -#: ../../Fixed-or-Improved-Logics.md:1634 +#: ../../Fixed-or-Improved-Logics.md:1643 msgid "" "`CanBeBuiltOn=true` terrain objects are removed when building is placed " "on them." msgstr "`CanBeBuiltOn=true` 的地形对象在建筑建造于其上时会被移除。" -#: ../../Fixed-or-Improved-Logics.md:1637 +#: ../../Fixed-or-Improved-Logics.md:1646 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -5851,17 +5901,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1643 +#: ../../Fixed-or-Improved-Logics.md:1652 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1647 +#: ../../Fixed-or-Improved-Logics.md:1656 msgid "" "Ore can now be made to display on minimap with different colors by " "setting `MinimapColor` on Tiberiums." msgstr "矿石现在可以通过设置 `MinimapColor` 使用不同的颜色显示在小地图上。" -#: ../../Fixed-or-Improved-Logics.md:1650 +#: ../../Fixed-or-Improved-Logics.md:1659 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5869,15 +5919,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1655 +#: ../../Fixed-or-Improved-Logics.md:1664 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1657 +#: ../../Fixed-or-Improved-Logics.md:1666 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../Fixed-or-Improved-Logics.md:1659 +#: ../../Fixed-or-Improved-Logics.md:1668 msgid "" "In vanilla, when miners enter area guard mission, they immediately switch" " to harvest mission. Now you can make them perform area guard mission " @@ -5886,13 +5936,13 @@ msgstr "" "在原版中当一个矿车进入 `Area Guard` 任务时会立即切换为 `Havrest` 任务。现在你可以让它们像其他单位那样正常执行 `Area" " Guard` 任务了。" -#: ../../Fixed-or-Improved-Logics.md:1660 +#: ../../Fixed-or-Improved-Logics.md:1669 msgid "" "We made it work only for miners controlled by the player, because this " "will prevent AI's miners from going work." msgstr "这仅对玩家控制的矿车有效,因为这会阻断 AI 矿车正常工作。" -#: ../../Fixed-or-Improved-Logics.md:1663 +#: ../../Fixed-or-Improved-Logics.md:1672 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" @@ -5900,11 +5950,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1668 +#: ../../Fixed-or-Improved-Logics.md:1677 msgid "Bunker entering check dehardcode" msgstr "去除坦克碉堡准入检查的硬编码" -#: ../../Fixed-or-Improved-Logics.md:1670 +#: ../../Fixed-or-Improved-Logics.md:1679 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -5914,17 +5964,17 @@ msgstr "" "在原版,载具进入坦克碉堡时受到一系列硬编码限制,包括必须拥有炮塔、必须拥有武器以及速度类型不能为 " "`SpeedType=Hover`。现在你可以跳过这些限制。" -#: ../../Fixed-or-Improved-Logics.md:1671 +#: ../../Fixed-or-Improved-Logics.md:1680 msgid "This needs to be used with `Bunkerable=yes`." msgstr "这需要与 `Bunkerable=yes` 共同使用。" -#: ../../Fixed-or-Improved-Logics.md:1672 +#: ../../Fixed-or-Improved-Logics.md:1681 msgid "" "This flag only skips the static check, that is, the check on the unit " "type. The dynamic check (cannot be parasitized) remains unchanged." msgstr "这个标签仅跳过静态检查,即对单位类型的检查。动态检查(不能处于被寄生状态)保持不变。" -#: ../../Fixed-or-Improved-Logics.md:1675 +#: ../../Fixed-or-Improved-Logics.md:1684 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -5932,7 +5982,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1681 +#: ../../Fixed-or-Improved-Logics.md:1690 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -5943,23 +5993,23 @@ msgstr "" "使用此功能跳过检查并不就意味着载具和坦克碉堡可以正确的交互。根据次功能提供者的简单检查,坦克碉堡的效果主要受到运动模式影响。不同运动模式进入坦克碉堡的详细信息可以在" " [MODENC](https://modenc.renegadeprojects.com/Bunkerable) 上找到。" -#: ../../Fixed-or-Improved-Logics.md:1684 +#: ../../Fixed-or-Improved-Logics.md:1693 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1686 +#: ../../Fixed-or-Improved-Logics.md:1695 msgid "" "Now you can limit how much ore the harvester can dump out per time, like " "it in Tiberium Sun." msgstr "现在你可以限制矿车每次倒矿时卸载的矿石量,就像《泰伯利亚之日》中的设定" -#: ../../Fixed-or-Improved-Logics.md:1687 +#: ../../Fixed-or-Improved-Logics.md:1696 msgid "" "Less than or equal to 0 means no limit, it will always dump out all at " "one time." msgstr "若该值小于等于 0 则表示一次倒完,就像《红色警戒2》中原本的行为" -#: ../../Fixed-or-Improved-Logics.md:1690 +#: ../../Fixed-or-Improved-Logics.md:1699 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -5973,11 +6023,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1698 +#: ../../Fixed-or-Improved-Logics.md:1707 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1700 +#: ../../Fixed-or-Improved-Logics.md:1709 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -5991,7 +6041,7 @@ msgstr "" "`TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` " "对两种情况分别进行定义,它们都默认为 `TiltsWhenCrushes`。" -#: ../../Fixed-or-Improved-Logics.md:1701 +#: ../../Fixed-or-Improved-Logics.md:1710 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -6001,13 +6051,13 @@ msgstr "" "`CrushForwardTiltPerFrame` 决定在碾压覆盖物或载具时每帧前倾的幅度。对于 `Locomotor=Ship` " "的载具碾压覆盖物的时默认为 -0.02,其他情况默认为 -0.050000001。" -#: ../../Fixed-or-Improved-Logics.md:1702 +#: ../../Fixed-or-Improved-Logics.md:1711 msgid "" "`CrushOverlayExtraForwardTilt` is additional forward tilt applied after " "an overlay has been crushed by the vehicle." msgstr "`CrushOverlayExtraForwardTilt` 是载具碾压覆盖物后额外的向前倾斜量" -#: ../../Fixed-or-Improved-Logics.md:1703 +#: ../../Fixed-or-Improved-Logics.md:1712 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -6016,7 +6066,7 @@ msgstr "" "可以通过设置 `CrushSlowdownMultiplier` 来自定义 `MovementZone=CrusherAll` " "的载具碾压围墙时移动速度的减速幅度。" -#: ../../Fixed-or-Improved-Logics.md:1704 +#: ../../Fixed-or-Improved-Logics.md:1713 msgid "" "You can also disable the slowdown completely by using the flag " "`SkipCrushSlowdown`. This is not the same as " @@ -6028,7 +6078,7 @@ msgstr "" "`CrushSlowdownMultiplier=1.0`。它可以避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 共用时单位有时会减速的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:1707 +#: ../../Fixed-or-Improved-Logics.md:1716 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -6046,11 +6096,11 @@ msgstr "" "CrushSlowdownMultiplier=0.2 ; floating point value\n" "SkipCrushSlowdown=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1717 +#: ../../Fixed-or-Improved-Logics.md:1726 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1719 +#: ../../Fixed-or-Improved-Logics.md:1728 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -6061,7 +6111,7 @@ msgstr "" "那么可以随机选取其中一个动画。这些动画存储了所属方和朝向信息以供[生成单位](New-or-Enhanced-Logics.md#anim-to-" "unit)逻辑使用。" -#: ../../Fixed-or-Improved-Logics.md:1722 +#: ../../Fixed-or-Improved-Logics.md:1731 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -6071,155 +6121,120 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1728 +#: ../../Fixed-or-Improved-Logics.md:1737 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1730 +#: ../../Fixed-or-Improved-Logics.md:1739 msgid "" -"`Ammo.AddOnDeploy` determines the number of ammo added or substracted on " -"unit deploy." -msgstr "`Ammo.AddOnDeploy` 决定单位部署时增加或减少的弹药量。" +"`Ammo.AddOnDeploy` determines the number of ammo added or subtracted " +"after the vehicle has deployed or undeployed." +msgstr "`Ammo.AddOnDeploy` 决定载具部署或反部署后增加或减少的弹药量。" -#: ../../Fixed-or-Improved-Logics.md:1733 +#: ../../Fixed-or-Improved-Logics.md:1740 msgid "" -"[SOMEVEHICLE] ; VehicleType\n" -"Ammo.AddOnDeploy=0 ; integer\n" +"Ammo count cannot go below 0 or above the maximum ammo for vehicle's type" +" (in case the deploy results in type conversion, type is the one after " +"the conversion)." msgstr "" -"[SOMEVEHICLE] ; VehicleType\n" -"Ammo.AddOnDeploy=0 ; integer\n" +"弹药数不得低于 0 或高于该载具类型的最大弹药量(若部署操作导致单位转换则以转换后的量为准)。" -#: ../../Fixed-or-Improved-Logics.md:1739 +#: ../../Fixed-or-Improved-Logics.md:1743 msgid "" -"Due to technical constraints, units that use `Convert.Deploy` from [Ares'" -" Type Conversion](https://ares-developers.github.io/Ares-" -"docs/new/typeconversion.html) to change type with `Ammo.AddOnDeploy` will" -" add or substract ammo despite of convertion success. This will also " -"happen when unit exits tank bunker." +"[SOMEVEHICLE] ; VehicleType\n" +"Ammo.AddOnDeploy=0 ; integer\n" msgstr "" -"由于技术限制,使用 [Ares 单位转换](https://ares-developers.github.io/Ares-" -"docs/new/typeconversion.html)逻辑 `Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy`" -" 改变类型时无论转换是否成功都会改变弹药量,这同样发生在单位离开坦克碉堡时。" - -#: ../../Fixed-or-Improved-Logics.md:1742 -msgid "`IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change" -msgstr "`IsSimpleDeployer` 的载具根据弹药自动部署/阻止部署" - -#: ../../Fixed-or-Improved-Logics.md:1744 -msgid "Vehicle deployment can now be affected by ammo count." -msgstr "载具的部署行为现在可以受弹药数量影响。" - -#: ../../Fixed-or-Improved-Logics.md:1745 -msgid "" -"`Ammo.AutoDeployMinimumAmount` determines the minimal number of ammo at " -"which a vehicle converts/deploys automatically." -msgstr "`Ammo.AutoDeployMinimumAmount` 决定载具自动转换/部署时所需的最小弹药量。" - -#: ../../Fixed-or-Improved-Logics.md:1746 -msgid "" -"`Ammo.DeployUnlockMinimumAmount` determines the minimal number of ammo " -"that unlocks issuing vehicle converting/deploying command." -msgstr "`Ammo.DeployUnlockMinimumAmount` 决定载具解除转换/部署命令的最小弹药量。" - -#: ../../Fixed-or-Improved-Logics.md:1747 -msgid "" -"`Ammo.AutoDeployMaximumAmount` and `Ammo.DeployUnlockMaximumAmount` " -"behave analogically." -msgstr "`Ammo.AutoDeployMaximumAmount` 和 `Ammo.DeployUnlockMaximumAmount` 的功能与之类似。" +"[SOMEVEHICLE] ; VehicleType\n" +"Ammo.AddOnDeploy=0 ; integer\n" #: ../../Fixed-or-Improved-Logics.md:1748 -msgid "Setting a negative number will disable ammo count check." -msgstr "设为负数将禁用弹药数量检查。" +msgid "IsSimpleDeployer facing and animation customization" +msgstr "自定义 IsSimpleDeployer 载具部署朝向与动画" -#: ../../Fixed-or-Improved-Logics.md:1751 -msgid "" -"[SOMEVEHICLE] ; VehicleType\n" -"Ammo.AutoDeployMinimumAmount=-1 ; integer\n" -"Ammo.AutoDeployMaximumAmount=-1 ; integer\n" -"Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" -"Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -msgstr "" -"[SOMEVEHICLE] ; VehicleType\n" -"Ammo.AutoDeployMinimumAmount=-1 ; integer\n" -"Ammo.AutoDeployMaximumAmount=-1 ; integer\n" -"Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" -"Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" - -#: ../../Fixed-or-Improved-Logics.md:1760 +#: ../../Fixed-or-Improved-Logics.md:1750 msgid "" -"Auto-deploy feature requires `Convert.Deploy` from [Ares' Type " -"Conversion](https://ares-developers.github.io/Ares-" -"docs/new/typeconversion.html) to change type. Unit without it will " -"constantly use deploy command on self until ammo is changed." +"In vanilla game only units with `DeployingAnim` were constrained to a " +"specific deploy facing and it was not customizable per unit. `DeployDir` " +"can be set to override this per unit (defaults to `[AudioVisual] -> " +"DeployDir`), including using value of -1 to disable the facing " +"restriction." msgstr "" -"自动部署功能需要 [Ares 的单位转换](https://ares-developers.github.io/Ares-" -"docs/new/typeconversion.html)功能来改变类型。没有启用该功能的单位将会不断尝试部署直至其弹药量变化。" +"在原版游戏中仅拥有 `DeployingAnim` 的单位会被限制使用特定的部署朝向且无法为每个单位自定义。" +"Ares 允许通过 `DeployDir`(默认为 `[AudioVisual] -> DeployDir`)来为每个单位单独设定," +"Phobos 允许使用特殊值 -1 来解除朝向限制。" -#: ../../Fixed-or-Improved-Logics.md:1763 -msgid "IsSimpleDeployer vehicle deploy animation / direction customization" -msgstr "自定义 IsSimpleDeployer 载具部署" +#: ../../Fixed-or-Improved-Logics.md:1751 +msgid "Multiple new options for deploy animations:" +msgstr "部署动画相关的多个新增选项:" -#: ../../Fixed-or-Improved-Logics.md:1765 +#: ../../Fixed-or-Improved-Logics.md:1752 msgid "" -"`DeployingAnim.AllowAnyDirection` if set, disables any direction " -"constraints for deployers with `DeployingAnim` set. Only works for ground" -" units." +"`DeployingAnims` can be used instead of `DeployingAnim` (if both are set," +" `DeployingAnims` takes precedence) to define a list of direction-" +"specific deploy animations to play. Largest power of 2 the number of " +"listed animations falls to is used as number of directions/animations. " +"Less than 8 animations listed results in only first listed one being " +"used." msgstr "" -"`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 `DeployingAnim` " -"设置而对部署者在方向上的约束。只适用于地面单位。" +"可使用 `DeployingAnims` 代替 `DeployingAnim`(当都被设置时优先使用前者)来定义一组与方向对应的部署动画。" +"根据所列动画的最大数量取 2 的幂值作为方向数/动画数。若少于 8 个则仅适用列出的第一个动画。" -#: ../../Fixed-or-Improved-Logics.md:1766 +#: ../../Fixed-or-Improved-Logics.md:1753 msgid "" "`DeployingAnim.KeepUnitVisible` determines if the unit is **not** hidden " "while the animation is playing." msgstr "`DeployingAnim.KeepUnitVisible` 决定单位是否在动画播放期间**不**被隐藏。" -#: ../../Fixed-or-Improved-Logics.md:1767 +#: ../../Fixed-or-Improved-Logics.md:1754 msgid "" "`DeployingAnim.ReverseForUndeploy` controls whether or not the animation " "is played in reverse for undeploying." msgstr "`DeployingAnim.ReverseForUndeploy` 控制反部署时是否使动画反向播放。" -#: ../../Fixed-or-Improved-Logics.md:1768 +#: ../../Fixed-or-Improved-Logics.md:1755 msgid "" "`DeployingAnim.UseUnitDrawer` controls whether or not the animation is " "displayed in the unit's palette and team colours or regular animation " "palette, including a potential custom palette." msgstr "`DeployingAnim.UseUnitDrawer` 控制动画使用 unit 色盘以及所属色还是常规动画色盘,包括潜在的自定义色盘。" -#: ../../Fixed-or-Improved-Logics.md:1771 +#: ../../Fixed-or-Improved-Logics.md:1758 msgid "" "[SOMEVEHICLE] ; VehicleType\n" -"DeployingAnim.AllowAnyDirection=false ; boolean\n" +"DeployDir= ; Facing type (integers from 0-7 " +"or -1)\n" +"DeployingAnims= ; List of AnimationTypes\n" "DeployingAnim.KeepUnitVisible=false ; boolean\n" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" msgstr "" "[SOMEVEHICLE] ; VehicleType\n" -"DeployingAnim.AllowAnyDirection=false ; boolean\n" +"DeployDir= ; Facing type (integers from 0-7 " +"or -1)\n" +"DeployingAnims= ; List of AnimationTypes\n" "DeployingAnim.KeepUnitVisible=false ; boolean\n" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1779 +#: ../../Fixed-or-Improved-Logics.md:1767 msgid "Make harvesters do addtional scan after unload" msgstr "使矿车卸载后重新扫描较近的矿区" -#: ../../Fixed-or-Improved-Logics.md:1781 +#: ../../Fixed-or-Improved-Logics.md:1769 msgid "" "In vanilla, miners will remember their current location when they reach " "full load and move to that location after unloading. This makes miners to" " gradually move deeper into the mine and ignore the closer minerals." msgstr "在原版中矿车在满载时会记录当前位置并在卸载后返回该坐标。这一机制会让矿车逐渐向原矿区深处探索但却容易忽略距离更近的矿区。" -#: ../../Fixed-or-Improved-Logics.md:1782 +#: ../../Fixed-or-Improved-Logics.md:1770 msgid "" "Now you can have the miner search for the nearest mineral again after " "unloading. If a closer mineral is found, the miner will go to that " "location instead of the previously recorded location." msgstr "现在你可以让矿车在卸载后重新搜索最近的矿区。如果发现了更近的矿区那么矿车会优先前往它而不是返回先前记录的坐标。" -#: ../../Fixed-or-Improved-Logics.md:1785 +#: ../../Fixed-or-Improved-Logics.md:1773 msgid "" "[General]\n" "HarvesterScanAfterUnload=false ; boolean\n" @@ -6235,32 +6250,32 @@ msgstr "" "HarvesterScanAfterUnload= ; boolean, default to [General] -> " "HarvesterScanAfterUnload\n" -#: ../../Fixed-or-Improved-Logics.md:1793 +#: ../../Fixed-or-Improved-Logics.md:1781 msgid "Preserve Iron Curtain / Force Shield status on type conversion" msgstr "在单位转换时保留铁幕/力场护盾状态" -#: ../../Fixed-or-Improved-Logics.md:1795 +#: ../../Fixed-or-Improved-Logics.md:1783 msgid "![image](_static/images/preserve-ic.gif) *Bugfix in action*" msgstr "![image](_static/images/preserve-ic.gif) *Bug 修复后的行为*" -#: ../../Fixed-or-Improved-Logics.md:1798 +#: ../../Fixed-or-Improved-Logics.md:1786 msgid "" "Iron Curtain status is now preserved by default when converting between " "TechnoTypes via `DeploysInto` / `UndeploysInto`. Force Shield status " "preservation is turned off by default." msgstr "通过 `DeploysInto`/`UndeploysInto` 在科技类型之间的转换现在默认保留铁幕状态。力场护盾则默认不保留。" -#: ../../Fixed-or-Improved-Logics.md:1799 +#: ../../Fixed-or-Improved-Logics.md:1787 msgid "This behavior can be turned on/off per-TechnoType and on global basis." msgstr "这一行为可以对每个科技类型和全局进行开启/关闭。" -#: ../../Fixed-or-Improved-Logics.md:1800 +#: ../../Fixed-or-Improved-Logics.md:1788 msgid "" "`IronCurtain.Modifier` / `ForceShield.Modifier` (whichever is applicable)" " is re-applied upon type conversion." msgstr "`IronCurtain.Modifier`/`ForceShield.Modifier`(视情况而定)将在单位转换时刷新。" -#: ../../Fixed-or-Improved-Logics.md:1803 +#: ../../Fixed-or-Improved-Logics.md:1791 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -6284,36 +6299,36 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1813 +#: ../../Fixed-or-Improved-Logics.md:1801 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1815 +#: ../../Fixed-or-Improved-Logics.md:1803 msgid "" "It is now possible for vehicles to retain their target when issued " "movement command by setting `KeepTargetOnMove` to true." msgstr "现在可以通过设置 `KeepTargetOnMove` 为 true 来使载具在接收到移动命令时保留其目标。" -#: ../../Fixed-or-Improved-Logics.md:1816 +#: ../../Fixed-or-Improved-Logics.md:1804 msgid "" "Note that no check is done whether or not the vehicle or the weapon can " "actually fire while moving, this is on modder's discretion." msgstr "注意这不会检查载具或武器实际上能否在移动中开火,这由 modder 自行决定。" -#: ../../Fixed-or-Improved-Logics.md:1817 +#: ../../Fixed-or-Improved-Logics.md:1805 msgid "" "The target is automatically reset if the vehicle moves beyond the " "weapon's range from the target." msgstr "如果由于载具移动导致目标超出武器射程那么目标将自动重置。" -#: ../../Fixed-or-Improved-Logics.md:1818 +#: ../../Fixed-or-Improved-Logics.md:1806 msgid "" "`KeepTargetOnMove.NoMorePursuit` controls whether the unit will restart " "chasing the target for attack when it stops again, otherwise it will " "clear the target when it moves away." msgstr "`KeepTargetOnMove.NoMorePursuit` 控制单位是否会在再次停止后重新开始追击目标以发起攻击,否则会在移动时清除目标。" -#: ../../Fixed-or-Improved-Logics.md:1819 +#: ../../Fixed-or-Improved-Logics.md:1807 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -6322,7 +6337,7 @@ msgstr "" "`KeepTargetOnMove.ExtraDistance` 可以用来修改被认为 “超出射程” " "的范围(基于武器射程的修正值),负值会缩短判定距离。" -#: ../../Fixed-or-Improved-Logics.md:1822 +#: ../../Fixed-or-Improved-Logics.md:1810 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -6336,25 +6351,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1829 +#: ../../Fixed-or-Improved-Logics.md:1817 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1831 +#: ../../Fixed-or-Improved-Logics.md:1819 msgid "" "In vanilla, whether a ship sinks when it dies on the water is determined " "by multiple settings of hardcoding. The speed of the sinking is hardcoded" " to 5 Leptons per frame." msgstr "原版中一艘舰船在水上死亡是否会沉没由多个硬编码设置决定。沉没速度硬编码为每帧 5 leptons。" -#: ../../Fixed-or-Improved-Logics.md:1832 +#: ../../Fixed-or-Improved-Logics.md:1820 msgid "" "Now you can determine whether a ship sinks with a dedicated flag " "`Sinkable`, and use `SinkSpeed` to customize the speed at which the ship " "sinks." msgstr "现在你可以通过专门的标签 `Sinkable` 来决定一艘舰船是否会沉没,并且可以使用 `SinkSpeed` 来定义舰船的沉没速度。" -#: ../../Fixed-or-Improved-Logics.md:1833 +#: ../../Fixed-or-Improved-Logics.md:1821 msgid "" "`Sinkable.SquidGrab` controls the behavior of a ship when it is killed by" " a squid. Set it to `false` to cause the ship to take a lethal damage " @@ -6364,7 +6379,7 @@ msgstr "" "`Sinkable.SquidGrab` 控制一艘船在被巨型乌贼击杀时的行为。将其设为 false " "会导致舰船受到致命伤害而非在此时直接沉没(从而遵循 `Sinkable` 的设置)。" -#: ../../Fixed-or-Improved-Logics.md:1836 +#: ../../Fixed-or-Improved-Logics.md:1824 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -6376,11 +6391,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1843 +#: ../../Fixed-or-Improved-Logics.md:1831 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1845 +#: ../../Fixed-or-Improved-Logics.md:1833 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -6390,27 +6405,27 @@ msgstr "" "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止,其行为方式非常类似于 `IsSimpleDeployer` 设置为 true " "的部署状态载具。不应用于可生产的载具,否则它们将无法退出工厂。" -#: ../../Fixed-or-Improved-Logics.md:1847 +#: ../../Fixed-or-Improved-Logics.md:1835 msgid "Turret recoil" msgstr "炮塔制退" -#: ../../Fixed-or-Improved-Logics.md:1849 +#: ../../Fixed-or-Improved-Logics.md:1837 msgid "" "Now you can use `TurretRecoil` to control units' turret/barrel recoil " "effect when firing." msgstr "现在你可以使用 `TurretRecoil` 来控制单位开火时的炮塔/炮管制退效果。" -#: ../../Fixed-or-Improved-Logics.md:1850 +#: ../../Fixed-or-Improved-Logics.md:1838 msgid "`TurretTravel` and `BarrelTravel` control the maximum recoil distance." msgstr "`TurretTravel` 和 `BarrelTravel` 控制最大制退距离。" -#: ../../Fixed-or-Improved-Logics.md:1851 +#: ../../Fixed-or-Improved-Logics.md:1839 msgid "" "`TurretRecoil.Suppress` can prevent the weapon from producing this effect" " when firing." msgstr "`TurretRecoil.Suppress` 可以在特定武器上阻止其产生此效果。" -#: ../../Fixed-or-Improved-Logics.md:1854 +#: ../../Fixed-or-Improved-Logics.md:1842 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretRecoil=no ; boolean\n" @@ -6440,18 +6455,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "TurretRecoil.Suppress=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1871 +#: ../../Fixed-or-Improved-Logics.md:1859 msgid "" "The logic above was not reverse-engineered but reimplemented to achieve " "the same effect, hence there might be some differences in behavior " "compared to Tiberian Sun version." msgstr "上面的逻辑并非来自逆向工程复原而是模拟复刻效果,因此与《泰伯利亚之日》中的行为相比可能存在一些差异。" -#: ../../Fixed-or-Improved-Logics.md:1874 +#: ../../Fixed-or-Improved-Logics.md:1862 msgid "Unit Without Turret Always Turn To Target" msgstr "无炮塔单位始终面向目标" -#: ../../Fixed-or-Improved-Logics.md:1876 +#: ../../Fixed-or-Improved-Logics.md:1864 msgid "" "Now vehicles without turret will attempt to turn to the target while the " "weapon is cooling down, rather than after the weapon has cooled down, by " @@ -6460,7 +6475,7 @@ msgstr "" "现在可以通过将 `NoTurret.TrackTarget` 设为 true " "来让没有炮塔的载具在武器冷却期间就尝试更改朝向以面向目标而不是等到武器冷却完成后。" -#: ../../Fixed-or-Improved-Logics.md:1879 +#: ../../Fixed-or-Improved-Logics.md:1867 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -6476,7 +6491,7 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1888 +#: ../../Fixed-or-Improved-Logics.md:1876 msgid "" "Jumpjet can also be affected by this if firing an `OmniFire` weapon with " "`OmniFire.TurnToTarget` set to true." @@ -6484,11 +6499,11 @@ msgstr "" "如果 Jumpjet 在 `OmniFire.TurnToTarget` 设为 true 的情况下发射一个 `OmniFire` " "武器那么也会受到影响。" -#: ../../Fixed-or-Improved-Logics.md:1891 +#: ../../Fixed-or-Improved-Logics.md:1879 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1893 +#: ../../Fixed-or-Improved-Logics.md:1881 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -6497,7 +6512,7 @@ msgstr "" "如果 `[AudioVisual] -> DrawTurretShadow` 被设为 true 那么载具的 Voxel " "炮塔现在可以绘制影子。这可以在载具的 `artmd.ini` 小节中设置 `TurretShadow` 来覆盖。" -#: ../../Fixed-or-Improved-Logics.md:1896 +#: ../../Fixed-or-Improved-Logics.md:1884 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -6505,7 +6520,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1902 +#: ../../Fixed-or-Improved-Logics.md:1890 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -6513,44 +6528,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1907 +#: ../../Fixed-or-Improved-Logics.md:1895 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1909 +#: ../../Fixed-or-Improved-Logics.md:1897 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1911 +#: ../../Fixed-or-Improved-Logics.md:1899 msgid "Veinhole monsters now work like they used to in Tiberian Sun." msgstr "泰伯利亚藤蔓怪现在可以像《泰伯利亚之日》中那样工作。" -#: ../../Fixed-or-Improved-Logics.md:1912 +#: ../../Fixed-or-Improved-Logics.md:1900 msgid "Their core parameters are still loaded from `[General]`." msgstr "它们的核心参数仍然从 `[General]` 读取。" -#: ../../Fixed-or-Improved-Logics.md:1913 +#: ../../Fixed-or-Improved-Logics.md:1901 msgid "" "The Warhead used by veins is specified under `[CombatDamage]`. The " "warhead has to have `Veinhole=yes` set." msgstr "藤蔓的弹头在 `[CombatDamage]` 下指定。弹头必须设置 `Veinhole=yes`。" -#: ../../Fixed-or-Improved-Logics.md:1914 +#: ../../Fixed-or-Improved-Logics.md:1902 msgid "Veinholes are hardcoded to use several overlay types." msgstr "泰伯利亚藤蔓被硬编码使用几种覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1915 +#: ../../Fixed-or-Improved-Logics.md:1903 msgid "" "The vein attack animation specified under `[AudioVisual]` is what deals " "the damage. The animation has to be properly listed under `[Animations]` " "as well." msgstr "泰伯利亚藤蔓造成杀伤的攻击效果动画于 `[AudioVisual]` 下指定。动画必须列于 `[Animations]` 注册表中。" -#: ../../Fixed-or-Improved-Logics.md:1916 +#: ../../Fixed-or-Improved-Logics.md:1904 msgid "Units can be made immune to veins the same way as in Tiberian Sun." msgstr "单位可以像在《泰伯利亚之日》中一样设置对泰伯利亚藤蔓免疫。" -#: ../../Fixed-or-Improved-Logics.md:1917 +#: ../../Fixed-or-Improved-Logics.md:1905 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -6559,7 +6574,7 @@ msgstr "" "怪物主体以 `VEINTREE` 地形对象的形式存在,其拥有 `IsVeinhole=true` 设置。并且它的 `Strength` " "决定了泰伯利亚藤蔓的生命值。" -#: ../../Fixed-or-Improved-Logics.md:1920 +#: ../../Fixed-or-Improved-Logics.md:1908 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -6582,7 +6597,7 @@ msgstr "" "中的值相同。你可以在 MODENC " "上了解更多关于它们的信息:[VeinholeGrowthRate](https://modenc.renegadeprojects.com/VeinholeGrowthRate)、[VeinholeShrinkRate](https://modenc.renegadeprojects.com/VeinholeShrinkRate)、[MaxVeinholeGrowth](https://modenc.renegadeprojects.com/MaxVeinholeGrowth)、[VeinDamage](https://modenc.renegadeprojects.com/VeinDamage)、[VeinholeTypeClass](https://modenc.renegadeprojects.com/VeinholeTypeClass)、[VeinholeWarhead](https://modenc.renegadeprojects.com/VeinholeWarhead)、[Veinhole](https://modenc.renegadeprojects.com/Veinhole)、[VeinAttack](https://modenc.renegadeprojects.com/VeinAttack)、[ImmuneToVeins](https://modenc.renegadeprojects.com/ImmuneToVeins)、[IsVeinhole](https://modenc.renegadeprojects.com/IsVeinhole)" -#: ../../Fixed-or-Improved-Logics.md:1927 +#: ../../Fixed-or-Improved-Logics.md:1915 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -6632,7 +6647,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1954 +#: ../../Fixed-or-Improved-Logics.md:1942 msgid "" "The game expects certain overlays related to Veinholes to have certain " "indices, they are listed below. Please keep in mind that the indices in " @@ -6643,7 +6658,7 @@ msgstr "" "游戏需要泰伯利亚藤蔓相关的覆盖物使用特定的索引,如下所示。请注意 `OverlayTypes` 注册表中的索引是从 0 " "开始的,由于游戏内部规则,等号左侧的标识符无关紧要。原版 `rulesmd.ini` 已经在正确的索引处列出了所需的覆盖物。" -#: ../../Fixed-or-Improved-Logics.md:1958 +#: ../../Fixed-or-Improved-Logics.md:1946 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -6655,55 +6670,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1965 +#: ../../Fixed-or-Improved-Logics.md:1953 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1967 +#: ../../Fixed-or-Improved-Logics.md:1955 msgid "" "Vehicles with `Weeder=yes` can now collect weeds. The weeds can then be " "deposited into a building with `Weeder=yes`." msgstr "拥有 `Weeder=yes` 的载具现在可以收集泰伯利亚废矿。然后这些废矿可以存入 `Weeder=yes` 的建筑中。" -#: ../../Fixed-or-Improved-Logics.md:1968 +#: ../../Fixed-or-Improved-Logics.md:1956 msgid "" "Weeds are not stored in a building's storage, but rather in a House's " "storage. The weed capacity is listed under `[General] -> WeedCapacity`." msgstr "泰伯利亚废矿并不是储藏在储存仓建筑中而是这个阵营的内部数据。废矿的储藏量读取自 `[General] -> WeedCapacity`。" -#: ../../Fixed-or-Improved-Logics.md:1969 +#: ../../Fixed-or-Improved-Logics.md:1957 msgid "" "Weeders now show the ore gathering animation. It can be customized the " "same way as for harvesters." msgstr "废矿矿车现在可以像普通矿车那样自定义矿石采集动画。" -#: ../../Fixed-or-Improved-Logics.md:1970 +#: ../../Fixed-or-Improved-Logics.md:1958 msgid "Weeders can use the Teleport locomotor like chrono miners." msgstr "废矿矿车可以像超时空矿车一样使用 Teleport 运动模式。" -#: ../../Fixed-or-Improved-Logics.md:1971 +#: ../../Fixed-or-Improved-Logics.md:1959 msgid "" "Total amount of weeds in storage can be displayed on sidebar, see [Weeds " "counter](User-Interface.md#weeds-counter)." msgstr "储存的废矿总量可以在侧边栏上显示,参见[废矿计数器](User-Interface.md#weeds-counter)。" -#: ../../Fixed-or-Improved-Logics.md:1973 +#: ../../Fixed-or-Improved-Logics.md:1961 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1975 +#: ../../Fixed-or-Improved-Logics.md:1963 msgid "" "Superweapons can consume weeds to recharge, like the Chemical Missile " "special in Tiberian Sun." msgstr "超级武器可以消耗泰伯利亚废矿来加载,就像《泰伯利亚之日》中的化学飞弹一样。" -#: ../../Fixed-or-Improved-Logics.md:1978 +#: ../../Fixed-or-Improved-Logics.md:1966 msgid "" "As the code for the Chemical Missile had been removed, setting " "`Type=ChemMissile` will not work." msgstr "由于化学飞弹的代码已被移除,设置 `Type=ChemMissile` 并不会生效。" -#: ../../Fixed-or-Improved-Logics.md:1982 +#: ../../Fixed-or-Improved-Logics.md:1970 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -6728,11 +6743,11 @@ msgstr "" " weeds % are stored, the SW will show it's ready on the building (open " "nuke/open chrono, etc.)\n" -#: ../../Fixed-or-Improved-Logics.md:1990 +#: ../../Fixed-or-Improved-Logics.md:1978 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1994 +#: ../../Fixed-or-Improved-Logics.md:1982 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -6744,17 +6759,17 @@ msgstr "" "detonation-behaviour)基本相同。主要区别是这些标签必须列在 `rulesmd.ini` 中的 Voxel 碎片条目中,而不是 " "`artmd.ini` 中。" -#: ../../Fixed-or-Improved-Logics.md:1996 +#: ../../Fixed-or-Improved-Logics.md:1984 msgid "Customizable debris trailer anim spawn delay" msgstr "自定义 Voxel 碎片尾烟动画生成间隔" -#: ../../Fixed-or-Improved-Logics.md:1998 +#: ../../Fixed-or-Improved-Logics.md:1986 msgid "" "You can now customize the generation interval of VoxelAnim's trailer " "animation." msgstr "现在你可以自定义 Voxel 碎片的尾烟动画生成间隔。" -#: ../../Fixed-or-Improved-Logics.md:2001 +#: ../../Fixed-or-Improved-Logics.md:1989 msgid "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" @@ -6762,15 +6777,15 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2006 +#: ../../Fixed-or-Improved-Logics.md:1994 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:2008 +#: ../../Fixed-or-Improved-Logics.md:1996 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:2010 +#: ../../Fixed-or-Improved-Logics.md:1998 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -6780,14 +6795,14 @@ msgstr "" "现在即使对象没有 `DamageSelf=true` 你也可以允许弹头对被视为开火者的对象造成杀伤(并使用诸如 `KillDriver` 和 " "`DisableWeapons/Sonar/Flash.Duration`(*Ares 功能*)这些与杀伤相关的效果。)" -#: ../../Fixed-or-Improved-Logics.md:2011 +#: ../../Fixed-or-Improved-Logics.md:1999 msgid "" "Note that effect of `Psychedelic=true`, despite being tied to damage will" " still fail to apply on the firer as it does not affect any objects " "belonging to same house as the firer, including itself." msgstr "注意尽管 `Psychedelic=true` 的效果与杀伤相关但由于其不会影响任何包括开火者在内所有与开火者同一所属的对象因此仍然无法生效。" -#: ../../Fixed-or-Improved-Logics.md:2014 +#: ../../Fixed-or-Improved-Logics.md:2002 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -6795,11 +6810,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2019 +#: ../../Fixed-or-Improved-Logics.md:2007 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:2021 +#: ../../Fixed-or-Improved-Logics.md:2009 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -6808,20 +6823,20 @@ msgstr "" "现在你可以通过设置 `[AudioVisual] -> CombatLightDetailLevel` 或在弹头上设置 " "`CombatLightDetailLevel` 来限定显示闪光效果的最小画质级别。" -#: ../../Fixed-or-Improved-Logics.md:2022 +#: ../../Fixed-or-Improved-Logics.md:2010 msgid "" "You can now set a percentage chance a combat light effect is shown on " "Warhead impact by setting `CombatLightChance`." msgstr "现在你可以通过设置 `CombatLightChance` 来限定弹头命中时显示战斗闪光效果的概率百分比。" -#: ../../Fixed-or-Improved-Logics.md:2023 +#: ../../Fixed-or-Improved-Logics.md:2011 msgid "" "Setting `CLIsBlack` to true on Warhead will now turn the flash black like" " on hitting an Iron Curtained object, irregardless of other color " "settings." msgstr "现在可以通过在弹头上设置 `CLIsBlack` 为 true 来让闪光就像击中在铁幕保护下的物体一样使用黑色,无视其他颜色设置。" -#: ../../Fixed-or-Improved-Logics.md:2026 +#: ../../Fixed-or-Improved-Logics.md:2014 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -6843,11 +6858,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2036 +#: ../../Fixed-or-Improved-Logics.md:2024 msgid "Custom debris animations and additional debris spawn settings" msgstr "自定义碎片动画和额外的碎片生成设置" -#: ../../Fixed-or-Improved-Logics.md:2038 +#: ../../Fixed-or-Improved-Logics.md:2026 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -6857,7 +6872,7 @@ msgstr "" "现在可以使用 `DebrisAnims` 指定要生成的碎片动画列表,而不是仅能在引爆拥有 `MaxDebris` > 0 且没有 " "`DebrisTypes`(指定 Voxel 碎片)的弹头时使用 `[General] -> MetallicDebris` 列表中的动画。" -#: ../../Fixed-or-Improved-Logics.md:2039 +#: ../../Fixed-or-Improved-Logics.md:2027 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -6865,7 +6880,7 @@ msgstr "" "`Debris.Conventional` 如果设为 true,那么仅在弹头在非水面单元格上引爆时才会使用 `DebrisTypes` 或 " "`DebrisAnims`。" -#: ../../Fixed-or-Improved-Logics.md:2042 +#: ../../Fixed-or-Improved-Logics.md:2030 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -6875,11 +6890,11 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2048 +#: ../../Fixed-or-Improved-Logics.md:2036 msgid "Custom debris voxel animations limitation" msgstr "自定义 Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:2054 +#: ../../Fixed-or-Improved-Logics.md:2042 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisTypes.Limit= ; boolean\n" @@ -6891,22 +6906,22 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:2061 +#: ../../Fixed-or-Improved-Logics.md:2049 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:2063 +#: ../../Fixed-or-Improved-Logics.md:2051 msgid "" "The rocker amplitude of warheads with `Rocker=yes` used to be determined " "by `Damage` value of the weapon. You can now override it with fixed value" " and add a multiplier to it." msgstr "拥有 `Rocker=yes` 的弹头其气波掀起载具的幅度过去由武器的 `Damage` 值所决定。现在可以通过固定值覆盖它并添加一个倍率。" -#: ../../Fixed-or-Improved-Logics.md:2064 +#: ../../Fixed-or-Improved-Logics.md:2052 msgid "When both multiplier and override values are set - both are used." msgstr "当同时设置了倍率和覆盖值时两者都会被使用。" -#: ../../Fixed-or-Improved-Logics.md:2067 +#: ../../Fixed-or-Improved-Logics.md:2055 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -6916,11 +6931,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:2073 +#: ../../Fixed-or-Improved-Logics.md:2061 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:2075 +#: ../../Fixed-or-Improved-Logics.md:2063 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -6932,7 +6947,7 @@ msgstr "" "`EMEffect=true` 时的效果,但它不会带来副作用(`EMEffect=true` 会影响 `Inviso=true` " "的抛射体锁定目标,导致它们无法击中移动目标)。" -#: ../../Fixed-or-Improved-Logics.md:2076 +#: ../../Fixed-or-Improved-Logics.md:2064 msgid "" "If `AnimList.CreateAll` is set to true, all animations from `AnimList` " "are created, instead of a single anim based on damage or random if " @@ -6942,7 +6957,7 @@ msgstr "" "列表中的动画都将会被创建,而不再是只创建单个基于杀伤值计算或随机选取的动画,前提是 `AnimList.PickRandom` 没有被设为 " "true。" -#: ../../Fixed-or-Improved-Logics.md:2077 +#: ../../Fixed-or-Improved-Logics.md:2065 msgid "" "If `AnimList.CreationInterval` is set to a value higher than 0, there " "will be that number of detonations of the Warhead before animations from " @@ -6957,20 +6972,20 @@ msgstr "" "中的动画前需要爆炸一定数量的该弹头。如果该弹头是由一个单位发射的,那么该单位只会检查它自己所发射该弹头的次数,否则会对全图所有同一弹头的引爆次数进行计数。如果你希望像" " `Airburst` 这种具有大范围扩散的效果其弹头动画可以均匀出现而不是每次引爆都出现的话那么这会非常有用。" -#: ../../Fixed-or-Improved-Logics.md:2078 +#: ../../Fixed-or-Improved-Logics.md:2066 msgid "" "`AnimList.ScatterMin` & `AnimList.ScatterMax` can be used to set a range " "in cells around which any created animations will randomly scatter around" " from the impact point." msgstr "`AnimList.ScatterMin` 和 `AnimList.ScatterMax` 可用于设置从爆炸中心点开始一定范围内的动画随机散布范围。" -#: ../../Fixed-or-Improved-Logics.md:2079 +#: ../../Fixed-or-Improved-Logics.md:2067 msgid "" "`SplashList` can be used to override animations displayed if the Warhead " "has `Conventional=true` and it hits water." msgstr "`SplashList` 可以在拥有 `Conventional=true` 的弹头击中水面时覆盖显示的动画。" -#: ../../Fixed-or-Improved-Logics.md:2080 +#: ../../Fixed-or-Improved-Logics.md:2068 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -6979,7 +6994,7 @@ msgstr "" "`SplashList.PickRandom`、`SplashList.CreateAll`、`SplashList.CreationInterval`" " 和 `SplashList.Scatter(Min/Max)` 与 `AnimList` 同类语句相同。" -#: ../../Fixed-or-Improved-Logics.md:2081 +#: ../../Fixed-or-Improved-Logics.md:2069 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -6988,7 +7003,7 @@ msgstr "" "`CreateAnimsOnZeroDamage` 如果设为 true,即便发射该弹头的武器只会造成 0 点伤害也会正常创建 `AnimList`" " 或 `SplashList` 动画。" -#: ../../Fixed-or-Improved-Logics.md:2082 +#: ../../Fixed-or-Improved-Logics.md:2070 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -7000,7 +7015,7 @@ msgstr "" "会使弹头命中位于水中的非水下载具类型时视为在水中引爆而不是视为在陆地上引爆。这决定了命中水面舰船时使用 `AnimList` 还是 " "`SplashList`。" -#: ../../Fixed-or-Improved-Logics.md:2085 +#: ../../Fixed-or-Improved-Logics.md:2073 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -7042,24 +7057,24 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2102 +#: ../../Fixed-or-Improved-Logics.md:2090 msgid "Customizable Warhead trigger conditions" msgstr "自定义弹头效果触发条件" -#: ../../Fixed-or-Improved-Logics.md:2104 +#: ../../Fixed-or-Improved-Logics.md:2092 msgid "" "It is now possible to make warheads only trigger when target's " "(TechnoTypes only) HP is above/below or equal to certain percentage. Both" " conditions need to evaluate to true in order for the warhead to trigger." msgstr "现在可以设置一个弹头仅在(仅限单位)目标生命值高/低于或等于特定百分比时才能触发。两个条件同时满足时才能触发。" -#: ../../Fixed-or-Improved-Logics.md:2105 +#: ../../Fixed-or-Improved-Logics.md:2093 msgid "" "If set to `false`, `AffectsNeutral` makes the warhead can't damage or " "affect target that belongs to neutral house." msgstr "若设置 `AffectsNeutral=false` 那么弹头将无法杀伤或作用于所属于中立所属方的目标。" -#: ../../Fixed-or-Improved-Logics.md:2106 +#: ../../Fixed-or-Improved-Logics.md:2094 #, python-format msgid "" "If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced " @@ -7069,7 +7084,7 @@ msgstr "" "若设置 `EffectsRequireVerses=false` 那么即便由于目标当前装甲类型导致弹头无法对其造成杀伤(例如 " "`Verses=0%`)Phobos 所引入的弹头效果也仍会触发。" -#: ../../Fixed-or-Improved-Logics.md:2109 +#: ../../Fixed-or-Improved-Logics.md:2097 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsBelowPercent=1.0 ; floating point value, percents or absolute\n" @@ -7083,17 +7098,17 @@ msgstr "" "AffectsNeutral=true ; boolean\n" "EffectsRequireVerses=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2117 +#: ../../Fixed-or-Improved-Logics.md:2105 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:2119 +#: ../../Fixed-or-Improved-Logics.md:2107 msgid "" "You can now specify whether or not the warhead decloaks objects that are " "damaged by the warhead." msgstr "现在你可以指定被这个弹头杀伤的对象是否解除隐形。" -#: ../../Fixed-or-Improved-Logics.md:2122 +#: ../../Fixed-or-Improved-Logics.md:2110 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -7101,21 +7116,21 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2127 +#: ../../Fixed-or-Improved-Logics.md:2115 msgid "Customizing parasite" msgstr "自定义寄生" -#: ../../Fixed-or-Improved-Logics.md:2129 +#: ../../Fixed-or-Improved-Logics.md:2117 msgid "Now you can specify which targets the parasite will culling them." msgstr "现在你可以指定哪些目标会被寄生所秒杀" -#: ../../Fixed-or-Improved-Logics.md:2130 +#: ../../Fixed-or-Improved-Logics.md:2118 msgid "" "Squid grapple anim is hardcoded to use `SQDG` in vanilla, Now you can " "choose it." msgstr "在原版中乌贼拖拽的动画被硬编码为 `SQDG`,现在选择权归你了。" -#: ../../Fixed-or-Improved-Logics.md:2133 +#: ../../Fixed-or-Improved-Logics.md:2121 msgid "" "[AudioVisual]\n" "Parasite.GrappleAnim= ; animation\n" @@ -7133,11 +7148,11 @@ msgstr "" "(none|aircraft|infantry|units|all)\n" "Parasite.GrappleAnim= ; animation\n" -#: ../../Fixed-or-Improved-Logics.md:2142 +#: ../../Fixed-or-Improved-Logics.md:2130 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:2144 +#: ../../Fixed-or-Improved-Logics.md:2132 msgid "" "Now you can make the techno that has just been mind controlled not be " "automatically attacked by its original friendly forces for a period of " @@ -7146,13 +7161,13 @@ msgstr "" "现在你可以让刚被心灵控制的科技类型在一段时间内不会自动遭到来自原所属方友军的攻击,持续时间由心灵控制弹头的 " "`MindControl.ThreatDelay` 参数控制。" -#: ../../Fixed-or-Improved-Logics.md:2145 +#: ../../Fixed-or-Improved-Logics.md:2133 msgid "" "This will not affect the manual selection of attacks and is useless with " "permanent mind control." msgstr "这不会影响手动攻击,并且不(也没必要)作用于永久心控的情况。" -#: ../../Fixed-or-Improved-Logics.md:2148 +#: ../../Fixed-or-Improved-Logics.md:2136 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -7168,41 +7183,41 @@ msgstr "" "MindControl.ThreatDelay= ; integer, game frames, default to " "[General] -> MindControl.ThreatDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2156 +#: ../../Fixed-or-Improved-Logics.md:2144 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:2158 +#: ../../Fixed-or-Improved-Logics.md:2146 msgid "" "You can now make Warheads behave in nonprovocative fashion. Warheads with" " `Nonprovocative=true` exhibit following behaviours:" msgstr "现在你可以让弹头以非挑衅的方式表现。设置为 `Nonprovocative=true` 的弹头会表现出以下行为:" -#: ../../Fixed-or-Improved-Logics.md:2159 +#: ../../Fixed-or-Improved-Logics.md:2147 msgid "" "They will not generate any EVA announcements upon hitting targets, be it " "for attacking ore miners, base buildings or ally base buildings." msgstr "当命中目标时无论是是矿车、基地建筑还是盟友的基地建筑都不会播放任何 EVA 通报。" -#: ../../Fixed-or-Improved-Logics.md:2160 +#: ../../Fixed-or-Improved-Logics.md:2148 msgid "" "They will not spring 'attacked' / 'attacked by' events. Note that if the " "Warhead deals actual damage, events that check for that can still be " "sprung." msgstr "它们不会触发 “受到攻击”/“被...攻击” 事件。注意如果弹头造成了实际杀伤那么检查杀伤的事件仍可能被触发。" -#: ../../Fixed-or-Improved-Logics.md:2161 +#: ../../Fixed-or-Improved-Logics.md:2149 msgid "" "They will not evoke defense response from AI players when used to attack " "base buildings, `ToProtect=true` TechnoTypes or members of TeamTypes with" " `Whiner=true`." msgstr "它们不会在攻击基地建筑、`ToProtect=true` 的科技类型或具有 `Whiner=true` 的小队的成员时引发 AI 玩家的防御反应。" -#: ../../Fixed-or-Improved-Logics.md:2162 +#: ../../Fixed-or-Improved-Logics.md:2150 msgid "They will not evoke retaliation from TechnoTypes hit by the Warhead." msgstr "它们不会引发弹头所命中科技类型的反击。" -#: ../../Fixed-or-Improved-Logics.md:2165 +#: ../../Fixed-or-Improved-Logics.md:2153 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -7210,24 +7225,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2171 +#: ../../Fixed-or-Improved-Logics.md:2159 msgid "" "Due to technical constraints, this does not suppress warnings from Ares' " "EMP effect." msgstr "由于技术限制,这不会去除 Ares 的 EMP 效果所产生的警告。" -#: ../../Fixed-or-Improved-Logics.md:2174 +#: ../../Fixed-or-Improved-Logics.md:2162 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:2176 +#: ../../Fixed-or-Improved-Logics.md:2164 msgid "" "You can now specify whether or not the warhead can only shake screen " "(`ShakeX/Ylo/hi`) if it is detonated while visible on current screen " "view." msgstr "现在你可以指定这个弹头是否只能在可视的当前屏幕可见区域内爆炸时才能抖动(`ShakeX/Ylo/hi`)屏幕" -#: ../../Fixed-or-Improved-Logics.md:2179 +#: ../../Fixed-or-Improved-Logics.md:2167 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -7235,15 +7250,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2184 +#: ../../Fixed-or-Improved-Logics.md:2172 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:2186 +#: ../../Fixed-or-Improved-Logics.md:2174 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:2188 +#: ../../Fixed-or-Improved-Logics.md:2176 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -7252,7 +7267,7 @@ msgstr "" "现在你可以通过 `AmbientDamage.Warhead` 指定用于 `AmbientDamage` 的弹头或通过将 " "`AmbientDamage.IgnoreTarget` 设为 true 使其永远不会对武器的直接目标生效。" -#: ../../Fixed-or-Improved-Logics.md:2191 +#: ../../Fixed-or-Improved-Logics.md:2179 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -7262,11 +7277,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2197 +#: ../../Fixed-or-Improved-Logics.md:2185 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:2199 +#: ../../Fixed-or-Improved-Logics.md:2187 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -7280,13 +7295,13 @@ msgstr "" "等)。使用列表中与 `Burst` 一一对应值的间隔,若当前连发的次数高于列表中值的数量那么使用列表中最后一个值。间隔为 0 " "或更小将不会被使用,并且不会重置先前的充能序列(目前仍会重置序列但不会重置充能动画播放时间)。" -#: ../../Fixed-or-Improved-Logics.md:2200 +#: ../../Fixed-or-Improved-Logics.md:2188 msgid "" "Note that unlike the default rearm timer that uses `ROF`, any modifiers " "are not applied to explicitly set charge turret delays." msgstr "注意与使用 `ROF` 的默认重新装填计时器不同,任何倍率都不会对明确指定的充能炮塔间隔生效。" -#: ../../Fixed-or-Improved-Logics.md:2203 +#: ../../Fixed-or-Improved-Logics.md:2191 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -7294,19 +7309,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2208 +#: ../../Fixed-or-Improved-Logics.md:2196 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:2210 +#: ../../Fixed-or-Improved-Logics.md:2198 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:2211 +#: ../../Fixed-or-Improved-Logics.md:2199 msgid "You can now set disk laser animation radius using a new tag." msgstr "现在你可以通过一个新的标签来设置飞碟激光动画效果的半径。" -#: ../../Fixed-or-Improved-Logics.md:2214 +#: ../../Fixed-or-Improved-Logics.md:2202 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; integer\n" @@ -7316,18 +7331,18 @@ msgstr "" "DiskLaser.Radius=240 ; integer\n" "; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:2220 +#: ../../Fixed-or-Improved-Logics.md:2208 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:2222 +#: ../../Fixed-or-Improved-Logics.md:2210 msgid "" "By default weapon `ROF` has a random delay of 0 to 2 frames added to it. " "This random delay is now customizable, globally and on per-WeaponType " "basis." msgstr "默认情况下武器的 `ROF` 会添加 0 到 2 的随机延迟。现在可以在全局和武器微观层面定义此随机延迟。" -#: ../../Fixed-or-Improved-Logics.md:2225 +#: ../../Fixed-or-Improved-Logics.md:2213 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -7345,17 +7360,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game " "frames), default to [CombatDamage] -> ROF.RandomDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2233 +#: ../../Fixed-or-Improved-Logics.md:2221 msgid "Customizing whether passengers are kicked out when an aircraft fires" msgstr "自定义战机开火时是否踢出乘客" -#: ../../Fixed-or-Improved-Logics.md:2235 +#: ../../Fixed-or-Improved-Logics.md:2223 msgid "" "You can now customize whether aircraft will forcefully eject passengers " "(vanilla behavior) or fire its weapon when attempting to fire." msgstr "现在你可以自定义战机在尝试开火时是强行踢出乘客(默认行为)还是发射这个武器。" -#: ../../Fixed-or-Improved-Logics.md:2238 +#: ../../Fixed-or-Improved-Logics.md:2226 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -7363,11 +7378,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2243 +#: ../../Fixed-or-Improved-Logics.md:2231 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:2245 +#: ../../Fixed-or-Improved-Logics.md:2233 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -7377,7 +7392,7 @@ msgstr "" "现在可以通过 `FireOnce.ResetSequence` 来禁用 `FireOnce=true` " "武器在开火后重置步兵序列的效果。目标将像以前一样被遗忘,如果开火后还有剩余帧,那么开火序列将简单地照常继续播放。" -#: ../../Fixed-or-Improved-Logics.md:2248 +#: ../../Fixed-or-Improved-Logics.md:2236 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -7385,11 +7400,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2253 +#: ../../Fixed-or-Improved-Logics.md:2241 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:2255 +#: ../../Fixed-or-Improved-Logics.md:2243 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -7398,13 +7413,13 @@ msgstr "" "![image](_static/images/ebolt.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中自定义用于不同磁爆电流武器的 EBolt 效果*" -#: ../../Fixed-or-Improved-Logics.md:2258 +#: ../../Fixed-or-Improved-Logics.md:2246 msgid "" "You can now specify individual bolts you want to disable for " "`IsElectricBolt=true` weapons. Note that this is only a visual change." msgstr "现在你可以为 `IsElectricBolt=true` 的武器指定你想要关闭的特定电流。注意这只是视觉变化。" -#: ../../Fixed-or-Improved-Logics.md:2259 +#: ../../Fixed-or-Improved-Logics.md:2247 msgid "" "By default `IsElectricBolt=true` effect draws a bolt with 8 arcs. This " "can now be customized per WeaponType with `Bolt.Arcs`. Value of 0 results" @@ -7413,14 +7428,14 @@ msgstr "" "默认情况下,`IsElectricBolt=true` 效果会绘制带有 8 条电弧的电流。现在可以通过 `Bolt.Arcs` " "为每种武器自定义这一效果。值为 0 将会绘制一条直线。" -#: ../../Fixed-or-Improved-Logics.md:2260 +#: ../../Fixed-or-Improved-Logics.md:2248 msgid "" "`Bolt.Duration` can be specified to explicitly set the overall duration " "of the visual electric bolt effect. Only values in range of 1 to 31 are " "accepted, values outside this range are clamped into it." msgstr "`Bolt.Duration` 可用于明确指定 EBolt 视觉效果的总持续时间,仅支持 1 到 31 范围内的值,超出此范围将会写回该范围内。" -#: ../../Fixed-or-Improved-Logics.md:2261 +#: ../../Fixed-or-Improved-Logics.md:2249 msgid "" "`Bolt.FollowFLH` can be used to override the default behaviour where the " "electric bolt source coordinates change to match the unit's firing coord " @@ -7430,7 +7445,7 @@ msgstr "" "`Bolt.FollowFLH` 可用于覆盖 EBolt 起始坐标跟随单位开火坐标每帧改变(时期跟随单位的移动、旋转等)的默认行为。载具默认为 " "true 其他所有情况默认为 false。" -#: ../../Fixed-or-Improved-Logics.md:2264 +#: ../../Fixed-or-Improved-Logics.md:2252 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -7448,7 +7463,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2275 +#: ../../Fixed-or-Improved-Logics.md:2263 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -7459,11 +7474,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:2278 +#: ../../Fixed-or-Improved-Logics.md:2266 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:2280 +#: ../../Fixed-or-Improved-Logics.md:2268 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -7473,7 +7488,7 @@ msgstr "" "Reboot](https://www.moddb.com/mods/reboot) 中宽度更大的 `IsSingleColor=yes` " "激光与常规激光的比较*" -#: ../../Fixed-or-Improved-Logics.md:2283 +#: ../../Fixed-or-Improved-Logics.md:2271 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -7483,7 +7498,7 @@ msgstr "" "现在你可以通过设置 `IsSingleColor` 使激光仅使用 `LaserInnerColor` 进行绘制,就像 `IsHouseColor`" " 的激光使用玩家所属方的颜色一样。这样的激光同样尊重激光宽度。注意这在光棱塔递光武器上并不可用。" -#: ../../Fixed-or-Improved-Logics.md:2286 +#: ../../Fixed-or-Improved-Logics.md:2274 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -7491,18 +7506,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2291 +#: ../../Fixed-or-Improved-Logics.md:2279 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:2293 +#: ../../Fixed-or-Improved-Logics.md:2281 msgid "" "In vanilla game, a structure's radial indicator can be drawn only when it" " belongs to the player. Now it can also be visible to observer. On top of" " that, you can specify its visibility from other houses." msgstr "在原本的游戏中,结构的范围指示环只有在玩家拥有时才绘制。现在它也对观察者可见。此外,你还可以指定其他所属方的可见性。" -#: ../../Fixed-or-Improved-Logics.md:2297 +#: ../../Fixed-or-Improved-Logics.md:2285 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -7512,28 +7527,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:2302 +#: ../../Fixed-or-Improved-Logics.md:2290 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:2304 +#: ../../Fixed-or-Improved-Logics.md:2292 msgid "There are some improvements on goodie crate logic:" msgstr "对升级工具箱逻辑提供了以下改进:" -#: ../../Fixed-or-Improved-Logics.md:2305 +#: ../../Fixed-or-Improved-Logics.md:2293 msgid "" "The statistic distribution of the randomly generated crates is now more " "uniform within the visible map region by using an optimized sampling " "procedure." msgstr "优化了随机算法使得随机生成的升级工具箱在可见地图区域内的统计分布更加均匀。" -#: ../../Fixed-or-Improved-Logics.md:2306 +#: ../../Fixed-or-Improved-Logics.md:2294 msgid "" "You can now limit the crates' spawn region to land only by setting " "`[CrateRules] -> CreateOnlyOnLand` to true." msgstr "现在你可以通过将 `[CrateRules] -> CreateOnlyOnLand` 设为 true 来让升级工具箱的生成区域仅限陆地。" -#: ../../Fixed-or-Improved-Logics.md:2307 +#: ../../Fixed-or-Improved-Logics.md:2295 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -7542,7 +7557,7 @@ msgstr "" "现在可以通过 `UnitCrateVehicleCap` " "来设置玩家在单位箱子转为给予金钱之前可以拥有的载具数量上限。负数将禁用上限也就是永久生成载具不会达到一定数目后转为金钱。" -#: ../../Fixed-or-Improved-Logics.md:2308 +#: ../../Fixed-or-Improved-Logics.md:2296 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -7552,13 +7567,13 @@ msgstr "" "现在尊重 `FreeMCV` 设置并且可以用来禁止玩家拾取升级工具箱且拥有足够的资金单然而没有建筑或 `BaseUnit` 载具时强制将内容选择为" " `[General] -> BaseUnit` 中的单位。" -#: ../../Fixed-or-Improved-Logics.md:2309 +#: ../../Fixed-or-Improved-Logics.md:2297 msgid "" "The previously hardcoded credits threshold that must be passed can also " "now be customized via `FreeMCV.CreditsThreshold`." msgstr "现在可以通过 `FreeMCV.CreditsThreshold` 自定义先前硬编码需要高于的资金阈值。" -#: ../../Fixed-or-Improved-Logics.md:2310 +#: ../../Fixed-or-Improved-Logics.md:2298 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -7568,7 +7583,7 @@ msgstr "" "现在可以通过 `CrateGoodie.RerollChance` 来影响从升级工具箱 (`CrateGoodie=true`) " "中获得一个单位的权重,该值决定了如果随机到这种类型的单位,那么它将重新随机另一种单位的概率。" -#: ../../Fixed-or-Improved-Logics.md:2313 +#: ../../Fixed-or-Improved-Logics.md:2301 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -7590,55 +7605,55 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:2324 +#: ../../Fixed-or-Improved-Logics.md:2312 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:2326 +#: ../../Fixed-or-Improved-Logics.md:2314 msgid "" "DropPod properties can now be customized on a per-TechnoType (non-" "building) basis." msgstr "现在可以在每个非建筑类单位上微观定义 DropPod 属性。" -#: ../../Fixed-or-Improved-Logics.md:2327 +#: ../../Fixed-or-Improved-Logics.md:2315 msgid "" "If you want to attach the trailer animation to the pod, set " "`DropPod.Trailer.Attached` to yes." msgstr "如果你要将尾烟动画附加到空降仓上,请将 `DropPod.Trailer.Attached` 设为 yes。" -#: ../../Fixed-or-Improved-Logics.md:2328 +#: ../../Fixed-or-Improved-Logics.md:2316 msgid "" "By default LaserTrails that are attached to the infantry will not be " "drawn if it's on DropPod." msgstr "默认情况下附加到步兵上的激光尾焰如果处于 DropPod 状态将不会绘制。" -#: ../../Fixed-or-Improved-Logics.md:2329 +#: ../../Fixed-or-Improved-Logics.md:2317 msgid "" "If you really want to use it, set `DropPodOnly` on the LaserTrail's type " "entry in art." msgstr "如果你实在想要使用它,那么请在 art 中的激光尾焰条目下设置 `DropPodOnly`。" -#: ../../Fixed-or-Improved-Logics.md:2330 +#: ../../Fixed-or-Improved-Logics.md:2318 msgid "" "If you want `DropPod.Weapon` to be fired only upon hard landing, set " "`DropPod.Weapon.HitLandOnly` to true." msgstr "如果要在着陆时才发射 `DropPod.Weapon`,请将 `DropPod.Weapon.HitLandOnly` 设为 true。" -#: ../../Fixed-or-Improved-Logics.md:2331 +#: ../../Fixed-or-Improved-Logics.md:2319 msgid "" "The landing speed is not smaller than it's current height /10 + 2 for " "unknown reason. A small `DropPod.Speed` value therefore results in " "exponential deceleration." msgstr "由于某些未知原因着陆速度不小于其当前高度 / 20 + 2 的值。因此较小的 `DropPod.Speed` 值会导致指数级减速。" -#: ../../Fixed-or-Improved-Logics.md:2334 +#: ../../Fixed-or-Improved-Logics.md:2322 msgid "" "Due to technical constraints `DropPod.AirImage` is only drawn for " "InfantryTypes (as the DropPod is the infantry itself with its image " "swapped). This may change in future." msgstr "由于技术限制,`DropPod.AirImage` 仅在步兵类单位上绘制(因为空降仓本身就是替换了图像的步兵自身)。未来可能会进行更改。" -#: ../../Fixed-or-Improved-Logics.md:2338 +#: ../../Fixed-or-Improved-Logics.md:2326 msgid "" "[SOMETECHNO] ; TechnoType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -7686,7 +7701,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:2355 +#: ../../Fixed-or-Improved-Logics.md:2343 msgid "" "`[General] -> DropPodTrailer` is [Ares feature](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." @@ -7733,3 +7748,80 @@ msgstr "" #~ "[SOMEANIM] ; AnimationType\n" #~ "UseCenterCoordsIfAttached=false ; boolean\n" +#~ msgid "" +#~ "Due to technical constraints, units that" +#~ " use `Convert.Deploy` from [Ares' Type " +#~ "Conversion](https://ares-developers.github.io/Ares-" +#~ "docs/new/typeconversion.html) to change type " +#~ "with `Ammo.AddOnDeploy` will add or " +#~ "substract ammo despite of convertion " +#~ "success. This will also happen when " +#~ "unit exits tank bunker." +#~ msgstr "" +#~ "由于技术限制,使用 [Ares 单位转换](https://ares-" +#~ "developers.github.io/Ares-docs/new/typeconversion.html)逻辑 " +#~ "`Convert.Deploy` 的单位通过 `Ammo.AddOnDeploy` " +#~ "改变类型时无论转换是否成功都会改变弹药量,这同样发生在单位离开坦克碉堡时。" + +#~ msgid "`IsSimpleDeployer` vehicle auto-deploy / deploy block on ammo change" +#~ msgstr "`IsSimpleDeployer` 的载具根据弹药自动部署/阻止部署" + +#~ msgid "Vehicle deployment can now be affected by ammo count." +#~ msgstr "载具的部署行为现在可以受弹药数量影响。" + +#~ msgid "" +#~ "`Ammo.AutoDeployMinimumAmount` determines the " +#~ "minimal number of ammo at which a" +#~ " vehicle converts/deploys automatically." +#~ msgstr "`Ammo.AutoDeployMinimumAmount` 决定载具自动转换/部署时所需的最小弹药量。" + +#~ msgid "" +#~ "`Ammo.DeployUnlockMinimumAmount` determines the " +#~ "minimal number of ammo that unlocks " +#~ "issuing vehicle converting/deploying command." +#~ msgstr "`Ammo.DeployUnlockMinimumAmount` 决定载具解除转换/部署命令的最小弹药量。" + +#~ msgid "" +#~ "`Ammo.AutoDeployMaximumAmount` and " +#~ "`Ammo.DeployUnlockMaximumAmount` behave analogically." +#~ msgstr "" +#~ "`Ammo.AutoDeployMaximumAmount` 和 " +#~ "`Ammo.DeployUnlockMaximumAmount` 的功能与之类似。" + +#~ msgid "Setting a negative number will disable ammo count check." +#~ msgstr "设为负数将禁用弹药数量检查。" + +#~ msgid "" +#~ "[SOMEVEHICLE] ; VehicleType\n" +#~ "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" +#~ "Ammo.AutoDeployMaximumAmount=-1 ; integer\n" +#~ "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" +#~ "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" +#~ msgstr "" +#~ "[SOMEVEHICLE] ; VehicleType\n" +#~ "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" +#~ "Ammo.AutoDeployMaximumAmount=-1 ; integer\n" +#~ "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" +#~ "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" + +#~ msgid "" +#~ "Auto-deploy feature requires `Convert.Deploy`" +#~ " from [Ares' Type Conversion](https://ares-" +#~ "developers.github.io/Ares-docs/new/typeconversion.html) to" +#~ " change type. Unit without it will" +#~ " constantly use deploy command on " +#~ "self until ammo is changed." +#~ msgstr "" +#~ "自动部署功能需要 [Ares 的单位转换](https://ares-" +#~ "developers.github.io/Ares-" +#~ "docs/new/typeconversion.html)功能来改变类型。没有启用该功能的单位将会不断尝试部署直至其弹药量变化。" + +#~ msgid "" +#~ "`DeployingAnim.AllowAnyDirection` if set, disables" +#~ " any direction constraints for deployers" +#~ " with `DeployingAnim` set. Only works " +#~ "for ground units." +#~ msgstr "" +#~ "`DeployingAnim.AllowAnyDirection` 如果设置,那么将会取消所有由于 " +#~ "`DeployingAnim` 设置而对部署者在方向上的约束。只适用于地面单位。" + 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 1b12d16dbb..75d70dbd53 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-08-16 02:27+0800\n" +"POT-Creation-Date: 2025-09-08 00:53+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -643,57 +643,57 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:84 ../../New-or-Enhanced-Logics.md:197 #: ../../New-or-Enhanced-Logics.md:279 ../../New-or-Enhanced-Logics.md:297 -#: ../../New-or-Enhanced-Logics.md:479 ../../New-or-Enhanced-Logics.md:581 -#: ../../New-or-Enhanced-Logics.md:594 ../../New-or-Enhanced-Logics.md:607 -#: ../../New-or-Enhanced-Logics.md:626 ../../New-or-Enhanced-Logics.md:642 -#: ../../New-or-Enhanced-Logics.md:656 ../../New-or-Enhanced-Logics.md:683 -#: ../../New-or-Enhanced-Logics.md:695 ../../New-or-Enhanced-Logics.md:706 -#: ../../New-or-Enhanced-Logics.md:720 ../../New-or-Enhanced-Logics.md:745 -#: ../../New-or-Enhanced-Logics.md:772 ../../New-or-Enhanced-Logics.md:812 -#: ../../New-or-Enhanced-Logics.md:852 ../../New-or-Enhanced-Logics.md:916 -#: ../../New-or-Enhanced-Logics.md:971 ../../New-or-Enhanced-Logics.md:1006 -#: ../../New-or-Enhanced-Logics.md:1021 ../../New-or-Enhanced-Logics.md:1034 -#: ../../New-or-Enhanced-Logics.md:1057 ../../New-or-Enhanced-Logics.md:1083 -#: ../../New-or-Enhanced-Logics.md:1096 ../../New-or-Enhanced-Logics.md:1133 -#: ../../New-or-Enhanced-Logics.md:1164 ../../New-or-Enhanced-Logics.md:1190 -#: ../../New-or-Enhanced-Logics.md:1210 ../../New-or-Enhanced-Logics.md:1227 -#: ../../New-or-Enhanced-Logics.md:1246 ../../New-or-Enhanced-Logics.md:1269 -#: ../../New-or-Enhanced-Logics.md:1282 ../../New-or-Enhanced-Logics.md:1303 -#: ../../New-or-Enhanced-Logics.md:1338 ../../New-or-Enhanced-Logics.md:1366 -#: ../../New-or-Enhanced-Logics.md:1377 ../../New-or-Enhanced-Logics.md:1399 -#: ../../New-or-Enhanced-Logics.md:1417 ../../New-or-Enhanced-Logics.md:1431 -#: ../../New-or-Enhanced-Logics.md:1462 ../../New-or-Enhanced-Logics.md:1478 -#: ../../New-or-Enhanced-Logics.md:1501 ../../New-or-Enhanced-Logics.md:1514 -#: ../../New-or-Enhanced-Logics.md:1530 ../../New-or-Enhanced-Logics.md:1573 -#: ../../New-or-Enhanced-Logics.md:1605 ../../New-or-Enhanced-Logics.md:1619 -#: ../../New-or-Enhanced-Logics.md:1649 ../../New-or-Enhanced-Logics.md:1681 -#: ../../New-or-Enhanced-Logics.md:1701 ../../New-or-Enhanced-Logics.md:1715 -#: ../../New-or-Enhanced-Logics.md:1727 ../../New-or-Enhanced-Logics.md:1741 -#: ../../New-or-Enhanced-Logics.md:1760 ../../New-or-Enhanced-Logics.md:1779 -#: ../../New-or-Enhanced-Logics.md:1792 ../../New-or-Enhanced-Logics.md:1822 -#: ../../New-or-Enhanced-Logics.md:1852 ../../New-or-Enhanced-Logics.md:1868 -#: ../../New-or-Enhanced-Logics.md:1886 ../../New-or-Enhanced-Logics.md:1902 -#: ../../New-or-Enhanced-Logics.md:1915 ../../New-or-Enhanced-Logics.md:1934 -#: ../../New-or-Enhanced-Logics.md:1957 ../../New-or-Enhanced-Logics.md:1973 -#: ../../New-or-Enhanced-Logics.md:1985 ../../New-or-Enhanced-Logics.md:1998 -#: ../../New-or-Enhanced-Logics.md:2015 ../../New-or-Enhanced-Logics.md:2032 -#: ../../New-or-Enhanced-Logics.md:2053 ../../New-or-Enhanced-Logics.md:2083 -#: ../../New-or-Enhanced-Logics.md:2106 ../../New-or-Enhanced-Logics.md:2116 -#: ../../New-or-Enhanced-Logics.md:2139 ../../New-or-Enhanced-Logics.md:2186 -#: ../../New-or-Enhanced-Logics.md:2210 ../../New-or-Enhanced-Logics.md:2221 -#: ../../New-or-Enhanced-Logics.md:2235 ../../New-or-Enhanced-Logics.md:2266 -#: ../../New-or-Enhanced-Logics.md:2290 ../../New-or-Enhanced-Logics.md:2316 -#: ../../New-or-Enhanced-Logics.md:2331 ../../New-or-Enhanced-Logics.md:2354 -#: ../../New-or-Enhanced-Logics.md:2374 ../../New-or-Enhanced-Logics.md:2384 -#: ../../New-or-Enhanced-Logics.md:2395 ../../New-or-Enhanced-Logics.md:2405 -#: ../../New-or-Enhanced-Logics.md:2422 ../../New-or-Enhanced-Logics.md:2436 -#: ../../New-or-Enhanced-Logics.md:2449 ../../New-or-Enhanced-Logics.md:2460 -#: ../../New-or-Enhanced-Logics.md:2474 ../../New-or-Enhanced-Logics.md:2490 -#: ../../New-or-Enhanced-Logics.md:2501 ../../New-or-Enhanced-Logics.md:2524 -#: ../../New-or-Enhanced-Logics.md:2552 ../../New-or-Enhanced-Logics.md:2569 -#: ../../New-or-Enhanced-Logics.md:2587 ../../New-or-Enhanced-Logics.md:2601 -#: ../../New-or-Enhanced-Logics.md:2624 ../../New-or-Enhanced-Logics.md:2638 -#: ../../New-or-Enhanced-Logics.md:2660 +#: ../../New-or-Enhanced-Logics.md:491 ../../New-or-Enhanced-Logics.md:593 +#: ../../New-or-Enhanced-Logics.md:606 ../../New-or-Enhanced-Logics.md:619 +#: ../../New-or-Enhanced-Logics.md:638 ../../New-or-Enhanced-Logics.md:654 +#: ../../New-or-Enhanced-Logics.md:668 ../../New-or-Enhanced-Logics.md:695 +#: ../../New-or-Enhanced-Logics.md:707 ../../New-or-Enhanced-Logics.md:718 +#: ../../New-or-Enhanced-Logics.md:732 ../../New-or-Enhanced-Logics.md:757 +#: ../../New-or-Enhanced-Logics.md:784 ../../New-or-Enhanced-Logics.md:824 +#: ../../New-or-Enhanced-Logics.md:864 ../../New-or-Enhanced-Logics.md:928 +#: ../../New-or-Enhanced-Logics.md:983 ../../New-or-Enhanced-Logics.md:1018 +#: ../../New-or-Enhanced-Logics.md:1033 ../../New-or-Enhanced-Logics.md:1046 +#: ../../New-or-Enhanced-Logics.md:1069 ../../New-or-Enhanced-Logics.md:1095 +#: ../../New-or-Enhanced-Logics.md:1108 ../../New-or-Enhanced-Logics.md:1145 +#: ../../New-or-Enhanced-Logics.md:1176 ../../New-or-Enhanced-Logics.md:1202 +#: ../../New-or-Enhanced-Logics.md:1222 ../../New-or-Enhanced-Logics.md:1239 +#: ../../New-or-Enhanced-Logics.md:1258 ../../New-or-Enhanced-Logics.md:1281 +#: ../../New-or-Enhanced-Logics.md:1294 ../../New-or-Enhanced-Logics.md:1315 +#: ../../New-or-Enhanced-Logics.md:1350 ../../New-or-Enhanced-Logics.md:1378 +#: ../../New-or-Enhanced-Logics.md:1389 ../../New-or-Enhanced-Logics.md:1411 +#: ../../New-or-Enhanced-Logics.md:1429 ../../New-or-Enhanced-Logics.md:1443 +#: ../../New-or-Enhanced-Logics.md:1474 ../../New-or-Enhanced-Logics.md:1490 +#: ../../New-or-Enhanced-Logics.md:1513 ../../New-or-Enhanced-Logics.md:1526 +#: ../../New-or-Enhanced-Logics.md:1542 ../../New-or-Enhanced-Logics.md:1585 +#: ../../New-or-Enhanced-Logics.md:1617 ../../New-or-Enhanced-Logics.md:1631 +#: ../../New-or-Enhanced-Logics.md:1661 ../../New-or-Enhanced-Logics.md:1693 +#: ../../New-or-Enhanced-Logics.md:1713 ../../New-or-Enhanced-Logics.md:1727 +#: ../../New-or-Enhanced-Logics.md:1739 ../../New-or-Enhanced-Logics.md:1753 +#: ../../New-or-Enhanced-Logics.md:1772 ../../New-or-Enhanced-Logics.md:1791 +#: ../../New-or-Enhanced-Logics.md:1804 ../../New-or-Enhanced-Logics.md:1834 +#: ../../New-or-Enhanced-Logics.md:1864 ../../New-or-Enhanced-Logics.md:1880 +#: ../../New-or-Enhanced-Logics.md:1893 ../../New-or-Enhanced-Logics.md:1911 +#: ../../New-or-Enhanced-Logics.md:1927 ../../New-or-Enhanced-Logics.md:1940 +#: ../../New-or-Enhanced-Logics.md:1959 ../../New-or-Enhanced-Logics.md:1982 +#: ../../New-or-Enhanced-Logics.md:1998 ../../New-or-Enhanced-Logics.md:2011 +#: ../../New-or-Enhanced-Logics.md:2028 ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2060 ../../New-or-Enhanced-Logics.md:2081 +#: ../../New-or-Enhanced-Logics.md:2096 ../../New-or-Enhanced-Logics.md:2134 +#: ../../New-or-Enhanced-Logics.md:2157 ../../New-or-Enhanced-Logics.md:2204 +#: ../../New-or-Enhanced-Logics.md:2228 ../../New-or-Enhanced-Logics.md:2239 +#: ../../New-or-Enhanced-Logics.md:2253 ../../New-or-Enhanced-Logics.md:2284 +#: ../../New-or-Enhanced-Logics.md:2308 ../../New-or-Enhanced-Logics.md:2334 +#: ../../New-or-Enhanced-Logics.md:2349 ../../New-or-Enhanced-Logics.md:2372 +#: ../../New-or-Enhanced-Logics.md:2392 ../../New-or-Enhanced-Logics.md:2402 +#: ../../New-or-Enhanced-Logics.md:2413 ../../New-or-Enhanced-Logics.md:2423 +#: ../../New-or-Enhanced-Logics.md:2440 ../../New-or-Enhanced-Logics.md:2454 +#: ../../New-or-Enhanced-Logics.md:2467 ../../New-or-Enhanced-Logics.md:2478 +#: ../../New-or-Enhanced-Logics.md:2488 ../../New-or-Enhanced-Logics.md:2502 +#: ../../New-or-Enhanced-Logics.md:2518 ../../New-or-Enhanced-Logics.md:2529 +#: ../../New-or-Enhanced-Logics.md:2552 ../../New-or-Enhanced-Logics.md:2580 +#: ../../New-or-Enhanced-Logics.md:2597 ../../New-or-Enhanced-Logics.md:2615 +#: ../../New-or-Enhanced-Logics.md:2629 ../../New-or-Enhanced-Logics.md:2653 +#: ../../New-or-Enhanced-Logics.md:2668 ../../New-or-Enhanced-Logics.md:2690 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -1018,16 +1018,16 @@ msgid "![image](_static/images/radtype-01.png) *Mixing different radiation types msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类型*" #: ../../New-or-Enhanced-Logics.md:186 ../../New-or-Enhanced-Logics.md:294 -#: ../../New-or-Enhanced-Logics.md:494 ../../New-or-Enhanced-Logics.md:619 -#: ../../New-or-Enhanced-Logics.md:756 ../../New-or-Enhanced-Logics.md:1179 -#: ../../New-or-Enhanced-Logics.md:1290 ../../New-or-Enhanced-Logics.md:1552 -#: ../../New-or-Enhanced-Logics.md:1555 ../../New-or-Enhanced-Logics.md:1613 -#: ../../New-or-Enhanced-Logics.md:1672 ../../New-or-Enhanced-Logics.md:1691 -#: ../../New-or-Enhanced-Logics.md:1774 ../../New-or-Enhanced-Logics.md:2045 -#: ../../New-or-Enhanced-Logics.md:2065 ../../New-or-Enhanced-Logics.md:2101 -#: ../../New-or-Enhanced-Logics.md:2169 ../../New-or-Enhanced-Logics.md:2218 -#: ../../New-or-Enhanced-Logics.md:2307 ../../New-or-Enhanced-Logics.md:2563 -#: ../../New-or-Enhanced-Logics.md:2613 ../../New-or-Enhanced-Logics.md:2654 +#: ../../New-or-Enhanced-Logics.md:506 ../../New-or-Enhanced-Logics.md:631 +#: ../../New-or-Enhanced-Logics.md:768 ../../New-or-Enhanced-Logics.md:1191 +#: ../../New-or-Enhanced-Logics.md:1302 ../../New-or-Enhanced-Logics.md:1564 +#: ../../New-or-Enhanced-Logics.md:1567 ../../New-or-Enhanced-Logics.md:1625 +#: ../../New-or-Enhanced-Logics.md:1684 ../../New-or-Enhanced-Logics.md:1703 +#: ../../New-or-Enhanced-Logics.md:1786 ../../New-or-Enhanced-Logics.md:2073 +#: ../../New-or-Enhanced-Logics.md:2104 ../../New-or-Enhanced-Logics.md:2129 +#: ../../New-or-Enhanced-Logics.md:2187 ../../New-or-Enhanced-Logics.md:2236 +#: ../../New-or-Enhanced-Logics.md:2325 ../../New-or-Enhanced-Logics.md:2591 +#: ../../New-or-Enhanced-Logics.md:2641 ../../New-or-Enhanced-Logics.md:2684 msgid "image" msgstr "图像" @@ -1205,11 +1205,11 @@ msgstr "科技类型、抛射体和 Voxel 碎片可以拥有多个尾焰。对 msgid "LaserTrail can also be drawn as EBolt or RadBeam." msgstr "激光尾焰现在同样可以使用 EBolt 或 辐射波 特效。" -#: ../../New-or-Enhanced-Logics.md:240 ../../New-or-Enhanced-Logics.md:510 -#: ../../New-or-Enhanced-Logics.md:539 ../../New-or-Enhanced-Logics.md:553 -#: ../../New-or-Enhanced-Logics.md:566 ../../New-or-Enhanced-Logics.md:670 -#: ../../New-or-Enhanced-Logics.md:730 ../../New-or-Enhanced-Logics.md:1544 -#: ../../New-or-Enhanced-Logics.md:2071 +#: ../../New-or-Enhanced-Logics.md:240 ../../New-or-Enhanced-Logics.md:522 +#: ../../New-or-Enhanced-Logics.md:551 ../../New-or-Enhanced-Logics.md:565 +#: ../../New-or-Enhanced-Logics.md:578 ../../New-or-Enhanced-Logics.md:682 +#: ../../New-or-Enhanced-Logics.md:742 ../../New-or-Enhanced-Logics.md:1556 +#: ../../New-or-Enhanced-Logics.md:2110 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" @@ -1390,6 +1390,10 @@ msgid "" "percents or absolute\n" "Respawn.Rate=0.0 ; floating point value, " "ingame minutes\n" +"Respawn.RestartInCombat=true ; boolean\n" +"Respawn.RestartInCombatDelay=0 ; integer, game frames\n" +"Respawn.Anim= ; List of AnimationTypes\n" +"Respawn.Weapon= ; WeaponType\n" "BracketDelta=0 ; integer - pixels\n" "Pips=-1,-1,-1 ; integer, frames of pips.shp" " (zero-based) for Green, Yellow, Red\n" @@ -1410,8 +1414,8 @@ msgid "" "Hides, Temporal, Paused or PausedTemporal)\n" "IdleAnim.TemporalAction=Hides ; AttachedAnimFlag (None, " "Hides, Temporal, Paused or PausedTemporal)\n" -"BreakAnim= ; list of Animation\n" -"HitAnim= ; list of Animation\n" +"BreakAnim= ; List of AnimationTypes\n" +"HitAnim= ; List of AnimationTypes\n" "HitFlash=false ; boolean\n" "HitFlash.FixedSize= ; integer\n" "HitFlash.Red=true ; boolean\n" @@ -1438,8 +1442,8 @@ msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Shield.Penetrate=false ; boolean\n" "Shield.Break=false ; boolean\n" -"Shield.BreakAnim= ; list of Animation\n" -"Shield.HitAnim= ; list of Animation\n" +"Shield.BreakAnim= ; List of AnimationTypes\n" +"Shield.HitAnim= ; List of AnimationTypes\n" "Shield.SkipHitAnim=false ; boolean\n" "Shield.HitFlash=true ; boolean\n" "Shield.BreakWeapon= ; WeaponType\n" @@ -1454,7 +1458,11 @@ msgid "" "percents or absolute\n" "Shield.Respawn.Rate=-1.0 ; floating point value, " "ingame minutes\n" +"Shield.Respawn.RestartInCombat= ; boolean\n" +"Shield.Respawn.RestartInCombatDelay=-1 ; integer, game frames\n" "Shield.Respawn.RestartTimer=false ; boolean\n" +"Shield.Respawn.Anim= ; List of AnimationTypes\n" +"Shield.Respawn.Weapon= ; WeaponType\n" "Shield.SelfHealing.Duration=0 ; integer, game frames\n" "Shield.SelfHealing.Amount=0.0 ; floating point value, " "percents or absolute\n" @@ -1517,6 +1525,10 @@ msgstr "" "percents or absolute\n" "Respawn.Rate=0.0 ; floating point value, " "ingame minutes\n" +"Respawn.RestartInCombat=true ; boolean\n" +"Respawn.RestartInCombatDelay=0 ; integer, game frames\n" +"Respawn.Anim= ; List of AnimationTypes\n" +"Respawn.Weapon= ; WeaponType\n" "BracketDelta=0 ; integer - pixels\n" "Pips=-1,-1,-1 ; integer, frames of pips.shp" " (zero-based) for Green, Yellow, Red\n" @@ -1537,8 +1549,8 @@ msgstr "" "Hides, Temporal, Paused or PausedTemporal)\n" "IdleAnim.TemporalAction=Hides ; AttachedAnimFlag (None, " "Hides, Temporal, Paused or PausedTemporal)\n" -"BreakAnim= ; list of Animation\n" -"HitAnim= ; list of Animation\n" +"BreakAnim= ; List of AnimationTypes\n" +"HitAnim= ; List of AnimationTypes\n" "HitFlash=false ; boolean\n" "HitFlash.FixedSize= ; integer\n" "HitFlash.Red=true ; boolean\n" @@ -1565,8 +1577,8 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Shield.Penetrate=false ; boolean\n" "Shield.Break=false ; boolean\n" -"Shield.BreakAnim= ; list of Animation\n" -"Shield.HitAnim= ; list of Animation\n" +"Shield.BreakAnim= ; List of AnimationTypes\n" +"Shield.HitAnim= ; List of AnimationTypes\n" "Shield.SkipHitAnim=false ; boolean\n" "Shield.HitFlash=true ; boolean\n" "Shield.BreakWeapon= ; WeaponType\n" @@ -1581,7 +1593,11 @@ msgstr "" "percents or absolute\n" "Shield.Respawn.Rate=-1.0 ; floating point value, " "ingame minutes\n" +"Shield.Respawn.RestartInCombat= ; boolean\n" +"Shield.Respawn.RestartInCombatDelay=-1 ; integer, game frames\n" "Shield.Respawn.RestartTimer=false ; boolean\n" +"Shield.Respawn.Anim= ; List of AnimationTypes\n" +"Shield.Respawn.Weapon= ; WeaponType\n" "Shield.SelfHealing.Duration=0 ; integer, game frames\n" "Shield.SelfHealing.Amount=0.0 ; floating point value, " "percents or absolute\n" @@ -1603,13 +1619,13 @@ msgstr "" "Shield.MinimumReplaceDelay=0 ; integer, game frames\n" "Shield.InheritStateOnReplace=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:403 +#: ../../New-or-Enhanced-Logics.md:411 msgid "" "Now you can have a shield for any TechnoType. It serves as a second " "health pool with independent `Armor` and `Strength` values." msgstr "现在你可以给予任何科技类型护盾。它作为一个独立的第二血条拥有独立的 `Armor` 和 `Strength` 设定。" -#: ../../New-or-Enhanced-Logics.md:404 +#: ../../New-or-Enhanced-Logics.md:412 msgid "" "Shield will not take damage if the TechnoType is under effects of " "`Temporal` warhead, is Iron Curtained / Force Shielded, has `Immune=true`" @@ -1619,13 +1635,13 @@ msgstr "" "如果科技类型处于 `Temporal` 弹头的效果中、处于铁幕/力场护盾保护中、拥有 `Immune=true` 或者拥有 " "`TypeImmune=true` 并且伤害来自相同所属的同种科技类型,那么护盾将不会受到伤害。" -#: ../../New-or-Enhanced-Logics.md:405 +#: ../../New-or-Enhanced-Logics.md:413 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 "负值伤害将会恢复护盾,除非护盾已被击碎。在护盾回满前所有负值伤害都将被护盾吸收。" -#: ../../New-or-Enhanced-Logics.md:406 +#: ../../New-or-Enhanced-Logics.md:414 msgid "" "Negative damage weapons will consider targets with active, but not at " "full health shields in need of healing / repairing unless the Warhead has" @@ -1634,7 +1650,7 @@ msgstr "" "负值伤害武器会将一个拥有激活状态且不满血的护盾的目标视为需要治疗/维修,除非弹头具有 " "`Shield.Penetrate=true`,这种情况下只会考虑对象的血量。" -#: ../../New-or-Enhanced-Logics.md:407 +#: ../../New-or-Enhanced-Logics.md:415 msgid "" "When a TechnoType has an unbroken shield, `[ShieldType] -> Armor` will " "replace `[TechnoType] -> Armor` for targeting and damage calculation " @@ -1643,7 +1659,7 @@ msgstr "" "当一个科技类型拥有未被击碎的护盾时,`[ShieldType] -> Armor` 将替代 `[TechnoType] -> Armor` " "用于参与索敌和杀伤计算。" -#: ../../New-or-Enhanced-Logics.md:408 +#: ../../New-or-Enhanced-Logics.md:416 msgid "" "`InheritArmorFromTechno` can be set to true to override this so that " "`[TechnoType] -> Armor` is used even if shield is active and " @@ -1652,7 +1668,7 @@ msgstr "" "`InheritArmorFromTechno` 可设为 true 以覆盖这一行为即即便护盾处于激活状态也使用 `[TechnoType] -> " "Armor` 而忽略 `[ShieldType] -> Armor`。" -#: ../../New-or-Enhanced-Logics.md:409 +#: ../../New-or-Enhanced-Logics.md:417 msgid "" "`InheritArmor.Allowed` lists TechnoTypes whose armor can be overridden. " "If empty, any TechnoType not listed in `InheritArmor.Disallowed` is okay." @@ -1660,7 +1676,7 @@ msgstr "" "`InheritArmor.Allowed` 列出了其护甲可以被覆盖的科技类型。如果为空,则相当于任何不在 " "`InheritArmor.Disallowed` 列表的对象。" -#: ../../New-or-Enhanced-Logics.md:410 +#: ../../New-or-Enhanced-Logics.md:418 msgid "" "`InheritArmor.Disallowed` lists TechnoTypes whose armor can't be " "overridden. If empty, any TechnoTypes are okay as long as " @@ -1669,13 +1685,13 @@ msgstr "" "`InheritArmor.Disallowed` 列出了其护甲不可被覆盖的科技类型。如果为空,则相当于任何科技类型都可以被覆盖,只要 " "`InheritArmor.Allowed` 为空或者这些科技类型列在该列表中。" -#: ../../New-or-Enhanced-Logics.md:411 +#: ../../New-or-Enhanced-Logics.md:419 msgid "" "`InitialStrength` can be used to set a different initial strength value " "from maximum." msgstr "`InitialStrength` 可用于设置一个不同于最大值的初始护盾值。" -#: ../../New-or-Enhanced-Logics.md:412 +#: ../../New-or-Enhanced-Logics.md:420 msgid "" "`ConditionYellow` and `ConditionRed` can be used to set the thresholds " "for shield damage states, defaulting to `[AudioVisual] -> " @@ -1686,7 +1702,7 @@ msgstr "" "-> Shield.ConditionYellow & Shield.ConditionRed` 而它们又默认为 `ConditionYellow" " & ConditionRed`。" -#: ../../New-or-Enhanced-Logics.md:413 +#: ../../New-or-Enhanced-Logics.md:421 msgid "" "When executing `DeploysInto` or `UndeploysInto`, if both of the " "TechnoTypes have shields, the transformed unit/building would keep " @@ -1698,29 +1714,29 @@ msgstr "" "时,如果两个科技类型都拥有护盾,转换后的单位/建筑将保持相对(百分比)的护盾值,类似 " "`Strength`。如果其中一个科技类型没有护盾,其护盾状态会被保留直到转换回来。" -#: ../../New-or-Enhanced-Logics.md:414 +#: ../../New-or-Enhanced-Logics.md:422 msgid "This also works with Ares' `Convert.*`." msgstr "这同样适用于 Ares 的 `Convert.*`。" -#: ../../New-or-Enhanced-Logics.md:415 +#: ../../New-or-Enhanced-Logics.md:423 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` 控制当前单位电力不足或受 EMP 影响时护盾是否依然工作。" -#: ../../New-or-Enhanced-Logics.md:416 +#: ../../New-or-Enhanced-Logics.md:424 msgid "" "Attention, if TechnoType itself is not `Powered`, then the shield won't " "be offline when low power." msgstr "注意,如果科技类型自身不受制于 `Powered`,那么护盾在电力不足时也不会罢工。" -#: ../../New-or-Enhanced-Logics.md:417 +#: ../../New-or-Enhanced-Logics.md:425 msgid "" "`AbsorbOverDamage` controls whether or not the shield absorbs damage " "dealt beyond shield's current strength when the shield breaks." msgstr "`AbsorbOverDamage` 控制护盾是否在被击碎时吸收本次所受的所有伤害。" -#: ../../New-or-Enhanced-Logics.md:418 +#: ../../New-or-Enhanced-Logics.md:426 #, python-format msgid "" "`SelfHealing` and `Respawn` respect the following settings: 0.0 disables " @@ -1731,13 +1747,13 @@ msgstr "" "`SelfHealing` 和 `Respawn` 遵循以下设置:0.0 禁用该功能,1%-100% " "按百分比恢复/重生护盾值,其他数字直接恢复/重生指定护盾值。特别的一点是 `SelfHealing` 为负数代表扣除护盾值。" -#: ../../New-or-Enhanced-Logics.md:419 +#: ../../New-or-Enhanced-Logics.md:427 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恢复/重生 1 点 HP,目前你需要将标签值设为 1 到 2 之间的任意数字,比如 `1.1`。" -#: ../../New-or-Enhanced-Logics.md:420 +#: ../../New-or-Enhanced-Logics.md:428 msgid "" "If `SelfHealing.RestartInCombat` is set, self-healing timer pauses and " "then resumes after `SelfHealing.RestartInCombatDelay` frames have passed " @@ -1746,7 +1762,16 @@ msgstr "" "如果设置了 `SelfHealing.RestartInCombat` 当护盾受到伤害时其恢复计时器将被暂停直至 " "`SelfHealing.RestartInCombatDelay` 指定的帧数后。" -#: ../../New-or-Enhanced-Logics.md:421 +#: ../../New-or-Enhanced-Logics.md:429 +msgid "" +"If `Respawn.RestartInCombat` is set, respawn timer pauses and then " +"resumes after `Respawn.RestartInCombatDelay` frames have passed when the " +"TechnoType has a shield that's under respawn process." +msgstr "" +"如果设置了 `Respawn.RestartInCombat` 当科技类型的护盾处于重生过程中时其重生计时器将被暂停直至 " +"`Respawn.RestartInCombatDelay` 指定的帧数后。" + +#: ../../New-or-Enhanced-Logics.md:430 msgid "" "`SelfHealing.Rate` and `Respawn.Rate` respect the following settings: 0.0" " instantly recovers the shield, other values determine the frequency of " @@ -1755,20 +1780,32 @@ msgstr "" "`SelfHealing.Rate` 和 `Respawn.Rate` 遵循以下设置:0.0 " "立即恢复护盾,其他值表示护盾恢复/重生间隔(单位:分)。" -#: ../../New-or-Enhanced-Logics.md:422 +#: ../../New-or-Enhanced-Logics.md:431 msgid "" -"`SelfHealing.EnabledBy` can be used to control the self-heal of the " -"shield. If the owner has no structures from this list then the shield " -"won't self-heal." -msgstr "`SelfHealing.EnabledBy` 可用于控制护盾自愈行为。只有拥有此列表中的建筑时才可以自愈。" +"`Respawn.Anim`, if set, will be played when the shield respawns. If more " +"than one animation is listed, a random one is selected." +msgstr "`Respawn.Anim` 如果设置则会在护盾重生时播放。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:423 +#: ../../New-or-Enhanced-Logics.md:432 +msgid "" +"`Respawn.Weapon`, if set, will be fired at the TechnoType once the shield" +" respawns." +msgstr "`Respawn.Weapon` 如果设置则将在护盾重生时向科技类型发射一次。" + +#: ../../New-or-Enhanced-Logics.md:433 +msgid "" +"`SelfHealing.EnabledBy` can be used to control the self-heal and respawn " +"of the shield. If the owner has no structures from this list then the " +"shield won't self-heal or respawn." +msgstr "`SelfHealing.EnabledBy` 可用于控制护盾自愈和重生行为。只有拥有此列表中的建筑时才可以自愈或重生。" + +#: ../../New-or-Enhanced-Logics.md:434 msgid "" "`IdleAnim`, if set, will be played while the shield is intact. This " "animation is automatically set to loop indefinitely." msgstr "`IdleAnim` 如果设置则会在护盾完好时播放。该动画会自动设置为无限循环播放。" -#: ../../New-or-Enhanced-Logics.md:424 +#: ../../New-or-Enhanced-Logics.md:435 msgid "" "`IdleAnim.ConditionYellow` and `IdleAnim.ConditionRed` can be used to set" " different animations for when shield health is at or below the " @@ -1781,7 +1818,7 @@ msgstr "" "`IdleAnim.ConditionRed` 则会回退到 `IdleAnim.ConditionYellow`,而后者则会回退到 " "`IdleAnim`。" -#: ../../New-or-Enhanced-Logics.md:425 +#: ../../New-or-Enhanced-Logics.md:436 msgid "" "`IdleAnimDamaged`, `IdleAnimDamaged.ConditionYellow` and " "`IdleAnimDamaged.ConditionRed` are used in an identical manner, but only " @@ -1795,38 +1832,40 @@ msgstr "" "-> ConditionYellow` 的百分比时使用。遵守与常规 `IdleAnim` " "相同的回退序列,如果未设置则回退到伤残状态的上一个闲置动画变体或者直至回退到常规的 `IdleAnim`。" -#: ../../New-or-Enhanced-Logics.md:426 +#: ../../New-or-Enhanced-Logics.md:437 msgid "" "`Bouncer=true` and `IsMeteor=true` animations can exhibit irregular " "behaviour when used as `IdleAnim` and should be avoided." msgstr "`Bouncer=true` 和 `IsMeteor=true` 的动画在用作 `IdleAnim` 时会出现不合理的行为,应避免使用。" -#: ../../New-or-Enhanced-Logics.md:427 +#: ../../New-or-Enhanced-Logics.md:438 msgid "" "`IdleAnim.OfflineAction` indicates what happens to the animation when the" " shield is in a low power state." msgstr "`IdleAnim.OfflineAction` 指定处于低电量状态时护盾动画的行为。" -#: ../../New-or-Enhanced-Logics.md:428 +#: ../../New-or-Enhanced-Logics.md:439 msgid "" "`IdleAnim.TemporalAction` indicates what happens to the animation when " "the shield is attacked by temporal weapons." msgstr "`IdleAnim.TemporalAction` 指定被时空武器冻结时护盾动画的行为。" -#: ../../New-or-Enhanced-Logics.md:429 +#: ../../New-or-Enhanced-Logics.md:440 msgid "" -"`BreakAnim`, if set, will be played when the shield has been broken." -" If more than one animation is listed, a random one is selected." +"`BreakAnim`, if set, will be played when the shield has been broken. If " +"more than one animation is listed, a random one is selected." msgstr "`BreakAnim` 如果设置则会在护盾被击碎时播放。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:430 +#: ../../New-or-Enhanced-Logics.md:441 msgid "" "`HitAnim`, if set, will be played when the shield is attacked, similar to" -" `WeaponNullifyAnim` for Iron Curtain." -" If more than one animation is listed, a random one is selected." -msgstr "`HitAnim` 如果设置则会在护盾受到攻击时播放,类似于 `WeaponNullifyAnim` 用于铁幕。如果列出了多个动画,则将随机选择一个。" +" `WeaponNullifyAnim` for Iron Curtain. If more than one animation is " +"listed, a random one is selected." +msgstr "" +"`HitAnim` 如果设置则会在护盾受到攻击时播放,类似于 `WeaponNullifyAnim` " +"用于铁幕。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:431 +#: ../../New-or-Enhanced-Logics.md:442 msgid "" "`HitFlash`, if set to true, makes it so that a light flash is generated " "when the shield is attacked by a Warhead unless it has " @@ -1844,19 +1883,19 @@ msgstr "" "`HitFlash.Red/Green/Blue` 进行自定义。如果设置了 `HitFlash.Black` 为 " "true,那么无论其他颜色设置如何,产生的闪光都是黑色的。" -#: ../../New-or-Enhanced-Logics.md:432 +#: ../../New-or-Enhanced-Logics.md:443 msgid "" "`BreakWeapon`, if set, will be fired at the TechnoType once the shield " "breaks." -msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射。" +msgstr "`BreakWeapon` 如果设置则将在护盾被击碎时向科技类型发射一次。" -#: ../../New-or-Enhanced-Logics.md:433 +#: ../../New-or-Enhanced-Logics.md:444 msgid "" "`AbsorbPercent` controls the percentage of damage that will be absorbed " "by the shield. Defaults to 1.0, meaning full damage absorption." msgstr "`AbsorbPercent` 控制该护盾吸收伤害的百分比。默认为 1.0,表示完全吸收伤害。" -#: ../../New-or-Enhanced-Logics.md:434 +#: ../../New-or-Enhanced-Logics.md:445 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 " @@ -1865,7 +1904,7 @@ msgstr "" "`PassPercent` 控制该护盾所 **没** 能吸收(穿透了)伤害的百分比,即使护盾处于激活状态也会直接被施加到单位上。默认为 0.0 -" " 无穿透。" -#: ../../New-or-Enhanced-Logics.md:435 +#: ../../New-or-Enhanced-Logics.md:446 msgid "" "`ReceivedDamage.Minimum` & `ReceivedDamage.Maximum` control the minimum " "and maximum amount of damage that can be dealt to shield in a single hit." @@ -1877,7 +1916,7 @@ msgstr "" "控制单次攻击中对护盾造成的最小和最大伤害量。这在应用护甲类型和 `AbsorbPercent` 百分比之后生效。如果 " "`AbsorbOverDamage=false`,则对科技类型造成的剩余伤害仍基于原始伤害受此范围调整前的值。" -#: ../../New-or-Enhanced-Logics.md:436 +#: ../../New-or-Enhanced-Logics.md:447 msgid "" "`AllowTransfer` controls whether or not the shield can be transferred if " "the TechnoType changes (such as `(Un)DeploysInto` or Ares type " @@ -1887,7 +1926,7 @@ msgstr "" "`AllowTransfer` 控制如果科技类型发生变化(例如 `(Un)DeploysInto` 或 Ares " "的单位转换)时护盾能否转移。如果未设置,通过 `Shield.AttachTypes` 被赋予来的护盾默认为 true 其他默认为 false。" -#: ../../New-or-Enhanced-Logics.md:437 +#: ../../New-or-Enhanced-Logics.md:448 msgid "" "`ImmuneToBerserk` gives the immunity against `Psychedelic=yes` warhead. " "Otherwise the berserk effect penetrates shields by default. Note that " @@ -1898,7 +1937,7 @@ msgstr "" "弹头的免疫能力。否则混乱默认可以穿过护盾。注意这不应阻止单位对护盾所保护对象进行索敌。在这种情况下 `Versus.shieldArmor=0%`" " 仍然是必需的。" -#: ../../New-or-Enhanced-Logics.md:438 +#: ../../New-or-Enhanced-Logics.md:449 msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes with shields by" @@ -1907,32 +1946,32 @@ msgstr "" "通过设置 `Tint.Color` 和 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:439 ../../New-or-Enhanced-Logics.md:1427 +#: ../../New-or-Enhanced-Logics.md:450 ../../New-or-Enhanced-Logics.md:1439 msgid "" "`Tint.Intensity` is additive lighting increase/decrease - 1.0 is the " "default object lighting." msgstr "`Tint.Intensity` 是增加/减少的光照,1.0 是默认的对象光照。" -#: ../../New-or-Enhanced-Logics.md:440 ../../New-or-Enhanced-Logics.md:1428 +#: ../../New-or-Enhanced-Logics.md:451 ../../New-or-Enhanced-Logics.md:1440 msgid "" "`Tint.VisibleToHouses` can be used to customize which houses can see the " "tint effect." msgstr "`Tint.VisibleToHouses` 可用于自定义哪些所属方可见这些染色效果。" -#: ../../New-or-Enhanced-Logics.md:441 +#: ../../New-or-Enhanced-Logics.md:452 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. Several " "customizations are available for the shield strength pips." msgstr "拥有护盾的科技类型将显示其护盾值。若护盾可以重生则会在被击碎后留下一个空的护盾条。对于护盾条的 pip 有多种自定义选项可选。" -#: ../../New-or-Enhanced-Logics.md:442 +#: ../../New-or-Enhanced-Logics.md:453 msgid "" "By default, buildings use the 6th frame of `pips.shp` to display the " "shield strength while others use the 17th frame." msgstr "默认情况下建筑使用 `pips.shp` 的第 6 帧来显示护盾值,其他则使用第 17 帧。 " -#: ../../New-or-Enhanced-Logics.md:443 +#: ../../New-or-Enhanced-Logics.md:454 msgid "" "`Pips.Shield` can be used to specify which pip frame should be used as " "shield strength. If only 1 digit is set, then it will always display that" @@ -1947,7 +1986,7 @@ msgstr "" "与否分别使用。`Pips.Shield.Building` 用于 BuildingTypes。-1 " "作为值将使用默认帧,无论是否回退到第一个值或上述硬编码的默认值。" -#: ../../New-or-Enhanced-Logics.md:444 +#: ../../New-or-Enhanced-Logics.md:455 msgid "" "`Pips.Shield.Background` can be used to set the background or 'frame' for" " non-building pips, which defaults to `pipbrd.shp`. 4th frame is used to " @@ -1957,20 +1996,20 @@ msgstr "" "`Pips.Shield.Background` 可用于指定非建筑 pip 的背景或 “边框”。默认为 `pipbrd.shp`。第 4 " "帧用于显示步兵的护盾值,其他单位使用第 3 帧,如果可用帧不足则分别使用第 2 帧和第 1 帧。" -#: ../../New-or-Enhanced-Logics.md:445 +#: ../../New-or-Enhanced-Logics.md:456 msgid "" "`Pips.Shield.Building.Empty` can be used to set the frame of `pips.shp` " "displayed for empty building strength pips, defaults to 1st frame of " "`pips.shp`." msgstr "`Pips.Shield.Building.Empty` 可用于设置建筑空护盾值显示的 pip 帧,默认为 `pips.shp` 的第 1 帧。" -#: ../../New-or-Enhanced-Logics.md:446 +#: ../../New-or-Enhanced-Logics.md:457 msgid "" "`Pips.HideIfNoStrength` can be used to hide the shield's pip frame if the" " `Strength` is 0." msgstr "`Pips.HideIfNoStrength` 可用于在 `Strength` 归 0 时隐藏护盾条而不是留下一个空框。" -#: ../../New-or-Enhanced-Logics.md:447 +#: ../../New-or-Enhanced-Logics.md:458 msgid "" "The above customizations are also available on per ShieldType basis, e.g " "`[ShieldType] -> Pips` instead of `[AudioVisual] -> Pips.Shield` and so " @@ -1980,7 +2019,7 @@ msgstr "" "以上配置支持基于每个护盾类型单独设置,例如使用 `[ShieldType] -> Pips` 替代全局的 `[AudioVisual] -> " "Pips.Shield`。护盾类型上的设置优先于全局设置,未单独设置时回退至全局默认值。" -#: ../../New-or-Enhanced-Logics.md:448 +#: ../../New-or-Enhanced-Logics.md:459 msgid "" "`BracketDelta` can be used as additional vertical offset (negative shifts" " it up) for shield strength bar. Much like `PixelSelectionBracketDelta`, " @@ -1989,7 +2028,7 @@ msgstr "" "`BracketDelta` 可用于添加护盾条在竖直方向的偏移量(负数为向上)。类似于 " "`PixelSelectionBracketDelta`,对建筑无效。" -#: ../../New-or-Enhanced-Logics.md:449 +#: ../../New-or-Enhanced-Logics.md:460 msgid "" "Warheads have new options that interact with shields. Note that all of " "these that do not by their very nature require ability to target the " @@ -2001,40 +2040,41 @@ msgstr "" "或移除/附加护盾这样的修改)的选项仍然需要弹头的 `Verses` 才能影响目标,除非在弹头上将 `EffectsRequireVerses` " "设置为 false。" -#: ../../New-or-Enhanced-Logics.md:450 +#: ../../New-or-Enhanced-Logics.md:461 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` 允许弹头无视这些护盾始终对科技类型本体造成全额伤害。并允许忽略护盾直接锁定科技类型。" -#: ../../New-or-Enhanced-Logics.md:451 +#: ../../New-or-Enhanced-Logics.md:462 msgid "" "`Shield.Break` allows the warhead to always break shields of TechnoTypes." " This is done before damage is dealt." msgstr "`Shield.Break` 允许弹头总是会击碎科技类型上的这些护盾。此效果在结算伤害前生效。" -#: ../../New-or-Enhanced-Logics.md:452 +#: ../../New-or-Enhanced-Logics.md:463 msgid "" "`Shield.BreakAnim` will be displayed instead of ShieldType `BreakAnim` if" " the shield is broken by the Warhead, either through damage or " -"`Shield.Break`." If more than one animation is listed, a random one is selected." +"`Shield.Break`. If more than one animation is listed, a random one is " +"selected." msgstr "`Shield.BreakAnim` 用于设置弹头击中护盾时替代护盾 `BreakAnim` 播放的动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:453 +#: ../../New-or-Enhanced-Logics.md:464 msgid "" "`Shield.HitAnim` will be displayed instead of ShieldType `HitAnim` if set" -" when Warhead hits the shield." -" If more than one animation is listed, a random one is selected." +" when Warhead hits the shield. If more than one animation is listed, a " +"random one is selected." msgstr "`Shield.HitAnim` 用于设置弹头击中护盾时替代护盾 `HitAnim` 播放的动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:454 +#: ../../New-or-Enhanced-Logics.md:465 msgid "" "If `Shield.SkipHitAnim` is set to true, no hit anim is shown when the " "Warhead damages the shield whatsoever." msgstr "如果 `Shield.SkipHitAnim` 设为 true,当弹头对护盾造成伤害时将不会播放任何击中动画。" -#: ../../New-or-Enhanced-Logics.md:455 +#: ../../New-or-Enhanced-Logics.md:466 msgid "" "`Shield.BreakWeapon` will be fired instead of ShieldType `BreakWeapon` if" " the shield is broken by the Warhead, either through damage or " @@ -2043,19 +2083,19 @@ msgstr "" "`Shield.BreakWeapon` 用于设置弹头击碎护盾时替代护盾 `BreakWeapon` 发射的武器,无论是伤害饱和还是 " "`Shield.Break` 所造成的击碎。" -#: ../../New-or-Enhanced-Logics.md:456 +#: ../../New-or-Enhanced-Logics.md:467 msgid "" "`Shield.AbsorbPercent` overrides the `AbsorbPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.AbsorbPercent` 覆盖被杀伤护盾类型的 `AbsorbPercent` 值。" -#: ../../New-or-Enhanced-Logics.md:457 +#: ../../New-or-Enhanced-Logics.md:468 msgid "" "`Shield.PassPercent` overrides the `PassPercent` value set in the " "ShieldType that is being damaged." msgstr "`Shield.PassPercent` 覆盖被杀伤护盾类型的 `PassPercent` 值。" -#: ../../New-or-Enhanced-Logics.md:458 +#: ../../New-or-Enhanced-Logics.md:469 msgid "" "`Shield.ReceivedDamage.Minimum` & `Shield.ReceivedDamage.Maximum` " "override the values set in in the ShieldType that is being damaged." @@ -2063,7 +2103,7 @@ msgstr "" "`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " "覆盖被杀伤护盾类型上的同类设置。" -#: ../../New-or-Enhanced-Logics.md:459 +#: ../../New-or-Enhanced-Logics.md:470 msgid "" "`Shield.ReceivedDamage.MinMultiplier` and " "`Shield.ReceivedDamage.MinMultiplier` are multipliers to the effective " @@ -2075,10 +2115,11 @@ msgstr "" "分别为上面`Shield.ReceivedDamage.Minimum` 和 `Shield.ReceivedDamage.Maximum` " "用于被杀伤护盾计算弹头所造成伤害的倍率。" -#: ../../New-or-Enhanced-Logics.md:460 +#: ../../New-or-Enhanced-Logics.md:471 msgid "" -"`Shield.Respawn.Rate` & `Shield.Respawn.Amount` override ShieldType " -"`Respawn.Rate` and `Respawn.Amount` for duration of " +"`Shield.Respawn.Rate`, `Shield.Respawn.Amount`, `Shield.Respawn.Anims` " +"and `Shield.Respawn.Weapon` override ShieldType `Respawn.Rate`, " +"`Respawn.Amount`, `Respawn.Anim` and `Respawn.Weapon` for duration of " "`Shield.Respawn.Duration` amount of frames. Negative rate & zero or lower" " amount default to ShieldType values. If `Shield.Respawn.RestartTimer` is" " set, currently running shield respawn timer is reset, otherwise the " @@ -2089,14 +2130,23 @@ msgid "" "match ShieldType `Respawn.Rate`. Re-applying the effect resets the " "duration to `Shield.Respawn.Duration`" msgstr "" -"`Shield.Respawn.Rate` 和 `Shield.Respawn.Amount` 会在 " -"`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate` 和 `Respawn.Amount`。负值和" +"`Shield.Respawn.Rate`、`Shield.Respawn.Amount`、`Shield.Respawn.Anims` 和 `Shield.Respawn.Weapon` 会在 " +"`Shield.Respawn.Duration` 的帧数内覆盖护盾的 `Respawn.Rate`、`Respawn.Amount`、`Respawn.Anim` 和 `Respawn.Weapon`。负值和" " 0 会默认使用护盾类型自身的值。如果设置了 `Shield.Respawn.RestartTimer` " "当前正在使用的护盾重生计时器将被重置否则计时器将被根据新的 `Shield.Respawn.Rate` " "按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在重生计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的`Respawn.Rate`。重新应用效果会将持续时间重置为" " `Shield.Respawn.Duration`" -#: ../../New-or-Enhanced-Logics.md:461 +#: ../../New-or-Enhanced-Logics.md:472 +msgid "" +"Additionally `Shield.Respawn.RestartInCombat` & " +"`Shield.Respawn.RestartInCombatDelay` can be used to override ShieldType " +"settings." +msgstr "" +"此外 `Shield.Respawn.RestartInCombat` 和 " +"`Shield.Respawn.RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。" + +#: ../../New-or-Enhanced-Logics.md:473 msgid "" "`Shield.SelfHealing.Rate` & `Shield.SelfHealing.Amount` override " "ShieldType `SelfHealing.Rate` and `SelfHealing.Amount` for duration of " @@ -2118,7 +2168,7 @@ msgstr "" "按比例进行调整(例如计时器在前后保持相同百分比的进度)而不会重置。如果效果在恢复计时器运作状态中失效,剩余时间也同样会按比例调整为护盾自身的 " "`SelfHealing.Rate`。重新应用效果会将持续时间重置为 `Shield.SelfHealing.Duration`。" -#: ../../New-or-Enhanced-Logics.md:462 +#: ../../New-or-Enhanced-Logics.md:474 msgid "" "Additionally `Shield.SelfHealing.RestartInCombat` & " "`Shield.SelfHealing.RestartInCombatDelay` can be used to override " @@ -2127,14 +2177,14 @@ msgstr "" "此外 `Shield.SelfHealing.RestartInCombat` 和 " "`Shield.SelfHealing.RestartInCombatDelay` 可用于覆盖护盾类型上的同类设置。" -#: ../../New-or-Enhanced-Logics.md:463 +#: ../../New-or-Enhanced-Logics.md:475 msgid "" "`Shield.AffectTypes` allows listing which ShieldTypes can be affected by " "any of the effects listed above. If none are listed, all ShieldTypes are " "affected." msgstr "`Shield.AffectTypes` 允许列出哪些护盾类型受上述效果的影响。如果未列出则代表所有护盾类型。" -#: ../../New-or-Enhanced-Logics.md:464 +#: ../../New-or-Enhanced-Logics.md:476 msgid "" "`Shield.AffectTypes` can be overriden for specific shield interactions by" " using keys `Shield.Penetrate.Types`, `Shield.Break.Types`, " @@ -2144,7 +2194,7 @@ msgstr "" "`Shield.Penetrate.Types`、`Shield.Break.Types`、`Shield.Respawn.Types` 和 " "`Shield.SelfHealing.Types` 分别为特定的护盾分离覆盖的参数类型。" -#: ../../New-or-Enhanced-Logics.md:465 +#: ../../New-or-Enhanced-Logics.md:477 msgid "" "`Shield.AttachTypes` & `Shield.RemoveTypes` allows listing ShieldTypes " "that are attached or removed, respectively from any targets affected by " @@ -2154,7 +2204,7 @@ msgstr "" "`Shield.AttachTypes` 和 `Shield.RemoveTypes` 允许分别列出从被弹头影响(正 `Verses` " "值)的任何目标上附加或移除的护盾类型。通常只使用 `Shield.AttachTypes` 中列出的第一个。" -#: ../../New-or-Enhanced-Logics.md:466 +#: ../../New-or-Enhanced-Logics.md:478 msgid "" "If `Shield.ReplaceOnly` is set, shields from `Shield.AttachTypes` are " "only applied to affected targets from which shields were simultaneously " @@ -2166,7 +2216,7 @@ msgstr "" " `Shield.RemoveTypes` 列表中的顺序对应。如果 `Shield.AttachTypes` 中的项少于 " "`Shield.RemoveTypes` 则使用前者的最后一项来替换任何剩余的被移除护盾类型。" -#: ../../New-or-Enhanced-Logics.md:467 +#: ../../New-or-Enhanced-Logics.md:479 msgid "" "If `Shield.ReplaceNonRespawning` is set, shield from `Shield.AttachTypes`" " replaces existing shields that have been broken and cannot respawn on " @@ -2175,7 +2225,7 @@ msgstr "" "如果设置 `Shield.ReplaceNonRespawning` 则 `Shield.AttachTypes` " "中的护盾将替换那些已被击碎且无法自行重生的已有护盾。" -#: ../../New-or-Enhanced-Logics.md:468 +#: ../../New-or-Enhanced-Logics.md:480 msgid "" "If `Shield.RemoveAll` is set, all shield types are removed from the " "affected targets, even those that are not listed in `Shield.RemoveTypes`." @@ -2187,14 +2237,14 @@ msgstr "" "中。如果设置了 `Shield.ReplaceOnly` 则 `Shield.AttachTypes` 中的第一项将用于替换那些被移除但未列在 " "`Shield.RemoveTypes` 中的护盾类型。" -#: ../../New-or-Enhanced-Logics.md:469 +#: ../../New-or-Enhanced-Logics.md:481 msgid "" "`Shield.MinimumReplaceDelay` can be used to control how long after the " "shield has been broken (in game frames) can it be replaced. If not enough" " frames have passed, it won't be replaced." msgstr "`Shield.MinimumReplaceDelay` 可用于控制护盾被击碎后(以游戏帧为单位)多久才能被替换。如果未经过足够的时间则不会被替换。" -#: ../../New-or-Enhanced-Logics.md:470 +#: ../../New-or-Enhanced-Logics.md:482 msgid "" "If `Shield.InheritStateOnReplace` is set, shields replaced via " "`Shield.ReplaceOnly` inherit the current strength (relative to ShieldType" @@ -2204,15 +2254,15 @@ msgstr "" "如果设置 `Shield.InheritStateOnReplace` 则通过 `Shield.ReplaceOnly` " "替换的护盾将继承前一个护盾的当前强度(护盾类型的 `Strength`)以及是否已被击碎的状态。恢复和重生计时器将始终被重置。" -#: ../../New-or-Enhanced-Logics.md:472 +#: ../../New-or-Enhanced-Logics.md:484 msgid "Aircraft" msgstr "战机" -#: ../../New-or-Enhanced-Logics.md:474 +#: ../../New-or-Enhanced-Logics.md:486 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:476 +#: ../../New-or-Enhanced-Logics.md:488 msgid "" "When an aircraft is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -2221,7 +2271,7 @@ msgstr "" "现在当战机伤残(生命值低于 `[AudioVisual] -> ConditionYellow` 的百分比)时可以通过 " "`Image.ConditionYellow` 为战机设置不同的图像。" -#: ../../New-or-Enhanced-Logics.md:477 +#: ../../New-or-Enhanced-Logics.md:489 msgid "" "Similar, `Image.ConditionRed` is used as image if aircraft health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -2229,7 +2279,7 @@ msgstr "" "同样的如果战机生命值低于 `[AudioVisual] -> ConditionRed` 的百分比那么将会使用 " "`Image.ConditionRed` 作为图像。" -#: ../../New-or-Enhanced-Logics.md:480 +#: ../../New-or-Enhanced-Logics.md:492 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "Image.ConditionYellow= ; AircraftType entry\n" @@ -2239,23 +2289,23 @@ msgstr "" "Image.ConditionYellow= ; AircraftType entry\n" "Image.ConditionRed= ; AircraftType entry\n" -#: ../../New-or-Enhanced-Logics.md:487 +#: ../../New-or-Enhanced-Logics.md:499 msgid "Note that the AircraftTypes had to be defined under [AircraftTypes]." msgstr "注意这些被使用的战机必须在 `[AircraftTypes]` 下注册。" -#: ../../New-or-Enhanced-Logics.md:490 +#: ../../New-or-Enhanced-Logics.md:502 msgid "Animations" msgstr "动画" -#: ../../New-or-Enhanced-Logics.md:492 +#: ../../New-or-Enhanced-Logics.md:504 msgid "Anim-to-Unit" msgstr "动画生成单位" -#: ../../New-or-Enhanced-Logics.md:494 +#: ../../New-or-Enhanced-Logics.md:506 msgid "![image](_static/images/animToUnit.gif)" msgstr "![image](_static/images/animToUnit.gif)" -#: ../../New-or-Enhanced-Logics.md:496 +#: ../../New-or-Enhanced-Logics.md:508 msgid "" "Animations can now create (or \"convert\" to) any unit (vehicles, " "aircraft and infantry) when they end via `CreateUnit`. This offers more " @@ -2264,7 +2314,7 @@ msgstr "" "动画现在可以在结束时通过 `CreateUnit` 创建任何单位(载具、战机和步兵)。这比专用于生成步兵的 `MakeInfantry` " "提供了更多的可选参数。" -#: ../../New-or-Enhanced-Logics.md:497 +#: ../../New-or-Enhanced-Logics.md:509 msgid "" "`CreateUnit.Owner` determines which house will own the created unit. This" " only works as expected if the animation has owner set. If there is no " @@ -2275,7 +2325,7 @@ msgstr "" "`CreateUnit.Owner` 决定创建的单位属于哪个所属方。这仅在动画拥有所有者的情况生效。如果没有所属方或所属方已败北,除非 " "`CreateUnit.RequireOwner` 为 true 以禁止生成,否则被创建的单位将归属于第一个平民所属方" -#: ../../New-or-Enhanced-Logics.md:498 +#: ../../New-or-Enhanced-Logics.md:510 msgid "" "Vehicle [destroy animations](Fixed-or-Improved-Logics.md#destroy-" "animations), animations from Warhead `AnimList/SplashList` and map " @@ -2284,13 +2334,13 @@ msgstr "" "载具[摧毁动画](Fixed-or-Improved-Logics.md#destroy-animations)、弹头 " "`AnimList/SplashList` 的动画以及地图触发结果 `41 播放动画在...` 将拥有正确的所有者。" -#: ../../New-or-Enhanced-Logics.md:499 +#: ../../New-or-Enhanced-Logics.md:511 msgid "" "`CreateUnit.RemapAnim`, if set to true, will cause the animation to be " "drawn in unit palette and remappable to owner's team color." msgstr "`CreateUnit.RemapAnim` 如果设为 true 则动画将使用单位色盘绘制并可重映射所有者的颜色。" -#: ../../New-or-Enhanced-Logics.md:500 +#: ../../New-or-Enhanced-Logics.md:512 msgid "" "`CreateUnit.Mission` determines the initial mission of the created unit. " "This can be overridden for AI players by setting `CreateUnit.AIMission`." @@ -2298,17 +2348,17 @@ msgstr "" "`CreateUnit.Mission` 决定所创建单位的初始任务。对于 AI 玩家可使用 `CreateUnit.AIMission` " "来分离设置。" -#: ../../New-or-Enhanced-Logics.md:501 +#: ../../New-or-Enhanced-Logics.md:513 msgid "`CreateUnit.Facing` determines the initial facing of created unit." msgstr "`CreateUnit.Facing` 决定所创建单位的初始朝向。" -#: ../../New-or-Enhanced-Logics.md:502 +#: ../../New-or-Enhanced-Logics.md:514 msgid "" "`CreateUnit.RandomFacing`, if set to true, makes it so that a random " "facing is picked instead." msgstr "`CreateUnit.RandomFacing` 如果设为 true 那么初始朝向会随机选取。" -#: ../../New-or-Enhanced-Logics.md:503 +#: ../../New-or-Enhanced-Logics.md:515 msgid "" "For VehicleTypes only, `CreateUnit.InheritFacings` and " "`CreateUnit.InheritTurretFacings` inherit facings for vehicle body and " @@ -2320,7 +2370,7 @@ msgstr "" "`CreateUnit.InheritTurretFacings` " "将分别从被摧毁载具的载具上继承载具主体和炮塔的朝向。由于技术限制,`InheritTurretFacings` 不适用于 Jumpjet 载具。" -#: ../../New-or-Enhanced-Logics.md:504 +#: ../../New-or-Enhanced-Logics.md:516 msgid "" "`CreateUnit.AlwaysSpawnOnGround`, if set to true, ensures the unit will " "be created on the cell at ground level even if animation is in air. If " @@ -2330,7 +2380,7 @@ msgstr "" "`CreateUnit.AlwaysSpawnOnGround` 如果设为 true 那么即使动画在空中单位也会在对应的地面单元格上创建。如果设为" " false 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:505 +#: ../../New-or-Enhanced-Logics.md:517 msgid "" "`CreateUnit.SpawnParachutedInAir`, if set to true, makes it so that the " "unit is created with a parachute if it is spawned in air. Has no effect " @@ -2339,7 +2389,7 @@ msgstr "" "`CreateUnit.SpawnParachutedInAir` 如果设为 true 那么动画在空中的情况下所创建的单位会拥有降落伞。如果 " "`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:506 +#: ../../New-or-Enhanced-Logics.md:518 msgid "" "`CreateUnit.ConsiderPathfinding`, if set to true, will consider whether " "or not the cell where the animation is located is occupied by other " @@ -2350,15 +2400,17 @@ msgstr "" "`CreateUnit.ConsiderPathfinding` 如果设为 true " "则考虑动画所在单元格是否被其他对象占据或对于所要创建的单位而言无法行驶并尝试寻找一个附近未被占用的单元格。否则即便存在障碍物单位也会尽量创建在动画所在的位置。" -#: ../../New-or-Enhanced-Logics.md:507 +#: ../../New-or-Enhanced-Logics.md:519 msgid "" "`CreateUnit.SpawnAnim` can be used to play another animation at created " "unit's location after it has appeared. This animation has same owner and " -"invoker as the parent animation." -" If more than one animation is listed, a random one is selected." -msgstr "`CreateUnit.SpawnAnim` 可用于在创建的单位出现后在其位置播放另一个动画。此动画拥有与父动画相同的所有者和调用者。如果列出了多个动画,则将随机选择一个。" +"invoker as the parent animation. If more than one animation is listed, a " +"random one is selected." +msgstr "" +"`CreateUnit.SpawnAnim` " +"可用于在创建的单位出现后在其位置播放另一个动画。此动画拥有与父动画相同的所有者和调用者。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:508 +#: ../../New-or-Enhanced-Logics.md:520 msgid "" "`CreateUnit.SpawnHeight` can be set to override the animation's height " "when determining where to spawn the created unit if set to positive " @@ -2367,7 +2419,7 @@ msgstr "" "`CreateUnit.SpawnHeight` 如果设为正值则决定动画创建单位的高度。如果 " "`CreateUnit.AlwaysSpawnOnGround` 设为 true 则此设置无效。" -#: ../../New-or-Enhanced-Logics.md:511 +#: ../../New-or-Enhanced-Logics.md:523 msgid "" "[SOMEANIM] ; AnimationType\n" "CreateUnit= ; TechnoType\n" @@ -2385,7 +2437,7 @@ msgid "" "CreateUnit.AlwaysSpawnOnGround=false ; boolean\n" "CreateUnit.SpawnParachutedInAir=false ; boolean\n" "CreateUnit.ConsiderPathfinding=false ; boolean\n" -"CreateUnit.SpawnAnim= ; list of Animation\n" +"CreateUnit.SpawnAnim= ; List of AnimationTypes\n" "CreateUnit.SpawnHeight=-1 ; integer, height in leptons\n" msgstr "" "[SOMEANIM] ; AnimationType\n" @@ -2404,10 +2456,10 @@ msgstr "" "CreateUnit.AlwaysSpawnOnGround=false ; boolean\n" "CreateUnit.SpawnParachutedInAir=false ; boolean\n" "CreateUnit.ConsiderPathfinding=false ; boolean\n" -"CreateUnit.SpawnAnim= ; list of Animation\n" +"CreateUnit.SpawnAnim= ; List of AnimationTypes\n" "CreateUnit.SpawnHeight=-1 ; integer, height in leptons\n" -#: ../../New-or-Enhanced-Logics.md:531 +#: ../../New-or-Enhanced-Logics.md:543 msgid "" "Due to technical constraints, infantry death animations including Ares' " "`InfDeathAnim` cannot have `CreateUnit.Owner` correctly applied to them. " @@ -2417,25 +2469,25 @@ msgstr "" "由于技术限制,包括 Ares 语句 `InfDeathAnim` 在内的步兵死亡动画无法正确应用 `CreateUnit.Owner`。你可以使用" " Ares 的 `MakeInfantryOwner` 作为替代方案,此方案无需设置 `MakeInfantry` 也能正常工作。" -#: ../../New-or-Enhanced-Logics.md:534 +#: ../../New-or-Enhanced-Logics.md:546 msgid "Attached particle system" msgstr "附加粒子系统" -#: ../../New-or-Enhanced-Logics.md:536 +#: ../../New-or-Enhanced-Logics.md:548 msgid "" "It is now possible to attach a particle system to an animation. Only " "particle systems with `BehavesLike=Smoke` are supported. This works " "similarly to the identically named key on `VoxelAnims`." msgstr "现在可以为一个动画附加一个粒子系统。仅支持 `BehavesLike=Smoke` 的粒子系统。这与 Voxel 碎片中的同名语句等效。" -#: ../../New-or-Enhanced-Logics.md:537 +#: ../../New-or-Enhanced-Logics.md:549 msgid "" "On animations with `Next`, the particle system will be deleted when the " "next animation starts playing and new one created in its stead if the " "`Next` animation defines a different particle system." msgstr "对于有 `Next` 的动画下一个动画开始播放时粒子系统将被删除且如果 `Next` 的动画定义了另一个粒子系统那么新的粒子系统将被创建。" -#: ../../New-or-Enhanced-Logics.md:540 +#: ../../New-or-Enhanced-Logics.md:552 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedSystem= ; ParticleSystemType\n" @@ -2443,17 +2495,17 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "AttachedSystem= ; ParticleSystemType\n" -#: ../../New-or-Enhanced-Logics.md:545 +#: ../../New-or-Enhanced-Logics.md:557 msgid "Customizable animation visibility settings" msgstr "自定义动画可见性" -#: ../../New-or-Enhanced-Logics.md:547 +#: ../../New-or-Enhanced-Logics.md:559 msgid "" "It is now possible to customize which players can see an animation using " "`VisibleTo`." msgstr "现在可以通过 `VisibleTo` 自定义哪些玩家可以看到动画。" -#: ../../New-or-Enhanced-Logics.md:548 +#: ../../New-or-Enhanced-Logics.md:560 msgid "" "`VisibleTo.ConsiderInvokerAsOwner`, if set, makes it so that animation's " "invoker house is considered as owner for purposes of `VisibleTo` instead " @@ -2464,13 +2516,13 @@ msgstr "" "`VisibleTo.ConsiderInvokerAsOwner` 如果设置则动画调用者的所属方将被视为 `VisibleTo` " "的所有者而不是它所附着科技类型或动画的的所属方。大多动画中它们是相同的但部分动画可能不同。" -#: ../../New-or-Enhanced-Logics.md:549 +#: ../../New-or-Enhanced-Logics.md:561 msgid "" "Note that this is a purely visual feature, any logic attached to these " "animations like damage is still processed for all players." msgstr "注意这是一个视觉效果,任何附加到动画上的逻辑例如造成伤害仍然会为所有玩家处理。" -#: ../../New-or-Enhanced-Logics.md:550 +#: ../../New-or-Enhanced-Logics.md:562 msgid "" "`RestrictVisibilityIfCloaked`, if set to true, makes so that attached " "animations or aircraft `Trailer` animations (due to technical " @@ -2481,13 +2533,13 @@ msgstr "" "`RestrictVisibilityIfCloaked` 如果设为 true 则隐形对象上所附着的动画和战机 `Trailer` " "的(由于技术限制导弹子机的尾烟不受此限制)动画仅对观察者和可检测到它们的玩家可见。" -#: ../../New-or-Enhanced-Logics.md:551 +#: ../../New-or-Enhanced-Logics.md:563 msgid "" "`DetachOnCloak` can be set to false to override vanilla game behaviour " "where attached animations are removed from cloaked objects." msgstr "`DetachOnCloak` 可设为 false 以覆盖原本游戏从隐形对象上移除所附着动画的行为。" -#: ../../New-or-Enhanced-Logics.md:554 +#: ../../New-or-Enhanced-Logics.md:566 msgid "" "[SOMEANIM] ; AnimationType\n" "VisibleTo=all ; List of Affected House " @@ -2503,11 +2555,11 @@ msgstr "" "RestrictVisibilityIfCloaked=false ; boolean\n" "DetachOnCloak=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:562 +#: ../../New-or-Enhanced-Logics.md:574 msgid "Play sound as a detached sound event" msgstr "以独立声音事件播放声音" -#: ../../New-or-Enhanced-Logics.md:564 +#: ../../New-or-Enhanced-Logics.md:576 msgid "" "It is now possible for animation to play a sound that is not attached to " "an audio event handler by using `DetachedReport`. By default animation " @@ -2521,7 +2573,7 @@ msgstr "" "`Report`/`StartSound` 由音频事件处理器播放,这允许它即使在初始创建后发生了变化声音也会循环和在正确的位置播放。这也导致通过 " "`Next` 链接不同的动画类型时出现问题,因为动画重新开始时音频事件处理器会重置。" -#: ../../New-or-Enhanced-Logics.md:567 +#: ../../New-or-Enhanced-Logics.md:579 msgid "" "[SOMEANIM] ; AnimationType\n" "DetachedReport= ; Sound entry\n" @@ -2529,21 +2581,21 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "DetachedReport= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:572 +#: ../../New-or-Enhanced-Logics.md:584 msgid "Buildings" msgstr "建筑" -#: ../../New-or-Enhanced-Logics.md:574 +#: ../../New-or-Enhanced-Logics.md:586 msgid "Build area customizations" msgstr "自定义建造区域" -#: ../../New-or-Enhanced-Logics.md:576 +#: ../../New-or-Enhanced-Logics.md:588 msgid "" "There are now additional customizations available for building placement " "next to other buildings." msgstr "现在允许自定义一个建筑能为哪些建筑扩展建造范围。" -#: ../../New-or-Enhanced-Logics.md:577 +#: ../../New-or-Enhanced-Logics.md:589 msgid "" "`Adjacent.Allowed` lists BuildingTypes this BuildingType can be placed " "off (within distance defined by `Adjacent`). If empty, any BuildingType " @@ -2552,7 +2604,7 @@ msgstr "" "`Adjacent.Allowed` 列出了可以放置在其附近(由 `Adjacent` 定义的距离内)的建筑类型。如果留空则任何未列在 " "`Adjacent.Disallowed` 的建筑类型都可以。" -#: ../../New-or-Enhanced-Logics.md:578 +#: ../../New-or-Enhanced-Logics.md:590 msgid "" "`Adjacent.Disallowed` lists BuildingTypes this BuildingType cannot be " "placed next to. If empty, any BuildingTypes are okay as long as " @@ -2561,14 +2613,14 @@ msgstr "" "`Adjacent.Disallowed` 列出了不得放置在其附近(由 `Adjacent` " "定义的距离内)的建筑类型。如果留空则任何建筑类型都可以。" -#: ../../New-or-Enhanced-Logics.md:579 +#: ../../New-or-Enhanced-Logics.md:591 msgid "" "If `NoBuildAreaOnBuildup` is set to true, no building can be built next " "to this building regardless of any other settings if it is currently " "displaying its buildup animation." msgstr "如果 `NoBuildAreaOnBuildup` 设为 true 则任何建筑类型都不能当其在播放建造动画时在其附近建造。" -#: ../../New-or-Enhanced-Logics.md:582 +#: ../../New-or-Enhanced-Logics.md:594 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Adjacent.Allowed= ; List of BuildingTypes\n" @@ -2580,11 +2632,11 @@ msgstr "" "Adjacent.Disallowed= ; List of BuildingTypes\n" "NoBuildAreaOnBuildup=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:589 +#: ../../New-or-Enhanced-Logics.md:601 msgid "Destroyable pathfinding obstacles" msgstr "可摧毁的寻路障碍" -#: ../../New-or-Enhanced-Logics.md:591 +#: ../../New-or-Enhanced-Logics.md:603 msgid "" "It is possible to make buildings be considered pathfinding obstacles that" " can be destroyed by setting `IsDestroyableBlockage` to true. What this " @@ -2598,7 +2650,7 @@ msgstr "" "`MovementZone`(允许处理可摧毁障碍物的类别,例如 " "`(Infantry|Amphibious)Destroyer`)的单位能够将建筑视为像墙类覆盖物和地形对象那样不可通行且不可逾越的障碍物。" -#: ../../New-or-Enhanced-Logics.md:592 +#: ../../New-or-Enhanced-Logics.md:604 msgid "" "Keep in mind that if an unit has appropriate `MovementZone` but no means " "to actually destroy an obstacle (such as a weapon that can fire and deal " @@ -2608,7 +2660,7 @@ msgstr "" "注意如果一个单位拥有适当的 `MovementZone` " "但缺少实际摧毁障碍物的手段(例如一个可以发射并造成伤害的武器)那么它们仍会尝试摧毁并穿越障碍物并导致卡在那里而不是绕过障碍物。" -#: ../../New-or-Enhanced-Logics.md:595 +#: ../../New-or-Enhanced-Logics.md:607 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsDestroyableObstacle=false ; boolean\n" @@ -2616,36 +2668,36 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsDestroyableObstacle=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:600 +#: ../../New-or-Enhanced-Logics.md:612 msgid "Engineer repair customization" msgstr "自定义工程师维修" -#: ../../New-or-Enhanced-Logics.md:602 +#: ../../New-or-Enhanced-Logics.md:614 msgid "" "You can now set a maximum amount when engineer repair a building for " "either of them. 0 means the building will be repaired to full health." msgstr "现在你可以在工程师维修一个建筑时为它们设定最大修复值。0 代表满血。" -#: ../../New-or-Enhanced-Logics.md:603 +#: ../../New-or-Enhanced-Logics.md:615 #, python-format msgid "" "Negative value means percentage. For example, `EngineerRepairAmount=-50` " "means you can only repair 50% of the building's health per Engineer." msgstr "负值按百分比计算。例如 `EngineerRepairAmount=-50` 表示每名工程师每次最多修 50%。" -#: ../../New-or-Enhanced-Logics.md:604 +#: ../../New-or-Enhanced-Logics.md:616 msgid "" "If both the building and the engineer has `EngineerRepairAmount` set, the" " actual repair amount will be the minimum of them." msgstr "如果建筑和工程师都设置了 `EngineerRepairAmount` 则区其中更小的那个使用。" -#: ../../New-or-Enhanced-Logics.md:605 +#: ../../New-or-Enhanced-Logics.md:617 msgid "" "`BuildingRepairedSound` can now be set individually for each building " "type." msgstr "`BuildingRepairedSound` 现在可以为在每种建筑上单独定义。" -#: ../../New-or-Enhanced-Logics.md:608 +#: ../../New-or-Enhanced-Logics.md:620 msgid "" "[SOMEBUILDING] ; BuildingType\n" "EngineerRepairAmount=0 ; integer\n" @@ -2663,11 +2715,11 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType\n" "EngineerRepairAmount=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:617 +#: ../../New-or-Enhanced-Logics.md:629 msgid "Extended building upgrades" msgstr "拓展的建筑加载物" -#: ../../New-or-Enhanced-Logics.md:619 +#: ../../New-or-Enhanced-Logics.md:631 msgid "" "![image](_static/images/powersup.owner-01.png) *Upgrading own and allied " "Power Plants in [CnC: Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -2675,7 +2727,7 @@ msgstr "" "![image](_static/images/powersup.owner-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中加载到自己的和盟友的发电厂*" -#: ../../New-or-Enhanced-Logics.md:622 +#: ../../New-or-Enhanced-Logics.md:634 msgid "" "Building upgrades now can be placed on own buildings, on allied buildings" " and/or on enemy buildings. These three owners can be specified by " @@ -2685,17 +2737,17 @@ msgstr "" "现在建筑加载物可以放置在己方建筑、友方建筑乃至敌方建筑上。这三种所有者可以通过 `PowersUp.Owner` " "指定。当加载物放置在建筑上时,它将自动更改为与建筑所有者相同的所有者。" -#: ../../New-or-Enhanced-Logics.md:623 +#: ../../New-or-Enhanced-Logics.md:635 msgid "" "One upgrade can now be applied to multiple different types of buildings " "specified by `PowersUp.Buildings`." msgstr "现在一个加载物可以应用于由 `PowersUp.Buildings` 指定的多种不同类型的建筑。" -#: ../../New-or-Enhanced-Logics.md:624 +#: ../../New-or-Enhanced-Logics.md:636 msgid "Ares-introduced build limit for building upgrades works with this feature." msgstr "Ares 引入的建筑加载物建造限制与这一功能兼容。" -#: ../../New-or-Enhanced-Logics.md:627 +#: ../../New-or-Enhanced-Logics.md:639 msgid "" "[SOMEBUILDING] ; BuildingType, as an upgrade\n" "PowersUp.Owner=Self ; List of Affected House Enumeration " @@ -2707,7 +2759,7 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "PowersUp.Buildings= ; List of BuildingTypes\n" -#: ../../New-or-Enhanced-Logics.md:634 +#: ../../New-or-Enhanced-Logics.md:646 msgid "" "Due to technical limitations, with Ares, upgrades placed through " "`PowersUp.Buildings` instead of `PowersUpBuilding` (note that internally " @@ -2723,23 +2775,23 @@ msgstr "" "的第一个条目) **不会** 满足先决条件。建议的解决方法是通过加载物来提供一个超武武器通过 [虚拟投放](#limbodelivery) " "的建筑来作为先决条件,当父建筑消失时这些先决条件会被另一个超级武器销毁,以此类推。" -#: ../../New-or-Enhanced-Logics.md:637 +#: ../../New-or-Enhanced-Logics.md:649 msgid "Power plant enhancer" msgstr "电厂增幅器" -#: ../../New-or-Enhanced-Logics.md:639 +#: ../../New-or-Enhanced-Logics.md:651 msgid "" "When it exists, it can increase the power amount generated by the power " "plants." msgstr "当它存在时可以增加电厂产生的电量。" -#: ../../New-or-Enhanced-Logics.md:640 +#: ../../New-or-Enhanced-Logics.md:652 msgid "" "When enchancing structures are sold or destroyed, the power amount " "returns to normal." msgstr "当增幅器被出售或摧毁时电量将复原。" -#: ../../New-or-Enhanced-Logics.md:643 +#: ../../New-or-Enhanced-Logics.md:655 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlantEnhancer.PowerPlants= ; List of BuildingTypes\n" @@ -2751,27 +2803,27 @@ msgstr "" "PowerPlantEnhancer.Amount=0 ; integer\n" "PowerPlantEnhancer.Factor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:650 +#: ../../New-or-Enhanced-Logics.md:662 msgid "Spy effects" msgstr "间谍效果" -#: ../../New-or-Enhanced-Logics.md:652 +#: ../../New-or-Enhanced-Logics.md:664 msgid "Additional espionage bonuses can be toggled with `SpyEffect.Custom`." msgstr "可以通过 `SpyEffect.Custom` 开启额外的间谍效果。" -#: ../../New-or-Enhanced-Logics.md:653 +#: ../../New-or-Enhanced-Logics.md:665 msgid "" "`SpyEffect.VictimSuperWeapon` instantly launches a Super Weapon for the " "owner of the infiltrated building at building's coordinates." msgstr "`SpyEffect.VictimSuperWeapon` 会立即在被渗透建筑的坐标以被渗透方为所属发射一个超级武器。" -#: ../../New-or-Enhanced-Logics.md:654 +#: ../../New-or-Enhanced-Logics.md:666 msgid "" "`SpyEffect.InfiltratorSuperWeapon` behaves the same as above, with the " "Super Weapon's owner being the owner of the spying unit." msgstr "`SpyEffect.InfiltratorSuperWeapon` 同上但超级武器的所属方来自间谍单位。" -#: ../../New-or-Enhanced-Logics.md:657 +#: ../../New-or-Enhanced-Logics.md:669 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SpyEffect.Custom=false ; boolean\n" @@ -2783,15 +2835,15 @@ msgstr "" "SpyEffect.VictimSuperWeapon= ; SuperWeaponType\n" "SpyEffect.InfiltratorSuperWeapon= ; SuperWeaponType\n" -#: ../../New-or-Enhanced-Logics.md:664 +#: ../../New-or-Enhanced-Logics.md:676 msgid "Infantry" msgstr "步兵" -#: ../../New-or-Enhanced-Logics.md:666 +#: ../../New-or-Enhanced-Logics.md:678 msgid "Customizable FLH when infantry is prone or deployed" msgstr "自定义步兵匍匐或部署状态的 FLH" -#: ../../New-or-Enhanced-Logics.md:668 +#: ../../New-or-Enhanced-Logics.md:680 msgid "" "Now infantry can override `PrimaryFireFLH` and `SecondaryFireFLH` if is " "prone (crawling) or deployed. Also works in conjunction with [burst-index" @@ -2800,7 +2852,7 @@ msgstr "" "现在步兵处于匍匐(爪巴)或部署状态的 FLH 可以独立于 `PrimaryFireFLH` 和 `SecondaryFireFLH` " "进行设置。同样对 [Burst 开火坐标](#firing-offsets-for-specific-burst-shots) 生效。" -#: ../../New-or-Enhanced-Logics.md:671 +#: ../../New-or-Enhanced-Logics.md:683 msgid "" "[SOMEINFANTRY] ; InfantryType image\n" "PronePrimaryFireFLH= ; integer - Forward,Lateral,Height\n" @@ -2814,17 +2866,17 @@ msgstr "" "DeployedPrimaryFireFLH= ; integer - Forward,Lateral,Height\n" "DeployedSecondaryFireFLH= ; integer - Forward,Lateral,Height\n" -#: ../../New-or-Enhanced-Logics.md:679 +#: ../../New-or-Enhanced-Logics.md:691 msgid "Customizable `SlavesFreeSound`" msgstr "自定义 `SlavesFreeSound`" -#: ../../New-or-Enhanced-Logics.md:681 +#: ../../New-or-Enhanced-Logics.md:693 msgid "" "`SlavesFreeSound` can now be set individually for each enslavable " "infantry type." msgstr "现在 `SlavesFreeSound` 可以单独为每个奴隶类步兵类型微观设置。" -#: ../../New-or-Enhanced-Logics.md:685 +#: ../../New-or-Enhanced-Logics.md:697 msgid "" "[SOMEINFANTRY] ; InfantryType, with Slaved=yes\n" "SlavesFreeSound= ; Sound entry, default to [AudioVisual] -> " @@ -2834,19 +2886,19 @@ msgstr "" "SlavesFreeSound= ; Sound entry, default to [AudioVisual] -> " "SlavesFreeSound\n" -#: ../../New-or-Enhanced-Logics.md:690 +#: ../../New-or-Enhanced-Logics.md:702 msgid "Default disguise for individual InfantryTypes" msgstr "步兵类型默认伪装" -#: ../../New-or-Enhanced-Logics.md:692 +#: ../../New-or-Enhanced-Logics.md:704 msgid "Infantry can now have its `DefaultDisguise` overridden per-type." msgstr "现在可以为每个步兵类型设置其 `DefaultDisguise`。" -#: ../../New-or-Enhanced-Logics.md:693 +#: ../../New-or-Enhanced-Logics.md:705 msgid "This tag's priority is higher than Ares' per-side `DefaultDisguise`." msgstr "此标签的优先级高于 Ares 的各阵营 `DefaultDisguise`。" -#: ../../New-or-Enhanced-Logics.md:696 +#: ../../New-or-Enhanced-Logics.md:708 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "DefaultDisguise= ; InfantryType\n" @@ -2854,23 +2906,23 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType\n" "DefaultDisguise= ; InfantryType\n" -#: ../../New-or-Enhanced-Logics.md:701 +#: ../../New-or-Enhanced-Logics.md:713 msgid "Random death animaton for NotHuman infantry" msgstr "非人步兵随机死亡动画" -#: ../../New-or-Enhanced-Logics.md:703 +#: ../../New-or-Enhanced-Logics.md:715 msgid "" "Infantry with `NotHuman=yes` can now play random death anim sequence " "between `Die1` to `Die5` instead of the hardcoded `Die1`." msgstr "现在拥有 `NotHuman=yes` 的步兵可以从 `Die1` 到 `Die5` 之间随机播放死亡动画序列而不再是硬编码的 `Die1`。" -#: ../../New-or-Enhanced-Logics.md:704 +#: ../../New-or-Enhanced-Logics.md:716 msgid "" "Do not forget to tweak infantry anim sequences before enabling this " "feature, otherwise it will play invisible anim sequence." msgstr "在启用此功能前请务必调整步兵动画序列否则可能播放不可见的动画序列。" -#: ../../New-or-Enhanced-Logics.md:707 +#: ../../New-or-Enhanced-Logics.md:719 msgid "" "[SOMEINFANTRY] ; InfantryType\n" "NotHuman.RandomDeathSequence=yes ; boolean\n" @@ -2878,35 +2930,35 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType\n" "NotHuman.RandomDeathSequence=yes ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:712 +#: ../../New-or-Enhanced-Logics.md:724 msgid "Slaves' house decision customization when owner is killed" msgstr "奴隶解放演变" -#: ../../New-or-Enhanced-Logics.md:714 +#: ../../New-or-Enhanced-Logics.md:726 msgid "" "You can now decide the slaves' house when the corresponding slave miner " "is killed using `Slaved.OwnerWhenMasterKilled`:" msgstr "现在你可以使用 `Slaved.OwnerWhenMasterKilled` 来决定奴隶矿场被毁后奴隶移交的所属方或行为:" -#: ../../New-or-Enhanced-Logics.md:715 +#: ../../New-or-Enhanced-Logics.md:727 msgid "`suicide`: Kill each slave if the slave miner is killed." msgstr "`suicide`:以身殉主,奴隶矿场死亡则奴隶同步死亡。" -#: ../../New-or-Enhanced-Logics.md:716 +#: ../../New-or-Enhanced-Logics.md:728 msgid "`master`: Free the slaves but keep the house of the slave unchanged." msgstr "`master ` :助纣为虐,拿起武器但所属不变。" -#: ../../New-or-Enhanced-Logics.md:717 +#: ../../New-or-Enhanced-Logics.md:729 msgid "`neutral`: The slaves belong to civilian house." msgstr "`neutral`:独善其身,解放后转为平民所属方开摆。" -#: ../../New-or-Enhanced-Logics.md:718 +#: ../../New-or-Enhanced-Logics.md:730 msgid "" "`killer`: Free the slaves and give them to the house of the slave miner's" " killer. (vanilla behavior)" msgstr "`killer ` :揭竿而起,解放后转为奴隶矿场击杀者的所属方。(原版行为)" -#: ../../New-or-Enhanced-Logics.md:721 +#: ../../New-or-Enhanced-Logics.md:733 msgid "" "[SOMEINFANTRY] ; InfantryType, with Slaved=yes\n" "Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | " @@ -2916,17 +2968,17 @@ msgstr "" "Slaved.OwnerWhenMasterKilled=killer ; enumeration (suicide | master | " "killer | neutral)\n" -#: ../../New-or-Enhanced-Logics.md:726 +#: ../../New-or-Enhanced-Logics.md:738 msgid "Use land sequences even in water" msgstr "在水中使用陆地序列" -#: ../../New-or-Enhanced-Logics.md:728 +#: ../../New-or-Enhanced-Logics.md:740 msgid "" "Setting `OnlyUseLandSequences` to true will make infantry display only " "the regular sequences used on land even if it is in water." msgstr "设置 `OnlyUseLandSequences` 为 true 可以使步兵即使在水中也只显示在陆地上使用的常规序列。" -#: ../../New-or-Enhanced-Logics.md:731 +#: ../../New-or-Enhanced-Logics.md:743 msgid "" "[SOMEINFANTRY] ; InfantryType image\n" "OnlyUseLandSequences=false ; boolean\n" @@ -2934,15 +2986,15 @@ msgstr "" "[SOMEINFANTRY] ; InfantryType image\n" "OnlyUseLandSequences=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:736 +#: ../../New-or-Enhanced-Logics.md:748 msgid "Projectiles" msgstr "抛射体" -#: ../../New-or-Enhanced-Logics.md:738 +#: ../../New-or-Enhanced-Logics.md:750 msgid "Parabombs" msgstr "伞降炸弹" -#: ../../New-or-Enhanced-Logics.md:740 +#: ../../New-or-Enhanced-Logics.md:752 msgid "" "Restored feature from Red Alert 1 (also partially implemented in Ares but" " undocumented, if used together Phobos' version takes priority) that " @@ -2950,7 +3002,7 @@ msgid "" "unit." msgstr "还原自 RA1(也在 Ares 中部分实现但未记载,若共用则 Phobos 版本优先),允许抛射体在被空中单位发射时伞降到地面。" -#: ../../New-or-Enhanced-Logics.md:741 +#: ../../New-or-Enhanced-Logics.md:753 msgid "" "Setting `Parachuted` to true enables this behaviour. Note that using any " "other projectile logics like `ROT` > 0 or `Vertical=true` together with " @@ -2959,20 +3011,20 @@ msgstr "" "设置 `Parachuted` 为 true 以启用此行为。注意:若与 `ROT` > 0 或 `Vertical=true` " "等任何其他抛射体逻辑共用将会导致不理想的效果。" -#: ../../New-or-Enhanced-Logics.md:742 +#: ../../New-or-Enhanced-Logics.md:754 msgid "" "Falling speed can be customized by setting `Parachuted.FallRate` and is " "capped to `Parachuted.MaxFallRate`." msgstr "可通过 `Parachuted.FallRate` 来自定义降落速度,其上限由 `Parachuted.MaxFallRate` 决定。" -#: ../../New-or-Enhanced-Logics.md:743 +#: ../../New-or-Enhanced-Logics.md:755 msgid "" "`BombParachute` can be used to customize the parachute animation used. " "The animation is drawn in unit palette using team color of the firing " "house if available." msgstr "可通过 `BombParachute` 来自定义降落伞动画。该动画将使用 unit 色盘绘制映射为发射者所属的阵营色。" -#: ../../New-or-Enhanced-Logics.md:746 +#: ../../New-or-Enhanced-Logics.md:758 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Parachuted=false ; boolean\n" @@ -2990,11 +3042,11 @@ msgstr "" "BombParachute= ; AnimationType, default to [General] -> " "BombParachute\n" -#: ../../New-or-Enhanced-Logics.md:754 +#: ../../New-or-Enhanced-Logics.md:766 msgid "Projectile interception logic" msgstr "抛射体拦截" -#: ../../New-or-Enhanced-Logics.md:756 +#: ../../New-or-Enhanced-Logics.md:768 msgid "" "![image](_static/images/projectile-interception-01.gif) *Interception " "logic used in [Tiberium Crisis](https://www.moddb.com/mods/tiberium-" @@ -3003,7 +3055,7 @@ msgstr "" "![image](_static/images/projectile-interception-01.gif) " "*[泰伯利亚危机](https://www.moddb.com/mods/tiberium-crisis) 中的拦截抛射体*" -#: ../../New-or-Enhanced-Logics.md:759 +#: ../../New-or-Enhanced-Logics.md:771 msgid "" "Projectiles can now be made interceptable by certain TechnoTypes by " "setting `Interceptable=true` on them. The TechnoType scans for " @@ -3023,13 +3075,13 @@ msgstr "" "那么从抛射体的当前血量中扣除一个等于拦截武器 `Damage` 经弹头 `Verses` " "和科技类型火力加成调整后的数值。无论当前抛射体血量是否被减少若拦截后其血量为 0 或更低那么抛射体将被引爆。" -#: ../../New-or-Enhanced-Logics.md:760 +#: ../../New-or-Enhanced-Logics.md:772 msgid "" "`Interceptor.Weapon` determines the weapon (0 = `Primary`, 1 = " "`Secondary`) to be used for intercepting projectiles." msgstr "`Interceptor.Weapon` 决定用于拦截抛射体的武器(0 = `Primary`, 1 = `Secondary`)。" -#: ../../New-or-Enhanced-Logics.md:761 +#: ../../New-or-Enhanced-Logics.md:773 msgid "" "The interceptor weapon may need `AG` and/or `AA` set to true on its " "projectile to be able to target projectiles depending on their elevation " @@ -3039,13 +3091,13 @@ msgstr "" "拦截武器可能需要在其抛射体上将 `AG` 和 `AA` 设为 true " "以使其能够根据抛射体相对地面的高度来瞄准。如果你不设置这些那么武器将无法分别瞄准低空或高空飞行的抛射体。" -#: ../../New-or-Enhanced-Logics.md:762 +#: ../../New-or-Enhanced-Logics.md:774 msgid "" "`Interceptor.CanTargetHouses` controls which houses the projectiles (or " "rather their firers) can belong to be eligible for interception." msgstr "`Interceptor.CanTargetHouses` 控制抛射体(或其发射者)属于哪些所属方时可以被拦截。" -#: ../../New-or-Enhanced-Logics.md:763 +#: ../../New-or-Enhanced-Logics.md:775 msgid "" "`Interceptor.GuardRange` (and " "`Interceptor.(Rookie|Veteran|EliteGuardRange)`) is maximum range of the " @@ -3055,7 +3107,7 @@ msgstr "" "`Interceptor.GuardRange`(以及 " "`Interceptor.(Rookie|Veteran|EliteGuardRange)`)是单位拦截抛射体的最大范围。不过武器的射程仍会限制单位的实际拦截范围。" -#: ../../New-or-Enhanced-Logics.md:764 +#: ../../New-or-Enhanced-Logics.md:776 msgid "" "`Interceptor.MinimumGuardRange` (and " "`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`) is the minimum " @@ -3065,14 +3117,14 @@ msgstr "" "`Interceptor.MinimumGuardRange`(以及 " "`Interceptor.(Rookie|Veteran|EliteMinimumGuardRange)`)是单位拦截抛射体的最小范围。任何小于此范围的抛射体都不会被拦截。" -#: ../../New-or-Enhanced-Logics.md:765 +#: ../../New-or-Enhanced-Logics.md:777 msgid "" "`Interceptor.ApplyFirepowerMult` determines whether or not the " "intercepting weapon's damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Interceptor.ApplyFirepowerMult` 决定拦截武器的伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:766 +#: ../../New-or-Enhanced-Logics.md:778 msgid "" "`Interceptable.DeleteOnIntercept` determines whether or not the " "projectile will simply be deleted on detonation upon interception, or if " @@ -3082,7 +3134,7 @@ msgstr "" "`Interceptable.DeleteOnIntercept` 决定抛射体被拦截时是被简单的移除还是直接引爆。这会被拦截者的 " "`Interceptor.DeleteOnIntercept` 设置覆盖。" -#: ../../New-or-Enhanced-Logics.md:767 +#: ../../New-or-Enhanced-Logics.md:779 msgid "" "`Interceptable.WeaponOverride` can be set to a WeaponType that will be " "used to override characteristics such as `Damage` and `Warhead` of the " @@ -3092,7 +3144,7 @@ msgstr "" "`Interceptable.WeaponOverride` 可以设置一个武器覆盖替代此抛射体在拦截时的 `Damage` 和 `Warhead`" " 等特性进行引爆。这会被拦截者的 `Interceptor.WeaponOverride` 设置覆盖。" -#: ../../New-or-Enhanced-Logics.md:768 +#: ../../New-or-Enhanced-Logics.md:780 msgid "" "On interceptors, `Interceptor.WeaponReplaceProjectile` can be set to true" " to make `Interceptor.WeaponOverride` also replace the intercepted " @@ -3104,7 +3156,7 @@ msgstr "" "`Interceptor.WeaponOverride` 也使用自己的抛射体类型(包括 `Image` 和其他抛射体特性)和 `Speed` " "替换被拦截的抛射体。不会替换附着的粒子系统(`AttachedSystem` 是一个 *Ares 功能*)。" -#: ../../New-or-Enhanced-Logics.md:769 +#: ../../New-or-Enhanced-Logics.md:781 msgid "" "On interceptors, `Interceptor.WeaponCumulativeDamage` can be set to true " "to make `Damage` from `Interceptor.WeaponOverride` weapon be added on the" @@ -3113,7 +3165,7 @@ msgstr "" "在拦截者上可以将 `Interceptor.WeaponCumulativeDamage` 设为 true 以使 " "`Interceptor.WeaponOverride` 武器的 `Damage` 会叠加到抛射体的 `Damage` 上而不是覆盖它。" -#: ../../New-or-Enhanced-Logics.md:770 +#: ../../New-or-Enhanced-Logics.md:782 msgid "" "`Interceptor.KeepIntact` can be set to true to allow intercepted " "projectiles to continue traveling as if they were not intercepted, but " @@ -3122,7 +3174,7 @@ msgstr "" "`Interceptor.KeepIntact` 可设为 true 以允许被拦截的抛射体继续飞行就像它们没有被拦截一样,不过 " "`Interceptor.WeaponOverride` 等效果仍会应用。" -#: ../../New-or-Enhanced-Logics.md:773 +#: ../../New-or-Enhanced-Logics.md:785 msgid "" "[SOMETECHNO] ; TechnoType\n" "Interceptor=false ; boolean\n" @@ -3176,7 +3228,7 @@ msgstr "" "Strength=0 ; integer\n" "Armor= ; ArmorType\n" -#: ../../New-or-Enhanced-Logics.md:800 +#: ../../New-or-Enhanced-Logics.md:812 msgid "" "Currently interceptor weapons with projectiles that do not have " "`Inviso=true` will be unable to intercept projectiles if the firer of the" @@ -3184,15 +3236,15 @@ msgid "" " its target. This may change in future." msgstr "目前如果拦截武器的开火者提前死亡那么没有 `Inviso=true` 的拦截抛射体将无法拦截目标抛射体,这在未来可能会进行更改。" -#: ../../New-or-Enhanced-Logics.md:803 +#: ../../New-or-Enhanced-Logics.md:815 msgid "Projectile trajectories" msgstr "抛射体轨迹" -#: ../../New-or-Enhanced-Logics.md:805 +#: ../../New-or-Enhanced-Logics.md:817 msgid "Projectiles can now have customizable trajectories." msgstr "抛射体现在可以有自定义的轨迹。" -#: ../../New-or-Enhanced-Logics.md:806 +#: ../../New-or-Enhanced-Logics.md:818 msgid "" "`Trajectory` should not be combined with original game's projectile " "trajectory logics (`Arcing`, `ROT`, `Vertical` or `Inviso`). Attempt to " @@ -3202,7 +3254,7 @@ msgstr "" "`Trajectory` 不应与原游戏的抛射体逻辑(`Arcing`、`ROT`、`Vertical` 或 " "`Inviso`)结合使用。尝试你这样做将导致其他逻辑被禁用并在日志文件中写入一条警告。" -#: ../../New-or-Enhanced-Logics.md:807 +#: ../../New-or-Enhanced-Logics.md:819 msgid "" "The speed of the projectile is defined by `Trajectory.Speed`, which " "unlike `Speed` used by `ROT` > 0 projectiles is defined on projectile not" @@ -3211,26 +3263,26 @@ msgstr "" "抛射体的速度由 `Trajectory.Speed` 定义,与 `ROT` > 0 抛射体不同的是 `Trajectory.Speed` " "定义在抛射体上而不是武器上。" -#: ../../New-or-Enhanced-Logics.md:808 +#: ../../New-or-Enhanced-Logics.md:820 msgid "" "In `Trajectory=Straight`, it refers to the whole distance speed of the " "projectile and it has no restrictions." msgstr "对于 `Trajectory=Straight` 它指的是抛射体的全程速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:809 +#: ../../New-or-Enhanced-Logics.md:821 msgid "" "In `Trajectory=Bombard`, it refers to the initial speed of the projectile" " and it has no restrictions." msgstr "对于 `Trajectory=Bombard` 它指的是抛射体的初始速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:810 +#: ../../New-or-Enhanced-Logics.md:822 msgid "" "In `Trajectory=Parabola`, it refers to the horizontal velocity of the " "projectile and is only used for modes 0, 3, or 5 and it has no " "restrictions." msgstr "对于 `Trajectory=Parabola` 它指的是抛射体仅用于模式 0、3 或 5 的水平速度并且没有限制。" -#: ../../New-or-Enhanced-Logics.md:813 +#: ../../New-or-Enhanced-Logics.md:825 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory.Speed=100.0 ; floating point value\n" @@ -3238,11 +3290,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory.Speed=100.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:818 +#: ../../New-or-Enhanced-Logics.md:830 msgid "Straight trajectory" msgstr "直线轨迹" -#: ../../New-or-Enhanced-Logics.md:820 +#: ../../New-or-Enhanced-Logics.md:832 msgid "" "![Straigh trajectory blasters](_static/images/straight.gif) *Straight " "trajectory used to make blasters in a private mod by @brsajo#9745*" @@ -3250,15 +3302,15 @@ msgstr "" "![Straigh trajectory blasters](_static/images/straight.gif) *@brsajo#9745" " 在其个人 mod 中使用直线轨迹制作的爆能枪*" -#: ../../New-or-Enhanced-Logics.md:820 +#: ../../New-or-Enhanced-Logics.md:832 msgid "Straigh trajectory blasters" msgstr "直线轨迹爆能枪" -#: ../../New-or-Enhanced-Logics.md:823 +#: ../../New-or-Enhanced-Logics.md:835 msgid "Self-explanatory, is a straight-shot trajectory." msgstr "不言自明,这是一种直线射击轨迹。" -#: ../../New-or-Enhanced-Logics.md:824 +#: ../../New-or-Enhanced-Logics.md:836 msgid "" "`Trajectory.Straight.DetonationDistance` controls the maximum distance in" " cells from intended target (checked at start of each game frame, before " @@ -3278,7 +3330,7 @@ msgstr "" "true 则任何来自开火者的武器射程加成也将在此处被使用。通过设置 `Trajectory.Straight.PassThrough=true` " "当值大于 0 时它指的是抛射体从自身开始移动的距离,当值小于 0 时它指的是抛射体飞跃目标后移动的距离(使用绝对值)。" -#: ../../New-or-Enhanced-Logics.md:825 +#: ../../New-or-Enhanced-Logics.md:837 msgid "" "`Trajectory.Straight.TargetSnapDistance` controls the maximum distance in" " cells from intended target the projectile can be at moment of detonation" @@ -3288,7 +3340,7 @@ msgstr "" "`Trajectory.Straight.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:826 +#: ../../New-or-Enhanced-Logics.md:838 msgid "" "`Trajectory.Straight.PassThrough` enables special case logic where the " "projectile does not detonate in contact with the target but instead " @@ -3301,7 +3353,7 @@ msgstr "" "`Trajectory.Straight.DetonationDistance` " "定义的距离。注意抛射体发射角度会受此影响,如果与目标处于同一高度那么直接向前发射。" -#: ../../New-or-Enhanced-Logics.md:827 +#: ../../New-or-Enhanced-Logics.md:839 msgid "" "`Trajectory.Straight.PassDetonate` enables extra detonations when the " "projectile is traveling. (You can use this when you want the projectile " @@ -3310,7 +3362,7 @@ msgstr "" "`Trajectory.Straight.PassDetonate` " "启用抛射体在飞行过程中的额外爆炸。(如果你希望抛射体在飞行过程中每隔一定距离/时间引爆一次那么可以使用此功能)。" -#: ../../New-or-Enhanced-Logics.md:828 +#: ../../New-or-Enhanced-Logics.md:840 msgid "" "`Trajectory.Straight.PassDetonateWarhead` defines the warhead detonated " "by `Trajectory.Straight.PassDetonate`, and " @@ -3322,7 +3374,7 @@ msgstr "" "引爆的弹头,`Trajectory.Straight.PassDetonateDamage` 定义由 " "`Trajectory.Straight.PassDetonateWarhead` 引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:829 +#: ../../New-or-Enhanced-Logics.md:841 msgid "" "`Trajectory.Straight.PassDetonateDelay` controls the delay for detonating" " the warhead defined by `Trajectory.Straight.Warhead`." @@ -3330,7 +3382,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateDelay` 控制 `Trajectory.Straight.Warhead` " "所定义弹头的引爆间隔。" -#: ../../New-or-Enhanced-Logics.md:830 +#: ../../New-or-Enhanced-Logics.md:842 msgid "" "`Trajectory.Straight.PassDetonateInitialDelay` controls the initial delay" " for detonating the warhead defined by " @@ -3339,7 +3391,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateInitialDelay` 控制 " "`Trajectory.Straight.PassDetonateWarhead` 所定义弹头的初始引爆间隔。" -#: ../../New-or-Enhanced-Logics.md:831 +#: ../../New-or-Enhanced-Logics.md:843 msgid "" "`Trajectory.Straight.PassDetonateLocal` controls whether " "`Trajectory.Straight.PassDetonateWarhead` and weapon's `Warhead` are " @@ -3351,7 +3403,7 @@ msgstr "" "`Trajectory.Straight.PassDetonateWarhead` 和武器 `Warhead` " "是否始终在下方地面引爆。它还将不再限制抛射体在使用 `Trajectory.Straight.ConfineAtHeight` 时的垂直速度。" -#: ../../New-or-Enhanced-Logics.md:832 +#: ../../New-or-Enhanced-Logics.md:844 msgid "" "`Trajectory.Straight.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" @@ -3360,7 +3412,7 @@ msgstr "" "`Trajectory.Straight.LeadTimeCalculate` " "控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:833 +#: ../../New-or-Enhanced-Logics.md:845 msgid "" "`Trajectory.Straight.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -3370,7 +3422,7 @@ msgstr "" "`Trajectory.Straight.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此位置进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Straight.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:834 +#: ../../New-or-Enhanced-Logics.md:846 msgid "" "`Trajectory.Straight.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -3380,7 +3432,7 @@ msgstr "" "`Trajectory.Straight.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Straight.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:835 +#: ../../New-or-Enhanced-Logics.md:847 msgid "" "`Trajectory.Straight.MirrorCoord` controls whether " "`Trajectory.Straight.OffsetCoord` need to mirror the lateral value to " @@ -3393,7 +3445,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Straight.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:836 +#: ../../New-or-Enhanced-Logics.md:848 msgid "" "`Trajectory.Straight.UseDisperseBurst` controls whether the calculation " "of `Trajectory.Straight.RotateCoord` is based on its superior's " @@ -3405,7 +3457,7 @@ msgstr "" "`Trajectory.Straight.RotateCoord` 的计算是否基于其上级武器的 " "`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:837 +#: ../../New-or-Enhanced-Logics.md:849 msgid "" "`Trajectory.Straight.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Straight.RotateCoord`. The axis will rotates with" @@ -3415,7 +3467,7 @@ msgstr "" "`Trajectory.Straight.AxisOfRotation` 控制计算 " "`Trajectory.Straight.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:838 +#: ../../New-or-Enhanced-Logics.md:850 msgid "" "`Trajectory.Straight.ProximityImpact` controls the initial proximity fuse" " times. When there are enough remaining times and the projectile " @@ -3435,7 +3487,7 @@ msgstr "" "`Versus` 的武器 `Warhead` 以瞄准目标,使用 `Trajectory.Straight.ProximityWarhead` " "造成实际伤害。(你可以使用此功能在抛射体飞行期间对遇到的所有单位造成非重复伤害。)" -#: ../../New-or-Enhanced-Logics.md:839 +#: ../../New-or-Enhanced-Logics.md:851 msgid "" "`Trajectory.Straight.ProximityWarhead` defines the warhead detonated by " "`Trajectory.Straight.ProximityImpact`, and " @@ -3447,19 +3499,19 @@ msgstr "" "引爆的弹头,`Trajectory.Straight.ProximityDamage` 定义由 " "`Trajectory.Straight.ProximityWarhead` 引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:840 +#: ../../New-or-Enhanced-Logics.md:852 msgid "" "`Trajectory.Straight.ProximityRadius` controls the range of proximity " "fuse. It can NOT be set as a negative integer." msgstr "`Trajectory.Straight.ProximityRadius` 控制近炸引信的范围。不支持负整数。" -#: ../../New-or-Enhanced-Logics.md:841 +#: ../../New-or-Enhanced-Logics.md:853 msgid "" "`Trajectory.Straight.ProximityDirect` controls whether let the target " "receive damage instead of detonating the warhead." msgstr "`Trajectory.Straight.ProximityDirect` 控制是否直接伤害目标而不是引爆弹头。" -#: ../../New-or-Enhanced-Logics.md:842 +#: ../../New-or-Enhanced-Logics.md:854 msgid "" "`Trajectory.Straight.ProximityMedial` controls whether to detonate " "`Trajectory.Straight.ProximityWarhead` at the bullet's location rather " @@ -3471,19 +3523,19 @@ msgstr "" "`Trajectory.Straight.ProximityDirect` 设为 true,这只会影响 " "`Trajectory.Straight.EdgeAttenuation` 的计算结果。" -#: ../../New-or-Enhanced-Logics.md:843 +#: ../../New-or-Enhanced-Logics.md:855 msgid "" "`Trajectory.Straight.ProximityAllies` controls whether allies will also " "trigger the proximity fuse." msgstr "`Trajectory.Straight.ProximityAllies` 控制友军是否也会触发近炸引信。" -#: ../../New-or-Enhanced-Logics.md:844 +#: ../../New-or-Enhanced-Logics.md:856 msgid "" "`Trajectory.Straight.ProximityFlight` controls whether to count units in " "the air." msgstr "`Trajectory.Straight.ProximityFlight` 控制是否考虑空中的单位。" -#: ../../New-or-Enhanced-Logics.md:845 +#: ../../New-or-Enhanced-Logics.md:857 msgid "" "`Trajectory.Straight.ThroughVehicles` controls whether the projectile " "will not be obstructed by vehicles or aircrafts on the ground. When it is" @@ -3496,7 +3548,7 @@ msgstr "" "`Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " "`Trajectory.Straight.ProximityImpact`。" -#: ../../New-or-Enhanced-Logics.md:846 +#: ../../New-or-Enhanced-Logics.md:858 msgid "" "`Trajectory.Straight.ThroughBuilding` controls whether the projectile " "will not be obstructed by buildings. When it is obstructed, it will be " @@ -3508,7 +3560,7 @@ msgstr "" " `Trajectory.Straight.ProximityImpact` 次数还没耗尽,它也会在障碍物位置引爆一个 " "`Trajectory.Straight.ProximityImpact`。" -#: ../../New-or-Enhanced-Logics.md:847 +#: ../../New-or-Enhanced-Logics.md:859 msgid "" "`Trajectory.Straight.SubjectToGround` controls whether the projectile " "should explode when it hits the ground. Note that this will not make AI " @@ -3517,7 +3569,7 @@ msgstr "" "`Trajectory.Straight.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " "去寻找合适的攻击位置。" -#: ../../New-or-Enhanced-Logics.md:848 +#: ../../New-or-Enhanced-Logics.md:860 msgid "" "`Trajectory.Straight.ConfineAtHeight` controls the height above ground " "that projectile will try to travel as it can. It can not move down from " @@ -3529,7 +3581,7 @@ msgstr "" "`SubjectToCliffs=true` 可以使其不得从悬崖上向下移动。可以通过设置为非正整数来取消。如果 " "`Trajectory.Speed` 大于 256,它将被强制取消。" -#: ../../New-or-Enhanced-Logics.md:849 +#: ../../New-or-Enhanced-Logics.md:861 msgid "" "`Trajectory.Straight.EdgeAttenuation` controls the edge attenuation ratio" " of projectile damage (includes all types of the trajectory's damage), " @@ -3540,7 +3592,7 @@ msgstr "" "`Trajectory.Straight.EdgeAttenuation` " "控制抛射体杀伤的边缘衰减比例(包括轨迹添加的所有伤害类型),即实际造成的伤害是将此值乘以当前距离与武器射程的比值。不能设为负整数。" -#: ../../New-or-Enhanced-Logics.md:850 +#: ../../New-or-Enhanced-Logics.md:862 msgid "" "`Trajectory.Straight.CountAttenuation` controls the attenuation " "coefficient of projectile damage (includes all types of the trajectory's " @@ -3550,7 +3602,7 @@ msgstr "" "`Trajectory.Straight.CountAttenuation` " "控制抛射体杀伤的衰减系数(包括轨迹添加的所有伤害类型),即每次造成伤害后的下一次伤害会翻多少倍。不能设为负整数。" -#: ../../New-or-Enhanced-Logics.md:853 +#: ../../New-or-Enhanced-Logics.md:865 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Straight ; Trajectory type\n" @@ -3622,13 +3674,13 @@ msgstr "" "Trajectory.Straight.EdgeAttenuation=1.0 ; floating point value\n" "Trajectory.Straight.CountAttenuation=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:889 +#: ../../New-or-Enhanced-Logics.md:901 msgid "" "Make sure you set a low `Trajectory.Straight.ProximityRadius` value " "unless necessary." msgstr "除非实在必要否则请设置较低的 `Trajectory.Straight.ProximityRadius` 值。" -#: ../../New-or-Enhanced-Logics.md:890 +#: ../../New-or-Enhanced-Logics.md:902 msgid "" "The listed Warheads in `Trajectory.Straight.PassDetonateWarhead` and " "`Trajectory.Straight.ProximityWarhead` must be listed in `[Warheads]` for" @@ -3637,11 +3689,11 @@ msgstr "" "列于 `Trajectory.Straight.PassDetonateWarhead` 和 " "`Trajectory.Straight.ProximityWarhead` 的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:893 +#: ../../New-or-Enhanced-Logics.md:905 msgid "Bombard trajectory" msgstr "轰击轨迹" -#: ../../New-or-Enhanced-Logics.md:895 +#: ../../New-or-Enhanced-Logics.md:907 msgid "" "Similar trajectory to `Straight`, but targets a coordinate between the " "attacker and intended target first. When the projectile approaches that " @@ -3649,11 +3701,11 @@ msgid "" "hits the target or ground." msgstr "类似于 `Straight` 但首先瞄准攻击者和目标间的某个坐标。当抛射体接近该拐点后它才会转向目标并在击中目标或地面时引爆。" -#: ../../New-or-Enhanced-Logics.md:896 +#: ../../New-or-Enhanced-Logics.md:908 msgid "`Trajectory.Bombard.Height` controls the height of the turning point." msgstr "`Trajectory.Bombard.Height` 控制拐点的高度。" -#: ../../New-or-Enhanced-Logics.md:897 +#: ../../New-or-Enhanced-Logics.md:909 msgid "" "`Trajectory.Bombard.FallPercent` controls the distance of the turning " "point by its percentage of the total distance between attacker and " @@ -3663,7 +3715,7 @@ msgstr "" "`Trajectory.Bombard.FallPercent` 通过拐点位置占发射位置与目标位置间总距离的百分比来控制拐点的距离。如果设为 0%" " 则它将在开火位置的正上方。如果设为 100% 则它将位于目标正上方。" -#: ../../New-or-Enhanced-Logics.md:898 +#: ../../New-or-Enhanced-Logics.md:910 msgid "" "For each launch the turning point percentage could add or minus a random " "value, which is not greater than `Trajectory.Bombard.FallPercentShift`. " @@ -3672,7 +3724,7 @@ msgstr "" "每次发射时拐点位置的百分比值可以随机浮动,该值不大于 `Trajectory.Bombard.FallPercentShift`。如果设为 0 " "则随机调整将被禁用。" -#: ../../New-or-Enhanced-Logics.md:899 +#: ../../New-or-Enhanced-Logics.md:911 msgid "" "You can also makes the turning point scatter randomly in a circle with " "`Trajectory.Bombard.FallScatter.Max` as its radius. If set to 0, random " @@ -3687,7 +3739,7 @@ msgstr "" "`Trajectory.Bombard.FallScatter.Linear` 设为 " "true,则随机散布范围将被限制在发射位置与目标位置之间连线的垂面。" -#: ../../New-or-Enhanced-Logics.md:900 +#: ../../New-or-Enhanced-Logics.md:912 msgid "" "`Trajectory.Bombard.FreeFallOnTarget` controls how it'll hit the intended" " target. If set to true, the projectile will be respawned above the " @@ -3697,14 +3749,14 @@ msgstr "" "`Trajectory.Bombard.FreeFallOnTarget` 控制它将如何击中目标。如果设为 " "true,则抛射体将在目标上方重新生成并自由落体。如果设为 false,则抛射体将正常从拐点位置飞向目标。" -#: ../../New-or-Enhanced-Logics.md:901 +#: ../../New-or-Enhanced-Logics.md:913 msgid "" "`Trajectory.Bombard.NoLaunch` controls whether the attacker will fire the" " projectile by itself. If set to true, projectile will directly fall from" " the turning point." msgstr "`Trajectory.Bombard.NoLaunch` 控制攻击者是否会自行发射抛射体。如果设为 true,则抛射体将直接从拐点位置下落。" -#: ../../New-or-Enhanced-Logics.md:902 +#: ../../New-or-Enhanced-Logics.md:914 msgid "" "`Trajectory.Bombard.FallSpeed` controls the initial speed of the " "projectile after it turns. If set to 0.0, then it'll use " @@ -3715,7 +3767,7 @@ msgstr "" "`Trajectory.Speed`。当 `Trajectory.Bombard.FreeFallOnTarget` 设为 true " "时将无法工作。" -#: ../../New-or-Enhanced-Logics.md:903 +#: ../../New-or-Enhanced-Logics.md:915 msgid "" "`Trajectory.Bombard.DetonationDistance` controls the maximum distance in " "cells from intended target (checked at start of each game frame, before " @@ -3726,7 +3778,7 @@ msgstr "" "`Trajectory.Bombard.DetonationDistance` " "控制强制引爆位置相对于目标单元格的距离阈值(在每次游戏帧开始时检查,抛射体移动之前)。设为 0 可以禁用强制引爆(注意这可能导致抛射体越过目标)。" -#: ../../New-or-Enhanced-Logics.md:904 +#: ../../New-or-Enhanced-Logics.md:916 msgid "" "`Trajectory.Bombard.DetonationHeight` controls when the projectile is in " "a descending state and below the height of the launch position plus this " @@ -3740,7 +3792,7 @@ msgstr "" "`Trajectory.Bombard.EarlyDetonation` 设为 " "true,则它将在上升段生效,这表示当抛射体高度高于发射位置加上此值时将引爆。" -#: ../../New-or-Enhanced-Logics.md:905 +#: ../../New-or-Enhanced-Logics.md:917 msgid "" "`Trajectory.Bombard.TargetSnapDistance` controls the maximum distance in " "cells from intended target the projectile can be at moment of detonation " @@ -3750,7 +3802,7 @@ msgstr "" "`Trajectory.Bombard.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:906 +#: ../../New-or-Enhanced-Logics.md:918 msgid "" "`Trajectory.Bombard.TurningPointAnims`, if set, will play an anim when " "the projectile reaches the turning point. If " @@ -3765,20 +3817,20 @@ msgstr "" "`Trajectory.Bombard.NoLaunch` 设为 " "true,则无论抛射体是否自由落体,它都将在抛射体下落的位置播放动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:907 +#: ../../New-or-Enhanced-Logics.md:919 msgid "" "`Trajectory.Bombard.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" " will not affect the facing of the turret." msgstr "`Trajectory.Bombard.LeadTimeCalculate` 控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:908 +#: ../../New-or-Enhanced-Logics.md:920 msgid "" "The following tags further customize the projectile's descending " "behaviors when `Trajectory.Bombard.FreeFallOnTarget` set to false." msgstr "以下标签在 `Trajectory.Bombard.FreeFallOnTarget` 设为 false 时进一步自定义抛射体的下落行为。" -#: ../../New-or-Enhanced-Logics.md:909 +#: ../../New-or-Enhanced-Logics.md:921 msgid "" "`Trajectory.Bombard.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -3788,7 +3840,7 @@ msgstr "" "`Trajectory.Bombard.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此位置进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Bombard.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:910 +#: ../../New-or-Enhanced-Logics.md:922 msgid "" "`Trajectory.Bombard.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -3798,7 +3850,7 @@ msgstr "" "`Trajectory.Bombard.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Bombard.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:911 +#: ../../New-or-Enhanced-Logics.md:923 msgid "" "`Trajectory.Bombard.MirrorCoord` controls whether " "`Trajectory.Bombard.OffsetCoord` need to mirror the lateral value to " @@ -3811,7 +3863,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Bombard.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:912 +#: ../../New-or-Enhanced-Logics.md:924 msgid "" "`Trajectory.Bombard.UseDisperseBurst` controls whether the calculation of" " `Trajectory.Bombard.RotateCoord` is based on its superior's " @@ -3823,7 +3875,7 @@ msgstr "" " 的计算是否基于其上级武器的 `Trajectory.Disperse.WeaponBurst` 而不是武器的 " "`Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:913 +#: ../../New-or-Enhanced-Logics.md:925 msgid "" "`Trajectory.Bombard.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Bombard.RotateCoord`. The axis will rotates with " @@ -3833,7 +3885,7 @@ msgstr "" "`Trajectory.Bombard.AxisOfRotation` 控制计算 `Trajectory.Bombard.RotateCoord`" " 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:914 +#: ../../New-or-Enhanced-Logics.md:926 msgid "" "`Trajectory.Bombard.SubjectToGround` controls whether the projectile " "should explode when it hits the ground. Note that this will not make AI " @@ -3842,7 +3894,7 @@ msgstr "" "`Trajectory.Bombard.SubjectToGround` 控制抛射体在击中地面时是否爆炸。注意这并不能让 AI " "去寻找合适的攻击位置。" -#: ../../New-or-Enhanced-Logics.md:917 +#: ../../New-or-Enhanced-Logics.md:929 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Bombard ; Trajectory type\n" @@ -3896,18 +3948,18 @@ msgstr "" "Forward,Lateral,Height\n" "Trajectory.Bombard.SubjectToGround=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:943 +#: ../../New-or-Enhanced-Logics.md:955 msgid "Parabola trajectory" msgstr "抛物线轨迹" -#: ../../New-or-Enhanced-Logics.md:945 +#: ../../New-or-Enhanced-Logics.md:957 msgid "" "As the name says, this is a completely reset `Arcing` with different " "enhanced functions. Without doubt, It supported linkage with " "`Trajectory=Disperse`." msgstr "顾名思义,这是一种完全重置且拥有不同增强功能的类 `Arcing` 轨迹,它支持与 `Trajectory=Disperse` 的联动。" -#: ../../New-or-Enhanced-Logics.md:946 +#: ../../New-or-Enhanced-Logics.md:958 msgid "" "`Trajectory.Parabola.DetonationDistance` controls the maximum distance in" " cells from intended target (checked at start of each game frame, before " @@ -3922,7 +3974,7 @@ msgstr "" "可以禁用强制引爆(注意这可能导致抛射体越过目标)。更具体地说,当它被设为负值时,如果目标可移动,它将改变其目标到目标所在单元格的位置(这是为 " "`Disperse` 和 `Airburst` 而扩展的功能)。" -#: ../../New-or-Enhanced-Logics.md:947 +#: ../../New-or-Enhanced-Logics.md:959 msgid "" "`Trajectory.Parabola.TargetSnapDistance` controls the maximum distance in" " cells from intended target the projectile can be at moment of detonation" @@ -3932,20 +3984,20 @@ msgstr "" "`Trajectory.Parabola.TargetSnapDistance` 控制抛射体在引爆时与目标的最大距离以使抛射体在引爆时 “瞬移” " "到目标。设为 0 将禁用瞬移。" -#: ../../New-or-Enhanced-Logics.md:948 +#: ../../New-or-Enhanced-Logics.md:960 msgid "" "`Trajectory.Parabola.OpenFireMode` controls how should the projectile be " "launched. This has the following 6 modes." msgstr "`Trajectory.Parabola.OpenFireMode` 控制抛射体应该如何发射,它有如下 6 种模式:" -#: ../../New-or-Enhanced-Logics.md:949 +#: ../../New-or-Enhanced-Logics.md:961 msgid "" "Speed - Automatic calculation mode with fixed horizontal velocity, using " "`Trajectory.Speed` and target coordinates as calculation conditions, i.e." " the flight time of the projectile is permanently fixed." msgstr "Speed - 固定水平速度的自动计算模式,使用 `Trajectory.Speed` 和目标坐标作为计算条件,即抛射体的飞行时间将永久固定。" -#: ../../New-or-Enhanced-Logics.md:950 +#: ../../New-or-Enhanced-Logics.md:962 msgid "" "Height - Automatic calculation mode with fixed maximum height, useing " "`Trajectory.Parabola.ThrowHeight` and target coordinates as calculation " @@ -3955,7 +4007,7 @@ msgstr "" "Height - 固定最大高度的自动计算模式,使用 `Trajectory.Parabola.ThrowHeight` " "和目标坐标作为计算条件,即抛射体的引爆时间将相对固定。" -#: ../../New-or-Enhanced-Logics.md:951 +#: ../../New-or-Enhanced-Logics.md:963 msgid "" "Angle - Automatic calculation mode with fixed fire angle, useing " "`Trajectory.Parabola.LaunchAngle` and target coordinates as calculation " @@ -3967,7 +4019,7 @@ msgstr "" "和目标坐标作为计算条件。在此模式下,性能消耗较高且可能无法解决。不建议在启用 `SubjectToCliffs` 或启用 `AA` 且 " "`MinimumRange` 较小时使用此模式。" -#: ../../New-or-Enhanced-Logics.md:952 +#: ../../New-or-Enhanced-Logics.md:964 msgid "" "SpeedAndHeight - Fixed horizontal velocity and maximum height mode, using" " `Trajectory.Speed` and `Trajectory.Parabola.ThrowHeight` as calculation " @@ -3977,7 +4029,7 @@ msgstr "" "SpeedAndHeight - 固定水平速度和最大高度模式,使用 `Trajectory.Speed` 和 " "`Trajectory.Parabola.ThrowHeight` 作为计算条件,即抛射体将只进行高度变化,高度随目标高度变化。" -#: ../../New-or-Enhanced-Logics.md:953 +#: ../../New-or-Enhanced-Logics.md:965 msgid "" "HeightAndAngle - Fixed maximum height and fire angle mode, using " "`Trajectory.Parabola.ThrowHeight` and `Trajectory.Parabola.LaunchAngle` " @@ -3987,7 +4039,7 @@ msgstr "" "HeightAndAngle - 固定最大高度和开火角度模式,使用 `Trajectory.Parabola.ThrowHeight` 和 " "`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体将随高度变化而水平变化。" -#: ../../New-or-Enhanced-Logics.md:954 +#: ../../New-or-Enhanced-Logics.md:966 msgid "" "SpeedAndAngle - Fixed horizontal velocity and fire angle mode, using " "`Trajectory.Speed` and `Trajectory.Parabola.LaunchAngle` as calculation " @@ -3996,7 +4048,7 @@ msgstr "" "SpeedAndAngle - 固定水平速度和开火角度模式,使用 `Trajectory.Speed` 和 " "`Trajectory.Parabola.LaunchAngle` 作为计算条件,即抛射体轨迹恒定。" -#: ../../New-or-Enhanced-Logics.md:955 +#: ../../New-or-Enhanced-Logics.md:967 msgid "" "`Trajectory.Parabola.ThrowHeight` controls the maximum height of the " "projectile and is only used for modes 1, 3, or 4. The specific height " @@ -4007,7 +4059,7 @@ msgstr "" "`Trajectory.Parabola.ThrowHeight` 控制抛射体的最大高度,仅用于模式 1、3 或 " "4。具体高度将由取发射高度和目标高度中的较大值然后增加此值决定。不支持非正数。" -#: ../../New-or-Enhanced-Logics.md:956 +#: ../../New-or-Enhanced-Logics.md:968 msgid "" "`Trajectory.Parabola.LaunchAngle` controls the fire angle of the " "projectile and is only used for modes 2, 4, or 5. Only supports -90.0 ~ " @@ -4017,7 +4069,7 @@ msgstr "" "`Trajectory.Parabola.LaunchAngle` 控制抛射体的开火角度,仅用于模式 2、4 或 5。在模式 2 或 5 中仅支持" " -90.0 ~ 90.0(不能使用边界值),在模式 4 中则是 0.0 ~ 90.0(不能使用边界值)。" -#: ../../New-or-Enhanced-Logics.md:957 +#: ../../New-or-Enhanced-Logics.md:969 msgid "" "`Trajectory.Parabola.LeadTimeCalculate` controls whether the projectile " "need to calculate the lead time of the target when firing. Note that this" @@ -4026,7 +4078,7 @@ msgstr "" "`Trajectory.Parabola.LeadTimeCalculate` " "控制抛射体在射击时是否需要计算目标的提前量。注意这不会影响炮塔的朝向。" -#: ../../New-or-Enhanced-Logics.md:958 +#: ../../New-or-Enhanced-Logics.md:970 msgid "" "`Trajectory.Parabola.DetonationAngle` controls when the angle between the" " projectile in the current velocity direction and the horizontal plane is" @@ -4036,7 +4088,7 @@ msgstr "" "`Trajectory.Parabola.DetonationAngle` " "控制当抛射体当前速度方向与水平方向的角度小于此值时,它将提前引爆。当值为 -90.0 ~ 90.0(不能使用边界值)时生效。" -#: ../../New-or-Enhanced-Logics.md:959 +#: ../../New-or-Enhanced-Logics.md:971 msgid "" "`Trajectory.Parabola.DetonationHeight` controls when the projectile is in" " a descending state and below the height of the launch position plus this" @@ -4046,7 +4098,7 @@ msgstr "" "`Trajectory.Parabola.DetonationHeight` " "控制当抛射体处于下落段且低于发射位置的高度加上此值时会提前引爆。设置为非负数时生效。" -#: ../../New-or-Enhanced-Logics.md:960 +#: ../../New-or-Enhanced-Logics.md:972 msgid "" "`Trajectory.Parabola.BounceTimes` controls how many times can it bounce " "back when the projectile hits the ground or cliff. Be aware that " @@ -4061,19 +4113,19 @@ msgstr "" " 与此不会冲突,它们将同时生效。因此,如果你想让子弹只在弹跳次数用尽后爆炸,你应该将 " "`Trajectory.Parabola.DetonationDistance` 设置为非正数。" -#: ../../New-or-Enhanced-Logics.md:961 +#: ../../New-or-Enhanced-Logics.md:973 msgid "" "`Trajectory.Parabola.BounceOnWater` controls whether it can bounce on the" " water surface." msgstr "`Trajectory.Parabola.BounceOnWater` 控制能否在水面上弹跳。" -#: ../../New-or-Enhanced-Logics.md:962 +#: ../../New-or-Enhanced-Logics.md:974 msgid "" "`Trajectory.Parabola.BounceDetonate` controls whether it detonates the " "warhead once extra during each bounce." msgstr "`Trajectory.Parabola.BounceDetonate` 控制是否在每次弹跳时额外引爆一次弹头。" -#: ../../New-or-Enhanced-Logics.md:963 +#: ../../New-or-Enhanced-Logics.md:975 msgid "" "`Trajectory.Parabola.BounceAttenuation` controls the attenuation " "coefficient of projectile bounce damage, that is, how many times the next" @@ -4083,14 +4135,14 @@ msgstr "" "`Trajectory.Parabola.BounceAttenuation` " "控制抛射体弹跳伤害的衰减系数,即每次造成伤害后的下一次伤害会翻多少倍。这也将影响最终引爆的伤害。" -#: ../../New-or-Enhanced-Logics.md:964 +#: ../../New-or-Enhanced-Logics.md:976 msgid "" "`Trajectory.Parabola.BounceCoefficient` controls the attenuation " "coefficient of projectile bounce elasticity, that is, how many times the " "speed after each bounce is the speed before bouncing." msgstr "`Trajectory.Parabola.BounceCoefficient` 控制抛射体弹跳弹性的衰减系数,即每次弹跳后的速度会翻多少倍。" -#: ../../New-or-Enhanced-Logics.md:965 +#: ../../New-or-Enhanced-Logics.md:977 msgid "" "`Trajectory.Parabola.OffsetCoord` controls the offsets of the target. " "Projectile will aim at this position to attack. It also supports " @@ -4100,7 +4152,7 @@ msgstr "" "`Trajectory.Parabola.OffsetCoord` 控制锁定目标的偏移量。抛射体将瞄准此位置进行攻击。在此基础上它也支持 " "`Inaccurate=yes` 和 `Trajectory.Parabola.LeadTimeCalculate=true`。" -#: ../../New-or-Enhanced-Logics.md:966 +#: ../../New-or-Enhanced-Logics.md:978 msgid "" "`Trajectory.Parabola.RotateCoord` controls whether to rotate the " "projectile's firing direction within the angle bisector of " @@ -4110,7 +4162,7 @@ msgstr "" "`Trajectory.Parabola.RotateCoord` 控制是否根据武器的 `Burst` 在以 " "`Trajectory.Parabola.OffsetCoord` 为角平分线的角度内旋转抛射体的发射方向。设为 0 以禁用此功能。" -#: ../../New-or-Enhanced-Logics.md:967 +#: ../../New-or-Enhanced-Logics.md:979 msgid "" "`Trajectory.Parabola.MirrorCoord` controls whether " "`Trajectory.Parabola.OffsetCoord` need to mirror the lateral value to " @@ -4123,7 +4175,7 @@ msgstr "" "是否需要镜像水平方向值以适应当前的连发索引。同时,`Trajectory.Parabola.RotateCoord` " "计算出的旋转方向也将被反转,每侧相邻抛射体之间的旋转角度不会受此改变。" -#: ../../New-or-Enhanced-Logics.md:968 +#: ../../New-or-Enhanced-Logics.md:980 msgid "" "`Trajectory.Parabola.UseDisperseBurst` controls whether the calculation " "of `Trajectory.Parabola.RotateCoord` is based on its superior's " @@ -4135,7 +4187,7 @@ msgstr "" "`Trajectory.Parabola.RotateCoord` 的计算是否基于其上级武器的 " "`Trajectory.Disperse.WeaponBurst` 而不是武器的 `Burst`。此值不合适将导致不理想的视觉效果。" -#: ../../New-or-Enhanced-Logics.md:969 +#: ../../New-or-Enhanced-Logics.md:981 msgid "" "`Trajectory.Parabola.AxisOfRotation` controls the rotation axis when " "calculating `Trajectory.Parabola.RotateCoord`. The axis will rotates with" @@ -4145,7 +4197,7 @@ msgstr "" "`Trajectory.Parabola.AxisOfRotation` 控制计算 " "`Trajectory.Parabola.RotateCoord` 的转轴。随单位朝向或目标位置到源位置的向量旋转。" -#: ../../New-or-Enhanced-Logics.md:972 +#: ../../New-or-Enhanced-Logics.md:984 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Trajectory=Parabola ; Trajectory type\n" @@ -4197,21 +4249,21 @@ msgstr "" "Trajectory.Parabola.AxisOfRotation=0,0,1 ; integer - " "Forward,Lateral,Height\n" -#: ../../New-or-Enhanced-Logics.md:996 +#: ../../New-or-Enhanced-Logics.md:1008 msgid "" "Compared to vanilla `Arcing`, this can also be used for aircrafts and " "airburst weapon." msgstr "与原有的 `Arcing` 相比,它还可以用于战机和空爆武器。" -#: ../../New-or-Enhanced-Logics.md:997 +#: ../../New-or-Enhanced-Logics.md:1009 msgid "Certainly, `Gravity` can also affect the trajectory." msgstr "当然,`Gravity` 仍会影响轨迹。" -#: ../../New-or-Enhanced-Logics.md:1000 +#: ../../New-or-Enhanced-Logics.md:1012 msgid "Projectiles blocked by land or water" msgstr "使抛射体被陆地或水域阻挡" -#: ../../New-or-Enhanced-Logics.md:1002 +#: ../../New-or-Enhanced-Logics.md:1014 msgid "" "It is now possible to make projectiles consider either land or water as " "obstacles that block their path by setting `SubjectTo(Land/Water)` to " @@ -4226,14 +4278,14 @@ msgstr "" "以使抛射体将陆地或水域视为阻挡其路径的障碍物。发射此类抛射体的武器将把这些障碍物阻挡的目标视为超出射程并尝试重新移动自己的位置以便在不受这些障碍阻挡的情况下开火。如果" " `SubjectTo(Land/Water).Detonate` 设置为 true,那么抛射体设法与上述障碍交叠时将会爆炸。" -#: ../../New-or-Enhanced-Logics.md:1003 +#: ../../New-or-Enhanced-Logics.md:1015 msgid "" "`Level=true` projectiles detonate on tiles belonging to non-water " "tilesets by default, but will not consider such tiles as true obstacles. " "This behaviour can be overridden by setting these keys." msgstr "默认情况下 `Level=true` 的抛射体在非水域的地块上爆炸,但不会将这些地块视为真正的障碍物。通过设置这些标签可以覆盖此行为。" -#: ../../New-or-Enhanced-Logics.md:1004 +#: ../../New-or-Enhanced-Logics.md:1016 msgid "" "As for `SubjectToGround`, if set it to true ,it will predict the height " "of the connecting straight line from the bullet's source coordinates to " @@ -4248,7 +4300,7 @@ msgstr "" "那么开火者会将所在高度低于开火位置下方地面高度的目标视为超出射程并调整自身所在位置以能够开火。由于技术原因,该功能对空军和建筑无效。在 " "`OpenTopped=true` 的载具内开火的科技类型也不会受到影响。" -#: ../../New-or-Enhanced-Logics.md:1007 +#: ../../New-or-Enhanced-Logics.md:1019 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "SubjectToLand= ; boolean\n" @@ -4264,11 +4316,11 @@ msgstr "" "SubjectToWater.Detonate=true ; boolean\n" "SubjectToGround=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1016 +#: ../../New-or-Enhanced-Logics.md:1028 msgid "Return weapon" msgstr "归返武器" -#: ../../New-or-Enhanced-Logics.md:1018 +#: ../../New-or-Enhanced-Logics.md:1030 msgid "" "It is now possible to make another weapon & projectile go off from a " "detonated projectile (in somewhat similar manner to `AirburstWeapon` or " @@ -4280,13 +4332,13 @@ msgstr "" "`ShrapnelWeapon` 的方式)发射另一个武器和抛射体返回到发射者。如果发射者在初始抛射体引爆前死亡则 `ReturnWeapon` " "不会发射。" -#: ../../New-or-Enhanced-Logics.md:1019 +#: ../../New-or-Enhanced-Logics.md:1031 msgid "" "`ReturnWeapon.ApplyFirepowerMult` determines whether or not the auxiliary" " weapon's damage should multiply the firer's firepower multipliers." msgstr "`ReturnWeapon.ApplyFirepowerMult` 决定归返武器的伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:1022 +#: ../../New-or-Enhanced-Logics.md:1034 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ReturnWeapon= ; WeaponType\n" @@ -4296,15 +4348,15 @@ msgstr "" "ReturnWeapon= ; WeaponType\n" "ReturnWeapon.ApplyFirepowerMult=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1028 +#: ../../New-or-Enhanced-Logics.md:1040 msgid "Super Weapons" msgstr "超级武器" -#: ../../New-or-Enhanced-Logics.md:1030 +#: ../../New-or-Enhanced-Logics.md:1042 msgid "AI Superweapon delay timer" msgstr "AI 超级武器发射延迟" -#: ../../New-or-Enhanced-Logics.md:1032 +#: ../../New-or-Enhanced-Logics.md:1044 msgid "" "By default AI houses only process superweapon logic e.g checks if it can " "fire any superweapons firing them at randomized intervals of 106 to 112 " @@ -4316,7 +4368,7 @@ msgstr "" "个游戏帧的随机间隔内发射该超武。这一行为现在可以自定义设置为明确的间隔时间或予以禁用。0 及更小的值会禁用间隔并导致 AI " "所属方每帧检查超级武器。" -#: ../../New-or-Enhanced-Logics.md:1035 +#: ../../New-or-Enhanced-Logics.md:1047 msgid "" "[General]\n" "AISuperWeaponDelay= ; integer, game frames\n" @@ -4324,18 +4376,18 @@ msgstr "" "[General]\n" "AISuperWeaponDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:1040 +#: ../../New-or-Enhanced-Logics.md:1052 msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:1042 ../../New-or-Enhanced-Logics.md:2172 +#: ../../New-or-Enhanced-Logics.md:1054 ../../New-or-Enhanced-Logics.md:2190 msgid "" "Warheads can now change TechnoTypes of affected units to other Types in " "the same category (infantry to infantry, vehicles to vehicles, aircraft " "to aircraft)." msgstr "现在弹头可以将受影响单位的科技类型更改为同大类的其他科技类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:1043 ../../New-or-Enhanced-Logics.md:2173 +#: ../../New-or-Enhanced-Logics.md:1055 ../../New-or-Enhanced-Logics.md:2191 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -4345,15 +4397,15 @@ msgstr "" "`ConvertN.From`(此处 N 为 0, 1, " "2...)指定哪些科技类型可用于转换。此条目可以列出许多类型以一次全部转换。当没有包含任何类型时将影响所有有效目标。" -#: ../../New-or-Enhanced-Logics.md:1044 ../../New-or-Enhanced-Logics.md:2174 +#: ../../New-or-Enhanced-Logics.md:1056 ../../New-or-Enhanced-Logics.md:2192 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1045 ../../New-or-Enhanced-Logics.md:2175 +#: ../../New-or-Enhanced-Logics.md:1057 ../../New-or-Enhanced-Logics.md:2193 msgid "`ConvertN.AffectedHouses` specifies whose units can be converted." msgstr "`ConvertN.AffectedHouses` 指定哪些所属方的单位可以被转换。" -#: ../../New-or-Enhanced-Logics.md:1046 ../../New-or-Enhanced-Logics.md:2176 +#: ../../New-or-Enhanced-Logics.md:1058 ../../New-or-Enhanced-Logics.md:2194 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -4362,7 +4414,7 @@ msgstr "" "若只指定一组转换则 `Convert.From`、`Convert.To` 和 `Convert.AffectedHouses`(不带序号)相当于" " `Convert0.From`、`Convert0.To` 和 `Convert0.AffectedHouses`的别称。" -#: ../../New-or-Enhanced-Logics.md:1047 +#: ../../New-or-Enhanced-Logics.md:1059 msgid "" "Conversion affects *all* existing units of set TechnoTypes, this includes" " units in: transports, occupied buildings, buildings with " @@ -4371,13 +4423,13 @@ msgstr "" "转换影响被指定的 **所有** 当前存在的科技类型,包括处于运输工具中的、驻扎在建筑内的、处于 `InfantryAbsorb=yes` 或 " "`UnitAbsorb=yes` 的建筑中的、正在 `Bunker=yes` 建筑里的。" -#: ../../New-or-Enhanced-Logics.md:1049 +#: ../../New-or-Enhanced-Logics.md:1061 msgid "" "In example, this superweapon would convert all owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如,这个超级武器可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:1050 +#: ../../New-or-Enhanced-Logics.md:1062 msgid "" "[ExampleSW]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -4389,7 +4441,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:1058 +#: ../../New-or-Enhanced-Logics.md:1070 msgid "" "[SOMESW] ; SuperWeaponType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -4415,7 +4467,7 @@ msgstr "" "Convert.AffectedHouses=owner ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1071 ../../New-or-Enhanced-Logics.md:2200 +#: ../../New-or-Enhanced-Logics.md:1083 ../../New-or-Enhanced-Logics.md:2218 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -4424,29 +4476,29 @@ msgstr "" "此功能与 [Ares 的单位转换](https://ares-developers.github.io/Ares-" "docs/new/typeconversion.html) 存在同样的限制。此功能不支持建筑类型。" -#: ../../New-or-Enhanced-Logics.md:1075 ../../New-or-Enhanced-Logics.md:2204 +#: ../../New-or-Enhanced-Logics.md:1087 ../../New-or-Enhanced-Logics.md:2222 msgid "" "This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is " "not detected, not all properties of a unit may be updated." msgstr "此功能需要 3.0 及以上版本的 Ares!如果未检测到 Ares 3.0+,单位的某些属性可能不会被更新。" -#: ../../New-or-Enhanced-Logics.md:1078 +#: ../../New-or-Enhanced-Logics.md:1090 msgid "Customize SuperWeapon TabIndex" msgstr "自定义超级武器所在栏" -#: ../../New-or-Enhanced-Logics.md:1080 +#: ../../New-or-Enhanced-Logics.md:1092 msgid "" "You can now assign a Super Weapon's cameo to any sidebar tab using " "`TabIndex`." msgstr "现在你可以通过 `TabIndex` 将超级武器的图标分配到侧边栏的任意标签页下。" -#: ../../New-or-Enhanced-Logics.md:1081 +#: ../../New-or-Enhanced-Logics.md:1093 msgid "" "Valid values are: 0 (buildings tab), 1 (arsenal tab), 2 (infantry tab), 3" " (vehicle tab)." msgstr "有效值为:0(建筑栏)、1(防御栏)、2(步兵栏)、3(载具栏)。" -#: ../../New-or-Enhanced-Logics.md:1084 +#: ../../New-or-Enhanced-Logics.md:1096 msgid "" "[SOMESW] ; SuperWeaponType\n" "TabIndex=1 ; integer\n" @@ -4454,11 +4506,11 @@ msgstr "" "[SOMESW] ; SuperWeaponType\n" "TabIndex=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1089 +#: ../../New-or-Enhanced-Logics.md:1101 msgid "EMPulse settings" msgstr "EMPulse 设置" -#: ../../New-or-Enhanced-Logics.md:1091 +#: ../../New-or-Enhanced-Logics.md:1103 msgid "" "It is possible to customize which weapon a building with " "`EMPulseCannon=true` fires when an associated `Type=EMPulse` superweapon " @@ -4468,7 +4520,7 @@ msgstr "" "可以通过设置 `EMPulse.WeaponIndex` 来自定义具有 `EMPulseCannon=true` 的建筑在发射其所关联的 " "`Type=EMPulse` 类超级武器时(**仅**当 `EMPulse.TargetSelf=false` 或省略时)所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1092 +#: ../../New-or-Enhanced-Logics.md:1104 msgid "" "Note that if you fire another `Type=EMPulse` superweapon with different " "weapon index that the same building is capable of launching before the " @@ -4476,7 +4528,7 @@ msgid "" "precedence." msgstr "注意如果在同一个建筑发射第一种武器前发射另一种具有不同武器索引的 `Type=EMPulse` 超级武器那么较晚者的设置将优先生效。" -#: ../../New-or-Enhanced-Logics.md:1093 +#: ../../New-or-Enhanced-Logics.md:1105 msgid "" "Additionally, due to technical limitations the targeting constraints will" " always default to primary weapon's `Range/MinimumRange` unless " @@ -4485,7 +4537,7 @@ msgstr "" "此外由于技术限制目前除非手动列出了 `SW.RangeMinimum`/`SW.RangeMaximum` 否则始终默认使用主武器的 " "`Range/MinimumRange` 执行瞄准限制。" -#: ../../New-or-Enhanced-Logics.md:1094 +#: ../../New-or-Enhanced-Logics.md:1106 msgid "" "Is is now also possible to have all other `Type=EMPulse` superweapons " "that can be fired by same buildings as current one be put on hold until " @@ -4495,7 +4547,7 @@ msgstr "" "现在如果发射的超级武器拥有 `EMPulse.SuspendOthers=true` 那么在第一个建筑发射之前,所有其他可以由同一建筑发射的 " "`Type=EMPulse` 超级武器将被暂停直到第一个建筑发射完毕。" -#: ../../New-or-Enhanced-Logics.md:1097 +#: ../../New-or-Enhanced-Logics.md:1109 msgid "" "[SOMESW] ; SuperWeaponType\n" "EMPulse.WeaponIndex=0 ; integer, weapon slot index\n" @@ -4505,7 +4557,7 @@ msgstr "" "EMPulse.WeaponIndex=0 ; integer, weapon slot index\n" "EMPulse.SuspendOthers=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1104 +#: ../../New-or-Enhanced-Logics.md:1116 msgid "" "`Type=EMPulse` superweapon and any associated keys are [Ares " "features](https://ares-developers.github.io/Ares-" @@ -4514,54 +4566,54 @@ msgstr "" "`Type=EMPulse` 超级武器及其任何关联标签是 [Ares 功能](https://ares-developers.github.io" "/Ares-docs/new/superweapons/types/empulse.html)。" -#: ../../New-or-Enhanced-Logics.md:1107 +#: ../../New-or-Enhanced-Logics.md:1119 msgid "LimboDelivery" msgstr "虚拟投放" -#: ../../New-or-Enhanced-Logics.md:1109 +#: ../../New-or-Enhanced-Logics.md:1121 msgid "" "Superweapons can now deliver off-map buildings that act as if they were " "on the field." msgstr "现在超级武器可以在地图外投放与在场上时表现一致的建筑。" -#: ../../New-or-Enhanced-Logics.md:1110 +#: ../../New-or-Enhanced-Logics.md:1122 msgid "" "`LimboDelivery.Types` is the list of BuildingTypes that will be created " "when the Superweapons fire. Superweapon `Type` and coordinates do not " "matter." msgstr "`LimboDelivery.Types` 是超级武器发射时将创建的建筑类型列表。与超级武器的 `Type` 和坐标无关。" -#: ../../New-or-Enhanced-Logics.md:1111 +#: ../../New-or-Enhanced-Logics.md:1123 msgid "" "`LimboDelivery.IDs` is the list of numeric IDs that will be assigned to " "buildings. Necessary for LimboKill to work." msgstr "`LimboDelivery.IDs` 是分配给建筑的数字 ID列表。这是虚拟击杀功能所必需的。" -#: ../../New-or-Enhanced-Logics.md:1113 +#: ../../New-or-Enhanced-Logics.md:1125 msgid "" "Created buildings are not affected by any on-map threats. The only way to" " remove them from the game is by using a Superweapon with `LimboKill.IDs`" " set." msgstr "创建的建筑不受地图上任何威胁的影响。从游戏中移除它们的唯一方法是使用设置了 `LimboKill.IDs` 的超级武器。" -#: ../../New-or-Enhanced-Logics.md:1114 +#: ../../New-or-Enhanced-Logics.md:1126 msgid "`LimboKill.Affected` sets which houses are affected by this feature." msgstr "`LimboKill.Affected` 设置那个所属方受此效果影响。" -#: ../../New-or-Enhanced-Logics.md:1115 +#: ../../New-or-Enhanced-Logics.md:1127 msgid "" "`LimboKill.IDs` lists IDs that will be targeted. Buildings with these IDs" " will be removed from the game instantly." msgstr "`LimboKill.IDs` 是建筑 ID列表,这些建筑将被立即从游戏中移除。" -#: ../../New-or-Enhanced-Logics.md:1117 +#: ../../New-or-Enhanced-Logics.md:1129 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 "使用这些标签可以使投放变得随机。游戏将根据每个提供的 “掷骰子” 概率随机选择列表中的一个建筑。" -#: ../../New-or-Enhanced-Logics.md:1118 +#: ../../New-or-Enhanced-Logics.md:1130 msgid "" "`LimboDelivery.RollChances` lists chances of each \"dice roll\" " "happening. Valid values range from 0% (never happens) to 100% (always " @@ -4570,7 +4622,7 @@ msgstr "" "`LimboDelivery.RollChances` 是 “掷骰子” 发生的概率列表。有效值的范围为 0%(从不发生)到 " "100%(总是发生)。默认为单次必出。" -#: ../../New-or-Enhanced-Logics.md:1119 +#: ../../New-or-Enhanced-Logics.md:1131 msgid "" "`LimboDelivery.RandomWeightsN` lists the weights for each \"dice roll\" " "that increase the probability of picking a specific building. Valid " @@ -4583,29 +4635,29 @@ msgstr "" "100%(总是发生)。`RandomWeights` 是 `RandomWeights0` " "的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" -#: ../../New-or-Enhanced-Logics.md:1122 +#: ../../New-or-Enhanced-Logics.md:1134 msgid "" "This feature might not support every building flag. Flags that are " "confirmed to work correctly are listed below:" msgstr "此功能可能不支持所有建筑标签。以下列出了已确认可正常工作的标签:" -#: ../../New-or-Enhanced-Logics.md:1123 +#: ../../New-or-Enhanced-Logics.md:1135 msgid "FactoryPlant" msgstr "FactoryPlant" -#: ../../New-or-Enhanced-Logics.md:1124 +#: ../../New-or-Enhanced-Logics.md:1136 msgid "OrePurifier" msgstr "OrePurifier" -#: ../../New-or-Enhanced-Logics.md:1125 +#: ../../New-or-Enhanced-Logics.md:1137 msgid "SpySat" msgstr "SpySat" -#: ../../New-or-Enhanced-Logics.md:1126 +#: ../../New-or-Enhanced-Logics.md:1138 msgid "KeepAlive (Ares 3.0)" msgstr "KeepAlive (Ares 3.0)" -#: ../../New-or-Enhanced-Logics.md:1127 +#: ../../New-or-Enhanced-Logics.md:1139 msgid "" "Prerequisite, PrerequisiteOverride, Prerequisite.List# (Ares 0.1), " "Prerequisite.Negative (Ares 0.1), GenericPrerequisites (Ares 0.1)" @@ -4613,7 +4665,7 @@ msgstr "" "Prerequisite、PrerequisiteOverride、Prerequisite.List# (Ares " "0.1)、Prerequisite.Negative (Ares 0.1)、GenericPrerequisites (Ares 0.1)" -#: ../../New-or-Enhanced-Logics.md:1128 +#: ../../New-or-Enhanced-Logics.md:1140 msgid "" "SuperWeapon, SuperWeapon2, SuperWeapons (Ares 0.9), SW.AuxBuildings (Ares" " 0.9), SW.NegBuildings (Ares 0.9)" @@ -4621,14 +4673,14 @@ msgstr "" "SuperWeapon、SuperWeapon2、SuperWeapons (Ares 0.9)、SW.AuxBuildings (Ares " "0.9)、SW.NegBuildings (Ares 0.9)" -#: ../../New-or-Enhanced-Logics.md:1130 +#: ../../New-or-Enhanced-Logics.md:1142 msgid "" "In order for this feature to work with AITriggerTypes conditions " "(\"Owning house owns ???\" and \"Enemy house owns ???\"), `LegalTarget` " "must be set to true." msgstr "为使此功能与 AITriggerTypes 条件(“拥有者拥有?” 和 “敌人拥有?”)一起工作,`LegalTarget` 必须设置为 true。" -#: ../../New-or-Enhanced-Logics.md:1134 +#: ../../New-or-Enhanced-Logics.md:1146 msgid "" "[SOMESW] ; SuperWeaponType\n" "LimboDelivery.Types= ; List of BuildingTypes\n" @@ -4650,7 +4702,7 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LimboKill.IDs= ; List of numeric IDs.\n" -#: ../../New-or-Enhanced-Logics.md:1145 +#: ../../New-or-Enhanced-Logics.md:1157 msgid "" "Remember that Limbo Delivered buildings don't exist physically! This " "means they should never have enabled machanics that require interaction " @@ -4661,73 +4713,73 @@ msgstr "" "谨记虚拟投放的建筑并不真实存在于地图上!这意味着它们不应启用需要与游戏战场内交互的机制(例如工厂、克隆、维修厂、停机坪)。它们还 **应该设为 " "`KeepAlive=no` 或者可以被虚拟击杀** - 否则游戏永远不会结束。" -#: ../../New-or-Enhanced-Logics.md:1148 +#: ../../New-or-Enhanced-Logics.md:1160 msgid "Linked superweapons" msgstr "联动超武" -#: ../../New-or-Enhanced-Logics.md:1150 +#: ../../New-or-Enhanced-Logics.md:1162 msgid "" "Superweapons can now set a list of linked superweapons with `SW.Link`, " "which will be granted or set timers when the original superweapon is " "launched." msgstr "超级武器现在可以通过 `SW.Link` 设置一个联动超武列表,当原超级武器被发射时列表中的联动超武将被授予或强写计时器。" -#: ../../New-or-Enhanced-Logics.md:1151 +#: ../../New-or-Enhanced-Logics.md:1163 msgid "" "`SW.Link.Grant` allow the linked superweapons to be added 1-time to the " "firer like the nuke crate if it's not presented." msgstr "`SW.Link.Grant` 允许像核弹箱子那样为没有该超武的玩家授予一次使用权。" -#: ../../New-or-Enhanced-Logics.md:1152 +#: ../../New-or-Enhanced-Logics.md:1164 msgid "" "`SW.Link.Ready` specifies if superweapons timers should be set to " "readiness." msgstr "`SW.Link.Ready` 指定是否将被联动超武的计时器强写为就绪状态。" -#: ../../New-or-Enhanced-Logics.md:1153 +#: ../../New-or-Enhanced-Logics.md:1165 msgid "" "`SW.Link.Reset` specifies if superweapons timers should be reset. Takes " "precedence over `SW.Link.Ready`." msgstr "`SW.Link.Reset` 指定是否将被联动超武的计时器强写以进行重置。优先级高于 `SW.Link.Ready`。" -#: ../../New-or-Enhanced-Logics.md:1154 +#: ../../New-or-Enhanced-Logics.md:1166 msgid "For a granted superweapon, the other will be:" msgstr "对于一个被授予的超武:" -#: ../../New-or-Enhanced-Logics.md:1155 +#: ../../New-or-Enhanced-Logics.md:1167 msgid "Check `SW.Link.Reset` to see if it needs to be reset." msgstr "检查 `SW.Link.Reset` 以确认是否需要被重置。" -#: ../../New-or-Enhanced-Logics.md:1156 +#: ../../New-or-Enhanced-Logics.md:1168 msgid "If false, check `SW.Link.Ready` to see if it needs to be set to readiness." msgstr "若为 false,检查 `SW.Link.Ready` 以确认是否需要被设为就绪。" -#: ../../New-or-Enhanced-Logics.md:1157 +#: ../../New-or-Enhanced-Logics.md:1169 msgid "" "If false, whether it'll be ready or not is decided by the granted " "superweapon's `SW.InitialReady`." msgstr "若为 false,则初始状态由被授予超武自身的 `SW.InitialReady` 决定。" -#: ../../New-or-Enhanced-Logics.md:1158 +#: ../../New-or-Enhanced-Logics.md:1170 msgid "" "`Message.LinkedSWAcquired` will be displayed to the firer when at least 1" " linked superweapon is acquired or has timer set." msgstr "`Message.LinkedSWAcquired` 将在至少有一个联动超武被授予或强写计时器时显示给发射者。" -#: ../../New-or-Enhanced-Logics.md:1159 +#: ../../New-or-Enhanced-Logics.md:1171 msgid "" "`EVA.LinkedSWAcquired` will be played to the firer when at least 1 linked" " superweapon is acquired or has timer set." msgstr "`EVA.LinkedSWAcquired` 将在至少有一个联动超武被授予或强写计时器时播放给发射者。" -#: ../../New-or-Enhanced-Logics.md:1160 ../../New-or-Enhanced-Logics.md:1186 +#: ../../New-or-Enhanced-Logics.md:1172 ../../New-or-Enhanced-Logics.md:1198 msgid "" "These superweapons can be made random with these optional tags. The game " "will randomly choose only a single superweapon from the list for each " "roll chance provided." msgstr "使用这些标签可以使这些超武变得随机。游戏将根据每个提供的 “掷骰子” 概率随机选择列表中的一个建筑。" -#: ../../New-or-Enhanced-Logics.md:1161 +#: ../../New-or-Enhanced-Logics.md:1173 msgid "" "`SW.Link.RollChances` lists chances of each \"dice roll\" happening. " "Valid values range from 0% (never happens) to 100% (always happens). " @@ -4736,7 +4788,7 @@ msgstr "" "`SW.Link.RollChances` 是 “掷骰子” 发生的概率列表。有效值的范围为 0%(从不发生)到 " "100%(总是发生)。默认为单次必出。" -#: ../../New-or-Enhanced-Logics.md:1162 +#: ../../New-or-Enhanced-Logics.md:1174 msgid "" "`SW.Link.RandomWeightsN` lists the weights for each \"dice roll\" that " "increase the probability of picking a specific superweapon. Valid values " @@ -4749,7 +4801,7 @@ msgstr "" "100%(总是发生)。`RandomWeights` 是 `RandomWeights0` " "的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" -#: ../../New-or-Enhanced-Logics.md:1165 +#: ../../New-or-Enhanced-Logics.md:1177 msgid "" "[SOMESW] ; SuperWeaponType\n" "SW.Link= ; List of SuperWeaponTypes\n" @@ -4773,11 +4825,11 @@ msgstr "" "Message.LinkedSWAcquired= ; CSF entry key\n" "EVA.LinkedSWAcquired= ; EVA entry\n" -#: ../../New-or-Enhanced-Logics.md:1177 +#: ../../New-or-Enhanced-Logics.md:1189 msgid "Next" msgstr "Next" -#: ../../New-or-Enhanced-Logics.md:1179 +#: ../../New-or-Enhanced-Logics.md:1191 msgid "" "![image](_static/images/swnext.gif) *Use `SW.Next` to link multiple " "ChronoSphere and ChronoWarp superweapons into a chained SuperWeapon " @@ -4787,14 +4839,14 @@ msgstr "" "*[虚幻](https://www.moddb.com/mods/Cylearun) 中通过 `SW.Next` 将多个 ChronoSphere" " 与 ChronoWarp 类型的超武组成链式超武系统*" -#: ../../New-or-Enhanced-Logics.md:1182 +#: ../../New-or-Enhanced-Logics.md:1194 msgid "" "Superweapons can now launch other superweapons at the same target. " "Launched types can be additionally randomized using the same rules as " "with LimboDelivery (see above)." msgstr "现在超级武器可以向同一目标地点发射其他超级武器。发射的类型可以使用与虚拟投放相同的规则进行随机化(见上文)。" -#: ../../New-or-Enhanced-Logics.md:1183 +#: ../../New-or-Enhanced-Logics.md:1195 msgid "" "`SW.Next.RealLaunch` controls whether the owner who fired the initial " "superweapon must own all listed superweapons and sufficient funds to " @@ -4803,7 +4855,7 @@ msgstr "" "`SW.Next.RealLaunch` 控制发射初始超级武器的所有者是否必须拥有所列出的超级武器和足够 `Money.Amout` " "的资金来支持。否则强制发射。" -#: ../../New-or-Enhanced-Logics.md:1184 +#: ../../New-or-Enhanced-Logics.md:1196 msgid "" "`SW.Next.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -4811,7 +4863,7 @@ msgstr "" "`SW.Next.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:1185 +#: ../../New-or-Enhanced-Logics.md:1197 msgid "" "`SW.Next.IgnoreDesignators` ignores `SW.Designators` / `SW.AnyDesignator`" " respectively." @@ -4819,7 +4871,7 @@ msgstr "" "`SW.Next.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:1187 +#: ../../New-or-Enhanced-Logics.md:1199 msgid "" "`SW.Next.RollChances` lists chances of each \"dice roll\" happening. " "Valid values range from 0% (never happens) to 100% (always happens). " @@ -4828,7 +4880,7 @@ msgstr "" "`SW.Next.RollChances` 是 “掷骰子” 发生的概率列表。有效值的范围为 0%(从不发生)到 " "100%(总是发生)。默认为单次必出。" -#: ../../New-or-Enhanced-Logics.md:1188 +#: ../../New-or-Enhanced-Logics.md:1200 msgid "" "`SW.Next.RandomWeightsN` lists the weights for each \"dice roll\" that " "increase the probability of picking a specific superweapon. Valid values " @@ -4841,7 +4893,7 @@ msgstr "" "100%(总是发生)。`RandomWeights` 是 `RandomWeights0` " "的有效别名。如果掷骰尝试没有指定权重,则使用最后一个权重。" -#: ../../New-or-Enhanced-Logics.md:1191 +#: ../../New-or-Enhanced-Logics.md:1203 msgid "" "[SOMESW] ; SuperWeaponType\n" "SW.Next= ; List of SuperWeaponTypes\n" @@ -4859,23 +4911,23 @@ msgstr "" "SW.Next.RollChances= ; List of percentages.\n" "SW.Next.RandomWeightsN= ; List of integers.\n" -#: ../../New-or-Enhanced-Logics.md:1201 +#: ../../New-or-Enhanced-Logics.md:1213 msgid "Warhead or Weapon detonation at target cell" msgstr "在目标单元格处引爆弹头或武器" -#: ../../New-or-Enhanced-Logics.md:1203 +#: ../../New-or-Enhanced-Logics.md:1215 msgid "" "Any superweapon can now detonate a Warhead or a weapon at superweapon's " "target cell." msgstr "现在任何超级武器都可以在超级武器的目标单元格处引爆弹头或武器。" -#: ../../New-or-Enhanced-Logics.md:1204 +#: ../../New-or-Enhanced-Logics.md:1216 msgid "" "If both `Detonate.Warhead` and `Detonate.Weapon` are set, latter takes " "precedence." msgstr "如果同时拥有 `Detonate.Warhead` 和 `Detonate.Weapon`,那么后者优先。" -#: ../../New-or-Enhanced-Logics.md:1205 +#: ../../New-or-Enhanced-Logics.md:1217 msgid "" "`Detonate.Warhead.Full` customizes whether or not the Warhead is " "detonated fully (as part of a dummy weapon) or simply deals area damage " @@ -4884,7 +4936,7 @@ msgstr "" "`Detonate.Warhead.Full` 可用于设置弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果" -#: ../../New-or-Enhanced-Logics.md:1206 +#: ../../New-or-Enhanced-Logics.md:1218 msgid "" "`Detonate.Damage`, if not set, defaults to weapon `Damage` for " "`Detonate.Weapon` and 0 for `Detonate.Warhead`." @@ -4892,7 +4944,7 @@ msgstr "" "`Detonate.Damage` 如果未设置则默认为 `Detonate.Weapon` 的 `Damage`,对于 " "`Detonate.Warhead` 则是 0。" -#: ../../New-or-Enhanced-Logics.md:1207 +#: ../../New-or-Enhanced-Logics.md:1219 msgid "" "Both the weapon and Warhead behave as if fired by whatever building fired" " the Superweapon. This respects controls like `SW.RangeMinimum/Maximum` " @@ -4904,7 +4956,7 @@ msgstr "" "之类的控制语句(在这方面类似于 Ares 的 GenericWarhead " "超级武器)。即便找不到发射建筑也仍会使用超级武器所属于的所属方来造成伤害并应用 Phobos 引入的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:1208 +#: ../../New-or-Enhanced-Logics.md:1220 msgid "" "If `Detonate.AtFirer` is set to true, the weapon or Warhead is detonated " "at the firing building instead of the superweapon's target cell. If there" @@ -4913,7 +4965,7 @@ msgstr "" "如果 `Detonate.AtFirer` 设置为 " "true,那么武器或弹头将在发射建筑上而不是超级武器的目标单元格处引爆。如果找不到发射建筑则不会引爆。" -#: ../../New-or-Enhanced-Logics.md:1211 +#: ../../New-or-Enhanced-Logics.md:1223 msgid "" "[SOMESW] ; SuperWeaponType\n" "Detonate.Warhead= ; WarheadType\n" @@ -4929,27 +4981,27 @@ msgstr "" "Detonate.Damage= ; integer\n" "Detonate.AtFirer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1220 +#: ../../New-or-Enhanced-Logics.md:1232 msgid "Technos" msgstr "科技类型" -#: ../../New-or-Enhanced-Logics.md:1222 +#: ../../New-or-Enhanced-Logics.md:1234 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../New-or-Enhanced-Logics.md:1224 +#: ../../New-or-Enhanced-Logics.md:1236 msgid "" "`AttackMove.Aggressive` allows your technos to attack the enemy's unarmed" " buildings more aggressively when in attack move mission (Ctrl+Shift)." msgstr "`AttackMove.Aggressive` 允许你的单位在执行移动攻击(Ctrl+Shift)任务时主动攻击敌方的无武装建筑。" -#: ../../New-or-Enhanced-Logics.md:1225 +#: ../../New-or-Enhanced-Logics.md:1237 msgid "" "`AttackMove.UpdateTarget` allows your technos to automatically change and" " select a higher threat target when in attack move mission (Ctrl+Shift)." msgstr "`AttackMove.UpdateTarget` 允许你的单位在执行移动攻击(Ctrl+Shift)任务时自动切换威胁值更高的目标。" -#: ../../New-or-Enhanced-Logics.md:1228 +#: ../../New-or-Enhanced-Logics.md:1240 msgid "" "[General]\n" "AttackMove.Aggressive=false ; boolean\n" @@ -4971,11 +5023,11 @@ msgstr "" "AttackMove.UpdateTarget= ; boolean, default to [General] -> " "AttackMove.UpdateTarget\n" -#: ../../New-or-Enhanced-Logics.md:1238 +#: ../../New-or-Enhanced-Logics.md:1250 msgid "Attack move - behavior when target acquired" msgstr "移动攻击 - 获取目标时的行为" -#: ../../New-or-Enhanced-Logics.md:1240 +#: ../../New-or-Enhanced-Logics.md:1252 msgid "" "Now you can make attack-moving units stop moving when they spot an enemy " "using `AttackMove.StopWhenTargetAcquired`. This is more like the attack " @@ -4984,23 +5036,23 @@ msgstr "" "现在你可以用 `AttackMove.StopWhenTargetAcquired` " "来让移动攻击的单位在发现敌人后停止移动,就像《星际》和《魔兽》中那样。" -#: ../../New-or-Enhanced-Logics.md:1241 +#: ../../New-or-Enhanced-Logics.md:1253 msgid "" "This feature is used to prevent units from charging forward and taking " "more damage during an attack move command." msgstr "此功能用于避免单位在执行移动攻击命令时冲锋过猛而暴毙。" -#: ../../New-or-Enhanced-Logics.md:1242 +#: ../../New-or-Enhanced-Logics.md:1254 msgid "" "You can also make them keep chasing on the spotted target using " "`AttackMove.PursuitTarget`." msgstr "你也可以使用 `AttackMove.PursuitTarget` 来让它们继续追击已锁定的单个目标。" -#: ../../New-or-Enhanced-Logics.md:1243 +#: ../../New-or-Enhanced-Logics.md:1255 msgid "This feature should be useful for close range units like ZEP." msgstr "此功能对于基洛夫空艇这样的近战单位很有用。" -#: ../../New-or-Enhanced-Logics.md:1247 +#: ../../New-or-Enhanced-Logics.md:1259 msgid "" "[General]\n" "AttackMove.StopWhenTargetAcquired= ; boolean\n" @@ -5020,21 +5072,21 @@ msgstr "" "OpportunityFire otherwise.\n" "AttackMove.PursuitTarget= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1257 +#: ../../New-or-Enhanced-Logics.md:1269 msgid "" "Many units would have stopped when they found an enemy during an attack " "move command already. This behavior is independent from " "`AttackMove.StopWhenTargetAcquired`." msgstr "许多单位在执行移动攻击命令时本就有一个发现敌人后停止移动的行为,这与 `AttackMove.StopWhenTargetAcquired` 无关。" -#: ../../New-or-Enhanced-Logics.md:1258 +#: ../../New-or-Enhanced-Logics.md:1270 msgid "" "Some units (f.ex. jumpjets) will not fire correctly under the vanilla " "attack move command. The exact reason is not clear, but this feature can " "fix this problem." msgstr "一些单位(例如 Jumpjet 类)在原版移动攻击命令下无法正常开火。具体原因不明,但该功能可以解决此问题。" -#: ../../New-or-Enhanced-Logics.md:1259 +#: ../../New-or-Enhanced-Logics.md:1271 msgid "" "Jumpjets with `AttackMove.StopWhenTargetAcquired=true` will stop " "immediatly and not scatter to a cell. This is designed for practical " @@ -5043,36 +5095,36 @@ msgstr "" "设置了 `AttackMove.StopWhenTargetAcquired=true` 的 Jumpjet " "单位会立即停止并且不会分散到某个单元格上。这是有意如此设计的。" -#: ../../New-or-Enhanced-Logics.md:1262 +#: ../../New-or-Enhanced-Logics.md:1274 msgid "Attack move - follow" msgstr "移动攻击 - 跟随" -#: ../../New-or-Enhanced-Logics.md:1264 +#: ../../New-or-Enhanced-Logics.md:1276 msgid "" "Now you can have some units following surrounding units when executing an" " attack move command. The follow behavior is equivalent to the behavior " "of follow command (`[Ctrl]+[Alt]`)." msgstr "现在你可以让某些单位在执行移动攻击命令时跟随周围的单位。此跟随行为相当于跟随命令(`[Ctrl]+[Alt]`)的效果。" -#: ../../New-or-Enhanced-Logics.md:1265 +#: ../../New-or-Enhanced-Logics.md:1277 msgid "" "Use `AttackMove.Follow.IncludeAir` to determine whether the follower will" " follow an air unit." msgstr "使用 `AttackMove.Follow.IncludeAir` 来决定是否跟随空中单位。" -#: ../../New-or-Enhanced-Logics.md:1266 +#: ../../New-or-Enhanced-Logics.md:1278 msgid "" "Mind control units with `AttackMove.Follow.IfMindControlIsFull=true` set " "will follow if they reach the capacity." msgstr "设置了 `AttackMove.Follow.IfMindControlIsFull=true` 的心灵控制单位在达到心控数量上限时会进行跟随。" -#: ../../New-or-Enhanced-Logics.md:1267 +#: ../../New-or-Enhanced-Logics.md:1279 msgid "" "This feature should be useful for supportive units such as medics and " "repairers." msgstr "此功能对用于医疗和维修的支援类单位应该很有用。" -#: ../../New-or-Enhanced-Logics.md:1270 +#: ../../New-or-Enhanced-Logics.md:1282 msgid "" "[SOMETECHNO] ; TechnoType\n" "AttackMove.Follow=false ; boolean\n" @@ -5084,11 +5136,11 @@ msgstr "" "AttackMove.Follow.IncludeAir=false ; boolean\n" "AttackMove.Follow.IfMindControlIsFull=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1277 +#: ../../New-or-Enhanced-Logics.md:1289 msgid "Attack move - without weapon" msgstr "移动攻击 - 无武器单位" -#: ../../New-or-Enhanced-Logics.md:1279 +#: ../../New-or-Enhanced-Logics.md:1291 msgid "" "In vanilla, attack move command is not allowed to be given to units " "without weapons. Now you can disable this hardcoded behavior using " @@ -5097,14 +5149,14 @@ msgstr "" "在原版,没有武器的单位无法执行移动攻击命令。现在你可以通过 `AttackMove.IgnoreWeaponCheck=true` " "来禁用这一硬编码行为。" -#: ../../New-or-Enhanced-Logics.md:1280 +#: ../../New-or-Enhanced-Logics.md:1292 msgid "" "Unarmed units cannot actually execute attack move commands. This feature " "is to prevent the attack move pointer from being disabled when you select" " unarmed units and other units at the same time." msgstr "无武器单位无法真正执行移动攻击行为。此功能是避免你同时选中无武器单位和其他单位的情况下移动攻击指针被禁用的。" -#: ../../New-or-Enhanced-Logics.md:1283 +#: ../../New-or-Enhanced-Logics.md:1295 msgid "" "[General]\n" "AttackMove.IgnoreWeaponCheck=false ; boolean\n" @@ -5112,11 +5164,11 @@ msgstr "" "[General]\n" "AttackMove.IgnoreWeaponCheck=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1288 +#: ../../New-or-Enhanced-Logics.md:1300 msgid "Aircraft spawner customizations" msgstr "自定义子机发射器" -#: ../../New-or-Enhanced-Logics.md:1290 +#: ../../New-or-Enhanced-Logics.md:1302 msgid "" "![image](_static/images/spawnrange-01.gif) *Limited pursue range for " "spawns in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -5125,64 +5177,65 @@ msgstr "" "![image](_static/images/spawnrange-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的有限追击范围子机*" -#: ../../New-or-Enhanced-Logics.md:1293 +#: ../../New-or-Enhanced-Logics.md:1305 msgid "" "If `Spawner.LimitRange` is set, the spawned units will abort their " "pursuit if the enemy is out of the range of the largest weapon `Range` of" " a `Spawner=true` weapon of the spawner." msgstr "如果设置 `Spawner.LimitRange` 则子机将在敌人超出子机发射器武器 `Range` 设定的最大值范围后停止追击。" -#: ../../New-or-Enhanced-Logics.md:1294 +#: ../../New-or-Enhanced-Logics.md:1306 msgid "" "`Spawner.ExtraLimitRange` adds extra pursuit range on top of the weapon " "range." msgstr "`Spawner.ExtraLimitRange` 是追击范围相对于武器射程进行调整的参量。" -#: ../../New-or-Enhanced-Logics.md:1295 +#: ../../New-or-Enhanced-Logics.md:1307 msgid "" "`Spawner.DelayFrames` can be used to set the minimum number of game " "frames in between each spawn ejecting from the spawner. By default this " "is 9 frames for missiles and 20 for everything else." msgstr "`Spawner.DelayFrames` 可用于设置每次从子机发射器中生成单位的最小游戏帧数。对于导弹默认是 9 帧,其他默认是 20 帧。" -#: ../../New-or-Enhanced-Logics.md:1296 +#: ../../New-or-Enhanced-Logics.md:1308 msgid "" "If `Spawner.AttackImmediately` is set to true, spawned aircraft will " "assume attack mission immediately after being spawned instead of waiting " "for the remaining aircraft to spawn first." msgstr "如果 `Spawner.AttackImmediately` 设为 true,战机子机将在生成后立即执行攻击任务而不是先等待其余战机生成和集结。" -#: ../../New-or-Enhanced-Logics.md:1297 +#: ../../New-or-Enhanced-Logics.md:1309 msgid "" "`Spawner.UseTurretFacing`, if set, makes spawned aircraft face the same " "way as turret does upon being created if the spawner has a turret." msgstr "若启用 `Spawner.UseTurretFacing` 则子机发射器单位拥有炮塔时子机生成时的初始方向使用炮塔方向而非车体方向。" -#: ../../New-or-Enhanced-Logics.md:1298 +#: ../../New-or-Enhanced-Logics.md:1310 msgid "" "`Spawner.RecycleRange` defines the range (in cell) that the spawned is " "considered close enough to the spawner to be recycled." msgstr "`Spawner.RecycleRange` 决定子机在距离母舰多少格以内可以被进行回收。" -#: ../../New-or-Enhanced-Logics.md:1299 +#: ../../New-or-Enhanced-Logics.md:1311 msgid "" "`Spawner.RecycleAnim` can be used to play an anim on the spawned location" -" when it is recycled." If more than one animation is listed, a random one is selected." +" when it is recycled. If more than one animation is listed, a random one " +"is selected." msgstr "`Spawner.RecycleAnim` 用于设置回收时在子机位置播放的动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1300 +#: ../../New-or-Enhanced-Logics.md:1312 msgid "" "`Spawner.RecycleCoord` defines the relative position to the carrier that " "the spawned aircraft will head to." msgstr "`Spawner.RecycleCoord` 定义了子机将要前往母舰的哪个位置。" -#: ../../New-or-Enhanced-Logics.md:1301 +#: ../../New-or-Enhanced-Logics.md:1313 msgid "" "`Spawner.RecycleOnTurret` defines if the FLH is relative to the turret " "rather than the body." msgstr "`Spawner.RecycleOnTurret` 定义这个位置是否相对于炮塔而非车体。" -#: ../../New-or-Enhanced-Logics.md:1304 +#: ../../New-or-Enhanced-Logics.md:1316 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawner.LimitRange=false ; boolean\n" @@ -5191,7 +5244,7 @@ msgid "" "Spawner.AttackImmediately=false ; boolean\n" "Spawner.UseTurretFacing=false ; boolean\n" "Spawner.RecycleRange=-1 ; float, range in cells\n" -"Spawner.RecycleAnim= ; list of Animation\n" +"Spawner.RecycleAnim= ; List of AnimationTypes\n" "Spawner.RecycleCoord=0,0,0 ; integer - Forward,Lateral,Height\n" "Spawner.RecycleOnTurret=false ; boolean\n" msgstr "" @@ -5202,39 +5255,39 @@ msgstr "" "Spawner.AttackImmediately=false ; boolean\n" "Spawner.UseTurretFacing=false ; boolean\n" "Spawner.RecycleRange=-1 ; float, range in cells\n" -"Spawner.RecycleAnim= ; list of Animation\n" +"Spawner.RecycleAnim= ; List of AnimationTypes\n" "Spawner.RecycleCoord=0,0,0 ; integer - Forward,Lateral,Height\n" "Spawner.RecycleOnTurret=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1318 +#: ../../New-or-Enhanced-Logics.md:1330 msgid "" "If you set recycle FLH, it is best to set a recycle range of at least " "`0.5` at the same time. Otherwise, the spawner may not recycle correctly." msgstr "如果你设置了回收的 FLH,那么最好一并设置一个至少为 `0.5` 格的回收范围。否则子机发射器可能无法正确回收子机。" -#: ../../New-or-Enhanced-Logics.md:1321 +#: ../../New-or-Enhanced-Logics.md:1333 msgid "Automatic passenger deletion" msgstr "自动删除乘客" -#: ../../New-or-Enhanced-Logics.md:1323 +#: ../../New-or-Enhanced-Logics.md:1335 msgid "" "Transports can erase passengers over time. Passengers are deleted in " "order of entering the transport, from first to last." msgstr "运输工具可以随时间删除乘客。乘客将按照进入运输工具顺序的先后被删除。" -#: ../../New-or-Enhanced-Logics.md:1324 +#: ../../New-or-Enhanced-Logics.md:1336 msgid "" "`PassengerDeletion.Rate` determines the interval in game frames that it " "takes to erase a single passenger." msgstr "`PassengerDeletion.Rate` 决定删除单个乘客所需的游戏帧数。" -#: ../../New-or-Enhanced-Logics.md:1325 +#: ../../New-or-Enhanced-Logics.md:1337 msgid "" "If `PassengerDeletion.Rate.SizeMultiply` is set to true, this time " "interval is multiplied by the passenger's `Size`." msgstr "如果 `PassengerDeletion.Rate.SizeMultiply` 设为 true 则此时间间隔将乘算乘客的 `Size`。" -#: ../../New-or-Enhanced-Logics.md:1326 +#: ../../New-or-Enhanced-Logics.md:1338 msgid "" "`PassengerDeletion.UseCostAsRate`, if set to true, changes the time " "interval for erasing a passenger to be based on the passenger's `Cost`. " @@ -5243,25 +5296,25 @@ msgstr "" "如果 `PassengerDeletion.UseCostAsRate` 设为 true 则删除乘客的间隔将基于乘客的 `Cost` " "计算。这不考虑 `FactoryPlant` 等修正。" -#: ../../New-or-Enhanced-Logics.md:1327 +#: ../../New-or-Enhanced-Logics.md:1339 msgid "" "`PassengerDeletion.CostMultiplier` can be used to modify the cost-based " "time interval." msgstr "`PassengerDeletion.CostMultiplier` 可用于设置基于成本的时间间隔倍率。" -#: ../../New-or-Enhanced-Logics.md:1328 +#: ../../New-or-Enhanced-Logics.md:1340 msgid "" "`PassengerDeletion.CostRateCap` can be used to set a cap to the cost-" "based time interval." msgstr "`PassengerDeletion.CostRateCap` 可用于设置基于成本计算的时间间隔上限。" -#: ../../New-or-Enhanced-Logics.md:1329 +#: ../../New-or-Enhanced-Logics.md:1341 msgid "" "`PassengerDeletion.AllowedHouses` determines which houses passengers can " "belong to be eligible for deletion." msgstr "`PassengerDeletion.AllowedHouses` 决定了哪些所属方的乘客会被删除。" -#: ../../New-or-Enhanced-Logics.md:1330 +#: ../../New-or-Enhanced-Logics.md:1342 msgid "" "`PassengerDeletion.DontScore`, if set to true, makes it so that the " "deleted passengers are not counted as having been killed by the transport" @@ -5270,7 +5323,7 @@ msgstr "" "如果 `PassengerDeletion.DontScore` 设为 true " "则删除的乘客不会被视为被运输工具击杀(没有经验,不会计入所属方击杀数等)。" -#: ../../New-or-Enhanced-Logics.md:1331 +#: ../../New-or-Enhanced-Logics.md:1343 msgid "" "If `PassengerDeletion.Soylent` is set to true, an amount of credits is " "refunded to the owner of the transport. The exact amount refunded is " @@ -5280,19 +5333,19 @@ msgstr "" "如果 `PassengerDeletion.Soylent` 设为 true 则会向运输工具的所有者返还一定数量的资金。具体金额由乘客的 " "`Soylent` 决定,若为设置则由 `Cost` 决定(这里可受到 `FactoryPlant` 等修正的影响)。" -#: ../../New-or-Enhanced-Logics.md:1332 +#: ../../New-or-Enhanced-Logics.md:1344 msgid "" "`PassengerDeletion.SoylentMultiplier` is a direct multiplier applied to " "the refunded amount of credits." msgstr "`PassengerDeletion.SoylentMultiplier` 是直接应用于返还资金的倍率。" -#: ../../New-or-Enhanced-Logics.md:1333 +#: ../../New-or-Enhanced-Logics.md:1345 msgid "" "`PassengerDeletion.SoylentAllowedHouses` determines which houses " "passengers can belong to be eligible for refunding." msgstr "`PassengerDeletion.SoylentAllowedHouses` 决定了哪些所属方的乘客会造成资金返还。" -#: ../../New-or-Enhanced-Logics.md:1334 +#: ../../New-or-Enhanced-Logics.md:1346 msgid "" "`PassengerDeletion.DisplaySoylent` can be set to true to display the " "amount of credits refunded on the transport. " @@ -5304,22 +5357,23 @@ msgstr "" "以在运输工具上显示返还的资金金额。`PassengerDeletion.DisplaySoylentToHouses` " "决定了哪些所属方可以看到此消息,`PassengerDeletion.DisplaySoylentOffset` 可用于调整显示坐标偏移。" -#: ../../New-or-Enhanced-Logics.md:1335 +#: ../../New-or-Enhanced-Logics.md:1347 msgid "" "`PassengerDeletion.ReportSound` and `PassengerDeletion.Anim` can be used " "to specify a sound and animation to play when a passenger is erased, " -"respectively. If more than one animation is listed, a random one is selected." +"respectively. If more than one animation is listed, a random one is " +"selected." msgstr "" "`PassengerDeletion.ReportSound` 和 `PassengerDeletion.Anim` " "可用于分别指定在删除乘客时播放的声音和动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1336 +#: ../../New-or-Enhanced-Logics.md:1348 msgid "" "If `PassengerDeletion.UnderEMP` is set to true, the deletion will be " "processed when the transport is under EMP or deactivated." msgstr "如果 `PassengerDeletion.UnderEMP` 设为 true 则在运输工具受 EMP 影响或瘫痪时继续执行删除操作。" -#: ../../New-or-Enhanced-Logics.md:1339 +#: ../../New-or-Enhanced-Logics.md:1351 msgid "" "[SOMETECHNO] ; TechnoType\n" "PassengerDeletion.Rate=0 ; integer, game frames\n" @@ -5342,7 +5396,7 @@ msgid "" "PassengerDeletion.DisplaySoylentOffset=0,0 ; X,Y, pixels relative to" " default\n" "PassengerDeletion.ReportSound= ; Sound entry\n" -"PassengerDeletion.Anim= ; list of Animation\n" +"PassengerDeletion.Anim= ; List of AnimationTypes\n" "PassengerDeletion.UnderEMP=false ; boolean\n" msgstr "" "[SOMETECHNO] ; TechnoType\n" @@ -5366,14 +5420,14 @@ msgstr "" "PassengerDeletion.DisplaySoylentOffset=0,0 ; X,Y, pixels relative to" " default\n" "PassengerDeletion.ReportSound= ; Sound entry\n" -"PassengerDeletion.Anim= ; list of Animation\n" +"PassengerDeletion.Anim= ; List of AnimationTypes\n" "PassengerDeletion.UnderEMP=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1359 +#: ../../New-or-Enhanced-Logics.md:1371 msgid "Automatic passenger owner change to match transport owner" msgstr "自动同步载员所属方" -#: ../../New-or-Enhanced-Logics.md:1361 +#: ../../New-or-Enhanced-Logics.md:1373 msgid "" "Transports with `Passengers.SyncOwner` set to true will have the owner of" " their passengers changed to match the transport if transport's owner " @@ -5382,14 +5436,14 @@ msgstr "" "如果运输工具的 `Passengers.SyncOwner` 设为 true " "则当运输工具的所有者发生改变那么其载员的所有者也将会更改以与运输工具同步。" -#: ../../New-or-Enhanced-Logics.md:1362 +#: ../../New-or-Enhanced-Logics.md:1374 msgid "" "On `OpenTopped=true` transports this will also disable checks that " "prevent target acquisition by passengers when the transport is " "temporarily mind controlled." msgstr "对于 `OpenTopped=true` 的运输工具这还将禁用在运输工具暂时被心灵控制时阻止载员对目标进行攻击的检查。" -#: ../../New-or-Enhanced-Logics.md:1363 +#: ../../New-or-Enhanced-Logics.md:1375 msgid "" "`Passengers.SyncOwner.RevertOnExit`, if set to true (which is the " "default), changes the passengers' owner back to whatever it was " @@ -5398,13 +5452,13 @@ msgstr "" "如果 `Passengers.SyncOwner.RevertOnExit` 设为 " "true(默认行为),当载员被弹出时,其所属方将恢复为载员进入时所属方。" -#: ../../New-or-Enhanced-Logics.md:1364 +#: ../../New-or-Enhanced-Logics.md:1376 msgid "" "Does not work on passengers acquired through use of `Abductor=true` " "weapon *(Ares feature)*." msgstr "不适用于通过 `Abductor=true` 武器(*Ares 功能*)获取的载员。" -#: ../../New-or-Enhanced-Logics.md:1367 +#: ../../New-or-Enhanced-Logics.md:1379 msgid "" "[SOMETECHNO] ; TechnoType\n" "Passengers.SyncOwner=false ; boolean\n" @@ -5414,11 +5468,11 @@ msgstr "" "Passengers.SyncOwner=false ; boolean\n" "Passengers.SyncOwner.RevertOnExit=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1373 +#: ../../New-or-Enhanced-Logics.md:1385 msgid "Automatically firing weapons" msgstr "自动发射武器" -#: ../../New-or-Enhanced-Logics.md:1375 +#: ../../New-or-Enhanced-Logics.md:1387 msgid "" "You can now make TechnoType automatically fire its weapon(s) without " "having to scan for suitable targets by setting `AutoFire`, on either its " @@ -5430,7 +5484,7 @@ msgstr "" "现在你可以设置 `AutoFire` 使科技类型根据 `AutoFire.TargetSelf` " "选择当前单元格或开火者自身自动发射其武器而无需检索一个合适的目标。" -#: ../../New-or-Enhanced-Logics.md:1378 +#: ../../New-or-Enhanced-Logics.md:1390 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoFire=false ; boolean\n" @@ -5440,15 +5494,15 @@ msgstr "" "AutoFire=false ; boolean\n" "AutoFire.TargetSelf=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1384 +#: ../../New-or-Enhanced-Logics.md:1396 msgid "Build limit group" msgstr "建造限制组" -#: ../../New-or-Enhanced-Logics.md:1386 +#: ../../New-or-Enhanced-Logics.md:1398 msgid "You can now make different technos share build limit in a group." msgstr "现在你可以使不同的科技类型在一个组内共享建造限制。" -#: ../../New-or-Enhanced-Logics.md:1387 +#: ../../New-or-Enhanced-Logics.md:1399 msgid "" "`BuildLimitGroup.Types` determines the technos that'll be used for build " "limit conditions of the selected techno. Note that the limit won't be " @@ -5458,7 +5512,7 @@ msgstr "" "`BuildLimitGroup.Types` " "决定了将用于所选科技类型建造条件的其他科技类型。注意该语句并不提供任何限制效果。要实现这点你需要手动位每个科技类型设置建造限制。" -#: ../../New-or-Enhanced-Logics.md:1388 +#: ../../New-or-Enhanced-Logics.md:1400 msgid "" "`BuildLimitGroup.Nums` determines the amount of technos that would reach " "the build limit. If using a single integer, it'll use the sum of all " @@ -5471,7 +5525,7 @@ msgstr "" " `BuildLimitGroup.Types` 数量相同的整数列表,则会为每个科技类型计算建造限制,其值的位置与 " "`BuildLimitGroup.Types` 中的位置对应。" -#: ../../New-or-Enhanced-Logics.md:1389 +#: ../../New-or-Enhanced-Logics.md:1401 msgid "" "`BuildLimitGroup.Factor` determines each of this techno instance will " "count as what value when calculating build limit." @@ -5479,13 +5533,13 @@ msgstr "" "`BuildLimitGroup.Factor` 决定了每个此类科技类型在计算建造限制时将被视为多少来进行计算(类似一个用于 " "`BuildLimit` 的 `Size`)。" -#: ../../New-or-Enhanced-Logics.md:1390 +#: ../../New-or-Enhanced-Logics.md:1402 msgid "" "This is only used by BuildLimitGroup. No other place will use it when " "counting owned objects, including `BuildLimitGroup.ExtraLimit`." msgstr "这仅由 BuildLimitGroup 使用。其他地方不会使用它来计算,包括 `BuildLimitGroup.ExtraLimit`。" -#: ../../New-or-Enhanced-Logics.md:1391 +#: ../../New-or-Enhanced-Logics.md:1403 msgid "" "`BuildLimitGroup.ContentIfAnyMatch` determines the rule of calculating " "build limit per techno. If set to true, build limit will be content if " @@ -5497,7 +5551,7 @@ msgstr "" "true,则当组内任意科技类型的数量达到其 `BuildLimitGroup.Nums` 值时视为全组达到建造限制。如果设置为 " "false,则只有当组内所有科技类型的数量达到时建造限制才有效。" -#: ../../New-or-Enhanced-Logics.md:1392 +#: ../../New-or-Enhanced-Logics.md:1404 msgid "" "`BuildLimitGroup.NotBuildableIfQueueMatch` determines the moment to stop " "the techno's production. If set to true, its production will be stopped " @@ -5508,19 +5562,19 @@ msgstr "" "`BuildLimitGroup.NotBuildableIfQueueMatch` 决定了禁用科技类型生产的时刻,如果设为 true " "则已存在的科技类型与处于生产序列中的科技类型只和满足条件就会停止生产。如果设为 false 则只有地图上实际存在的科技类型满足条件才会停止生产。" -#: ../../New-or-Enhanced-Logics.md:1393 +#: ../../New-or-Enhanced-Logics.md:1405 msgid "" "You can also add an extra value into `BuildLimitGroup.Nums`, determined " "by the amount of specific technos owned by its house." msgstr "你还可以根据其所属方拥有的特定科技类型数量向 `BuildLimitGroup.Nums` 添加一个额外调整值。" -#: ../../New-or-Enhanced-Logics.md:1394 +#: ../../New-or-Enhanced-Logics.md:1406 msgid "" "`BuildLimitGroup.ExtraLimit.Types` determines the technos that'll be used" " for extra value calculation." msgstr "`BuildLimitGroup.ExtraLimit.Types` 决定了将用于额外值计算的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1395 +#: ../../New-or-Enhanced-Logics.md:1407 msgid "" "`BuildLimitGroup.ExtraLimit.Nums` determines the actual value of " "increment. Value matching the position in " @@ -5532,7 +5586,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` " "中对应位置的科技类型一一对应。每个列表中的科技类型会使建造限制增加其场上存在的数量 * 该列表中对应值。" -#: ../../New-or-Enhanced-Logics.md:1396 +#: ../../New-or-Enhanced-Logics.md:1408 msgid "" "`BuildLimitGroup.ExtraLimit.MaxCount` determines the maximum amount of " "technos being counted into the extra value calculation. Value matching " @@ -5544,7 +5598,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` 中对应位置的科技类型一一对应。如果未设置或设为小于 1 " "的值,则视为无最大数量限制。" -#: ../../New-or-Enhanced-Logics.md:1397 +#: ../../New-or-Enhanced-Logics.md:1409 msgid "" "`BuildLimitGroup.ExtraLimit.MaxNum` determines the maximum of values in " "`BuildLimitGroup.Nums` after extra limit calculation. If not set or set " @@ -5553,7 +5607,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.MaxNum` 决定了在计算额外值后 `BuildLimitGroup.Nums` " "的最大值。如果未设置或设为小于 1 的值,则视为无最大值。" -#: ../../New-or-Enhanced-Logics.md:1400 +#: ../../New-or-Enhanced-Logics.md:1412 msgid "" "[SOMETECHNO] ; TechnoType\n" "BuildLimitGroup.Types= ; List of TechnoTypes\n" @@ -5579,17 +5633,17 @@ msgstr "" "BuildLimitGroup.ExtraLimit.MaxCount= ; List of integers\n" "BuildLimitGroup.ExtraLimit.MaxNum=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1413 +#: ../../New-or-Enhanced-Logics.md:1425 msgid "Convert TechnoType on owner house change" msgstr "根据操作者变形" -#: ../../New-or-Enhanced-Logics.md:1415 +#: ../../New-or-Enhanced-Logics.md:1427 msgid "" "You can now change a unit's type when changing ownership from human to " "computer or from computer to human." msgstr "现在你可以在操作者从人类改为 AI 玩家或从 AI 玩家改为人类玩家时执行单位转换。" -#: ../../New-or-Enhanced-Logics.md:1418 +#: ../../New-or-Enhanced-Logics.md:1430 msgid "" "[SOMETECHNO] ; TechnoType\n" "Convert.HumanToComputer= ; TechnoType\n" @@ -5599,11 +5653,11 @@ msgstr "" "Convert.HumanToComputer= ; TechnoType\n" "Convert.ComputerToHuman= ; TechnoType\n" -#: ../../New-or-Enhanced-Logics.md:1424 +#: ../../New-or-Enhanced-Logics.md:1436 msgid "Custom tint on TechnoTypes" msgstr "染色" -#: ../../New-or-Enhanced-Logics.md:1426 +#: ../../New-or-Enhanced-Logics.md:1438 msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes naturally by " @@ -5612,13 +5666,13 @@ msgstr "" "通过设置 `Tint.Color` 和 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:1429 +#: ../../New-or-Enhanced-Logics.md:1441 msgid "" "Tint effects can also be applied by [attached effects](#attached-effects)" " and on [shields](#shields)." msgstr "染色效果也可以通过 [Attach Effect](#attached-effects) 和[护盾](#shields)应用。" -#: ../../New-or-Enhanced-Logics.md:1432 +#: ../../New-or-Enhanced-Logics.md:1444 msgid "" "[SOMETECHNO] ; TechnoType\n" "Tint.Color= ; integer - R,G,B\n" @@ -5632,17 +5686,17 @@ msgstr "" "Tint.VisibleToHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1439 +#: ../../New-or-Enhanced-Logics.md:1451 msgid "Customizable OpenTopped properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../New-or-Enhanced-Logics.md:1441 +#: ../../New-or-Enhanced-Logics.md:1453 msgid "" "You can now override global `OpenTopped` transport properties per " "TechnoType." msgstr "现在你可以为每个科技类型微观设定全局 `OpenTopped` 运输工具的属性。" -#: ../../New-or-Enhanced-Logics.md:1442 +#: ../../New-or-Enhanced-Logics.md:1454 msgid "" "`OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` " "transport rangefinding behaviour where smallest weapon range between " @@ -5652,7 +5706,7 @@ msgstr "" "`OpenTopped.IgnoreRangefinding` 可用于禁用 `OpenTopped` " "运输工具在接近超出射程的目标和扫描潜在目标时使用运输工具与所有载员之间的 `Range` 最小武器的射程这一测距行为。" -#: ../../New-or-Enhanced-Logics.md:1443 +#: ../../New-or-Enhanced-Logics.md:1455 msgid "" "`OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or" " not passengers can fire out when the transport is deactivated (EMP, " @@ -5661,13 +5715,13 @@ msgstr "" "`OpenTopped.AllowFiringIfDeactivated` 可用于自定义当运输工具被瘫痪(EMP、`PoweredUnit` " "等)时载员是否可以开火。" -#: ../../New-or-Enhanced-Logics.md:1444 +#: ../../New-or-Enhanced-Logics.md:1456 msgid "" "`OpenTopped.ShareTransportTarget` controls whether or not the current " "target of the transport itself is passed to the passengers as well." msgstr "`OpenTopped.ShareTransportTarget` 控制运输工具的当前目标是否传递给乘客。" -#: ../../New-or-Enhanced-Logics.md:1446 +#: ../../New-or-Enhanced-Logics.md:1458 msgid "" "[SOMETECHNO] ; TechnoType\n" "OpenTopped.RangeBonus= ; integer, override of the " @@ -5691,30 +5745,30 @@ msgstr "" "OpenTopped.AllowFiringIfDeactivated=true ; boolean\n" "OpenTopped.ShareTransportTarget=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1456 +#: ../../New-or-Enhanced-Logics.md:1468 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../New-or-Enhanced-Logics.md:1457 +#: ../../New-or-Enhanced-Logics.md:1469 msgid "" "It is now possible to spawn multiple types of spawnees from a spawner " "with `Spawns.Queue`. The order of spawnees in this queue is the order of " "their respawn." msgstr "现在可以通过 `Spawns.Queue` 从子机发射器生成多种子机。该序列中的子机顺序即为其重新生成顺序。" -#: ../../New-or-Enhanced-Logics.md:1458 +#: ../../New-or-Enhanced-Logics.md:1470 msgid "" "`Spawns` still needs to be set to enable the spawner logic and act as a " "default spawnee." msgstr "仍需设置 `Spawns` 以启用子机逻辑并作为默认子机。" -#: ../../New-or-Enhanced-Logics.md:1459 +#: ../../New-or-Enhanced-Logics.md:1471 msgid "" "`SpawnsNumber` still needs to be set to determine the amount of spawnee " "slots." msgstr "仍需设置 `SpawnsNumber` 以决定子机数量。" -#: ../../New-or-Enhanced-Logics.md:1460 +#: ../../New-or-Enhanced-Logics.md:1472 msgid "" "If the length of the queue is longer than the spawner's `SpawnsNumber`, " "spawnee after this length will be omitted. If the length is shorter " @@ -5724,7 +5778,7 @@ msgstr "" "如果队列长度超过子机发射器的 `SpawnsNumber`,超出部分的子机将被忽略。如果队列长度过短则剩余部分由 `Spawns` " "定义的子机填补。因此建议将它们设为等长。" -#: ../../New-or-Enhanced-Logics.md:1463 +#: ../../New-or-Enhanced-Logics.md:1475 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" @@ -5732,32 +5786,32 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" -#: ../../New-or-Enhanced-Logics.md:1469 +#: ../../New-or-Enhanced-Logics.md:1481 msgid "" "Note that all spawnees in a queue should have `MissileSpawn` set to the " "same value (all to true or false). Mixing them will make missile spawnees" " can't hit their targets." msgstr "注意队列中的所有子机应当拥有相同的 `MissileSpawn` 值(均为 true 或均为 false)。混合使用会导致导弹类子机无法命中目标。" -#: ../../New-or-Enhanced-Logics.md:1472 +#: ../../New-or-Enhanced-Logics.md:1484 msgid "Customize EVA voice and `SellSound` when selling units" msgstr "单位出售音效" -#: ../../New-or-Enhanced-Logics.md:1474 +#: ../../New-or-Enhanced-Logics.md:1486 msgid "" "When a building or a unit is sold, a sell sound as well as an EVA is " "played to the owner. These configurations have been deglobalized." msgstr "当建筑或单位被出售时将向所有者播放出售音效和 EVA 语音。这些设置以允许微观定义。" -#: ../../New-or-Enhanced-Logics.md:1475 +#: ../../New-or-Enhanced-Logics.md:1487 msgid "`EVA.Sold` is used to customize the EVA voice when selling." msgstr "`EVA.Sold` 用于自定义出售时的 EVA 语音。" -#: ../../New-or-Enhanced-Logics.md:1476 +#: ../../New-or-Enhanced-Logics.md:1488 msgid "`SellSound` is used to customize the report sound when selling." msgstr "`SellSound` 用于自定义出售时的音效。" -#: ../../New-or-Enhanced-Logics.md:1479 +#: ../../New-or-Enhanced-Logics.md:1491 msgid "" "[SOMETECHNO] ; BuildingType or VehicleType\n" "EVA.Sold= ; EVA entry, default to EVA_StructureSold for buildings " @@ -5769,17 +5823,17 @@ msgstr "" "and EVA_UnitSold for vehicles\n" "SellSound= ; Sound entry, default to [AudioVisual] -> SellSound\n" -#: ../../New-or-Enhanced-Logics.md:1486 +#: ../../New-or-Enhanced-Logics.md:1498 msgid "" "Vanilla game played vehicles' `SellSound` globally. This has been changed" " in consistency with buildings' `SellSound`." msgstr "原版游戏中出售载具的 `SellSound` 是全局的。这已改为与建筑出售的 `SellSound` 保持一致。" -#: ../../New-or-Enhanced-Logics.md:1489 +#: ../../New-or-Enhanced-Logics.md:1501 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "禁用副武器自动推算" -#: ../../New-or-Enhanced-Logics.md:1491 +#: ../../New-or-Enhanced-Logics.md:1503 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 " @@ -5795,35 +5849,35 @@ msgstr "" "武器。`NoSecondaryWeaponFallback.AllowAA` 控制对抛射体拥有 `AA` 且应对空中目标的情况。这不适用于总是选择" " `(Elite)Secondary` 武器的特殊情况,包括但不限于以下几种:" -#: ../../New-or-Enhanced-Logics.md:1492 +#: ../../New-or-Enhanced-Logics.md:1504 msgid "" "`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` " "transport." msgstr "`OpenTransportWeapon=1` 的单位在一个 `OpenTopped=true` 的运输工具内开火。" -#: ../../New-or-Enhanced-Logics.md:1493 +#: ../../New-or-Enhanced-Logics.md:1505 msgid "" "`NoAmmoWeapon=1` on an unit with `Ammo` value higher than 0 and current " "ammo count lower or equal to `NoAmmoAmount`." msgstr "`NoAmmoWeapon=1` 的单位在 `Ammo` 大于 0 且当前弹药数量小于等于 `NoAmmoAmount`。" -#: ../../New-or-Enhanced-Logics.md:1494 +#: ../../New-or-Enhanced-Logics.md:1506 msgid "" "Deployed `IsSimpleDeployer=true` units with `DeployFireWeapon=1` set or " "omitted." msgstr "拥有 `DeployFireWeapon=1` 的 `IsSimpleDeployer=true` 单位处于部署状态。" -#: ../../New-or-Enhanced-Logics.md:1495 +#: ../../New-or-Enhanced-Logics.md:1507 msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." msgstr "`DrainWeapon=true` 的武器应对敌方 `Drainable=yes` 的建筑。" -#: ../../New-or-Enhanced-Logics.md:1496 +#: ../../New-or-Enhanced-Logics.md:1508 msgid "" "Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon" " against buildings." msgstr "单位使用一个 `Warhead` 拥有 `IsLocomotor=true` 设置的 `(Elite)Primary` 应对建筑。" -#: ../../New-or-Enhanced-Logics.md:1497 +#: ../../New-or-Enhanced-Logics.md:1509 msgid "" "Weapons with `ElectricAssault=true` set on `Warhead` against " "`Overpowerable=true` buildings belonging to owner or allies." @@ -5831,17 +5885,17 @@ msgstr "" "对所有者或盟友的 `Overpowerable=true` 建筑使用 `Warhead` 拥有 `ElectricAssault=true` " "设置的武器。" -#: ../../New-or-Enhanced-Logics.md:1498 +#: ../../New-or-Enhanced-Logics.md:1510 msgid "`Overpowerable=true` buildings that are currently overpowered." msgstr "`Overpowerable=true` 的建筑当前处于过载状态。" -#: ../../New-or-Enhanced-Logics.md:1499 +#: ../../New-or-Enhanced-Logics.md:1511 msgid "" "Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or " "`IsGattling=true` is also wholly exempt." msgstr "任何使用 `(Elite)WeaponX` 的系统也完全不受影响,例如 `Gunner=true` 或 `IsGattling=true`。" -#: ../../New-or-Enhanced-Logics.md:1502 +#: ../../New-or-Enhanced-Logics.md:1514 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoSecondaryWeaponFallback=false ; boolean\n" @@ -5851,13 +5905,13 @@ msgstr "" "NoSecondaryWeaponFallback=false ; boolean\n" "NoSecondaryWeaponFallback.AllowAA=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1508 +#: ../../New-or-Enhanced-Logics.md:1520 msgid "" "Disguise logic additions (disguise-based movement speed, disguise " "blinking visibility)" msgstr "伪装逻辑增强" -#: ../../New-or-Enhanced-Logics.md:1510 +#: ../../New-or-Enhanced-Logics.md:1522 msgid "" "`DisguiseBlinkingVisibility` can be used to customize which players can " "see disguises blinking on units. This does not affect targeting but does " @@ -5867,7 +5921,7 @@ msgstr "" "`DisguiseBlinkingVisibility` " "可用于自定义哪些玩家可以看到单位的伪装闪烁。这不影响目标选择,但会影响军衔的可见性——闪烁的伪装意味着始终可见原单位的军衔而不是伪装单位的。" -#: ../../New-or-Enhanced-Logics.md:1511 +#: ../../New-or-Enhanced-Logics.md:1523 msgid "" "Another thing to note is that in singleplayer missions, for purposes of " "the disguise blinking, disguised objects owned by any player-controlled " @@ -5879,7 +5933,7 @@ msgstr "" "另一个需要注意的是在单人任务中,就伪装闪烁而言,任何玩家所控制的所属方所拥有的伪装单位即使与玩家所属方不是盟友视为当前玩家所有,这意味着玩家始终可以看到它们的伪装闪烁,除非" " `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" -#: ../../New-or-Enhanced-Logics.md:1512 +#: ../../New-or-Enhanced-Logics.md:1524 msgid "" "`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its " "movement speed to match that of the disguise, if applicable. Note that " @@ -5889,7 +5943,7 @@ msgstr "" "`UseDisguiseMovementSpeed` " "如果设置则在可行的情况下伪装单位将调整其移动速度以匹配伪装目标的速度。注意即使伪装被识破只要未被解除此设置就依旧生效。" -#: ../../New-or-Enhanced-Logics.md:1515 +#: ../../New-or-Enhanced-Logics.md:1527 msgid "" "[General]\n" "DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration " @@ -5905,27 +5959,27 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "UseDisguiseMovementSpeed=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1523 +#: ../../New-or-Enhanced-Logics.md:1535 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../New-or-Enhanced-Logics.md:1525 +#: ../../New-or-Enhanced-Logics.md:1537 msgid "Now you can customize some effects of `RateDown`." msgstr "现在你可以自定义 `RateDown` 的一些效果。" -#: ../../New-or-Enhanced-Logics.md:1526 +#: ../../New-or-Enhanced-Logics.md:1538 msgid "" "`RateDown.Delay` controls the delay before using `RateDown` to reduce the" " gattling value." msgstr "`RateDown.Delay` 控制停火多少帧后才开始使用 `RateDown` 减少盖特计时器。" -#: ../../New-or-Enhanced-Logics.md:1527 +#: ../../New-or-Enhanced-Logics.md:1539 msgid "" "`RateDown.Reset` controls whether to reset the gattling value directly " "when the techno has no target or changes targets." msgstr "`RateDown.Reset` 控制当科技类型失去目标或更换目标时是否立即清空盖特计时器。" -#: ../../New-or-Enhanced-Logics.md:1528 +#: ../../New-or-Enhanced-Logics.md:1540 msgid "" "`RateDown.Cover.Value` replaces the original `RateDown` when techno's " "ammo is lower than `RateDown.Cover.AmmoBelow`." @@ -5933,7 +5987,7 @@ msgstr "" "`RateDown.Cover.Value` 用于在科技类型的弹药低于 `RateDown.Cover.AmmoBelow` 时替代 " "`RateDown` 使用。" -#: ../../New-or-Enhanced-Logics.md:1531 +#: ../../New-or-Enhanced-Logics.md:1543 msgid "" "[SOMETECHNO] ; TechnoType, with IsGattling=yes\n" "RateDown.Delay=0 ; integer, game frames\n" @@ -5947,11 +6001,11 @@ msgstr "" "RateDown.Cover.Value=0 ; integer\n" "RateDown.Cover.AmmoBelow=-2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1539 +#: ../../New-or-Enhanced-Logics.md:1551 msgid "Firing offsets for specific Burst shots" msgstr "Burst 开火坐标" -#: ../../New-or-Enhanced-Logics.md:1541 +#: ../../New-or-Enhanced-Logics.md:1553 msgid "" "You can now specify separate firing offsets for each of the shots fired " "by weapon with `Burst` via using " @@ -5969,14 +6023,14 @@ msgstr "" "开始的连发索引,这些值将按顺序解析,直到没有常规或精英武器的值为止,如果精英武器缺少值则默认使用常规武器的 " "FLH。如果特定连发索引缺少值,则使用基础标签(例如 `PrimaryFireFLH`)的值。" -#: ../../New-or-Enhanced-Logics.md:1542 +#: ../../New-or-Enhanced-Logics.md:1554 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 "特定连发索引使用的是不会根据连发索引而将 L 值镜像的绝对坐标。" -#: ../../New-or-Enhanced-Logics.md:1545 +#: ../../New-or-Enhanced-Logics.md:1557 msgid "" "[SOMETECHNO] ; TechnoType Image\n" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " @@ -5986,11 +6040,11 @@ msgstr "" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " "weapon-specific FLH key name and N is zero-based burst shot index.\n" -#: ../../New-or-Enhanced-Logics.md:1550 +#: ../../New-or-Enhanced-Logics.md:1562 msgid "Forcing specific weapon against certain targets" msgstr "对特定目标使用特定武器" -#: ../../New-or-Enhanced-Logics.md:1552 +#: ../../New-or-Enhanced-Logics.md:1564 msgid "" "![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater " "target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: " @@ -6000,7 +6054,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中使用 " "`ForceWeapon.Naval.Decloaked` 的海军对水下目标行为*" -#: ../../New-or-Enhanced-Logics.md:1555 +#: ../../New-or-Enhanced-Logics.md:1567 msgid "" "![image](_static/images/forceweapon_emp.gif) *Enemy behavior against EMP " "targets with `ForceWeapon.UnderEMP` in [C&C: " @@ -6010,7 +6064,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中敌人使用 " "`ForceWeapon.UnderEMP` 攻击 EMP 状态目标的行为*" -#: ../../New-or-Enhanced-Logics.md:1558 +#: ../../New-or-Enhanced-Logics.md:1570 msgid "" "Can be used to override normal weapon selection logic to force specific " "weapons to use against certain targets. If multiple are set and target " @@ -6018,7 +6072,7 @@ msgid "" "effect." msgstr "可用于覆盖正常的武器选择逻辑,以强制对特定目标使用特定武器。目标满足条件则按所列出规则的顺序使用第一个满足条件的规则。" -#: ../../New-or-Enhanced-Logics.md:1559 +#: ../../New-or-Enhanced-Logics.md:1571 msgid "" "`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against " "uncloaked `Naval=yes` targets. Useful if your naval unit has one weapon " @@ -6027,25 +6081,25 @@ msgstr "" "`ForceWeapon.Naval.Decloaked` 强制指定对未隐形(下潜)状态 `Naval=yes` " "的目标使用的武器。如果你的海军单位有一个武器仅用于水下目标另一个武器用于水面目标那么这个规则会很有用。" -#: ../../New-or-Enhanced-Logics.md:1560 +#: ../../New-or-Enhanced-Logics.md:1572 msgid "" "`ForceWeapon.Cloaked` forces specified weapon to be used against any " "cloaked targets." msgstr "`ForceWeapon.Cloaked` 强制指定对隐形(下潜)状态目标使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1561 +#: ../../New-or-Enhanced-Logics.md:1573 msgid "" "`ForceWeapon.Disguised` forces specified weapon to be used against any " "disguised targets." msgstr "`ForceWeapon.Disguised` 强制指定针对伪装目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1562 +#: ../../New-or-Enhanced-Logics.md:1574 msgid "" "`ForceWeapon.UnderEMP` forces specified weapon to be used if the target " "is under EMP effect." msgstr "`ForceWeapon.UnderEMP` 强制指定对与被 EMP 瘫痪了的目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1563 +#: ../../New-or-Enhanced-Logics.md:1575 msgid "" "`ForceWeapon.InRange` forces specified a list of weapons to be used once " "the target is within their `Range`. If `ForceWeapon.InRange.TechnoOnly` " @@ -6060,7 +6114,7 @@ msgstr "" "则仅在目标为单位时才能像其他强制武器效果那样生效,否则在攻击空地时也会生效。该单位会按列表顺序选取首个符合条件的武器。在未设置 " "`ForceAAWeapon.InRange` 的情况下这同时用于地面和空中目标。" -#: ../../New-or-Enhanced-Logics.md:1564 +#: ../../New-or-Enhanced-Logics.md:1576 msgid "" "`ForceAAWeapon.InRange` does the same thing but only for air target. " "Taking priority to `ForceWeapon.InRange`, which means that it can only be" @@ -6069,7 +6123,7 @@ msgstr "" "`ForceAAWeapon.InRange` 是 `ForceWeapon.InRange` 的对空版本。当两个参数同时存在时 " "`ForceWeapon.InRange` 仅用于对地。" -#: ../../New-or-Enhanced-Logics.md:1565 +#: ../../New-or-Enhanced-Logics.md:1577 msgid "" "`Force(AA)Weapon.InRange.Overrides` overrides the range when decides " "which weapon to use. Value from position matching the position from " @@ -6080,7 +6134,7 @@ msgstr "" "`Force(AA)Weapon.InRange` 中的武器序号一一对应,如果一个武器的对应的值小于 0 或不存在那么使用武器自身的 " "`Range`。" -#: ../../New-or-Enhanced-Logics.md:1566 +#: ../../New-or-Enhanced-Logics.md:1578 msgid "" "If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any " "applicable weapon range modifiers from the firer are applied to the " @@ -6089,11 +6143,11 @@ msgstr "" "如果 `Force(AA)Weapon.InRange.ApplyRangeModifiers` 设为 true " "则任何来自开火者的武器射程加成也将参与射程判定。" -#: ../../New-or-Enhanced-Logics.md:1567 +#: ../../New-or-Enhanced-Logics.md:1579 msgid "A series of tags can force specified weapons based on the target's type." msgstr "一系列根据目标类型强制使用特定武器的标签:" -#: ../../New-or-Enhanced-Logics.md:1568 +#: ../../New-or-Enhanced-Logics.md:1580 msgid "" "`ForceWeapon.Naval.Units` forces specified weapon to be used against " "`Naval=yes` units. Taking priority to `ForceWeapon.Units`." @@ -6101,7 +6155,7 @@ msgstr "" "`ForceWeapon.Naval.Units` 强制指定对 `Naval=yes` 的单位所使用的武器。优先级高于 " "`ForceWeapon.Units`。" -#: ../../New-or-Enhanced-Logics.md:1569 +#: ../../New-or-Enhanced-Logics.md:1581 msgid "" "If `ForceWeapon.Defenses` is enabled, it'll be used if the target is a " "building with `BuildCat=Combat`. Otherwise it'll follow " @@ -6110,7 +6164,7 @@ msgstr "" "`ForceWeapon.Defenses` 是 `ForceWeapon.Buildings` 针对 `BuildCat=Combat` " "类建筑目标的分离设置,不启用即沿用后者。" -#: ../../New-or-Enhanced-Logics.md:1570 +#: ../../New-or-Enhanced-Logics.md:1582 msgid "" "`ForceWeapon.Infantry/Units/Aircraft` can be applied to both ground and " "air target if `ForceAAWeapon.Infantry/Units/Aircraft` is not set." @@ -6118,7 +6172,7 @@ msgstr "" "`ForceWeapon.Infantry/Units/Aircraft` 在未设置 " "`ForceAAWeapon.Infantry/Units/Aircraft` 时同时控制对空对地。" -#: ../../New-or-Enhanced-Logics.md:1571 +#: ../../New-or-Enhanced-Logics.md:1583 msgid "" "`ForceAAWeapon.Infantry/Units/Aircraft` do the same things but only for " "air target. Taking priority to " @@ -6128,7 +6182,7 @@ msgstr "" "`ForceAAWeapon.Infantry/Units/Aircraft` 是 " "`ForceWeapon.Infantry/Units/Aircraft` 的对空版本。当两个参数同时存在时后者仅用于对地。" -#: ../../New-or-Enhanced-Logics.md:1574 +#: ../../New-or-Enhanced-Logics.md:1586 msgid "" "[SOMETECHNO] ; TechnoType\n" "ForceWeapon.Naval.Decloaked=-1 ; integer, -1 to disable\n" @@ -6178,7 +6232,7 @@ msgstr "" "ForceAAWeapon.Units=-1 ; integer, -1 to disable\n" "ForceAAWeapon.Aircraft=-1 ; integer, -1 to disable\n" -#: ../../New-or-Enhanced-Logics.md:1599 +#: ../../New-or-Enhanced-Logics.md:1611 msgid "" "Specifically, if a position has `Force(AA)Weapon.InRange` set to -1 and " "`Force(AA)Weapon.InRange.Overrides` set to a positive value, it'll use " @@ -6187,18 +6241,18 @@ msgstr "" "特别说明,如果某个位置的 `Force(AA)Weapon.InRange` 设为 -1 而 " "`Force(AA)Weapon.InRange.Overrides` 为正值,那么在满足条件时使用默认的武器选取规则。" -#: ../../New-or-Enhanced-Logics.md:1602 +#: ../../New-or-Enhanced-Logics.md:1614 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../New-or-Enhanced-Logics.md:1603 +#: ../../New-or-Enhanced-Logics.md:1615 msgid "" "It is now possible to set the initial amount of spawnees for a spawner, " "instead of always being filled. Won't work if it's larger than " "`SpawnsNumber`." msgstr "现在可以设置子机发射器的初始子机数量,而不再总是初始满载。如果初始数量大于 `SpawnsNumber` 则无效。" -#: ../../New-or-Enhanced-Logics.md:1606 +#: ../../New-or-Enhanced-Logics.md:1618 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" @@ -6206,11 +6260,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1611 +#: ../../New-or-Enhanced-Logics.md:1623 msgid "Initial strength for TechnoTypes and cloned infantry" msgstr "科技类型与克隆步兵的初始血量" -#: ../../New-or-Enhanced-Logics.md:1613 +#: ../../New-or-Enhanced-Logics.md:1625 msgid "" "![image](_static/images/initialstrength.cloning-01.png) *Initial strength" " for cloned infantry example in [C&C: " @@ -6219,13 +6273,13 @@ msgstr "" "![image](_static/images/initialstrength.cloning-01.png) *[C&C: " "Reloaded](https://www.moddb.com/mods/cncreloaded) 中克隆步兵的初始血量示例*" -#: ../../New-or-Enhanced-Logics.md:1616 +#: ../../New-or-Enhanced-Logics.md:1628 msgid "" "`InitialStrength` can be used to set how many hitpoints a TechnoType " "starts with." msgstr "`InitialStrength` 可用于设置科技类型的初始血量。" -#: ../../New-or-Enhanced-Logics.md:1617 +#: ../../New-or-Enhanced-Logics.md:1629 msgid "" "`InitialStrength.Cloning` can be used to specify a percentage of " "hitpoints (single value or a range from which a random value is picked) " @@ -6234,7 +6288,7 @@ msgstr "" "`InitialStrength.Cloning` 可以用于指定克隆步兵由 `Cloning=true` " "建筑创建时的初始血量百分比(单个值或从其中随机选取的一对值)。" -#: ../../New-or-Enhanced-Logics.md:1620 +#: ../../New-or-Enhanced-Logics.md:1632 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialStrength= ; integer\n" @@ -6250,7 +6304,7 @@ msgstr "" "InitialStrength.Cloning= ; floating point value - single or comma-sep. " "range (percentages)\n" -#: ../../New-or-Enhanced-Logics.md:1629 +#: ../../New-or-Enhanced-Logics.md:1641 msgid "" "Both `InitialStrength` and `InitialStrength.Cloning` never surpass the " "type's `Strength`, even if your values are bigger than it." @@ -6258,77 +6312,77 @@ msgstr "" "`InitialStrength` 和 `InitialStrength.Cloning` 都不会超过单位的 " "`Strength`,即使你设置了一个比它更大的值。" -#: ../../New-or-Enhanced-Logics.md:1632 +#: ../../New-or-Enhanced-Logics.md:1644 msgid "Kill Object Automatically" msgstr "自毁" -#: ../../New-or-Enhanced-Logics.md:1634 +#: ../../New-or-Enhanced-Logics.md:1646 msgid "" "Objects can be destroyed automatically if *any* of these conditions is " "met:" msgstr "如果满足以下 **任何** 条件对象将会自毁:" -#: ../../New-or-Enhanced-Logics.md:1635 +#: ../../New-or-Enhanced-Logics.md:1647 msgid "`OnAmmoDepletion`: The object will die if the remaining ammo reaches 0." msgstr "`OnAmmoDepletion`:如果剩余弹药达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1636 +#: ../../New-or-Enhanced-Logics.md:1648 msgid "`AfterDelay`: The object will die if the countdown (in frames) reaches 0." msgstr "`AfterDelay`:如果倒计时(以帧为单位)达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1637 +#: ../../New-or-Enhanced-Logics.md:1649 msgid "" "`TechnosExist` / `TechnosDontExist`: The object will die if TechnoTypes " "exist or do not exist, respectively." msgstr "`TechnosExist`/`TechnosDontExist`:如果科技类型分别存在或不存在则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1638 +#: ../../New-or-Enhanced-Logics.md:1650 msgid "" "`Technos(Dont)Exist.Any` controls whether or not a single listed " "TechnoType is enough to satisfy the requirement or if all are required." msgstr "`Technos(Dont)Exist.Any` 控制需要列出的单个科技类型还是所有科技类型来满足条件。" -#: ../../New-or-Enhanced-Logics.md:1639 +#: ../../New-or-Enhanced-Logics.md:1651 msgid "" "`Technos(Dont)Exist.AllowLimboed` controls whether or not limboed " "TechnoTypes (f.ex those in transports) are counted." msgstr "`Technos(Dont)Exist.AllowLimboed` 控制是否计入虚拟的科技类型(例如在运输工具中的那些)。" -#: ../../New-or-Enhanced-Logics.md:1640 +#: ../../New-or-Enhanced-Logics.md:1652 msgid "`Technos(Dont)Exist.Houses` controls which houses are checked." msgstr "`Technos(Dont)Exist.Houses` 控制检查哪些所属方。" -#: ../../New-or-Enhanced-Logics.md:1642 +#: ../../New-or-Enhanced-Logics.md:1654 msgid "The auto-death behavior can be chosen from the following:" msgstr "自毁行为有以下选择:" -#: ../../New-or-Enhanced-Logics.md:1643 +#: ../../New-or-Enhanced-Logics.md:1655 msgid "`kill`: The object will be destroyed normally." msgstr "`kill`:对象将正常摧毁。" -#: ../../New-or-Enhanced-Logics.md:1644 +#: ../../New-or-Enhanced-Logics.md:1656 msgid "" "`vanish`: The object will be directly removed from the game peacefully " "instead of actually getting killed." msgstr "`vanish`:对象将被直接从游戏中静默移除而不是真正击杀。" -#: ../../New-or-Enhanced-Logics.md:1645 +#: ../../New-or-Enhanced-Logics.md:1657 msgid "" "`sell`: If the object is a **building** with buildup, it will be sold " "instead of destroyed." msgstr "`sell`:如果对象是拥有建造动画的 **建筑**,它将被出售而不是被摧毁。" -#: ../../New-or-Enhanced-Logics.md:1646 +#: ../../New-or-Enhanced-Logics.md:1658 msgid "" "If this option is not set, the self-destruction logic will not be " "enabled. `AutoDeath.VanishAnimation` can be set to animation to play at " -"object's location if `vanish` behaviour is chosen." -" If more than one animation is listed, a random one is selected." +"object's location if `vanish` behaviour is chosen. If more than one " +"animation is listed, a random one is selected." msgstr "" "如果未设置此项那么自毁逻辑将不会启用。如果选择 `vanish` 行为,那么可以使用 `AutoDeath.VanishAnimation` " "设置自毁时播放的动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1647 +#: ../../New-or-Enhanced-Logics.md:1659 msgid "" "This logic also supports buildings delivered by " "[LimboDelivery](#limbodelivery). However in this case, all " @@ -6338,12 +6392,12 @@ msgstr "" "此逻辑还支持通过 [虚拟投放](#limbodelivery) 提供的建筑。不过这种情况下所有 `AutoDeath.Behavior` " "值都将只是使建筑简单地移除。" -#: ../../New-or-Enhanced-Logics.md:1650 +#: ../../New-or-Enhanced-Logics.md:1662 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoDeath.Behavior= ; enumeration (kill | " "vanish | sell), default not set\n" -"AutoDeath.VanishAnimation= ; list of Animation\n" +"AutoDeath.VanishAnimation= ; List of AnimationTypes\n" "AutoDeath.OnAmmoDepletion=no ; boolean\n" "AutoDeath.AfterDelay=0 ; positive integer\n" "AutoDeath.TechnosDontExist= ; List of TechnoTypes\n" @@ -6360,7 +6414,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "AutoDeath.Behavior= ; enumeration (kill | " "vanish | sell), default not set\n" -"AutoDeath.VanishAnimation= ; list of Animation\n" +"AutoDeath.VanishAnimation= ; List of AnimationTypes\n" "AutoDeath.OnAmmoDepletion=no ; boolean\n" "AutoDeath.AfterDelay=0 ; positive integer\n" "AutoDeath.TechnosDontExist= ; List of TechnoTypes\n" @@ -6374,18 +6428,18 @@ msgstr "" "AutoDeath.TechnosExist.Houses=owner ; Affected House " "Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1667 +#: ../../New-or-Enhanced-Logics.md:1679 msgid "" "Please notice that if the object is a unit which carries passengers, they" " will not be released even with the `kill` option **if you are not using " "Ares 3.0+**." msgstr "请注意 **如果你没有使用 Ares 3.0+** 那么对于携带载员的单位即使使用 `kill` 行为载员也不会被释放。" -#: ../../New-or-Enhanced-Logics.md:1670 +#: ../../New-or-Enhanced-Logics.md:1682 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1672 +#: ../../New-or-Enhanced-Logics.md:1684 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" " Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -6398,26 +6452,26 @@ msgstr "" "![image](_static/images/mindcontrol-multiple-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的多重心控单位自动释放第一个受害者*" -#: ../../New-or-Enhanced-Logics.md:1677 +#: ../../New-or-Enhanced-Logics.md:1689 msgid "" "Mind controllers now can have the upper limit of the control distance. " "Tag values greater than 0 will activate this feature." msgstr "心灵控制者现在可以设置控制距离的上限。标签值大于 0 将激活此功能。" -#: ../../New-or-Enhanced-Logics.md:1678 +#: ../../New-or-Enhanced-Logics.md:1690 msgid "" "Mind controllers now can decide which house can see the link drawn " "between itself and the controlled units." msgstr "心灵控制者现在可以设置哪些所属方可以看到它与被心灵控制单位之间的连线。" -#: ../../New-or-Enhanced-Logics.md:1679 +#: ../../New-or-Enhanced-Logics.md:1691 msgid "" "Mind controllers with multiple controlling slots can now release the " "first controlled unit when they have reached the control limit and are " "ordered to control a new target." msgstr "多重心控单位现在可以达到控制上限而又要控制一个新目标时释放第一个被控制的单位。" -#: ../../New-or-Enhanced-Logics.md:1682 +#: ../../New-or-Enhanced-Logics.md:1694 msgid "" "[SOMETECHNO] ; TechnoType\n" "MindControlRangeLimit=-1.0 ; floating point value\n" @@ -6431,11 +6485,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "MultiMindControl.ReleaseVictim=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1689 +#: ../../New-or-Enhanced-Logics.md:1701 msgid "Multi Weapon" msgstr "多武器" -#: ../../New-or-Enhanced-Logics.md:1691 +#: ../../New-or-Enhanced-Logics.md:1703 msgid "" "![image](_static/images/multiweapons.gif) *Multi Weapon used to release " "different weapons against different targets in **Zero Boundary** by " @@ -6445,7 +6499,7 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** " "中使用多武器逻辑来实现对不同目标使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:1694 +#: ../../New-or-Enhanced-Logics.md:1706 msgid "" "You can now use `WeaponX` to enable more than 2 weapons for a TechnoType " "without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` " @@ -6454,13 +6508,13 @@ msgstr "" "现在你可以使用 `WeaponX` 来为一个单位启用 2 种以上的武器而无需原先硬编码的 " "`Gunner=yes`、`IsGattling=yes` 或 `IsChargeTurret=yes` 这些启用语句。" -#: ../../New-or-Enhanced-Logics.md:1695 +#: ../../New-or-Enhanced-Logics.md:1707 msgid "" "Set `MultiWeapon=yes` to enable this feature, be careful not to forget " "`WeaponCount`." msgstr "设置 `MultiWeapon=yes` 来启用此功能,注意别忘了设置 `WeaponCount`。" -#: ../../New-or-Enhanced-Logics.md:1696 +#: ../../New-or-Enhanced-Logics.md:1708 msgid "" "`MultiWeapon.IsSecondary` specifies which weapons will be considered as " "`Secondary` when selecting weapons or triggering infantry's " @@ -6470,20 +6524,20 @@ msgstr "" "`MultiWeapon.IsSecondary` 指定在选择武器或触发步兵 `SecondaryFire` 时哪些武器被视为 " "`Secondary`,若不设置则使用 `Weapon1`。" -#: ../../New-or-Enhanced-Logics.md:1697 +#: ../../New-or-Enhanced-Logics.md:1709 msgid "" "`MultiWeapon.SelectCount` determines the number of weapons that can be " "selected by default weapon selection logic. Notice that higher number is " "bad for performance." msgstr "`MultiWeapon.SelectCount` 决定默认武器选用逻辑下可以被考虑使用的武器数量。设置过高会导致性能问题。" -#: ../../New-or-Enhanced-Logics.md:1698 +#: ../../New-or-Enhanced-Logics.md:1710 msgid "" "If the number is smaller than the total amount of weapons, the ones with " "smaller indices will be picked." msgstr "如果该值小于武器数量那么将会优先选择索引序号更小的武器。" -#: ../../New-or-Enhanced-Logics.md:1699 +#: ../../New-or-Enhanced-Logics.md:1711 msgid "" "Other weapons can still be used for logic that specify a weapon index, " "such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets)." @@ -6491,7 +6545,7 @@ msgstr "" "其他武器仍可通过 [对特定目标使用特定武器](#forcing-specific-weapon-against-certain-targets) " "等指定武器索引序号的逻辑来使用。" -#: ../../New-or-Enhanced-Logics.md:1702 +#: ../../New-or-Enhanced-Logics.md:1714 msgid "" "[SOMETECHNO] ; TechnoType\n" "MultiWeapon=false ; boolean\n" @@ -6503,21 +6557,21 @@ msgstr "" "MultiWeapon.IsSecondary= ; List of integers\n" "MultiWeapon.SelectCount=2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1709 +#: ../../New-or-Enhanced-Logics.md:1721 msgid "Multi VoiceAttack" msgstr "多武器的攻击指令音效" -#: ../../New-or-Enhanced-Logics.md:1711 +#: ../../New-or-Enhanced-Logics.md:1723 msgid "Units can customize the attack voice that plays when using more weapons." msgstr "单位可以在使用更多武器时自定义各武器下达攻击指令时的音效。" -#: ../../New-or-Enhanced-Logics.md:1712 +#: ../../New-or-Enhanced-Logics.md:1724 msgid "" "If you need to assign an attack-voice to `Weapon1`, simply set " "`VoiceWeapon1Attack`. The same applies to other weapons." msgstr "如果你需要为 `Weapon1` 分配攻击音效那么直接设置 `VoiceWeapon1Attack` 即可。其他武器同理。" -#: ../../New-or-Enhanced-Logics.md:1713 +#: ../../New-or-Enhanced-Logics.md:1725 msgid "" "`VoiceEliteWeaponNAttack` can also be used to specify attack voices for " "`EliteWeaponN`. The default is `VoiceWeaponNAttack`." @@ -6525,7 +6579,7 @@ msgstr "" "也可使用 `VoiceEliteWeaponNAttack` 指定用于 `EliteWeaponN` 的音效。默认使用 " "`VoiceWeaponNAttack`。" -#: ../../New-or-Enhanced-Logics.md:1716 +#: ../../New-or-Enhanced-Logics.md:1728 msgid "" "[SOMETECHNO] ; TechnoType\n" "VoiceWeaponNAttack= ; Sound entry\n" @@ -6535,23 +6589,23 @@ msgstr "" "VoiceWeaponNAttack= ; Sound entry\n" "VoiceEliteWeaponNAttack= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1722 +#: ../../New-or-Enhanced-Logics.md:1734 msgid "No Manual Move" msgstr "禁止手动移动" -#: ../../New-or-Enhanced-Logics.md:1724 +#: ../../New-or-Enhanced-Logics.md:1736 msgid "" "You can now specify whether a TechnoType is unable to receive move " "command." msgstr "现在你可以指定一个科技类型是否无法接收移动指令。" -#: ../../New-or-Enhanced-Logics.md:1725 +#: ../../New-or-Enhanced-Logics.md:1737 msgid "" "Set this to `true` on a building with `UndeploysInto` set could prevent " "it from undeploying when setting the rally point." msgstr "在一个拥有 `UndeploysInto` 的建筑上将此设为 true 可以阻止其在设置集结点时反部署。" -#: ../../New-or-Enhanced-Logics.md:1728 +#: ../../New-or-Enhanced-Logics.md:1740 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" @@ -6559,18 +6613,18 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1734 +#: ../../New-or-Enhanced-Logics.md:1746 msgid "" "Note that you can still undeploy the building by using a " "`BuildingUndeploy=true` warhead or by setting a rally point and selling " "it." msgstr "注意你仍可使用一个 `BuildingUndeploy=true` 的弹头或设置集结点后出售建筑来解除部署。" -#: ../../New-or-Enhanced-Logics.md:1737 +#: ../../New-or-Enhanced-Logics.md:1749 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../New-or-Enhanced-Logics.md:1739 +#: ../../New-or-Enhanced-Logics.md:1751 msgid "" "Now you can make technos unable to rearm and reload when they are in EMP " "or locked by a temporal weapon. Defaults to values in `[General]`. This " @@ -6579,7 +6633,7 @@ msgstr "" "现在你可以让科技类型在 EMP 或被超时空武器冻结时武器 ROF 与弹药 Reload 也同步停止。默认值取自 " "`[General]`。这对机场战机的重新装填无效。" -#: ../../New-or-Enhanced-Logics.md:1742 +#: ../../New-or-Enhanced-Logics.md:1754 msgid "" "[General]\n" "NoRearm.UnderEMP=false ; boolean\n" @@ -6605,17 +6659,17 @@ msgstr "" "NoReload.UnderEMP= ; boolean\n" "NoReload.Temporal= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1756 +#: ../../New-or-Enhanced-Logics.md:1768 msgid "Overload characteristic dehardcoded" msgstr "自定义脑车过载" -#: ../../New-or-Enhanced-Logics.md:1758 +#: ../../New-or-Enhanced-Logics.md:1770 msgid "" "It is now possible to customize `Overload` behaviors for a TechnoType " "with `InfiniteMindControl=yes` weapon." msgstr "现在可以为一个使用 `InfiniteMindControl=yes` 武器的单位自定义其过载相关特性。" -#: ../../New-or-Enhanced-Logics.md:1761 +#: ../../New-or-Enhanced-Logics.md:1773 msgid "" "\n" "[SOMETECHNO] ; TechnoType\n" @@ -6645,11 +6699,11 @@ msgstr "" "[CombatDamage] -> DefaultSparkSystem\n" "Overload.ParticleSysCount=5 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1772 +#: ../../New-or-Enhanced-Logics.md:1784 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1774 +#: ../../New-or-Enhanced-Logics.md:1786 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -6657,11 +6711,11 @@ msgstr "" "![image](_static/images/promotedspawns-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机同步升级*" -#: ../../New-or-Enhanced-Logics.md:1777 +#: ../../New-or-Enhanced-Logics.md:1789 msgid "The spawned units will promote as their owner's veterancy." msgstr "生成的单位可以根据其所有者的等级进行同步升级。" -#: ../../New-or-Enhanced-Logics.md:1780 +#: ../../New-or-Enhanced-Logics.md:1792 msgid "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" @@ -6669,65 +6723,67 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1785 +#: ../../New-or-Enhanced-Logics.md:1797 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1787 +#: ../../New-or-Enhanced-Logics.md:1799 msgid "You can now specify an animation on the unit or structure promotion." msgstr "现在你可以在单位或建筑升级时播放指定动画。" -#: ../../New-or-Enhanced-Logics.md:1788 +#: ../../New-or-Enhanced-Logics.md:1800 msgid "" "`Promote.VeteranAnimation` is used when unit or structure is promoted to " "veteran. If this is set for a TechnoType, it'll override the global " -"setting in `[AudioVisual]` If more than one animation is listed, a random one is selected." +"setting in `[AudioVisual]`. If more than one animation is listed, a " +"random one is selected." msgstr "" "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。若为单位设置本句则覆盖全局 `[AudioVisual]` " "中的设置。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1789 +#: ../../New-or-Enhanced-Logics.md:1801 msgid "" "`Promote.EliteAnimation` is used when unit or structure is promoted to " "elite. If this is set for a TechnoType, it'll override the global setting" -" in `[AudioVisual]`. If more than one animation is listed, a random one is selected." -msgstr -"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。若为单位设置本句则覆盖全局 `[AudioVisual]` 中的设置。" -"如果列出了多个动画,则将随机选择一个。" +" in `[AudioVisual]`. If more than one animation is listed, a random one " +"is selected." +msgstr "" +"`Promote.EliteAnimation` 用于单位或建筑升级为精英时。若为单位设置本句则覆盖全局 `[AudioVisual]` " +"中的设置。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1790 +#: ../../New-or-Enhanced-Logics.md:1802 msgid "" "If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` " "will play instead when unit or structure is promoted to elite." msgstr "如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" -#: ../../New-or-Enhanced-Logics.md:1793 +#: ../../New-or-Enhanced-Logics.md:1805 msgid "" "[AudioVisual]\n" -"Promote.VeteranAnimation= ; list of Animation\n" -"Promote.EliteAnimation= ; list of Animation\n" +"Promote.VeteranAnimation= ; List of AnimationTypes\n" +"Promote.EliteAnimation= ; List of AnimationTypes\n" "\n" "[SOMETECHNO]\n" -"Promote.VeteranAnimation= ; list of Animation, default to " +"Promote.VeteranAnimation= ; List of AnimationTypes, default to " "Promote.VeteranAnimation in [AudioVisual]\n" -"Promote.EliteAnimation= ; list of Animation, default to " +"Promote.EliteAnimation= ; List of AnimationTypes, default to " "Promote.EliteAnimation in [AudioVisual]\n" msgstr "" "[AudioVisual]\n" -"Promote.VeteranAnimation= ; list of Animation\n" -"Promote.EliteAnimation= ; list of Animation\n" +"Promote.VeteranAnimation= ; List of AnimationTypes\n" +"Promote.EliteAnimation= ; List of AnimationTypes\n" "\n" "[SOMETECHNO]\n" -"Promote.VeteranAnimation= ; list of Animation, default to " +"Promote.VeteranAnimation= ; List of AnimationTypes, default to " "Promote.VeteranAnimation in [AudioVisual]\n" -"Promote.EliteAnimation= ; list of Animation, default to " +"Promote.EliteAnimation= ; List of AnimationTypes, default to " "Promote.EliteAnimation in [AudioVisual]\n" -#: ../../New-or-Enhanced-Logics.md:1803 +#: ../../New-or-Enhanced-Logics.md:1815 msgid "Raise alert when technos are taking damage" msgstr "单位受伤警报" -#: ../../New-or-Enhanced-Logics.md:1805 +#: ../../New-or-Enhanced-Logics.md:1817 msgid "" "In Vanilla, non-building technos will not generate radar events or EVAs " "when attacked, so players can hardly notice them until they are " @@ -6738,17 +6794,17 @@ msgstr "" "在原版,非建筑科技类型在收到攻击时不会生成雷达事件或 EVA " "播报,因此它们很难在被摧毁前被玩家注意到。现在当你的单位受到攻击时可以收到雷达事件(以及可选的声音效果),以便及时应战。" -#: ../../New-or-Enhanced-Logics.md:1806 +#: ../../New-or-Enhanced-Logics.md:1818 msgid "" "`[AudioVisual] -> CombatAlert` is a global switch, set it to `true` to " "enable the entire logic." msgstr "`[AudioVisual] -> CombatAlert` 是一个全局开关,将其设置为 `true` 以启用整个逻辑。" -#: ../../New-or-Enhanced-Logics.md:1807 +#: ../../New-or-Enhanced-Logics.md:1819 msgid "These flags controlls when to trigger a combat alert." msgstr "这些标签控制什么时候触发战斗警报。" -#: ../../New-or-Enhanced-Logics.md:1808 +#: ../../New-or-Enhanced-Logics.md:1820 msgid "" "You can disable this logic on specific techno by setting `[TechnoType] ->" " CombatAlert` to `false`, which default to `[AudioVisual] -> " @@ -6759,7 +6815,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Default`。如果 `CombatAlert.Default` 也为空,则默认为对" " `Insignificant=yes` 或 `Spawned=yes` 的科技类型禁用。" -#: ../../New-or-Enhanced-Logics.md:1809 +#: ../../New-or-Enhanced-Logics.md:1821 msgid "" "`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on " "buildings. You can override it for specific building by setting " @@ -6770,13 +6826,13 @@ msgstr "" "`[TechnoType] -> CombatAlert.NotBuilding` 为 `true` " "来为特定建筑覆盖设置。你可能希望将其用于载具性质的建筑。" -#: ../../New-or-Enhanced-Logics.md:1810 +#: ../../New-or-Enhanced-Logics.md:1822 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` decides whether to " "disable the logic for the units in the current screen." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` 决定是否为当前屏幕中的单位禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1811 +#: ../../New-or-Enhanced-Logics.md:1823 msgid "" "`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in " "frames) between alerts, to prevent the alert from being anonying. It is " @@ -6785,13 +6841,13 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Interval` 决定警报之间的间隔(以帧为单位),以防止警报过于频繁。默认为 " "150 帧。" -#: ../../New-or-Enhanced-Logics.md:1812 +#: ../../New-or-Enhanced-Logics.md:1824 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` decides whether to " "disable the logic for the damage from allys." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` 决定是否为盟友造成的伤害禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1813 +#: ../../New-or-Enhanced-Logics.md:1825 msgid "" "Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` " "setted to `true` will not raise a radar event or EVA. This flag is " @@ -6802,11 +6858,11 @@ msgstr "" "的弹头击中将不会触发雷达事件或 EVA。此标签默认为 Ares 标签 `[WarheadType] -> Malicious` 的相反值和 " "`[WarheadType] -> Nonprovocative` 的值。" -#: ../../New-or-Enhanced-Logics.md:1814 +#: ../../New-or-Enhanced-Logics.md:1826 msgid "And the following flags controlls the effect of a combat alert." msgstr "以下标签控制战斗警报的效果。" -#: ../../New-or-Enhanced-Logics.md:1815 +#: ../../New-or-Enhanced-Logics.md:1827 msgid "" "`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some " "sound effect with the combat alert. Set it to `true` will enable the " @@ -6815,7 +6871,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.MakeAVoice` 决定是否与战斗警报一起播放一些音效。将其设为 true " "以启用以下标签,否则它们将被忽略。" -#: ../../New-or-Enhanced-Logics.md:1816 +#: ../../New-or-Enhanced-Logics.md:1828 msgid "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the" " sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> " @@ -6824,7 +6880,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` 决定是否使用 `VoiceFeedback` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseFeedbackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1817 +#: ../../New-or-Enhanced-Logics.md:1829 msgid "" "`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the " "sound defined by `VoiceAttack`. Default to `[AudioVisual] -> " @@ -6833,7 +6889,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseAttackVoice` 决定是否使用 `VoiceAttack` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseAttackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1818 +#: ../../New-or-Enhanced-Logics.md:1830 msgid "" "`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. " "Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is " @@ -6844,7 +6900,7 @@ msgstr "" "CombatAlert.UseEVA`。所用的 EVA 默认为 `EVA_UnitsInCombat`,可以通过 `[TechnoType] ->" " CombatAlert.EVA` 指定。" -#: ../../New-or-Enhanced-Logics.md:1819 +#: ../../New-or-Enhanced-Logics.md:1831 msgid "" "The sound effect is taken **at order**, feedback first, attack then, eva " "finally. The flags in `[AudioVisual]` controlls whether to check it " @@ -6853,7 +6909,7 @@ msgstr "" "声音效果 **依次** 被使用,首先是反馈,然后是攻击,最后是 EVA。在 `[AudioVisual]` " "中的标签控制是否全局检查,可以为每个科技类型单独指定。" -#: ../../New-or-Enhanced-Logics.md:1820 +#: ../../New-or-Enhanced-Logics.md:1832 msgid "" "An example: You set `CombatAlert.UseFeedbackVoice` and " "`CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to " @@ -6866,7 +6922,7 @@ msgstr "" "`VoiceFeedback`、`VoiceAttack` 和 `CombatAlert.EVA` 的单位将播放 " "`VoiceFeedback`。拥有 `VoiceAttack` 的单位将播放 `EVA_UnitsInCombat`。" -#: ../../New-or-Enhanced-Logics.md:1823 +#: ../../New-or-Enhanced-Logics.md:1835 msgid "" "[AudioVisual]\n" "CombatAlert=false ; boolean\n" @@ -6914,11 +6970,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CombatAlert.Suppress= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1848 +#: ../../New-or-Enhanced-Logics.md:1860 msgid "Recount burst index" msgstr "重置连发索引" -#: ../../New-or-Enhanced-Logics.md:1850 +#: ../../New-or-Enhanced-Logics.md:1862 msgid "" "You can now make technos recount their current burst index when they have" " changed the firing weapon or have maintained for a period of time " @@ -6926,7 +6982,7 @@ msgid "" "and 30 frames)." msgstr "现在你可以让单位在更换了开火武器或一段时间(取上一次发射武器的 `ROF` 与 30 帧之间的较大值)内没有目标的情况下重置当前的连发索引。" -#: ../../New-or-Enhanced-Logics.md:1853 +#: ../../New-or-Enhanced-Logics.md:1865 msgid "" "[General]\n" "RecountBurst=false ; boolean\n" @@ -6940,36 +6996,77 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "RecountBurst= ; boolean, default to [General] -> RecountBurst\n" -#: ../../New-or-Enhanced-Logics.md:1861 -msgid "Revenge weapon" -msgstr "复仇武器" +#: ../../New-or-Enhanced-Logics.md:1873 +msgid "Reset MindControl after transformation" +msgstr "变形后重置心控效果" + +#: ../../New-or-Enhanced-Logics.md:1875 +msgid "After the unit conversion is completed, its mind control can be reset." +msgstr "单位变形完毕后其心控效果可被重置。" -#: ../../New-or-Enhanced-Logics.md:1863 +#: ../../New-or-Enhanced-Logics.md:1876 msgid "" -"Similar to `DeathWeapon` in that it is fired after a TechnoType is " -"killed, but with the difference that it will be fired on whoever dealt " -"the damage that killed the TechnoType. If TechnoType died of sources " -"other than direct damage dealt by another TechnoType, `RevengeWeapon` " -"will not be fired." +"If all warheads don't have `MindControl=yes`, then " +"`Convert.ResetMindControl=yes` will release all controlled units." msgstr "" -"类似于 " +"如果变形后的单位所有弹头都没有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " +"将释放所有被心控的单位。" + +#: ../../New-or-Enhanced-Logics.md:1877 +msgid "" +"If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes`" +" resets its maximum number of controls." +msgstr "" +"如果变形后的单位任意弹头拥有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " +"将重置最大控制数量上限。" + +#: ../../New-or-Enhanced-Logics.md:1878 +msgid "" +"If all weapons don't have `InfiniteMindControl=yes`, then " +"`Convert.ResetMindControl=yes` release controlled units that exceed the " +"limit." +msgstr "" +"如果变形后的单位所有武器都没有 `InfiniteMindControl=yes`,那么 " +"`Convert.ResetMindControl=yes` 将释放超出上限的被心控单位。" + +#: ../../New-or-Enhanced-Logics.md:1881 +msgid "" +"[SOMETECHNO] ; TechnoType, before conversion\n" +"Convert.ResetMindControl=false ; boolean\n" +msgstr "" +"[SOMETECHNO] ; TechnoType, before conversion\n" +"Convert.ResetMindControl=false ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:1886 +msgid "Revenge weapon" +msgstr "复仇武器" + +#: ../../New-or-Enhanced-Logics.md:1888 +msgid "" +"Similar to `DeathWeapon` in that it is fired after a TechnoType is " +"killed, but with the difference that it will be fired on whoever dealt " +"the damage that killed the TechnoType. If TechnoType died of sources " +"other than direct damage dealt by another TechnoType, `RevengeWeapon` " +"will not be fired." +msgstr "" +"类似于 " "`DeathWeapon`,它在科技类型被击杀后发射,但不同的是它将发射给造成伤害并杀死科技类型的人。如果科技类型不是由于其他科技类型造成的直接伤害而死亡,那么" " `RevengeWeapon` 将不会被发射。" -#: ../../New-or-Enhanced-Logics.md:1864 +#: ../../New-or-Enhanced-Logics.md:1889 msgid "" "`RevengeWeapon.AffectsHouses` can be used to filter which houses the " "damage that killed the TechnoType is allowed to come from to fire the " "weapon." msgstr "`RevengeWeapon.AffectsHouses` 可用于筛选可以对哪些所属方的击杀者发射武器。" -#: ../../New-or-Enhanced-Logics.md:1865 +#: ../../New-or-Enhanced-Logics.md:1890 msgid "" "It is possible to grant revenge weapons through [attached effects" "](#attached-effects) as well." msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器。" -#: ../../New-or-Enhanced-Logics.md:1866 +#: ../../New-or-Enhanced-Logics.md:1891 msgid "" "If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " @@ -6980,7 +7077,7 @@ msgstr "" "则不会触发复仇武器。`SuppressRevengeWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:1869 +#: ../../New-or-Enhanced-Logics.md:1894 msgid "" "[SOMETECHNO] ; TechnoType\n" "RevengeWeapon= ; WeaponType\n" @@ -7000,11 +7097,11 @@ msgstr "" "SuppressRevengeWeapons=false ; boolean\n" "SuppressRevengeWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:1879 +#: ../../New-or-Enhanced-Logics.md:1904 msgid "Shared Ammo" msgstr "共享弹药" -#: ../../New-or-Enhanced-Logics.md:1881 +#: ../../New-or-Enhanced-Logics.md:1906 msgid "" "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" " to passengers that have `Ammo.Shared=yes`. In addition, a transport can " @@ -7016,17 +7113,17 @@ msgstr "" "的载员共享弹药。此外如果载员拥有与运输工具相同的 `Ammo.Shared.Group=` " "值则运输工具可以筛选谁将接收弹药而忽略不拥有同组值的其他载员。" -#: ../../New-or-Enhanced-Logics.md:1883 +#: ../../New-or-Enhanced-Logics.md:1908 msgid "" "Transports with `Ammo.Shared.Group=-1` will transfer ammo to any " "passenger with `Ammo.Shared=yes` ignoring the group." msgstr "拥有 `Ammo.Shared.Group=-1` 的运输工具将像任何拥有 `Ammo.Shared=yes` 的载员共享弹药。" -#: ../../New-or-Enhanced-Logics.md:1884 +#: ../../New-or-Enhanced-Logics.md:1909 msgid "Transports must have ammo and should be able to reload ammo." msgstr "运输工具必须拥有弹药并应当能够自行重装弹药。" -#: ../../New-or-Enhanced-Logics.md:1887 +#: ../../New-or-Enhanced-Logics.md:1912 msgid "" "[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes\n" "Ammo.Shared=no ; boolean\n" @@ -7044,17 +7141,17 @@ msgstr "" "Ammo.Shared=no ; boolean\n" "Ammo.Shared.Group=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1897 +#: ../../New-or-Enhanced-Logics.md:1922 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:1899 +#: ../../New-or-Enhanced-Logics.md:1924 msgid "" "When a unit is created, sound specified in `VoiceCreated` will be played " "for the unit owner." msgstr "当一个单位被创建时将为单位所有者播放 `VoiceCreated` 指定的音效。" -#: ../../New-or-Enhanced-Logics.md:1900 +#: ../../New-or-Enhanced-Logics.md:1925 msgid "" "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " "globally instead of `EVA_UnitReady`." @@ -7062,7 +7159,7 @@ msgstr "" "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " "`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:1903 +#: ../../New-or-Enhanced-Logics.md:1928 msgid "" "[AudioVisual]\n" "IsVoiceCreatedGlobal=false ; boolean\n" @@ -7076,15 +7173,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "VoiceCreated= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1911 +#: ../../New-or-Enhanced-Logics.md:1936 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../New-or-Enhanced-Logics.md:1913 +#: ../../New-or-Enhanced-Logics.md:1938 msgid "Now you can specify which houses berzerk's technos can target and fire." msgstr "现在你可以设定狂暴单位可以对哪些所属方的目标索敌和开火。" -#: ../../New-or-Enhanced-Logics.md:1916 +#: ../../New-or-Enhanced-Logics.md:1941 msgid "" "[General]\n" "BerzerkTargeting=all ; Affected House Enumeration " @@ -7094,24 +7191,24 @@ msgstr "" "BerzerkTargeting=all ; Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1921 +#: ../../New-or-Enhanced-Logics.md:1946 msgid "Tiberium eater" msgstr "马夫逻辑" -#: ../../New-or-Enhanced-Logics.md:1923 +#: ../../New-or-Enhanced-Logics.md:1948 msgid "" "TechnoTypes can convert the ores underneath them into credits in real " "time, like GDI's MARV in Command & Conquer 3 Kane's Wrath." msgstr "可以让单位实时将自身脚下的矿石直接转化为资金,就像《凯恩之怒》中 GDI 的 MARV 那样。" -#: ../../New-or-Enhanced-Logics.md:1924 +#: ../../New-or-Enhanced-Logics.md:1949 msgid "" "`TiberiumEater.TransDelay` specifies the interval frames between two " "eating processes, 0 means eat in every frame. When it's below 0, the " "logic will be turned off for this TechnoType." msgstr "`TiberiumEater.TransDelay` 指定了两次吃矿之间间隔的帧数,0 代表逐帧。负值禁用。" -#: ../../New-or-Enhanced-Logics.md:1925 +#: ../../New-or-Enhanced-Logics.md:1950 msgid "" "`TiberiumEater.CellN` set a list of cells that'll process tiberium " "eating, where `N` is 0-based and the values are offset related to the " @@ -7121,31 +7218,31 @@ msgstr "" "`TiberiumEater.CellN` 用于设定吃矿位置以单元格为单位的偏移列表,`N` 为 0 " "始序号,数值表示相对于单位所在单元格的偏移坐标。如果不设置则只吃脚下的。" -#: ../../New-or-Enhanced-Logics.md:1926 +#: ../../New-or-Enhanced-Logics.md:1951 msgid "" "`TiberiumEater.AmountPerCell` controls the amount of ores that can be " "eaten at each cell at once. No limit when it's below 0." msgstr "`TiberiumEater.AmountPerCell` 控制单次吃矿对与每个单元格而言可吃进去的矿石量上限。负值喂不饱。" -#: ../../New-or-Enhanced-Logics.md:1927 +#: ../../New-or-Enhanced-Logics.md:1952 msgid "" "By default, ores mined in this way worth the same as regular harvesting. " "This can be adjusted by `TiberiumEater.CashMultiplier`." msgstr "默认通过此方式采集的矿石价值与常规采矿相同。这可以通过 `TiberiumEater.CashMultiplier` 加以调整。" -#: ../../New-or-Enhanced-Logics.md:1928 +#: ../../New-or-Enhanced-Logics.md:1953 msgid "" "`TiberiumEater.Display`, if set to true, will create a flying text to " "display the total credits received in each eating process." msgstr "若 `TiberiumEater.Display` 设为 true 则每次吃矿时都会飘起一个代表所得总资金量的数字。" -#: ../../New-or-Enhanced-Logics.md:1929 +#: ../../New-or-Enhanced-Logics.md:1954 msgid "" "`TiberiumEater.Display.Houses` determines which houses can see the " "credits display." msgstr "`TiberiumEater.Display.Houses` 决定了哪些所属方能看见。" -#: ../../New-or-Enhanced-Logics.md:1930 +#: ../../New-or-Enhanced-Logics.md:1955 msgid "" "An animation will be played at each mined cell in an eating process. If " "`TiberiumEater.Anims` contains 8 entries, entry from position matching " @@ -7153,7 +7250,7 @@ msgid "" "be chosen randomly." msgstr "每次吃矿时都会在被吃的单元格播放动画。若 `TiberiumEater.Anims` 包含 8 个条目则根据单位当前朝向选择动画,否则随机选取。" -#: ../../New-or-Enhanced-Logics.md:1931 +#: ../../New-or-Enhanced-Logics.md:1956 msgid "" "`TiberiumEater.Anims.TiberiumN`, if set, will override " "`TiberiumEater.Anims` when eating corresponding tiberium type." @@ -7161,13 +7258,13 @@ msgstr "" "若设置了 `TiberiumEater.Anims.TiberiumN` 则在吃进去对应类型(`N` = `[0,3]`)的矿石时使用对应序列的 " "`TiberiumEater.Anims`。" -#: ../../New-or-Enhanced-Logics.md:1932 +#: ../../New-or-Enhanced-Logics.md:1957 msgid "" "If `TiberiumEater.AnimMove` set to true, the animations will move with " "the TechnoType." msgstr "若 `TiberiumEater.AnimMove` 设为 true 则动画会跟随单位移动。" -#: ../../New-or-Enhanced-Logics.md:1935 +#: ../../New-or-Enhanced-Logics.md:1960 msgid "" "[SOMETECHNO] ; InfantryType, VehicleType or " "AircraftType\n" @@ -7201,18 +7298,18 @@ msgstr "" "TiberiumEater.Anims.Tiberium3= ; List of AnimationTypes\n" "TiberiumEater.AnimMove=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1951 +#: ../../New-or-Enhanced-Logics.md:1976 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:1953 +#: ../../New-or-Enhanced-Logics.md:1978 msgid "" "It is now possible to add weapons that are fired on a teleporting " "TechnoType when it warps in or out. They are at the same time as the " "appropriate animations (`WarpIn` / `WarpOut`) are displayed." msgstr "现在可以在科技类型传送来/去时发射武器。它们会与相应的 (`WarpIn`/`WarpOut`) 动画一起显示。" -#: ../../New-or-Enhanced-Logics.md:1954 +#: ../../New-or-Enhanced-Logics.md:1979 msgid "" "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " "traveled (in leptons) was less than `ChronoRangeMinimum`. This works " @@ -7223,7 +7320,7 @@ msgstr "" "时使用,无论是否设置了 `ChronoTrigger`。如果未设置 `WarpInMinRangeWeapon`,则默认为 " "`WarpInWeapon`。" -#: ../../New-or-Enhanced-Logics.md:1955 +#: ../../New-or-Enhanced-Logics.md:1980 msgid "" "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " "`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " @@ -7232,7 +7329,7 @@ msgstr "" "如果设置了 `WarpInWeapon.UseDistanceAsDamage` 则 `WarpIn(MinRange)Weapon` 的 " "`Damage` 将被覆盖为传送所跨越的完整单元格数。" -#: ../../New-or-Enhanced-Logics.md:1958 +#: ../../New-or-Enhanced-Logics.md:1983 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpInWeapon= ; WeaponType\n" @@ -7246,87 +7343,52 @@ msgstr "" "WarpInWeapon.UseDistanceAsDamage=false ; boolean\n" "WarpOutWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:1966 -msgid "Reset MindControl after transformation" -msgstr "变形后重置心控效果" - -#: ../../New-or-Enhanced-Logics.md:1968 -msgid "After the unit conversion is completed, its mind control can be reset." -msgstr "单位变形完毕后其心控效果可被重置。" - -#: ../../New-or-Enhanced-Logics.md:1969 -msgid "" -"If all warheads don't have `MindControl=yes`, then " -"`Convert.ResetMindControl=yes` will release all controlled units." -msgstr "" -"如果变形后的单位所有弹头都没有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " -"将释放所有被心控的单位。" - -#: ../../New-or-Enhanced-Logics.md:1970 -msgid "" -"If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes`" -" resets its maximum number of controls." -msgstr "" -"如果变形后的单位任意弹头拥有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " -"将重置最大控制数量上限。" - -#: ../../New-or-Enhanced-Logics.md:1971 -msgid "" -"If all weapons don't have `InfiniteMindControl=yes`, then " -"`Convert.ResetMindControl=yes` release controlled units that exceed the " -"limit." -msgstr "" -"如果变形后的单位所有武器都没有 `InfiniteMindControl=yes`,那么 " -"`Convert.ResetMindControl=yes` 将释放超出上限的被心控单位。" - -#: ../../New-or-Enhanced-Logics.md:1974 -msgid "" -"[SOMETECHNO] ; TechnoType, before conversion\n" -"Convert.ResetMindControl=false ; boolean\n" -msgstr "" -"[SOMETECHNO] ; TechnoType, before conversion\n" -"Convert.ResetMindControl=false ; boolean\n" - -#: ../../New-or-Enhanced-Logics.md:1979 +#: ../../New-or-Enhanced-Logics.md:1991 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:1981 +#: ../../New-or-Enhanced-Logics.md:1993 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:1983 +#: ../../New-or-Enhanced-Logics.md:1995 msgid "" "You can now specify a destroy animation and sound for a TerrainType that " "are played when it is destroyed." -" If more than one animation is listed, a random one is selected." msgstr "现在你可以指定当地形对象被摧毁时播放播放的摧毁动画与音效。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1986 +#: ../../New-or-Enhanced-Logics.md:1996 +msgid "" +"If more than one animation is listed in `DestroyAnim`, a random one is " +"selected." +msgstr "" +"如果 `DestroyAnim` 中列出了多个动画,则将随机选择一个。" + +#: ../../New-or-Enhanced-Logics.md:1999 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" -"DestroyAnim= ; list of Animation\n" +"DestroyAnim= ; List of AnimationTypes\n" "DestroySound= ; Sound entry\n" msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" -"DestroyAnim= ; list of Animation\n" +"DestroyAnim= ; List of AnimationTypes\n" "DestroySound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1992 +#: ../../New-or-Enhanced-Logics.md:2005 msgid "Vehicles" msgstr "载具类型" -#: ../../New-or-Enhanced-Logics.md:1994 +#: ../../New-or-Enhanced-Logics.md:2007 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../New-or-Enhanced-Logics.md:1996 +#: ../../New-or-Enhanced-Logics.md:2009 msgid "" "Now you can let amphibious infantry or vehicle passengers enter or leave " "amphibious transport vehicles on water surface." msgstr "现在两栖步兵或载具可以在水中进入或离开两栖运输工具。" -#: ../../New-or-Enhanced-Logics.md:1999 +#: ../../New-or-Enhanced-Logics.md:2012 msgid "" "[General]\n" "AmphibiousEnter=false ; boolean\n" @@ -7348,11 +7410,53 @@ msgstr "" "AmphibiousUnload= ; boolean, default to [General] -> " "AmphibiousUnload\n" -#: ../../New-or-Enhanced-Logics.md:2009 +#: ../../New-or-Enhanced-Logics.md:2022 +msgid "Automatic deploy and blocking deploying based on ammo" +msgstr "基于弹药量的自动部署与禁用部署" + +#: ../../New-or-Enhanced-Logics.md:2024 +msgid "" +"It is now possible for deployable vehicles (`DeploysInto`, `DeployFire`, " +"`IsSimpleDeployer` and those that have passengers) to automatically " +"deploy or prevent deploying based on their current ammo." +msgstr "" +"现可为可部署(`DeploysInto`、`DeployFire`、`IsSimpleDeployer` 以及那些有乘客的)载具设定根据当前弹药量自动部署或禁用部署" + +#: ../../New-or-Enhanced-Logics.md:2025 +msgid "" +"`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine" +" minimum and maximum ammo the vehicle should have for it to automatically" +" deploy. Negative values disable the check." +msgstr "" +"`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` 分别设定载具自动部署所需的最低与最高弹药量阈值,负值表示禁用检查。" + +#: ../../New-or-Enhanced-Logics.md:2026 +msgid "" +"`Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` " +"determine minimum and maximum ammo the vehicle should have for deploying " +"to be available in general. Negative values disable the check." +msgstr "" +"`Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` 分别设定载具启用部署功能所需的最低与最高弹药量阈值,负值表示禁用检查。" + +#: ../../New-or-Enhanced-Logics.md:2029 +msgid "" +"[SOMEVEHICLE] ; VehicleType\n" +"Ammo.AutoDeployMinimumAmount=-1 ; integer\n" +"Ammo.AutoDeployMaximumAmount=-1 ; integer\n" +"Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" +"Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" +msgstr "" +"[SOMEVEHICLE] ; VehicleType\n" +"Ammo.AutoDeployMinimumAmount=-1 ; integer\n" +"Ammo.AutoDeployMaximumAmount=-1 ; integer\n" +"Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" +"Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" + +#: ../../New-or-Enhanced-Logics.md:2037 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:2011 +#: ../../New-or-Enhanced-Logics.md:2039 msgid "" "When a unit is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -7361,7 +7465,7 @@ msgstr "" "现在当载具伤残(生命值低于 `[AudioVisual] -> ConditionYellow` 的百分比)时可以通过 " "`Image.ConditionYellow` 为载具设置不同的图像。" -#: ../../New-or-Enhanced-Logics.md:2012 +#: ../../New-or-Enhanced-Logics.md:2040 msgid "" "Similar, `Image.ConditionRed` is used as image if unit health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -7369,7 +7473,7 @@ msgstr "" "同样的如果载具生命值低于 `[AudioVisual] -> ConditionRed` 的百分比那么将会使用 " "`Image.ConditionRed` 作为图像。" -#: ../../New-or-Enhanced-Logics.md:2013 +#: ../../New-or-Enhanced-Logics.md:2041 msgid "" "It is also works on water by setting `WaterImage.ConditionYellow` and " "`WaterImage.ConditionRed` VehicleType, similar to Ares' `WaterImage`." @@ -7377,7 +7481,7 @@ msgstr "" "类似于 Ares 的 `WaterImage`,可以通过设置 `WaterImage.ConditionYellow` 和 " "`WaterImage.ConditionRed` 的载具类型来在水上应用这一效果。" -#: ../../New-or-Enhanced-Logics.md:2016 +#: ../../New-or-Enhanced-Logics.md:2044 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Image.ConditionYellow= ; VehicleType entry\n" @@ -7391,23 +7495,23 @@ msgstr "" "WaterImage.ConditionYellow= ; VehicleType entry\n" "WaterImage.ConditionRed= ; VehicleType entry\n" -#: ../../New-or-Enhanced-Logics.md:2025 +#: ../../New-or-Enhanced-Logics.md:2053 msgid "" "Note that the VehicleTypes had to be defined under [VehicleTypes] and use" " same image type (SHP/VXL) for vanilla/damaged states." msgstr "注意这些被使用的载具必须在 `[VehicleTypes]` 下注册并且在常规/伤残状态下使用相同的图像类型(Shape/Voxel)。" -#: ../../New-or-Enhanced-Logics.md:2028 +#: ../../New-or-Enhanced-Logics.md:2056 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../New-or-Enhanced-Logics.md:2030 +#: ../../New-or-Enhanced-Logics.md:2058 msgid "" "Now you can let infantry or vehicle passengers quickly enter or leave the" " transport vehicles without queuing." msgstr "现在你可以让步兵或载具类载员无需排队地快速进入或离开运输载具。" -#: ../../New-or-Enhanced-Logics.md:2033 +#: ../../New-or-Enhanced-Logics.md:2061 msgid "" "[General]\n" "NoQueueUpToEnter=false ; boolean\n" @@ -7429,11 +7533,11 @@ msgstr "" "NoQueueUpToUnload= ; boolean, default to [General] -> " "NoQueueUpToUnload\n" -#: ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2071 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../New-or-Enhanced-Logics.md:2045 +#: ../../New-or-Enhanced-Logics.md:2073 msgid "" "![image](_static/images/jumpjet-tilt.gif) *Jumpjet Tilts in [Project Rush" " - Conquer](https://www.moddb.com/mods/project-rush-conquer)*" @@ -7442,31 +7546,31 @@ msgstr "" "*[冲击计划:征服](https://www.moddb.com/mods/project-rush-conquer) 中的 Jumpjet " "前倾*" -#: ../../New-or-Enhanced-Logics.md:2048 +#: ../../New-or-Enhanced-Logics.md:2076 msgid "" "Now you can make jumpjets tilt forward when moving forward and sideways " "when turning by setting `JumpjetTilt` to true." msgstr "现在你可以通过将 `JumpjetTilt` 设为 true 来使 Jumpjet 单位在向前移动时前倾以及在转向时侧倾。" -#: ../../New-or-Enhanced-Logics.md:2049 +#: ../../New-or-Enhanced-Logics.md:2077 msgid "The maximum tilt angle will not exceed 90 degrees." msgstr "最大倾斜角度不会超过 90 度。" -#: ../../New-or-Enhanced-Logics.md:2050 +#: ../../New-or-Enhanced-Logics.md:2078 msgid "" "The magnitude of the forward tilt is related to the current speed and " "acceleration. They are additive and have two coefficients that can be " "adjusted for details." msgstr "向前倾斜的幅度与当前速度和加速度相关。它们会相加,这里给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:2051 +#: ../../New-or-Enhanced-Logics.md:2079 msgid "" "The magnitude of the sideways tilt is related to the current speed and " "rotation angle. They are multiplied and also have two coefficients that " "can be adjusted for details." msgstr "侧向倾斜的幅度与当前速度和旋转角度相关。它们会相乘,同样给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:2054 +#: ../../New-or-Enhanced-Logics.md:2082 msgid "" "[SOMEVEHICLE] ; VehicleType, with " "Locomotor=Jumpjet\n" @@ -7484,11 +7588,36 @@ msgstr "" "JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value\n" "JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:2063 +#: ../../New-or-Enhanced-Logics.md:2091 +msgid "Turret Response" +msgstr "炮塔响应" + +#: ../../New-or-Enhanced-Logics.md:2093 +msgid "" +"When the vehicle loses its target, you can customize whether to align the" +" turret direction with the vehicle body." +msgstr "你可以自定义当载具丢失目标时炮塔方向是否回正(与车身对齐)" + +#: ../../New-or-Enhanced-Logics.md:2094 +msgid "" +"When `Speed=0` or TechnoTypes cells cannot move due to " +"`MovementRestrictedTo`, the default value is no; in other cases, it is " +"yes." +msgstr "若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,则默认 no;否则默认 yes。" + +#: ../../New-or-Enhanced-Logics.md:2097 +msgid "" +"[SOMEVEHICLE] ; VehicleType\n" +"TurretResponse= ; boolean\n" +msgstr "" +"[SOMEVEHICLE] ; VehicleType\n" +"TurretResponse= ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2102 msgid "Turretless Shape Vehicle FireUp" msgstr "无炮塔 Shape 载具开火前摇" -#: ../../New-or-Enhanced-Logics.md:2065 +#: ../../New-or-Enhanced-Logics.md:2104 msgid "" "![image](_static/images/vehiclefireup.gif) *Use the pre-firing animation " "effect for Shape vehicle-type mecha units in **Zero Boundary** by " @@ -7498,18 +7627,18 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** 中为 " "Shape 载具类型的机甲单位使用开火前摇效果*" -#: ../../New-or-Enhanced-Logics.md:2068 +#: ../../New-or-Enhanced-Logics.md:2107 msgid "`Voxel=no` turretless vehicles now support the use of `FireUp`." msgstr "现在 `Voxel=no` 的无炮塔载具现在已经支持 `FireUp`。" -#: ../../New-or-Enhanced-Logics.md:2069 +#: ../../New-or-Enhanced-Logics.md:2108 msgid "" "`FireUp.ResetInRetarget` determines whether a vehicle's FireUp count is " "reset when its target changes. Forced to be `yes` when there is no " "target." msgstr "`FireUp.ResetInRetarget` 决定当前载具目标改变时其前摇是否重置。失去目标强制重置。" -#: ../../New-or-Enhanced-Logics.md:2072 +#: ../../New-or-Enhanced-Logics.md:2111 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "FireUp= ; integer\n" @@ -7519,68 +7648,41 @@ msgstr "" "FireUp= ; integer\n" "FireUp.ResetInRetarget=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2078 -msgid "Turret Response" -msgstr "炮塔响应" - -#: ../../New-or-Enhanced-Logics.md:2080 -msgid "" -"When the vehicle loses its target, you can customize whether to align the" -" turret direction with the vehicle body." -msgstr "" -"你可以自定义当载具丢失目标时炮塔方向是否回正(与车身对齐)" - -#: ../../New-or-Enhanced-Logics.md:2081 -msgid "" -"When `Speed=0` or TechnoTypes cells cannot move due to " -"`MovementRestrictedTo`, the default value is no; in other cases, it is " -"yes." -msgstr "" -"若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,则默认 no;否则默认 yes。" - -#: ../../New-or-Enhanced-Logics.md:2084 -msgid "" -"[SOMEVEHICLE] ; VehicleType\n" -"TurretResponse= ; boolean\n" -msgstr "" -"[SOMEVEHICLE] ; VehicleType\n" -"TurretResponse= ; boolean\n" - -#: ../../New-or-Enhanced-Logics.md:2089 +#: ../../New-or-Enhanced-Logics.md:2117 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:2092 +#: ../../New-or-Enhanced-Logics.md:2120 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:2093 +#: ../../New-or-Enhanced-Logics.md:2121 msgid "" "Can be used with `CellSpread` and Ares' GenericWarhead superweapon where " "applicable." msgstr "可在适用的情况下与 `CellSpread` 和 Ares 的通用弹头超级武器一起使用。" -#: ../../New-or-Enhanced-Logics.md:2094 +#: ../../New-or-Enhanced-Logics.md:2122 msgid "Cannot be used with `MindControl.Permanent=yes` of Ares." msgstr "不能与 Ares 的 `MindControl.Permanent=yes` 共同使用。" -#: ../../New-or-Enhanced-Logics.md:2095 +#: ../../New-or-Enhanced-Logics.md:2123 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " `false`." msgstr "在适用的情况下除非 `EffectsRequireVerses` 设为 `false` 否则尊重 `Verses`。" -#: ../../New-or-Enhanced-Logics.md:2096 +#: ../../New-or-Enhanced-Logics.md:2124 msgid "" "If target has an active [shield](#shields), its armor type is used " "instead unless warhead can penetrate the shield." msgstr "如果目标拥有一个激活的 [护盾](#shields),那么它的护甲类型将被使用,除非弹头可以穿透护盾。" -#: ../../New-or-Enhanced-Logics.md:2099 +#: ../../New-or-Enhanced-Logics.md:2127 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:2101 +#: ../../New-or-Enhanced-Logics.md:2129 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7588,13 +7690,13 @@ msgstr "" "![image](_static/images/remove-mc.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的心控解除弹头*" -#: ../../New-or-Enhanced-Logics.md:2104 +#: ../../New-or-Enhanced-Logics.md:2132 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以解除心灵控制(不适用于永久心控的对象)。" -#: ../../New-or-Enhanced-Logics.md:2107 +#: ../../New-or-Enhanced-Logics.md:2135 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -7602,29 +7704,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2112 -msgid "Warhead that can not kill" -msgstr "弹头击杀限制" - -#: ../../New-or-Enhanced-Logics.md:2114 -msgid "" -"Warheads can now damage the enemy without killing them (minimum health " -"will be 1)." -msgstr "现在可以让一个弹头可以杀伤敌人但无法击杀它们(至少保留 1 滴血)。" - -#: ../../New-or-Enhanced-Logics.md:2117 -msgid "" -"[SOMEWARHEAD] ; WarheadType\n" -"CanKill=true ; boolean\n" -msgstr "" -"[SOMEWARHEAD] ; WarheadType\n" -"CanKill=true ; boolean\n" - -#: ../../New-or-Enhanced-Logics.md:2122 +#: ../../New-or-Enhanced-Logics.md:2140 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:2124 +#: ../../New-or-Enhanced-Logics.md:2142 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -7632,7 +7716,7 @@ msgid "" "critical hit." msgstr "现在弹头可以基于概率额外造成暴击伤害或弹头爆炸,可以自定义暴击的概率、伤害、影响目标、受影响目标生命值阈值和暴击动画。" -#: ../../New-or-Enhanced-Logics.md:2125 +#: ../../New-or-Enhanced-Logics.md:2143 msgid "" "`Crit.Chance` determines chance for a critical hit to occur. By default " "this is checked once when the Warhead is detonated and every target that " @@ -7643,7 +7727,7 @@ msgstr "" "`Crit.Chance` 决定暴击发生的概率。默认情况下这在弹头爆炸时检查一次,每个受影响的目标都可能受到暴击。如果设置了 " "`Crit.ApplyChancePerTarget`,那么每个目标是否成功进行暴击的概率将单独计算。" -#: ../../New-or-Enhanced-Logics.md:2126 +#: ../../New-or-Enhanced-Logics.md:2144 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -7653,20 +7737,20 @@ msgstr "" "`Crit.ExtraDamage` 决定暴击造成的额外伤害,如果设置了 " "`Crit.Warhead`,那么伤害将用于在每个受影响的目标上引爆指定的弹头,否则伤害将基于当前弹头的 `Verses` 设置直接造成伤害。" -#: ../../New-or-Enhanced-Logics.md:2127 +#: ../../New-or-Enhanced-Logics.md:2145 msgid "" "`Crit.ExtraDamage.ApplyFirepowerMult` determines whether or not the " "critical hit damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Crit.ExtraDamage.ApplyFirepowerMult` 决定暴击造成的额外伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:2128 +#: ../../New-or-Enhanced-Logics.md:2146 msgid "" "`Crit.Warhead` can be used to set a Warhead to detonate instead of using " "current Warhead." msgstr "`Crit.Warhead` 可用于设置一个替代当前弹头引爆的弹头。" -#: ../../New-or-Enhanced-Logics.md:2129 +#: ../../New-or-Enhanced-Logics.md:2147 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -7675,20 +7759,20 @@ msgstr "" "`Crit.Warhead.FullDetonation` 控制弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2130 +#: ../../New-or-Enhanced-Logics.md:2148 msgid "" "`Crit.Affects` can be used to customize types of targets that this " "Warhead can deal critical hits against. Critical hits cannot affect empty" " cells or cells containing only TerrainTypes, overlays etc." msgstr "`Crit.Affects` 可用于自定义此弹头可暴击的目标类型。暴击不能影响空置单元格或仅包含地形对象和覆盖物等的单元格。" -#: ../../New-or-Enhanced-Logics.md:2131 +#: ../../New-or-Enhanced-Logics.md:2149 msgid "" "`Crit.AffectsHouses` can be used to customize houses that this Warhead " "can deal critical hits against." msgstr "`Crit.AffectsHouses` 可用于自定义此弹头可暴击的目标所属。" -#: ../../New-or-Enhanced-Logics.md:2132 +#: ../../New-or-Enhanced-Logics.md:2150 msgid "" "`Crit.AffectBelowPercent` and `Crit.AffectsAbovePercent` can be used to " "set the health percentage that targets must be below or above " @@ -7697,7 +7781,7 @@ msgstr "" "`Crit.AffectBelowPercent` 和 `Crit.AffectsAbovePercent` " "用于设置可被暴击影响的单位其当前血量所占百分比必须低于或高于的限制。" -#: ../../New-or-Enhanced-Logics.md:2133 +#: ../../New-or-Enhanced-Logics.md:2151 msgid "" "`Crit.AnimList` can be used to set a list of animations used instead of " "Warhead's `AnimList` if Warhead deals a critical hit to even one target. " @@ -7710,7 +7794,7 @@ msgstr "" "`Crit.AnimList.PickRandom`(默认为 `AnimList.PickRandom`),则从列表中随机选择一个动画。如果设置了" " `Crit.AnimList.CreateAll`(默认为 `AnimList.CreateAll`),则创建列表中的所有动画。" -#: ../../New-or-Enhanced-Logics.md:2134 +#: ../../New-or-Enhanced-Logics.md:2152 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -7725,7 +7809,7 @@ msgstr "" "独立所以,`Crit.AnimList.PickRandom` 和 `Crit.AnimList.CreateAll` 将不会默认为 " "`AnimList` 对应项的值,需要手动设置。" -#: ../../New-or-Enhanced-Logics.md:2135 +#: ../../New-or-Enhanced-Logics.md:2153 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -7733,7 +7817,7 @@ msgid "" "random one is selected." msgstr "`Crit.ActiveChanceAnims` 可用于设置当前弹头有几率造成暴击时始终显示在弹头爆炸坐标处的动画。列出多个动画则随机选择其一。" -#: ../../New-or-Enhanced-Logics.md:2136 +#: ../../New-or-Enhanced-Logics.md:2154 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -7742,13 +7826,13 @@ msgstr "" "`Crit.SuppressWhenIntercepted` 如果设置则禁用弹头在被[抛射体拦截](#projectile-" "interception-logic)而引爆时造成暴击。" -#: ../../New-or-Enhanced-Logics.md:2137 +#: ../../New-or-Enhanced-Logics.md:2155 msgid "" "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " "immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在科技类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:2140 +#: ../../New-or-Enhanced-Logics.md:2158 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -7802,7 +7886,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2164 +#: ../../New-or-Enhanced-Logics.md:2182 msgid "" "If you set `Crit.Warhead` to the same Warhead it is defined on, or create" " a chain of Warheads with it that loops back to the first one there is a " @@ -7810,11 +7894,11 @@ msgid "" "afterwards." msgstr "如果你将 `Crit.Warhead` 设为定义暴击的弹头或者创建一个最终回到第一个弹头的循环那么游戏可能会陷入循环并随后卡死或崩溃。" -#: ../../New-or-Enhanced-Logics.md:2167 +#: ../../New-or-Enhanced-Logics.md:2185 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:2169 +#: ../../New-or-Enhanced-Logics.md:2187 msgid "" "![image](_static/images/convertwh.gif) *Vehicle version of Genetic " "Converter in " @@ -7824,13 +7908,13 @@ msgstr "" "*[NanodaSupercalifragilisticexpialidocious](https://www.bilibili.com/opus/896077937747427433)" " 中的载具版基因突变*" -#: ../../New-or-Enhanced-Logics.md:2178 +#: ../../New-or-Enhanced-Logics.md:2196 msgid "" "In example, this warhead would convert all affected owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如这个弹头可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:2179 +#: ../../New-or-Enhanced-Logics.md:2197 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -7842,7 +7926,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:2187 +#: ../../New-or-Enhanced-Logics.md:2205 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -7868,15 +7952,15 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2207 +#: ../../New-or-Enhanced-Logics.md:2225 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:2208 +#: ../../New-or-Enhanced-Logics.md:2226 msgid "Allows Warheads to play custom `MindControl.Anim`." msgstr "允许弹头播放自定义的 `MindControl.Anim`。" -#: ../../New-or-Enhanced-Logics.md:2211 +#: ../../New-or-Enhanced-Logics.md:2229 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -7886,15 +7970,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:2216 +#: ../../New-or-Enhanced-Logics.md:2234 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:2218 +#: ../../New-or-Enhanced-Logics.md:2236 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:2219 +#: ../../New-or-Enhanced-Logics.md:2237 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -7905,7 +7989,7 @@ msgstr "" "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "系统。`SplashList.PickRandom` 可设置为 `true` 以从列表中随机选择一个动画。" -#: ../../New-or-Enhanced-Logics.md:2222 +#: ../../New-or-Enhanced-Logics.md:2240 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes, default to " @@ -7917,17 +8001,17 @@ msgstr "" "[CombatDamage] -> SplashList\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2228 +#: ../../New-or-Enhanced-Logics.md:2246 msgid "Damage multipliers" msgstr "伤害修正比" -#: ../../New-or-Enhanced-Logics.md:2230 +#: ../../New-or-Enhanced-Logics.md:2248 msgid "" "Warheads are now able to define the extra damage multiplier for owner " "house, ally houses and enemy houses." msgstr "现在弹头可以定义对己方所属、友方所属、敌方所属的额外伤害倍率。" -#: ../../New-or-Enhanced-Logics.md:2231 +#: ../../New-or-Enhanced-Logics.md:2249 msgid "" "`DamageOwnerMultiplier.NotAffectsEnemies` and " "`DamageAlliesMultiplier.NotAffectsEnemies` is used as the default value " @@ -7937,7 +8021,7 @@ msgstr "" "`DamageAlliesMultiplier.NotAffectsEnemies` 用于设定弹头 `AffectsEnemies=false` " "时的默认值。" -#: ../../New-or-Enhanced-Logics.md:2232 +#: ../../New-or-Enhanced-Logics.md:2250 msgid "" "An extra damage multiplier based on the firer or target's health " "percentage will be added to the total multiplier. To be elaborate: the " @@ -7949,13 +8033,13 @@ msgstr "" "DamageSourceHealthMultiplier)`,再增加 `(目标剩余血量比 * " "DamageTargetHealthMultiplier)`。" -#: ../../New-or-Enhanced-Logics.md:2233 +#: ../../New-or-Enhanced-Logics.md:2251 msgid "" "These multipliers will not affect damage with ignore defenses like " "`Suicide`.etc ." msgstr "这些修正不会影响无视防御的伤害,例如 `Suicide` 等。" -#: ../../New-or-Enhanced-Logics.md:2236 +#: ../../New-or-Enhanced-Logics.md:2254 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating point value\n" @@ -7999,17 +8083,17 @@ msgstr "" "DamageSourceHealthMultiplier=0.0 ; floating point value\n" "DamageTargetHealthMultiplier=0.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:2253 +#: ../../New-or-Enhanced-Logics.md:2271 msgid "" "`DamageAlliesMultiplier` won't affect your own units like `AffectsAllies`" " did." msgstr "`DamageAlliesMultiplier` 不会像旧有的 `AffectsAllies` 那样作用于友方单位的同时还带上己方单位。" -#: ../../New-or-Enhanced-Logics.md:2256 +#: ../../New-or-Enhanced-Logics.md:2274 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:2258 +#: ../../New-or-Enhanced-Logics.md:2276 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -8027,7 +8111,7 @@ msgstr "" "`AirburstWeapon/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:2259 +#: ../../New-or-Enhanced-Logics.md:2277 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -8036,7 +8120,7 @@ msgstr "" "`DetonateOnAllMapObjects.Full` " "自定义弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2260 +#: ../../New-or-Enhanced-Logics.md:2278 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -8049,7 +8133,7 @@ msgstr "" "时筛选哪些类型的目标(科技类型)可被视为有效。仅 `none`、`all`、`aircraft`、`buildings`、`infantry` 和" " `units` 是有效值。默认为 `none`,因为包含所有对象类型可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2261 +#: ../../New-or-Enhanced-Logics.md:2279 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -8060,7 +8144,7 @@ msgstr "" "`DetonateOnAllMapObjects.AffectHouses` 用于在非 `none` " "时筛选哪些所属方的目标可以被视为有效。仅适用于发射弹头的所属方已知的情况。默认为 `none`,因为包含所有所属方可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2262 +#: ../../New-or-Enhanced-Logics.md:2280 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -8073,13 +8157,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:2263 +#: ../../New-or-Enhanced-Logics.md:2281 msgid "" "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " "TechnoTypes to be never considered as valid targets." msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的科技类型不得作为目标。" -#: ../../New-or-Enhanced-Logics.md:2264 +#: ../../New-or-Enhanced-Logics.md:2282 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -8091,7 +8175,7 @@ msgstr "" "`Verses` 值的目标为有效。对于具有激活状态护盾的目标除非弹头拥有 " "`Shield.Penetrate=true`,否则使用护盾的护甲类型。在所有上述筛选之后进行检查。" -#: ../../New-or-Enhanced-Logics.md:2267 +#: ../../New-or-Enhanced-Logics.md:2285 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -8115,7 +8199,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2279 +#: ../../New-or-Enhanced-Logics.md:2297 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -8126,17 +8210,17 @@ msgstr "" "虽然此功能比巨大的 `CellSpread` 值性能上好得多但它仍然可能减慢游戏速度。特别是与动画、AlphaImage 等共同使用时。建议 " "modder 谨慎使用并通过筛选语句进行限制。" -#: ../../New-or-Enhanced-Logics.md:2282 +#: ../../New-or-Enhanced-Logics.md:2300 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../New-or-Enhanced-Logics.md:2284 +#: ../../New-or-Enhanced-Logics.md:2302 msgid "" "`KillWeapon` will be fired at the target TechnoType's location once it's " "killed by this Warhead." msgstr "被此弹头击杀时目标单位会爆出 `KillWeapon` 指定的武器。" -#: ../../New-or-Enhanced-Logics.md:2285 +#: ../../New-or-Enhanced-Logics.md:2303 msgid "" "`KillWeapon.OnFirer` will be fired at the attacker's location once the " "target TechnoType is killed by this Warhead. If the source of this " @@ -8144,7 +8228,7 @@ msgid "" "fired." msgstr "如果可以追溯到弹头来自哪个单位,那么 `KillWeapon.OnFirer` 可以让武器发射在开火者的位置。如果追溯不到来源那么将不会发射。" -#: ../../New-or-Enhanced-Logics.md:2286 +#: ../../New-or-Enhanced-Logics.md:2304 msgid "" "`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and " "`KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter" @@ -8155,13 +8239,13 @@ msgstr "" "`KillWeapon.OnFirer.AffectsHouses`/`KillWeapon.OnFirer.Affects` " "分别用于筛选哪些所属方和哪些类型的目标可以触发 `KillWeapon` 与 `KillWeapon.OnFirer`。" -#: ../../New-or-Enhanced-Logics.md:2287 +#: ../../New-or-Enhanced-Logics.md:2305 msgid "" "If the source of this Warhead is not another TechnoType, `KillWeapon` " "will be fired regardless of the target's house or type." msgstr "如果这个弹头的来源不是另一个单位,发射 `KillWeapon` 将不受目标所属方或类型的限制。" -#: ../../New-or-Enhanced-Logics.md:2288 +#: ../../New-or-Enhanced-Logics.md:2306 msgid "" "If a TechnoType has `SuppressKillWeapons` set to true, it will not " "trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. " @@ -8172,7 +8256,7 @@ msgstr "" "`KillWeapon.OnFirer`。`SuppressKillWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:2291 +#: ../../New-or-Enhanced-Logics.md:2309 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" @@ -8206,11 +8290,11 @@ msgstr "" "SuppressKillWeapons=false ; boolean\n" "SuppressKillWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:2305 +#: ../../New-or-Enhanced-Logics.md:2323 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:2307 +#: ../../New-or-Enhanced-Logics.md:2325 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -8218,18 +8302,18 @@ msgstr "" "![image](_static/images/hackerfinallyworks-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的 `TransactMoney` 应用*" -#: ../../New-or-Enhanced-Logics.md:2310 +#: ../../New-or-Enhanced-Logics.md:2328 msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在爆炸时向其所有者撒币。" -#: ../../New-or-Enhanced-Logics.md:2311 +#: ../../New-or-Enhanced-Logics.md:2329 msgid "" "`TransactMoney.Display` can be set to display the amount of credits given" " or deducted. The number is displayed in green if given, red if deducted " "and will move upwards after appearing." msgstr "`TransactMoney.Display` 可以设置是否显示给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2312 +#: ../../New-or-Enhanced-Logics.md:2330 msgid "" "`TransactMoney.Display.AtFirer` if set, makes the credits display appear " "on firer instead of target. If set and firer is not known, it will " @@ -8238,19 +8322,19 @@ msgstr "" "`TransactMoney.Display.AtFirer` " "如果设置则使资金出现在开火者处而非目标处。如果设置但开火者未知则无论如何都显示在目标处。" -#: ../../New-or-Enhanced-Logics.md:2313 +#: ../../New-or-Enhanced-Logics.md:2331 msgid "" "`TransactMoney.Display.Houses` determines which houses can see the " "credits display." msgstr "`TransactMoney.Display.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2314 +#: ../../New-or-Enhanced-Logics.md:2332 msgid "" "`TransactMoney.Display.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at target's/firer's center." msgstr "`TransactMoney.Display.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即目标/开火者的中心。" -#: ../../New-or-Enhanced-Logics.md:2317 +#: ../../New-or-Enhanced-Logics.md:2335 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -8270,11 +8354,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "TransactMoney.Display.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2326 +#: ../../New-or-Enhanced-Logics.md:2344 msgid "Iron Curtain & Force Shield damage penetration" msgstr "铁幕与力场护盾的伤害穿透" -#: ../../New-or-Enhanced-Logics.md:2328 +#: ../../New-or-Enhanced-Logics.md:2346 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -8283,7 +8367,7 @@ msgstr "" "现在可以让弹头对被铁幕和力场护盾保护的对象造成伤害。`PenetratesForceShield` 默认为 " "`PenetratesIronCurtain` 的值。" -#: ../../New-or-Enhanced-Logics.md:2329 +#: ../../New-or-Enhanced-Logics.md:2347 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -8293,7 +8377,7 @@ msgstr "" "注意这不会影响关联伤害类效果(例如 `Psychedelic`)之外的弹头功能以及类似碎片生成和 `AirburstWeapon` " "的引爆这类通常在攻击被抵消时**本就**不发生的效果。" -#: ../../New-or-Enhanced-Logics.md:2332 +#: ../../New-or-Enhanced-Logics.md:2350 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -8303,29 +8387,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2338 +#: ../../New-or-Enhanced-Logics.md:2356 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:2340 +#: ../../New-or-Enhanced-Logics.md:2358 msgid "Superweapons can now be launched when a warhead is detonated." msgstr "现在弹头可以在引爆时发射超级武器" -#: ../../New-or-Enhanced-Logics.md:2341 +#: ../../New-or-Enhanced-Logics.md:2359 msgid "" "`LaunchSW` specifies the superweapons to launch when the warhead is " "detonated. If superweapon has negative `Money.Amount`, the firing house " "must have enough credits in order for it to be fired." msgstr "`LaunchSW` 指定当弹头引爆时要发射的超级武器。如果超级武器的 `Money.Amount` 为负则发射的所属方还需要拥有足够的资金。" -#: ../../New-or-Enhanced-Logics.md:2342 +#: ../../New-or-Enhanced-Logics.md:2360 msgid "" "`LaunchSW.RealLaunch` controls whether the owner who fired the warhead " "must own all listed superweapons. Otherwise they will be launched out of " "nowhere." msgstr "`LaunchSW.RealLaunch` 控制弹头的所有者是否需要拥有所有列出的超级武器。否则它们将无从发射。" -#: ../../New-or-Enhanced-Logics.md:2343 +#: ../../New-or-Enhanced-Logics.md:2361 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -8333,7 +8417,7 @@ msgstr "" "`LaunchSW.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:2344 +#: ../../New-or-Enhanced-Logics.md:2362 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -8341,7 +8425,7 @@ msgstr "" "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:2345 +#: ../../New-or-Enhanced-Logics.md:2363 msgid "" "`LaunchSW.DisplayMoney` can be set to display the amount of credits given" " or deducted by the launched superweapon by `Money.Amount`. The number is" @@ -8351,31 +8435,31 @@ msgstr "" "`LaunchSW.DisplayMoney` 可以设置是否显示所发射超武 `Money.Amount` " "而给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2346 +#: ../../New-or-Enhanced-Logics.md:2364 msgid "" "`LaunchSW.DisplayMoney.Houses` determines which houses can see the " "credits display." msgstr "`LaunchSW.DisplayMoney.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2347 +#: ../../New-or-Enhanced-Logics.md:2365 msgid "" "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at superweapon's target cell." msgstr "`LaunchSW.DisplayMoney.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即超级武器目标单元格处。" -#: ../../New-or-Enhanced-Logics.md:2350 +#: ../../New-or-Enhanced-Logics.md:2368 msgid "" "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` " "must be set." msgstr "为使动画弹头/武器上的此逻辑生效必须设置 `Damage.DealtByInvoker`。" -#: ../../New-or-Enhanced-Logics.md:2351 +#: ../../New-or-Enhanced-Logics.md:2369 msgid "" "The superweapons are launched on the *cell* where the warhead is " "detonated, instead of being click-fired." msgstr "超级武器在弹头引爆的 **单元格** 上发射而不是通过点击发射。" -#: ../../New-or-Enhanced-Logics.md:2355 +#: ../../New-or-Enhanced-Logics.md:2373 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -8397,17 +8481,17 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LaunchSW.DisplayMoney.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2367 +#: ../../New-or-Enhanced-Logics.md:2385 msgid "" "Due to the nature of some superweapon types, not all superweapons are " "suitable for launch. **Please use with caution!**" msgstr "由于某些超级武器类型的特性并非所有超级武器都适合发射。**请慎用!**" -#: ../../New-or-Enhanced-Logics.md:2370 +#: ../../New-or-Enhanced-Logics.md:2388 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:2372 +#: ../../New-or-Enhanced-Logics.md:2390 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -8417,7 +8501,7 @@ msgstr "" "默认情况下如果单位从弹头收到负伤害(在 `Verses` " "前计算)任何寄生单位都会被移除和删除。现在可以自定义此行为以禁用负伤害的移除效果或为任意弹头启用它。" -#: ../../New-or-Enhanced-Logics.md:2375 +#: ../../New-or-Enhanced-Logics.md:2393 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -8425,18 +8509,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2380 +#: ../../New-or-Enhanced-Logics.md:2398 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:2382 +#: ../../New-or-Enhanced-Logics.md:2400 msgid "" "Warheads can now remove disguise from disguised spies or mirage tanks. " "This will work even if the disguised was acquired by default through " "`PermaDisguise`." msgstr "弹头现在可以移除间谍或幻影坦克的伪装。即使伪装是通过 `PermaDisguise` 默认获得来的。" -#: ../../New-or-Enhanced-Logics.md:2385 +#: ../../New-or-Enhanced-Logics.md:2403 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -8444,19 +8528,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2390 +#: ../../New-or-Enhanced-Logics.md:2408 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:2392 +#: ../../New-or-Enhanced-Logics.md:2410 msgid "Warheads can now reveal an area or the entire map on impact." msgstr "现在弹头可以在引爆时揭示部分区域或整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:2393 +#: ../../New-or-Enhanced-Logics.md:2411 msgid "Reveal only applies to the owner of the warhead." msgstr "仅适用于弹头所有者。" -#: ../../New-or-Enhanced-Logics.md:2396 +#: ../../New-or-Enhanced-Logics.md:2414 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Reveal=0 ; integer - cell radius, negative values mean reveal the " @@ -8466,18 +8550,17 @@ msgstr "" "Reveal=0 ; integer - cell radius, negative values mean reveal the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2401 +#: ../../New-or-Enhanced-Logics.md:2419 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../New-or-Enhanced-Logics.md:2403 +#: ../../New-or-Enhanced-Logics.md:2421 msgid "" "Warheads can now uses the reverse-engineering logic *(Ares feature)* , " "the technology of the victim will be reversed." -msgstr "" -"现在弹头可以使用逆向工程逻辑(*Ares 功能*),被命中的单位将会被逆向工程。" +msgstr "现在弹头可以使用逆向工程逻辑(*Ares 功能*),被命中的单位将会被逆向工程。" -#: ../../New-or-Enhanced-Logics.md:2406 +#: ../../New-or-Enhanced-Logics.md:2424 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" @@ -8485,33 +8568,33 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2412 +#: ../../New-or-Enhanced-Logics.md:2430 msgid "This feature requires Ares 3.0 or higher to function!" msgstr "此功能需要 3.0 及以上版本的 Ares 才能运作!" -#: ../../New-or-Enhanced-Logics.md:2415 +#: ../../New-or-Enhanced-Logics.md:2433 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:2417 +#: ../../New-or-Enhanced-Logics.md:2435 msgid "" "Warheads with `BuildingSell` can now sell buildings with build up image. " "It has a higher priority than `BuildingUndeploy`." msgstr "现在拥有 `BuildingSell` 的弹头可以出售拥有拔起动画的建筑。它的优先级高于 `BuildingUndeploy`。" -#: ../../New-or-Enhanced-Logics.md:2418 +#: ../../New-or-Enhanced-Logics.md:2436 msgid "" "`BuildingSell.IgnoreUnsellable` controls whether to ignore all possible " "situations where sales may be disabled except for build up image." msgstr "`BuildingSell.IgnoreUnsellable` 控制是否忽略除了缺失拔起动画之外所有可能禁止建筑出售的情况。" -#: ../../New-or-Enhanced-Logics.md:2419 +#: ../../New-or-Enhanced-Logics.md:2437 msgid "" "Warheads with `BuildingUndeploy` can now undeploy buildings with " "`UndeploysInto`." msgstr "现在拥有 `BuildingUndeploy` 的弹头可以令目标建筑反部署为 `UndeploysInto` 的对象。" -#: ../../New-or-Enhanced-Logics.md:2420 +#: ../../New-or-Enhanced-Logics.md:2438 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -8521,7 +8604,7 @@ msgstr "" "`BuildingUndeploy.Leave` " "控制是否需要让它们移动到附近较低威胁的位置。这里的威胁程度使用科技类型的价格计算。如果附近的科技类型没有主武器或属于友方所属,那么不被计入。" -#: ../../New-or-Enhanced-Logics.md:2423 +#: ../../New-or-Enhanced-Logics.md:2441 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "BuildingSell=false ; boolean\n" @@ -8535,19 +8618,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2431 +#: ../../New-or-Enhanced-Logics.md:2449 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:2433 +#: ../../New-or-Enhanced-Logics.md:2451 msgid "Warheads can now shroud an area or the entire map on impact." msgstr "现在弹头可以在引爆时填充部分区域或整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:2434 +#: ../../New-or-Enhanced-Logics.md:2452 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅适用于敌对所属方。" -#: ../../New-or-Enhanced-Logics.md:2437 +#: ../../New-or-Enhanced-Logics.md:2455 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " @@ -8557,11 +8640,11 @@ msgstr "" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2442 +#: ../../New-or-Enhanced-Logics.md:2460 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2444 +#: ../../New-or-Enhanced-Logics.md:2462 msgid "" "Warheads can now spawn powerup crates of specified type(s) on their " "impact cells (if free, or nearby cells if occupied something other than a" @@ -8570,13 +8653,13 @@ msgstr "" "现在弹头可以在其引爆的单元格上创建指定类型的升级工具箱(如果空置,若被非工具箱的对象占据则生成到附近的单元格)类似于地图触发动作 `108 " "创建工具箱...`。" -#: ../../New-or-Enhanced-Logics.md:2445 +#: ../../New-or-Enhanced-Logics.md:2463 msgid "" "`SpawnsCrateN` where N is a number starting from 0, parsed until no key " "is found can be used to define the type of crate spawned." msgstr "`SpawnsCrateN` 中的 N 是从 0 开始的数字,游戏会解析到最后一个为止。用于定义每个生成的升级工具箱类型。" -#: ../../New-or-Enhanced-Logics.md:2446 +#: ../../New-or-Enhanced-Logics.md:2464 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -8585,13 +8668,13 @@ msgstr "" "`SpawnsCrateN.Weight` 是一个用于确定生成对应升级工具箱类型与其他列出的类型相比的相对权重(0 " "表示没门,越高代表概率越高)如果未定义则默认为 1。" -#: ../../New-or-Enhanced-Logics.md:2447 +#: ../../New-or-Enhanced-Logics.md:2465 msgid "" "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if " "latter is not set." msgstr "如果未设置 `SpawnsCrate0.Type/Weight` 则 `SpawnsCrate.Type/Weight` 是其别名。" -#: ../../New-or-Enhanced-Logics.md:2450 +#: ../../New-or-Enhanced-Logics.md:2468 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -8605,18 +8688,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2456 +#: ../../New-or-Enhanced-Logics.md:2474 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2458 +#: ../../New-or-Enhanced-Logics.md:2476 msgid "" "Warheads are now able to trigger specific `NotHuman=yes` infantry `Death`" " anim sequence using the corresponding tag. It's value represents " "sequences from `Die1` to `Die5`." msgstr "现在弹头可以使用相应的标签触发特定的 `NotHuman=yes` 步兵 `Death` 动画序列。其值代表从 `Die1` 到 `Die5`。" -#: ../../New-or-Enhanced-Logics.md:2461 +#: ../../New-or-Enhanced-Logics.md:2479 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -8624,15 +8707,33 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2466 +#: ../../New-or-Enhanced-Logics.md:2484 +msgid "Warhead that can not kill" +msgstr "弹头击杀限制" + +#: ../../New-or-Enhanced-Logics.md:2486 +msgid "" +"Warheads can now damage the enemy without killing them (minimum health " +"will be 1)." +msgstr "现在可以让一个弹头可以杀伤敌人但无法击杀它们(至少保留 1 滴血)。" + +#: ../../New-or-Enhanced-Logics.md:2489 +msgid "" +"[SOMEWARHEAD] ; WarheadType\n" +"CanKill=true ; boolean\n" +msgstr "" +"[SOMEWARHEAD] ; WarheadType\n" +"CanKill=true ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2494 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2468 +#: ../../New-or-Enhanced-Logics.md:2496 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2470 +#: ../../New-or-Enhanced-Logics.md:2498 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 " @@ -8643,13 +8744,13 @@ msgstr "" "现在你可以指定 AreaFire 武器如何选择目标。默认情况下它会瞄准开火者当前所处的单元格,现在可以通过将 `AreaFire.Target` " "设为 `self` 或 `random` 分别改为瞄准发开火者自身或武器 `Range` 范围内的随机单元格。" -#: ../../New-or-Enhanced-Logics.md:2471 +#: ../../New-or-Enhanced-Logics.md:2499 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` " "etc.) against the firer itself." msgstr "`AreaFire.Target=self` 遵守对开火者自身的正常目标筛选规则(弹头 `Verses` 等)。" -#: ../../New-or-Enhanced-Logics.md:2472 +#: ../../New-or-Enhanced-Logics.md:2500 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -8658,7 +8759,7 @@ msgstr "" "`AreaFire.Target=random` 会忽略由武器 `CanTarget` 和 `CanTargetHouses` " "值设为不可作为目标的单元格或存在不可作为目标的对象的单元格。" -#: ../../New-or-Enhanced-Logics.md:2475 +#: ../../New-or-Enhanced-Logics.md:2503 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -8666,11 +8767,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2480 +#: ../../New-or-Enhanced-Logics.md:2508 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2482 +#: ../../New-or-Enhanced-Logics.md:2510 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -8683,7 +8784,7 @@ msgstr "" "逻辑,且适用于步兵和建筑类型的武器(由于战机类型武器的发射系统完全不同因此暂不支持),并允许独立设置每一发 `Burst` 之间的间隔而不仅限于第" " 1 发到第 4 发。" -#: ../../New-or-Enhanced-Logics.md:2483 +#: ../../New-or-Enhanced-Logics.md:2511 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 " @@ -8692,14 +8793,14 @@ msgstr "" "如果未未某一发设定间隔那么它会使用上一发所定义的间隔(例如 `Burst=3` 和 `Burst.Delays=10` 将使用 10 " "作为所有连发的间隔)。" -#: ../../New-or-Enhanced-Logics.md:2484 +#: ../../New-or-Enhanced-Logics.md:2512 msgid "" "Using `-1` as delay reverts back to old logic (`BurstDelay0-3` for " "VehicleTypes if available or random value between 3-5 otherwise) for that" " shot." msgstr "使用 `-1` 作为间隔会使该发使用旧逻辑(如果有则使用载具类型的 `BurstDelay0-3` 否则使用 3-5 之间的随机值)。" -#: ../../New-or-Enhanced-Logics.md:2485 +#: ../../New-or-Enhanced-Logics.md:2513 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryType or `Voxel=no` turretless VehicleType, and setting it to true" @@ -8709,13 +8810,13 @@ msgstr "" "`Burst.FireWithinSequence` 仅在步兵或 `Voxel=no` 的无炮塔载具发射武器时使用,将其设为 true " "以允许步兵/载具在同一射击序列内射出多发 `Burst`。" -#: ../../New-or-Enhanced-Logics.md:2486 +#: ../../New-or-Enhanced-Logics.md:2514 msgid "" "First shot is always fired at sequence frame determined by firing frame " "controls on InfantryType image (`FireUp` et al)." msgstr "第一发始终在由步兵类型图像的射击帧(如 `FireUp` 等)确定的帧序列决定。" -#: ../../New-or-Enhanced-Logics.md:2487 +#: ../../New-or-Enhanced-Logics.md:2515 msgid "" "Following shots come at intervals determined by `Burst.Delays` (with " "minimum delay of 1 frame) or random delay between 3 to 5 frames if not " @@ -8726,7 +8827,7 @@ msgstr "" "后续的连发发射间隔由 `Burst.Delays` 决定(最小间隔为 1 帧)或未定义情况下使用随机 3 到 5 " "帧。注意如果下一发的发射帧超出了射击序列长度则连发计数器将被重置且武器会重新开始装填。" -#: ../../New-or-Enhanced-Logics.md:2488 +#: ../../New-or-Enhanced-Logics.md:2516 msgid "" "Burst shot counter is not immediately reset if firing is ceased mid-" "sequence after at least one shot, but the frame at which each burst shot " @@ -8736,7 +8837,7 @@ msgid "" "burst shot should be fired is hit)." msgstr "如果在至少一发后停止射击则连发计数器不会立即重置,但每个连发的发射帧不会受此影响(换而言之,如果之后重新开始射击而武器没有重新装填,那么射击序列会重新开始,但不会发射任何直到下一发应该被发射的帧)。" -#: ../../New-or-Enhanced-Logics.md:2491 +#: ../../New-or-Enhanced-Logics.md:2519 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -8748,11 +8849,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2497 +#: ../../New-or-Enhanced-Logics.md:2525 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../New-or-Enhanced-Logics.md:2499 +#: ../../New-or-Enhanced-Logics.md:2527 msgid "" "In vanilla, vehicles and infantries will only fire once in one frame, " "even if their `ROF` or `BurstDelay` is set to 0. Now you can force units " @@ -8761,7 +8862,7 @@ msgstr "" "原版中即便武器的 `ROF` 或载具的 `BurstDelay` 设为 0 也最快每帧发射一次。现在可以通过将 `Burst.NoDelay` " "设为 true 强制单位在一帧内全部发射。" -#: ../../New-or-Enhanced-Logics.md:2502 +#: ../../New-or-Enhanced-Logics.md:2530 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" @@ -8769,32 +8870,32 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2508 +#: ../../New-or-Enhanced-Logics.md:2536 msgid "This is useless for buildings and aircraft." msgstr "此功能对建筑和战机无效。" -#: ../../New-or-Enhanced-Logics.md:2509 +#: ../../New-or-Enhanced-Logics.md:2537 msgid "This will ignore `Burst.Delays` setting." msgstr "这会无视 `Burst.Delays` 设置。" -#: ../../New-or-Enhanced-Logics.md:2512 +#: ../../New-or-Enhanced-Logics.md:2540 msgid "Delayed firing" msgstr "延迟开火" -#: ../../New-or-Enhanced-Logics.md:2514 +#: ../../New-or-Enhanced-Logics.md:2542 msgid "" "It is possible to have any weapon fire with a delay by setting " "`DelayedFire.Duration` on a WeaponType - it supports a single integer or " "two comma-separated ones for a random range to pick value from." msgstr "通过为武器设置 `DelayedFire.Duration` 可使其延迟开火 - 它支持单个整数或用逗号隔开的两个整数作为随机取值区间。" -#: ../../New-or-Enhanced-Logics.md:2515 +#: ../../New-or-Enhanced-Logics.md:2543 msgid "" "If `DelayedFire.SkipInTransport` is set to true and firer is in a " "transport, no delay is applied to firing." msgstr "若 `DelayedFire.SkipInTransport` 设为 true 且开火者在运输工具中则这种情况下跳过延迟。" -#: ../../New-or-Enhanced-Logics.md:2516 +#: ../../New-or-Enhanced-Logics.md:2544 msgid "" "`DelayedFire.Animation` can be used to define animation to create when " "the delay timer starts. `DelayedFire.OpenToppedAnimation` is used instead" @@ -8803,7 +8904,7 @@ msgstr "" "`DelayedFire.Animation` 可用于定义延时计时器启动时创建的动画。可用 " "`DelayedFire.OpenToppedAnimation` 单独定义开火者在运输工具中开火时创建的。" -#: ../../New-or-Enhanced-Logics.md:2517 +#: ../../New-or-Enhanced-Logics.md:2545 msgid "" "If `DelayedFire.AnimIsAttached` is set to true, the animation is attached" " to the firing TechnoType. If `DelayedFire.RemoveAnimOnNoDelay` is also " @@ -8814,26 +8915,26 @@ msgstr "" "`DelayedFire.RemoveAnimOnNoDelay` 也设为 " "true,则在持续时间结束或开火被中断时无论是否播放完毕都立即移除动画。" -#: ../../New-or-Enhanced-Logics.md:2518 +#: ../../New-or-Enhanced-Logics.md:2546 msgid "" "`DelayedFire.AnimOffset` can be used to override the weapon's firing " "coordinates / FLH for the animation's position." msgstr "`DelayedFire.AnimOffset` 可用于覆盖开火坐标来设置动画的位置。" -#: ../../New-or-Enhanced-Logics.md:2519 +#: ../../New-or-Enhanced-Logics.md:2547 msgid "" "`DelayedFire.AnimOnTurret` determines whether or not the animation's " "position is calculated relative to firer's body or turret (only if it has" " one)." msgstr "`DelayedFire.AnimOnTurret` 决定在单位有炮塔的情况下该动画的位置是相对于开火单位的本体还是炮塔。" -#: ../../New-or-Enhanced-Logics.md:2520 +#: ../../New-or-Enhanced-Logics.md:2548 msgid "" "If `DelayedFire.CenterAnimOnFirer` is set the animation is created at the" " firer's center rather than at the firing coordinates." msgstr "若设置了 `DelayedFire.CenterAnimOnFirer` 则动画会创建于开火单位的中心而非开火坐标处。" -#: ../../New-or-Enhanced-Logics.md:2521 +#: ../../New-or-Enhanced-Logics.md:2549 msgid "" "If the weapon was fired by InfantryType and " "`DelayedFire.PauseFiringSequence` is set to true, the infantry's firing " @@ -8845,7 +8946,7 @@ msgstr "" "`artmd.ini` 中由 `FireUp/Prone` 或 `SecondaryFire/Prone` " "定义的开火帧时其开火序列动画将会暂停直至延时计时器结束。" -#: ../../New-or-Enhanced-Logics.md:2522 +#: ../../New-or-Enhanced-Logics.md:2550 msgid "" "If the weapon has `Burst` > 1 and `DelayedFire.OnlyOnInitialBurst` set to" " true, the delay occurs only before the initial burst shot. Note that if " @@ -8857,7 +8958,7 @@ msgstr "" "则延迟仅在首次发射前生效。注意若使用了 Ares 则开火被中断或开火者失去目标时 `Burst` " "索引不会重置,这意味着它可以无需等待延迟时间即可开火。" -#: ../../New-or-Enhanced-Logics.md:2525 +#: ../../New-or-Enhanced-Logics.md:2553 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DelayedFire.Duration= ; integer - single or comma-sep. " @@ -8889,18 +8990,18 @@ msgstr "" "DelayedFire.PauseFiringSequence=false ; boolean\n" "DelayedFire.OnlyOnInitialBurst=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2541 +#: ../../New-or-Enhanced-Logics.md:2569 msgid "" "AircraftTypes, due to their different attack patterns, will not wait for " "the delay to expire before attempting to fire and will instead continue " "without firing if the delay is too long." msgstr "战机类单位由于其独特的攻击模式并不会等待延迟结束后才尝试开火而是延迟过长时会不开火直接继续飞。" -#: ../../New-or-Enhanced-Logics.md:2544 +#: ../../New-or-Enhanced-Logics.md:2572 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2546 +#: ../../New-or-Enhanced-Logics.md:2574 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -8913,7 +9014,7 @@ msgstr "" "来让同一武器在命中时引爆多个弹头。这些弹头会在主弹头爆炸后按列出的顺序在同一位置引爆。这仅适用于由武器发射且引爆时仍保留其信息的抛射体(由于目前存在的技术限制,这不包括" " `AirburstWeapon`)。" -#: ../../New-or-Enhanced-Logics.md:2547 +#: ../../New-or-Enhanced-Logics.md:2575 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -8923,7 +9024,7 @@ msgstr "" "`ExtraWarheads.DamageOverrides` 可用于额外弹头引爆时覆盖武器的 `Damage` 属性。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则使用武器的 `Damage` 属性。" -#: ../../New-or-Enhanced-Logics.md:2548 +#: ../../New-or-Enhanced-Logics.md:2576 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -8934,7 +9035,7 @@ msgstr "" "`ExtraWarheads.DetonationChances` 可用于自定义每个额外弹头爆炸的概率。如果找到 `ExtraWarheads` " "中与之对应的值则使用,否则使用最后列出的值。如果列表为空则每个额外弹头都必然引爆。" -#: ../../New-or-Enhanced-Logics.md:2549 +#: ../../New-or-Enhanced-Logics.md:2577 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -8946,13 +9047,13 @@ msgstr "" "可用于设置每个额外弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则默认为 true。" -#: ../../New-or-Enhanced-Logics.md:2550 +#: ../../New-or-Enhanced-Logics.md:2578 msgid "" "Note that the listed Warheads must be listed in `[Warheads]` for them to " "work." msgstr "注意列出的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:2553 +#: ../../New-or-Enhanced-Logics.md:2581 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -8968,11 +9069,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2561 +#: ../../New-or-Enhanced-Logics.md:2589 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2563 +#: ../../New-or-Enhanced-Logics.md:2591 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -8982,13 +9083,13 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) " "中使用反馈武器在发射武器时对目标施加治疗光环*" -#: ../../New-or-Enhanced-Logics.md:2566 +#: ../../New-or-Enhanced-Logics.md:2594 msgid "" "You can now specify an auxiliary weapon to be fired on the firer itself " "when a weapon is fired." msgstr "现在你可以指定一个辅助武器在发射武器时对开火者自身发射。" -#: ../../New-or-Enhanced-Logics.md:2567 +#: ../../New-or-Enhanced-Logics.md:2595 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -8999,7 +9100,7 @@ msgstr "" "当原始武器于运输工具内的载员使用时反馈武器会根据自身的 `FireInTransport` " "决定能否发射。如果反馈武器被发射那么它将命中运输工具。注:`OpenToppedDamageMultiplier` 不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:2570 +#: ../../New-or-Enhanced-Logics.md:2598 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -9007,17 +9108,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2575 +#: ../../New-or-Enhanced-Logics.md:2603 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2577 +#: ../../New-or-Enhanced-Logics.md:2605 msgid "" "Technos can maintain a suitable distance after firing if `KeepRange` is " "not set to 0." msgstr "如果 `KeepRange` 没有设为 0 那么科技类型可以在开火后与目标保持适当的距离。" -#: ../../New-or-Enhanced-Logics.md:2578 +#: ../../New-or-Enhanced-Logics.md:2606 msgid "" "`KeepRange` controls how long the distance to maintain when the techno's " "ROF timer is ticking. What is actually read is its absolute value. If it " @@ -9032,31 +9133,31 @@ msgstr "" "`MinimumRange`。对于负值则科技类型会尽可能保持在该距离附近,就像它有一个开火后的特殊 " "`Range`。此外如果有效射程区间太小单位将被视为无法开火。最好有一个 1.0 长度的有效射程,对步兵而言为 2.0。" -#: ../../New-or-Enhanced-Logics.md:2579 +#: ../../New-or-Enhanced-Logics.md:2607 msgid "" "`KeepRange.AllowAI` controls whether this function is effective for " "computer." msgstr "`KeepRange.AllowAI` 控制此功能是否对 AI 玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2580 +#: ../../New-or-Enhanced-Logics.md:2608 msgid "" "`KeepRange.AllowPlayer` controls whether this function is effective for " "human." msgstr "`KeepRange.AllowPlayer` 控制此功能是否对人类玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2581 +#: ../../New-or-Enhanced-Logics.md:2609 msgid "" "The function won't take effect if the techno's rearm time left is shorter" " than `KeepRange.EarlyStopFrame`." msgstr "如果单位开火剩余 CD 短于 `KeepRange.EarlyStopFrame` 的时间则该功能不会生效。" -#: ../../New-or-Enhanced-Logics.md:2584 +#: ../../New-or-Enhanced-Logics.md:2612 msgid "" "That is to say, the total duration of executing KeepRange equals the " "value of weapon `ROF` minus the value of `KeepRange.EarlyStopFrame`." msgstr "也就是说执行 KeepRange 效果的总时长 = 武器 `ROF` 的值 - `KeepRange.EarlyStopFrame` 的值。" -#: ../../New-or-Enhanced-Logics.md:2588 +#: ../../New-or-Enhanced-Logics.md:2616 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -9070,23 +9171,23 @@ msgstr "" "KeepRange.AllowPlayer=false ; boolean\n" "KeepRange.EarlyStopFrame=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2596 +#: ../../New-or-Enhanced-Logics.md:2624 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2598 +#: ../../New-or-Enhanced-Logics.md:2626 msgid "" "The unit will try to turn the body to target even firing with " "`OmniFire=yes`." msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" -#: ../../New-or-Enhanced-Logics.md:2599 +#: ../../New-or-Enhanced-Logics.md:2627 msgid "" "Jumpjets are recommended to have the same value of body `ROT` and " "`JumpjetTurnRate`." msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" -#: ../../New-or-Enhanced-Logics.md:2602 +#: ../../New-or-Enhanced-Logics.md:2630 msgid "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" @@ -9094,11 +9195,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2607 +#: ../../New-or-Enhanced-Logics.md:2635 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2609 +#: ../../New-or-Enhanced-Logics.md:2637 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -9108,11 +9209,11 @@ msgstr "" "除了允许自定义辐射类型外还有对于默认辐射类型 `[Radiation]` 的增强,例如可以设置所有者与开火者或对建筑造成伤害。详见[自定义辐射类型" "](#custom-radiation-types)。" -#: ../../New-or-Enhanced-Logics.md:2611 +#: ../../New-or-Enhanced-Logics.md:2639 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2613 +#: ../../New-or-Enhanced-Logics.md:2641 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -9121,11 +9222,11 @@ msgstr "" "![image](_static/images/strafing-01.gif) " "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的自定义战机扫射武器*" -#: ../../New-or-Enhanced-Logics.md:2616 +#: ../../New-or-Enhanced-Logics.md:2644 msgid "Some of the behavior of strafing aircraft weapons can now be customized." msgstr "现在可以自定义战机扫射武器的一些行为。" -#: ../../New-or-Enhanced-Logics.md:2617 +#: ../../New-or-Enhanced-Logics.md:2645 msgid "" "`Strafing` controls if the aircraft can strafe when firing at the target." " Default to `true` if the projectile's `ROT` < 2 and `Inviso=false` " @@ -9134,7 +9235,7 @@ msgstr "" "`Strafing` 控制战机在目标射击时是否可以扫射。如果抛射体 `ROT` < 2 且 `Inviso=false` 并且没有 " "`Trajectory` 则默认为 `true` 其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:2618 +#: ../../New-or-Enhanced-Logics.md:2646 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at" @@ -9143,7 +9244,7 @@ msgstr "" "`Strafing.Shots` 控制在单次扫射过程中武器发射的次数,如果未设置则默认为 5。`Ammo` " "只会在扫射结束后扣除一次,无论实际多少次。" -#: ../../New-or-Enhanced-Logics.md:2619 +#: ../../New-or-Enhanced-Logics.md:2647 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -9152,14 +9253,23 @@ msgstr "" "`Strafing.SimulateBurst` 控制在扫射过程中发射的武器是否模拟 `Burst` 的行为,即允许交替开火坐标。仅当武器 " "`Burst` 设置为 1 或未定义时才有效。" -#: ../../New-or-Enhanced-Logics.md:2620 +#: ../../New-or-Enhanced-Logics.md:2648 msgid "" "`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour" " of only deducting ammo after a strafing run and instead doing it after " "each individual shot." msgstr "`Strafing.UseAmmoPerShot` 如果设为 `true` 将在每次开火后都扣除弹药而不是通常的仅在扫射结束后才扣除弹药。" -#: ../../New-or-Enhanced-Logics.md:2621 +#: ../../New-or-Enhanced-Logics.md:2649 +msgid "" +"`Strafing.TargetCell` controls whether the aircraft will change the " +"target of this round to the ground after firing the first shot, to ensure" +" that all `Strafing.Shots` can be dropped. That is, the `Strafing` will " +"not be interrupted by the premature death of the target." +msgstr "" +"`Strafing.TargetCell` 控制战机是否会在第一发后将目标切换为地板以确保与 `Strafing.Shots` 设定的次数一致。也就是扫射不再会由于目标被摧毁而中断。" + +#: ../../New-or-Enhanced-Logics.md:2650 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -9174,7 +9284,7 @@ msgstr "" "Speed`。注意对于弹药量足够进行多次扫射的战机而言过短的间隔可能导致并不理想的行为例如四处游走或朝向怪异的方向,具体取决于 " "`[WeaponType] -> ROF` 和 `[AircraftType] -> Speed` 等其他因素。" -#: ../../New-or-Enhanced-Logics.md:2622 +#: ../../New-or-Enhanced-Logics.md:2651 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -9185,13 +9295,14 @@ msgstr "" "对于 `Type=SpyPlane` 超级武器生成的战机在 `SpyPlane Approach` 或 `SpyPlane Overfly` " "任务中的情况 `Strafing.Shots` 只有在其主武器上手动设置才会生效并决定地图揭示效果的最大次数而无视其他因素。" -#: ../../New-or-Enhanced-Logics.md:2625 +#: ../../New-or-Enhanced-Logics.md:2654 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" "Strafing.Shots= ; integer\n" "Strafing.SimulateBurst=false ; boolean\n" "Strafing.UseAmmoPerShot=false ; boolean\n" +"Strafing.TargetCell=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" msgstr "" "[SOMEWEAPON] ; WeaponType\n" @@ -9199,13 +9310,14 @@ msgstr "" "Strafing.Shots= ; integer\n" "Strafing.SimulateBurst=false ; boolean\n" "Strafing.UseAmmoPerShot=false ; boolean\n" +"Strafing.TargetCell=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2634 +#: ../../New-or-Enhanced-Logics.md:2664 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2636 +#: ../../New-or-Enhanced-Logics.md:2666 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -9214,7 +9326,7 @@ msgstr "" "现在你可以在 `VisualScatter` 设为 true " "时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)添加一个随机偏移。" -#: ../../New-or-Enhanced-Logics.md:2639 +#: ../../New-or-Enhanced-Logics.md:2669 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -9230,7 +9342,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2649 +#: ../../New-or-Enhanced-Logics.md:2679 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -9240,11 +9352,11 @@ msgstr "" "此功能仅叠加到**视觉效果**原本的散布上,也就是说它独立于 `BallisticScatter.(Min/Max)` " "且可共同使用,不会影响抛射体实际爆点的散布。" -#: ../../New-or-Enhanced-Logics.md:2652 +#: ../../New-or-Enhanced-Logics.md:2682 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2654 +#: ../../New-or-Enhanced-Logics.md:2684 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -9255,14 +9367,14 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的武器瞄准筛选 - " "就像分别对单位和建筑使用那样对敌军和友军使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:2657 +#: ../../New-or-Enhanced-Logics.md:2687 msgid "" "You can now specify which targets or houses a weapon can fire at. This " "also affects weapon selection, other than certain special cases where the" " selection is fixed." msgstr "现在你可以指定武器可以开火的目标或所属方。这还会影响武器选择,除了某些特殊情况下的固定选择。" -#: ../../New-or-Enhanced-Logics.md:2658 +#: ../../New-or-Enhanced-Logics.md:2688 msgid "" "`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage " "thresholds for allowed targets (TechnoTypes only), maximum/minimum " @@ -9271,7 +9383,7 @@ msgstr "" "`CanTarget.MaxHealth` 和 `CanTarget.MinHealth` " "用于设置可被攻击的(仅单位)目标所需的血量阈值,分别对应上/下限。" -#: ../../New-or-Enhanced-Logics.md:2661 +#: ../../New-or-Enhanced-Logics.md:2691 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -9289,7 +9401,7 @@ msgstr "" "CanTarget.MaxHealth=1.0 ; floating point value, percents or absolute\n" "CanTarget.MinHealth=0.0 ; floating point value, percents or absolute\n" -#: ../../New-or-Enhanced-Logics.md:2670 +#: ../../New-or-Enhanced-Logics.md:2700 msgid "" "`CanTarget` explicitly requires either `all` or `empty` to be listed for " "the weapon to be able to fire at cells containing no TechnoTypes." diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index eb5db5c1d3..a436fa3ea6 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-08-31 19:40+0800\n" +"POT-Creation-Date: 2025-09-08 00:53+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -48,6 +48,14 @@ msgstr "由原版" #: ../../Whats-New.md:13 msgid "" +"`IsSimpleDeployer` units now obey deploying facing constraint even " +"without deploying animation. To disable this, set `DeployDir` (defaults " +"to `[AudioVisual] -> DeployDir`) to -1." +msgstr "" +"`IsSimpleDeployer` 的单位现在即使没有部署动画也会遵守部署朝向约束。要禁用此功能请将 `DeployDir`(默认为 `[AudioVisual] -> DeployDir`)设为 -1。" + +#: ../../Whats-New.md:14 +msgid "" "`Vertical=true` projectiles now default to completely downwards initial " "trajectory/facing regardless of if their projectile image has " "`Voxel=true` or not. This behavior can be reverted by setting " @@ -56,7 +64,7 @@ msgstr "" "`Vertical=true` 的抛射体现在全部默认完全向下的初始弹道/朝向,无论其抛射体图像是否设置了 `Voxel=true`。通过在 " "`rulesmd.ini` 中为抛射体设置 `VerticalInitialFacing=false` 可恢复原有行为。" -#: ../../Whats-New.md:14 +#: ../../Whats-New.md:15 msgid "" "`Vertical=true` projectiles no longer move horizontally if fired by " "aircraft by default. To re-enable this behaviour set " @@ -65,7 +73,7 @@ msgstr "" "`Vertical=true` 在由战机发射时不再默认水平移动。若要恢复该行为请在抛射体上设置 " "`Vertical.AircraftFix=false`。" -#: ../../Whats-New.md:15 +#: ../../Whats-New.md:16 msgid "" "Weapons with `Airstrike=true` on Warhead will now check target " "eligibility for airstrikes regardless of weapon slot. Use " @@ -75,7 +83,7 @@ msgstr "" "使用 `Airstrike=true` 弹头的武器现在无论在哪个武器槽位都将检查目标的类别是否可被空袭。需要在作为主武器的空袭武器弹头上使用 " "`AirstrikeTargets=all` 来恢复旧有行为。" -#: ../../Whats-New.md:16 +#: ../../Whats-New.md:17 msgid "" "`PowerUpNAnim` is now used instead of the upgrade building's image file " "for upgrade animation if set. Note that displaying a damaged version will" @@ -90,7 +98,7 @@ msgstr "" "来启用伤残版本的加载物动画,因为并没有添加一个它们不存在时回退到未伤残版本加载物图像的逻辑,并且那也不是一个安全的做法。`PowersUpToLevel=-1`" " 的加载物在使用 `PowerUpNAnim` 时仍然无法正常工作,因此这类建筑应当避免使用显式的加载物动画。" -#: ../../Whats-New.md:17 +#: ../../Whats-New.md:18 msgid "" "`[CrateRules] -> FreeMCV` now controls whether or not player is forced to" " receive unit from `[General] -> BaseUnit` from goodie crate if they own " @@ -102,7 +110,7 @@ msgstr "" "`[CrateRules] -> FreeMCV.CreditsThreshold`(默认为 1500)时强制获得一个 `[General] ->" " BaseUnit` 中的单位。" -#: ../../Whats-New.md:18 +#: ../../Whats-New.md:19 msgid "" "Translucent RLE SHPs will now be drawn using a more precise and " "performant algorithm that has no green tint and banding. Can be disabled " @@ -111,7 +119,7 @@ msgstr "" "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹。可以通过 `rulesmd.ini -> " "[General] -> FixTransparencyBlitters=no` 来禁用。" -#: ../../Whats-New.md:19 +#: ../../Whats-New.md:20 msgid "" "Iron Curtain status is now preserved by default when converting between " "TechnoTypes via `DeploysInto` / `UndeploysInto`. This behavior can be " @@ -121,7 +129,7 @@ msgstr "" "现在铁幕效果会默认在科技类型通过 `DeploysInto`/`UndeploysInto` 转换时保留。这一行为可以通过每个科技类型和全局设置的" " `[TechnoType]/[CombatDamage] -> IronCurtain.KeptOnDeploy=no` 来关闭。" -#: ../../Whats-New.md:20 +#: ../../Whats-New.md:21 msgid "" "The obsolete `[General] -> WarpIn` has been enabled for the default anim " "type when technos are warping in. If you want to restore the vanilla " @@ -130,7 +138,7 @@ msgstr "" "原本废弃的 `[General] -> WarpIn` 已启用于科技类型传送来时的默认动画类型。如果想要恢复原版行为,请为其设置一个与 " "`[General] -> WarpOut` 相同的动画类型。" -#: ../../Whats-New.md:21 +#: ../../Whats-New.md:22 msgid "" "Vehicles with `Crusher=true` + `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -144,15 +152,15 @@ msgstr "" "`TiltsWhenCrusher.Vehicles` 和 `TiltsWhenCrusher.Overlays` " "分别定义这两种情况,它们都默认为 `TiltsWhenCrushes`。" -#: ../../Whats-New.md:23 +#: ../../Whats-New.md:24 msgid "From older Phobos versions" msgstr "由旧版本 Phobos" -#: ../../Whats-New.md:25 +#: ../../Whats-New.md:26 msgid "From post-0.3 devbuilds" msgstr "由 post-0.3 开发版" -#: ../../Whats-New.md:27 +#: ../../Whats-New.md:28 msgid "" "`UseCenterCoordsWhenAttached` has been replaced by enumeration key " "`AttachedAnimPosition`. Set `AttachedAnimPosition=center` to replicate " @@ -162,7 +170,7 @@ msgstr "" "`AttachedAnimPosition=center` 以达到原先 `UseCenterCoordsWhenAttached=true` " "的效果。" -#: ../../Whats-New.md:28 +#: ../../Whats-New.md:29 msgid "" "Parsing priority of `ShowBriefing` and `BriefingTheme` between map file " "and `missionmd.ini` has been switched (from latter taking priority over " @@ -172,13 +180,13 @@ msgstr "" "由于技术限制及与 spawner DLL 的兼容性问题,`ShowBriefing` 与 `BriefingTheme` " "这两个标签的解析中地图文件与 `missionmd.ini` 的优先级已被对调(从后者优先改为前者优先)。" -#: ../../Whats-New.md:29 +#: ../../Whats-New.md:30 msgid "" "Game will now produce fatal error with an error message if any of the " "files listed in `[$Include]` in any INI file do not exist." msgstr "如果任何 INI 文件中 `[$Include]` 列出的任何文件都不存在那么游戏现在会产生 Fatal Error 并显示错误信息。" -#: ../../Whats-New.md:30 +#: ../../Whats-New.md:31 msgid "" "Aircraft with weapons that have `Strafing.Shots` < 5 will now keep flying" " after last shot like those with `Strafing.Shots` >= 5 do. This delay can" @@ -188,7 +196,7 @@ msgstr "" "武器 `Strafing.Shots` < 5 的战机现在在扫射的最后一发后会保持直线飞行,就像 `Strafing.Shots` >= 5 " "的情况一样。保持这样飞行的时长现在可以通过在武器上设置 `Strafing.EndDelay` 来进行定义。" -#: ../../Whats-New.md:31 +#: ../../Whats-New.md:32 msgid "" "Selecting weapons other than primary against walls based on `Wall=true` " "on Warhead etc. now requires `[CombatDamage] -> " @@ -197,7 +205,7 @@ msgstr "" "现在对墙时根据弹头上的 `Wall=true` 选择武器需要先将 `[CombatDamage] -> " "AllowWeaponSelectAgainstWalls` 设为 true。" -#: ../../Whats-New.md:32 +#: ../../Whats-New.md:33 msgid "" "Lunar theater tileset parsing unhardcoding is now only applied if " "`lunarmd.ini` has `[General] -> ApplyLunarFixes` set to true." @@ -205,7 +213,7 @@ msgstr "" "月球气候地形集解析的去硬编码化现在仅在 `lunarmd.ini` 中 `[General] -> ApplyLunarFixes` 设为 " "true 时生效。" -#: ../../Whats-New.md:33 +#: ../../Whats-New.md:34 msgid "" "`Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note " "inverted expected value) as it no longer has discrete default value and " @@ -216,7 +224,7 @@ msgstr "" "`Units.UseRepairCost`(注意预期效果反转),因其不再具有分离的默认值且影响 `Hospital=true` " "的建筑,默认情况下步兵无维修费用。" -#: ../../Whats-New.md:34 +#: ../../Whats-New.md:35 msgid "" "Critical hit animations created by `Crit.AnimOnAffectedTargets=true` " "Warheads no longer default to `AnimList.PickRandom` if " @@ -225,13 +233,13 @@ msgstr "" "由 `Crit.AnimOnAffectedTargets=true` 弹头创建的暴击动画当 `Crit.AnimList.PickRandom`" " 未设置时不再默认使用 `AnimList.PickRandom` 的值。" -#: ../../Whats-New.md:35 +#: ../../Whats-New.md:36 msgid "" "`SelfHealGainType` value `none` has been changed to `noheal` due to " "`none` being treated as a blank string and not parsed by the game." msgstr "`SelfHealGainType` 值 `none` 已更名为 `noheal`,因为 `none` 会被游戏视为空字符串且无法解析。" -#: ../../Whats-New.md:36 +#: ../../Whats-New.md:37 msgid "" "Affected target enum (`CanTarget`, `Crit.Affects` et al) now considers " "buildings considered vehicles (`ConsideredVehicle=true` or not set in " @@ -242,7 +250,7 @@ msgstr "" "等)现在将「被视为载具的建筑」(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 " "`Foundation=1x1` 的建筑)视为单位而非建筑。" -#: ../../Whats-New.md:37 +#: ../../Whats-New.md:38 msgid "" "If `CreateUnit.AlwaysSpawnOnGround` is set to false, jumpjet vehicles " "created will now automatically take off instead of staying on ground. Set" @@ -251,7 +259,7 @@ msgstr "" "如果 `CreateUnit.AlwaysSpawnOnGround` 设为 false 则创建的 JumpJet " "载具将会自动起飞而不是躺在地上。设为 true 可强制在地面生成。" -#: ../../Whats-New.md:38 +#: ../../Whats-New.md:39 msgid "" "Digital display `Offset` and `Offset.ShieldDelta` Y-axis coordinates now " "work in inverted fashion (negative goes up, positive goes down) to be " @@ -260,7 +268,7 @@ msgstr "" "数字化显示逻辑中 `Offset` 和 `Offset.ShieldDelta` 的 Y " "轴左边现在改为反向(负值向上,正值向下)以符合游戏中其他像素偏移语句的工作方式。" -#: ../../Whats-New.md:39 +#: ../../Whats-New.md:40 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit instead of only the top-" @@ -269,7 +277,7 @@ msgstr "" "现在 Phobos 弹头效果结合 `CellSpread` 使用时只要命中建筑所占的任意单元格即可对建筑生效而不再是必须命中最左上角的单元格(0 " "号单元格)。" -#: ../../Whats-New.md:40 +#: ../../Whats-New.md:41 msgid "" "`ExtraWarheads.DamageOverrides` now falls back to last listed value if " "list is shorter than `ExtraWarheads` for all Warhead detonations " @@ -278,7 +286,7 @@ msgstr "" "现在 `ExtraWarheads` 列表比 `ExtraWarheads.DamageOverrides` " "更长时超出部分的弹头会使用后者列出的最后一个值。" -#: ../../Whats-New.md:41 +#: ../../Whats-New.md:42 msgid "" "Air and Top layer contents are no longer sorted, animations in these " "layers no longer respect `YSortAdjust`. Animations attached to flying " @@ -288,7 +296,7 @@ msgstr "" "Air 和 Top 层的内容不再排序,这些图层的动画不再遵循 " "`YSortAdjust`。附着于飞行单位的动画现在会跟随所附着单位更新图层,若处于同层则绘制在父单位上方。" -#: ../../Whats-New.md:42 +#: ../../Whats-New.md:43 msgid "" "`AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage`" " to make it more clear it applies to both `AnimList` and splash " @@ -297,13 +305,13 @@ msgstr "" "`AnimList.ShowOnZeroDamage` 已更名为 `CreateAnimsOnZeroDamage` 以明确其同时作用于 " "`AnimList` 和水花动画。" -#: ../../Whats-New.md:43 +#: ../../Whats-New.md:44 msgid "" "INI inclusion and inheritance are now turned off by default and need to " "be turned on via command line flags `-Include` and `-Inheritance`." msgstr "Phobos 版的 INI 包含和继承默认关闭,需要通过命令行参数 `-Include` 和 `-Inheritance` 开启。" -#: ../../Whats-New.md:44 +#: ../../Whats-New.md:45 msgid "" "`Level=true` projectiles no longer attempt to do reposition against " "targets that are behind non-water tiles by default. Use " @@ -313,10 +321,25 @@ msgstr "" "`SubjectToLand=true` 来启用这一行为。" #: ../../Whats-New.md:46 +msgid "" +"Units' `LaserTrails` will no longer lag behind by one frame, so it needs" +" to be repositioned (Previously, units with faster speeds may need to be " +"positioned further ahead)." +msgstr "" +"单位的 `LaserTrails` 将不再滞后一帧,因此需要重新定位(先前在一些移速较快的单位上可能会使用较超前的位置)。" + +#: ../../Whats-New.md:48 msgid "From 0.3" msgstr "由 0.3" -#: ../../Whats-New.md:48 +#: ../../Whats-New.md:50 +msgid "" +"`DeployingAnim.AllowAnyDirection` has been superceded by `DeployDir`. Use" +" value of -1 to re-enable the no facing restriction." +msgstr "" +"`DeployingAnim.AllowAnyDirection` 已被 `DeployDir` 取代。使用 -1 即可重新启用无朝向限制效果。" + +#: ../../Whats-New.md:51 msgid "" "Phobos-introduced Warhead effects like shield modifiers, critical hits, " "disguise & mind control removal now require Warhead `Verses` to affect " @@ -327,7 +350,7 @@ msgstr "" "现在由 Phobos 引入的弹头效果例如修改护盾、暴击、解除伪装和心控除非 `EffectsRequireVerses` 否则需要弹头 " "`Verses` 能够影响目标才会生效。若目标拥有无法被弹头穿透的激活状态护盾则使用护盾的护甲类型判定。" -#: ../../Whats-New.md:49 +#: ../../Whats-New.md:52 msgid "" "`Trajectory=Straight` projectiles can now snap on targets within 0.5 " "cells from their detonation point, this distance can be customized via " @@ -336,13 +359,13 @@ msgstr "" "现在 `Trajectory=Straight` 的抛射体可以自动锁定距离爆点 0.5 格内的目标,该距离可以通过 " "`Trajectory.Straight.TargetSnapDistance` 进行调整。" -#: ../../Whats-New.md:50 +#: ../../Whats-New.md:53 msgid "" "`LaunchSW.RealLaunch=false` now checks if firing house has enough credits" " to satisfy SW's `Money.Amount` in order to be fired." msgstr "现在即便 `LaunchSW.RealLaunch=false` 也会检查发射方的资金是否满足超武 `Money.Amount` 的数值。" -#: ../../Whats-New.md:51 +#: ../../Whats-New.md:54 msgid "" "`CreateUnit` now creates the units by default at animation's height (even" " if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at " @@ -353,7 +376,7 @@ msgstr "" "`CreateUnit.ConsiderPathfinding`)而非始终在地面创建。这一行为可以通过将 " "`CreateUnit.AlwaysSpawnOnGround` 设为 true 来复原。" -#: ../../Whats-New.md:52 +#: ../../Whats-New.md:55 msgid "" "Phobos-introduced attack scripts now consider potential target's current " "map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-" @@ -364,7 +387,7 @@ msgstr "" "Improved-Logics.md#customizable-target-evaluation-map-zone-check-" "behaviour) 来自定义该行为。" -#: ../../Whats-New.md:53 +#: ../../Whats-New.md:56 msgid "" "`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect" " whether or not building is considered as vehicle for AI attack scripts. " @@ -377,7 +400,7 @@ msgstr "" "[ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-" "vehicles)。" -#: ../../Whats-New.md:54 +#: ../../Whats-New.md:57 msgid "" "`PassengerDeletion.SoylentFriendlies` has been replaced by " "`PassengerDeletion.SoylentAllowedHouses`. Current default value of " @@ -389,7 +412,7 @@ msgstr "" "`PassengerDeletion.SoylentAllowedHouses=enemies` 对应原本默认为 " "`PassengerDeletion.SoylentFriendlies=false` 的行为。" -#: ../../Whats-New.md:55 +#: ../../Whats-New.md:58 msgid "" "`Grinding.DisplayRefund` is changed to `DisplayIncome`, " "`Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, " @@ -400,7 +423,7 @@ msgstr "" "`DisplayIncome.Houses`,`Grinding.DisplayRefund.Offset` 更名为 " "`DisplayIncome.Offset`。" -#: ../../Whats-New.md:56 +#: ../../Whats-New.md:59 msgid "" "`[JumpjetControls] -> AllowLayerDeviation` and " "`JumpjetAllowLayerDeviation` have been deprecated as the animation " @@ -409,7 +432,7 @@ msgstr "" "`[JumpjetControls] -> AllowLayerDeviation` 和 `JumpjetAllowLayerDeviation`" " 已被弃用,因为动画图层问题现在默认状态下已彻底修复。" -#: ../../Whats-New.md:57 +#: ../../Whats-New.md:60 msgid "" "`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are " "obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to" @@ -418,25 +441,25 @@ msgstr "" "`[JumpjetControls] -> TurnToTarget` 和 `JumpjetTurnToTarget` 均已过时。使用 " "`OmniFire=no` 武器的 JumpJet 单位现在 **总是** 会像其他单位那样转向目标。" -#: ../../Whats-New.md:58 +#: ../../Whats-New.md:61 msgid "" "Buildings delivered by trigger action 125 will now **always** play " "buildup anim as long as it exists. `[ParamTypes] -> 53` is deprecated." msgstr "现在 125 号触发结果所投送的建筑只要存在就 **总是** 会播放其建造动画。`[ParamTypes] -> 53` 已弃用。" -#: ../../Whats-New.md:59 +#: ../../Whats-New.md:62 msgid "`Shadow` for debris & meteor animations is changed to `ExtraShadow`." msgstr "用于碎片和流星动画的 `Shadow` 已更名为 `ExtraShadow`。" -#: ../../Whats-New.md:61 +#: ../../Whats-New.md:64 msgid "From pre-0.3 devbuilds" msgstr "由 pre-0.3 开发版" -#: ../../Whats-New.md:63 +#: ../../Whats-New.md:66 msgid "`Trajectory.Speed` is now defined on projectile instead of weapon." msgstr "`Trajectory.Speed` 现在定义在抛射体上而不再是武器上。" -#: ../../Whats-New.md:64 +#: ../../Whats-New.md:67 msgid "" "`Gravity=0` is not supported anymore as it will cause the projectile to " "fly backwards and be unable to hit the target which is not at the same " @@ -446,7 +469,7 @@ msgstr "" "由于 `Gravity=0` 会导致抛射体向后飞行并且无法击中不在同一高度的目标因此它已不再被支持,请使用 `Straight` 轨迹替代。参见 " "[此处](New-or-Enhanced-Logics.md#straight-trajectory)。" -#: ../../Whats-New.md:65 +#: ../../Whats-New.md:68 msgid "" "Automatic self-destruction logic logic has been reimplemented, " "`Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been " @@ -455,19 +478,19 @@ msgstr "" "自毁逻辑已被重新实现,`Death.NoAmmo`、`Death.Countdown` 和 `Death.Peaceful` " "标签已被重做/重命名并需要调整以运作。" -#: ../../Whats-New.md:66 +#: ../../Whats-New.md:69 msgid "" "`DetachedFromOwner` on weapons is deprecated. This has been replaced by " "`AllowDamageOnSelf` on warheads." msgstr "武器上的 `DetachedFromOwner` 现已改为弹头上的 `AllowDamageOnSelf`。" -#: ../../Whats-New.md:67 +#: ../../Whats-New.md:70 msgid "" "Timed jump script actions now take the time measured in ingame seconds " "instead of frames. Divide your value by 15 to accommodate to this change." msgstr "定时跳转脚本现在使用 **游戏秒** 而非帧来作为时间单位。也就是你先前的值需要/15 来使用。" -#: ../../Whats-New.md:68 +#: ../../Whats-New.md:71 msgid "" "[Placement Preview](User-Interface.md#placement-preview) logic has been " "adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, " @@ -482,23 +505,23 @@ msgstr "" " 以及 `ShowBuildingPlacementPreview` 标签已被重做/重命名并需要调整以运作。另外,你必须通过指定 " "`[AudioVisual] -> PlacementPreview=yes` 手动启用此功能。" -#: ../../Whats-New.md:69 ../../Whats-New.md:77 +#: ../../Whats-New.md:72 ../../Whats-New.md:80 msgid "" "Existing script actions were renumbered, please use the migration utility" " to change the numbers to the correct ones." msgstr "现有的动作脚本已被重新编号,请使用迁移工具将旧有序号更改为正确的新序号。" -#: ../../Whats-New.md:70 +#: ../../Whats-New.md:73 msgid "" "`DiskLaser.Radius` values were misinterpreted by a factor of 1/2π. The " "default radius is now 240, please multiply your customized radii by 2π." msgstr "`DiskLaser.Radius` 的值曾被错误解释了一个大小为 1/2π 的系数。现在默认半径为 240,以及你需要将自定义的半径乘以 2π。" -#: ../../Whats-New.md:72 +#: ../../Whats-New.md:75 msgid "From 0.2.2.2" msgstr "由 0.2.2.2" -#: ../../Whats-New.md:74 +#: ../../Whats-New.md:77 msgid "" "Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini " "-> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate`" @@ -508,7 +531,7 @@ msgstr "" "[WarheadType] -> BreaksShield` 已分别更名为 `Shield.Penetrate` 和 " "`Shield.Break`。" -#: ../../Whats-New.md:75 +#: ../../Whats-New.md:78 msgid "" "`Rad.NoOwner` on weapons is deprecated. This has been replaced by " "`RadHasOwner` key on radiation types itself. It also defaults to no, so " @@ -517,7 +540,7 @@ msgstr "" "武器上的 `Rad.NoOwner` 已被弃用。这已被辐射类型自身的 `RadHasOwner` " "标签取代。其默认值同样为否,因此辐射默认情况下恢复回了无所属方。" -#: ../../Whats-New.md:76 +#: ../../Whats-New.md:79 msgid "" "`RadApplicationDelay` and `RadApplicationDelay.Building` on custom " "radiation types are now only used if `[Radiation] -> " @@ -527,11 +550,11 @@ msgstr "" "`RadApplicationDelay` 和 `RadApplicationDelay.Building` 现仅在 `[Radiation] " "-> UseGlobalRadApplicationDelay` 设为 false 时使用,否则始终使用 `[Radiation]` 中的值。" -#: ../../Whats-New.md:79 +#: ../../Whats-New.md:82 msgid "From 0.1.1" msgstr "由 0.1.1" -#: ../../Whats-New.md:81 +#: ../../Whats-New.md:84 msgid "" "Key `rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` is " "deprecated and can be removed now, the bugfix for `DeployToFire` " @@ -540,11 +563,11 @@ msgstr "" "`rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` 现已弃用,针对 " "`DeployToFire` 部署者丢失目标的 Bug 修复现在始终开启。" -#: ../../Whats-New.md:83 +#: ../../Whats-New.md:86 msgid "New user settings in RA2MD.INI" msgstr "RA2MD.INI 中新增的用户设置项" -#: ../../Whats-New.md:85 +#: ../../Whats-New.md:88 msgid "" "These are new user setting keys added by various features in Phobos. Most" " of them can be found in either in [user inteface](User-Interface.md) or " @@ -554,7 +577,7 @@ msgstr "" "这些是由 Phobos 各种功能所新添加的用户设置标签。大多可以在 [用户界面特性](User-Interface.md) 或 " "[杂项内容](Miscellanous.md) 部分找到。你可以用搜索功能快速查找。" -#: ../../Whats-New.md:86 +#: ../../Whats-New.md:89 msgid "" "[Phobos]\n" "CampaignDefaultGameSpeed=4 ; integer\n" @@ -590,7 +613,7 @@ msgstr "" "SaveGameOnScenarioStart=true ; boolean\n" "HideLightFlashEffects=false ; boolean\n" -#: ../../Whats-New.md:105 +#: ../../Whats-New.md:108 msgid "For Map Editor (Final Alert 2)" msgstr "对地图编辑器(Final Alert 2)的更改" @@ -598,11 +621,11 @@ msgstr "对地图编辑器(Final Alert 2)的更改" msgid "Click to show" msgstr "点击展开" -#: ../../Whats-New.md:109 +#: ../../Whats-New.md:112 msgid "In `FAData.ini`:" msgstr "在 `FAData.ini`:" -#: ../../Whats-New.md:110 +#: ../../Whats-New.md:113 msgid "" "[ParamTypes]\n" "47=Structures,28\n" @@ -1126,21 +1149,21 @@ msgstr "" "26=Global variables,-5\n" "27=Global variables,-6\n" -#: ../../Whats-New.md:324 +#: ../../Whats-New.md:327 msgid "Changelog" msgstr "更新日志" -#: ../../Whats-New.md:326 +#: ../../Whats-New.md:329 msgid "Version TBD (develop branch nightly builds)" msgstr "待定版本(开发分支自动构建版本)" -#: ../../Whats-New.md:331 ../../Whats-New.md:469 ../../Whats-New.md:861 -#: ../../Whats-New.md:892 ../../Whats-New.md:1095 ../../Whats-New.md:1123 -#: ../../Whats-New.md:1140 ../../Whats-New.md:1198 +#: ../../Whats-New.md:334 ../../Whats-New.md:486 ../../Whats-New.md:878 +#: ../../Whats-New.md:909 ../../Whats-New.md:1112 ../../Whats-New.md:1140 +#: ../../Whats-New.md:1157 ../../Whats-New.md:1215 msgid "New:" msgstr "新增内容:" -#: ../../Whats-New.md:332 +#: ../../Whats-New.md:335 msgid "" "[Allow using waypoints, area guard and attack move with aircraft](Fixed-" "or-Improved-Logics.md#extended-aircraft-missions) (by CrimRecya)" @@ -1148,19 +1171,19 @@ msgstr "" "[允许战机使用路径点、区域警戒和移动攻击](Fixed-or-Improved-Logics.md#extended-aircraft-" "missions)(by CrimRecya)" -#: ../../Whats-New.md:333 +#: ../../Whats-New.md:336 msgid "" "[Enhanced Straight trajectory](New-or-Enhanced-Logics.md#straight-" "trajectory) (by CrimRecya)" msgstr "[增强的直线轨迹](New-or-Enhanced-Logics.md#straight-trajectory)(by CrimRecya)" -#: ../../Whats-New.md:334 +#: ../../Whats-New.md:337 msgid "" "[Enable building production queue](User-Interface.md#building-production-" "queue) (by CrimRecya)" msgstr "[启用建筑生产队列](User-Interface.md#building-production-queue)(by CrimRecya)" -#: ../../Whats-New.md:335 +#: ../../Whats-New.md:338 msgid "" "[Custom exit cell for infantry factory](Fixed-or-Improved-Logics.md" "#custom-exit-cell-for-infantry-factory) (by Starkku)" @@ -1168,7 +1191,7 @@ msgstr "" "[自定义兵营退出单元格](Fixed-or-Improved-Logics.md#custom-exit-cell-for-infantry-" "factory)(by Starkku)" -#: ../../Whats-New.md:336 +#: ../../Whats-New.md:339 msgid "" "[Option for vehicles to keep target when issued move command](Fixed-or-" "Improved-Logics.md#retain-target-on-movement-command) (by Starkku)" @@ -1176,7 +1199,7 @@ msgstr "" "[设置载具在发出移动命令时是否保持目标](Fixed-or-Improved-Logics.md#retain-target-on-" "movement-command)(by Starkku)" -#: ../../Whats-New.md:337 +#: ../../Whats-New.md:340 msgid "" "[Skip anim delay for burst fire](Fixed-or-Improved-Logics.md#skip-anim-" "delay-for-burst-fire) (by TaranDahl)" @@ -1184,7 +1207,7 @@ msgstr "" "[为有 `Burst` 的武器跳过建筑开火前摇动画](Fixed-or-Improved-Logics.md#skip-anim-delay-" "for-burst-fire)(by TaranDahl)" -#: ../../Whats-New.md:338 +#: ../../Whats-New.md:341 msgid "" "[Extending `Power` to all TechnoTypes](Fixed-or-Improved-Logics.md#power-" "drain-for-units) (by Morton)" @@ -1192,13 +1215,13 @@ msgstr "" "[将 `Power` 拓展到所有科技类型](Fixed-or-Improved-Logics.md#power-drain-for-" "units)(by Morton)" -#: ../../Whats-New.md:339 +#: ../../Whats-New.md:342 msgid "" "[New Parabola trajectory](New-or-Enhanced-Logics.md#parabola-trajectory) " "(by CrimRecya)" msgstr "[新的抛物线轨迹](New-or-Enhanced-Logics.md#parabola-trajectory)(by CrimRecya)" -#: ../../Whats-New.md:340 +#: ../../Whats-New.md:343 msgid "" "[Type select for buildings](User-Interface.md#type-select-for-buildings) " "(code by TaranDahl, doc by Ollerus)" @@ -1206,7 +1229,7 @@ msgstr "" "[建筑的类型选择](User-Interface.md#type-select-for-buildings)(代码 By TaranDahl,文档" " by Ollerus)" -#: ../../Whats-New.md:341 +#: ../../Whats-New.md:344 msgid "" "[Raise alert when technos are taking damage](New-or-Enhanced-Logics.md" "#raise-alert-when-technos-are-taking-damage) (by TaranDahl)" @@ -1214,7 +1237,7 @@ msgstr "" "[当科技类型受到伤害时发出警报](New-or-Enhanced-Logics.md#raise-alert-when-technos-are-" "taking-damage)(by TaranDahl)" -#: ../../Whats-New.md:342 +#: ../../Whats-New.md:345 msgid "" "[Enhanced Bombard trajectory](New-or-Enhanced-Logics.md#bombard-" "trajectory) (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)" @@ -1222,7 +1245,7 @@ msgstr "" "[增强的轰击轨迹](New-or-Enhanced-Logics.md#bombard-trajectory)(by CrimRecya 与 " "Ollerus,基于 NaotoYuuki 的知识)" -#: ../../Whats-New.md:343 +#: ../../Whats-New.md:346 msgid "" "[Toggle waypoint for building](Fixed-or-Improved-Logics.md#waypoints-for-" "buildings) (by TaranDahl)" @@ -1230,7 +1253,7 @@ msgstr "" "[建筑路径点开关](Fixed-or-Improved-Logics.md#waypoints-for-buildings)(by " "TaranDahl)" -#: ../../Whats-New.md:344 +#: ../../Whats-New.md:347 msgid "" "[Bunkerable checks dehardcode](Fixed-or-Improved-Logics.md#bunker-" "entering-check-dehardcode) (by TaranDahl)" @@ -1238,7 +1261,7 @@ msgstr "" "[坦克碉堡准入检查的去硬编码化](Fixed-or-Improved-Logics.md#bunker-entering-check-" "dehardcode)(by TaranDahl)" -#: ../../Whats-New.md:345 +#: ../../Whats-New.md:348 msgid "" "[No turret unit turn to the target](Fixed-or-Improved-Logics.md#unit-" "without-turret-always-turn-to-target) (by CrimRecya & TaranDahl)" @@ -1246,7 +1269,7 @@ msgstr "" "[无炮塔单位转向目标](Fixed-or-Improved-Logics.md#unit-without-turret-always-turn-" "to-target)(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:346 +#: ../../Whats-New.md:349 msgid "" "[Damage multipliers](New-or-Enhanced-Logics.md#damage-multipliers) (by " "CrimRecya & Ollerus)" @@ -1254,15 +1277,15 @@ msgstr "" "[伤害修正比](New-or-Enhanced-Logics.md#damage-multipliers)(by CrimRecya & " "Ollerus)" -#: ../../Whats-New.md:347 +#: ../../Whats-New.md:350 msgid "Customizable duration for electric bolts (by Starkku)" msgstr "自定义 EBolt 电弧持续时间(by Starkku)" -#: ../../Whats-New.md:348 +#: ../../Whats-New.md:351 msgid "Customizable FLH tracking for electric bolts (by Starkku)" msgstr "自定义 EBolt 跟随 FLH(by Starkku)" -#: ../../Whats-New.md:349 +#: ../../Whats-New.md:352 msgid "" "[Extended gattling rate down logic](New-or-Enhanced-Logics.md#extended-" "gattling-rate-down-logic) (by CrimRecya)" @@ -1270,7 +1293,7 @@ msgstr "" "[拓展的盖特掉档逻辑](New-or-Enhanced-Logics.md#extended-gattling-rate-down-" "logic)(by CrimRecya)" -#: ../../Whats-New.md:350 +#: ../../Whats-New.md:353 msgid "" "[Sell or undeploy building on impact](New-or-Enhanced-Logics.md#sell-or-" "undeploy-building-on-impact) (by CrimRecya)" @@ -1278,7 +1301,7 @@ msgstr "" "[弹头将建筑出售或反部署](New-or-Enhanced-Logics.md#sell-or-undeploy-building-on-" "impact)(by CrimRecya)" -#: ../../Whats-New.md:351 +#: ../../Whats-New.md:354 msgid "" "[No rearm and reload in EMP or temporal](New-or-Enhanced-Logics.md#no-" "rearm-and-reload-in-emp-or-temporal) (by CrimRecya)" @@ -1286,7 +1309,7 @@ msgstr "" "[EMP 或超时空停止 CD](New-or-Enhanced-Logics.md#no-rearm-and-reload-in-emp-or-" "temporal)(by CrimRecya)" -#: ../../Whats-New.md:352 +#: ../../Whats-New.md:355 msgid "" "[Technos recount current burst index when change the firing weapon](New-" "or-Enhanced-Logics.md#recount-burst-index) (by CrimRecya)" @@ -1294,11 +1317,11 @@ msgstr "" "[科技类型在更换开火武器时重置当前连发索引](New-or-Enhanced-Logics.md#recount-burst-index)(by " "CrimRecya)" -#: ../../Whats-New.md:353 +#: ../../Whats-New.md:356 msgid "Shield armor inheritance customization (by Ollerus)" msgstr "自定义护盾继承单位护甲(by Ollerus)" -#: ../../Whats-New.md:354 +#: ../../Whats-New.md:357 msgid "" "[Damaged unit image changes](New-or-Enhanced-Logics.md#damaged-unit-" "image-changes) (by Fryone)" @@ -1306,7 +1329,7 @@ msgstr "" "[载具伤残更换图像](New-or-Enhanced-Logics.md#damaged-unit-image-changes)(by " "Fryone)" -#: ../../Whats-New.md:355 +#: ../../Whats-New.md:358 msgid "" "[Customizable spawns queue](New-or-Enhanced-Logics.md#customizable-" "spawns-queue) (by TwinkleStar)" @@ -1314,13 +1337,13 @@ msgstr "" "[自定义子机序列](New-or-Enhanced-Logics.md#customizable-spawns-queue)(by " "TwinkleStar)" -#: ../../Whats-New.md:356 +#: ../../Whats-New.md:359 msgid "" "[Initial spawns number](New-or-Enhanced-Logics.md#initial-spawns-number) " "(by TwinkleStar)" msgstr "[初始子机数量](New-or-Enhanced-Logics.md#initial-spawns-number)(by TwinkleStar)" -#: ../../Whats-New.md:357 +#: ../../Whats-New.md:360 msgid "" "[Override target under EMP attack behavior](New-or-Enhanced-Logics.md" "#forcing-specific-weapon-against-certain-targets) (By FS-21)" @@ -1328,7 +1351,7 @@ msgstr "" "[覆盖对被 EMP 瘫痪的目标的攻击行为](New-or-Enhanced-Logics.md#forcing-specific-weapon-" "against-certain-targets)(by FS-21)" -#: ../../Whats-New.md:358 +#: ../../Whats-New.md:361 msgid "" "[Aircraft spawner recycling improvements (custom offset, animation etc" ".)](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by " @@ -1337,7 +1360,7 @@ msgstr "" "[子机回收增强(自定义坐标、动画等)](New-or-Enhanced-Logics.md#aircraft-spawner-" "customizations)(by TaranDahl)" -#: ../../Whats-New.md:359 +#: ../../Whats-New.md:362 msgid "" "[Technos can maintain a suitable distance after firing](New-or-Enhanced-" "Logics.md#keep-range-after-firing) (by CrimRecya)" @@ -1345,7 +1368,7 @@ msgstr "" "[单位在开火后与目标保持适当的距离](New-or-Enhanced-Logics.md#keep-range-after-firing)(by " "CrimRecya)" -#: ../../Whats-New.md:360 +#: ../../Whats-New.md:363 msgid "" "[Projectile subject to ground check before firing](New-or-Enhanced-" "Logics.md#projectiles-blocked-by-land-or-water) (by CrimRecya)" @@ -1353,7 +1376,7 @@ msgstr "" "[开火前检查抛射体是否抢地](New-or-Enhanced-Logics.md#projectiles-blocked-by-land-or-" "water)(by CrimRecya)" -#: ../../Whats-New.md:361 +#: ../../Whats-New.md:364 msgid "" "[Delay automatic attack on the controlled unit](Fixed-or-Improved-" "Logics.md#delay-automatic-attack-on-the-controlled-unit) (by CrimRecya)" @@ -1361,11 +1384,11 @@ msgstr "" "[攻击被心控单位的延迟](Fixed-or-Improved-Logics.md#delay-automatic-attack-on-the-" "controlled-unit)(by CrimRecya)" -#: ../../Whats-New.md:362 +#: ../../Whats-New.md:365 msgid "[Parabombs](New-or-Enhanced-Logics.md#parabombs) (by Starkku & TaranDahl)" msgstr "[伞降炸弹](New-or-Enhanced-Logics.md#parabombs)(by Starkku & TaranDahl)" -#: ../../Whats-New.md:363 +#: ../../Whats-New.md:366 msgid "" "[Sinkablity and sinking speed customization](Fixed-or-Improved-Logics.md" "#sinking-behavior-dehardcode) (by TaranDahl)" @@ -1373,23 +1396,23 @@ msgstr "" "[自定义能否沉没以及沉没速度](Fixed-or-Improved-Logics.md#sinking-behavior-" "dehardcode)(by TaranDahl)" -#: ../../Whats-New.md:364 +#: ../../Whats-New.md:367 msgid "" "[Fast access vehicle](New-or-Enhanced-Logics.md#fast-access-vehicle) (by " "CrimRecya)" msgstr "[快速上车](New-or-Enhanced-Logics.md#fast-access-vehicle)(by CrimRecya)" -#: ../../Whats-New.md:365 +#: ../../Whats-New.md:368 msgid "Laser, electric bolt and rad beam scatter (by CrimRecya)" msgstr "激光、EBolt 和辐射波的散布(by CrimRecya)" -#: ../../Whats-New.md:366 +#: ../../Whats-New.md:369 msgid "" "[Airburst weapon firing/source coordinate customizations](Fixed-or-" "Improved-Logics.md#airburst--splits) (by Starkku)" msgstr "[自定义空爆武器中心坐标](Fixed-or-Improved-Logics.md#airburst--splits)(by Starkku)" -#: ../../Whats-New.md:367 +#: ../../Whats-New.md:370 msgid "" "[AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-" "flh-customizations) (by Starkku)" @@ -1397,7 +1420,7 @@ msgstr "" "[AlternateFLH 跟随炮塔开关](Fixed-or-Improved-Logics.md#alternate-flh-" "customizations)(by Starkku)" -#: ../../Whats-New.md:368 +#: ../../Whats-New.md:371 msgid "" "[Fire weapon when Warhead kills something](New-or-Enhanced-Logics.md" "#fire-weapon-when-warhead-kills-something) (by Ollerus)" @@ -1405,7 +1428,7 @@ msgstr "" "[击杀武器](New-or-Enhanced-Logics.md#fire-weapon-when-warhead-kills-" "something)(by Ollerus)" -#: ../../Whats-New.md:369 +#: ../../Whats-New.md:372 msgid "" "[Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-" "customization) (by TaranDahl)" @@ -1413,7 +1436,7 @@ msgstr "" "[自定义匍匐速度](Fixed-or-Improved-Logics.md#prone-speed-customization)(by " "TaranDahl)" -#: ../../Whats-New.md:370 +#: ../../Whats-New.md:373 msgid "" "[Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-" "Logics.md#damaged-speed-customization) (by NetsuNegi)" @@ -1421,7 +1444,7 @@ msgstr "" "[自定义单位 `Locomotor=(Drive/Ship)` 且处于伤残状态时的速度比率](Fixed-or-Improved-" "Logics.md#damaged-speed-customization)(by NetsuNegi)" -#: ../../Whats-New.md:371 +#: ../../Whats-New.md:374 msgid "" "[Customize overpower logic](Fixed-or-Improved-Logics.md#customize-" "overpower-logic) (by NetsuNegi)" @@ -1429,13 +1452,13 @@ msgstr "" "[自定义磁暴线圈充能](Fixed-or-Improved-Logics.md#customize-overpower-logic)(by " "NetsuNegi)" -#: ../../Whats-New.md:372 +#: ../../Whats-New.md:375 msgid "" "[Promotion animation deglobalization](New-or-Enhanced-Logics.md" "#promotion-animation) (by Ollerus)" msgstr "[自定义升级动画](New-or-Enhanced-Logics.md#promotion-animation)(by Ollerus)" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:376 msgid "" "Enhanced [reveal](New-or-Enhanced-Logics.md#reveal-map-for-owner-on-" "impact) & [gap](New-or-Enhanced-Logics.md#shroud-map-for-enemies-on-" @@ -1445,7 +1468,7 @@ msgstr "" "impact\">揭示弹与[黑幕弹](New-or-Enhanced-Logics.md#shroud-map-for-enemies-" "on-impact)(by NetsuNegi)" -#: ../../Whats-New.md:374 +#: ../../Whats-New.md:377 msgid "" "[Forcing specific weapon by range and target type](New-or-Enhanced-" "Logics.md#forcing-specific-weapon-against-certain-targets) (by Ollerus)" @@ -1453,7 +1476,7 @@ msgstr "" "[根据射程和目标类型选取武器](New-or-Enhanced-Logics.md#forcing-specific-weapon-" "against-certain-targets)(by Ollerus)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:378 msgid "" "[Jumpjet Tilts While Moving](New-or-Enhanced-Logics.md#jumpjet-tilts-" "while-moving) (by CrimRecya)" @@ -1461,7 +1484,7 @@ msgstr "" "[Jumpjet 在移动时倾斜](New-or-Enhanced-Logics.md#jumpjet-tilts-while-moving)(by" " CrimRecya)" -#: ../../Whats-New.md:376 +#: ../../Whats-New.md:379 msgid "" "[Spawned aircraft facing to match turret toggle](New-or-Enhanced-" "Logics.md#aircraft-spawner-customizations) (by Starkku)" @@ -1469,19 +1492,19 @@ msgstr "" "[子机生成时对齐炮塔方向的开关](New-or-Enhanced-Logics.md#aircraft-spawner-" "customizations)(by Starkku)" -#: ../../Whats-New.md:377 +#: ../../Whats-New.md:380 msgid "" "[Removed dependency on `blowfish.dll`](Miscellanous.md#blowfish-" "dependency) (by ZivDero)" msgstr "[移除 `blowfish.dll` 依赖](Miscellanous.md#blowfish-dependency)(by ZivDero)" -#: ../../Whats-New.md:378 +#: ../../Whats-New.md:381 msgid "" "[Warhead that can not kill](New-or-Enhanced-Logics.md#warhead-that-can-" "not-kill) (by FS-21)" msgstr "[弹头击杀限制](New-or-Enhanced-Logics.md#warhead-that-can-not-kill)(by FS-21)" -#: ../../Whats-New.md:379 +#: ../../Whats-New.md:382 msgid "" "[Customize parasite culling targets](Fixed-or-Improved-Logics.md" "#customizing-parasite-culling-targets) (by NetsuNegi)" @@ -1489,7 +1512,7 @@ msgstr "" "[自定义寄生秒杀目标](Fixed-or-Improved-Logics.md#customizing-parasite-culling-" "targets)(by NetsuNegi)" -#: ../../Whats-New.md:380 +#: ../../Whats-New.md:383 msgid "" "[Overload characteristic dehardcoded](New-or-Enhanced-Logics.md#overload-" "characteristic-dehardcoded) (by Otamaa)" @@ -1497,7 +1520,7 @@ msgstr "" "[自定义脑车过载](New-or-Enhanced-Logics.md#overload-characteristic-" "dehardcoded)(by Otamaa)" -#: ../../Whats-New.md:381 +#: ../../Whats-New.md:384 msgid "" "[RadarInvisible for non-enemy house](Fixed-or-Improved-Logics.md" "#radarinvisible-for-non-enemy-house) (By TaranDahl)" @@ -1505,13 +1528,13 @@ msgstr "" "[不仅限于敌方的 `RadarInvisible`](Fixed-or-Improved-Logics.md#radarinvisible-" "for-non-enemy-house)(By TaranDahl)" -#: ../../Whats-New.md:382 +#: ../../Whats-New.md:385 msgid "" "New `Pips.HideIfNoStrength` and `SelfHealing.EnabledBy` additions for " "shields (by FS-21)" msgstr "护盾新增功能 `Pips.HideIfNoStrength` 与 `SelfHealing.EnabledBy`(by FS-21)" -#: ../../Whats-New.md:383 +#: ../../Whats-New.md:386 msgid "" "[Customize harvester dump amount](Fixed-or-Improved-Logics.md#customize-" "harvester-dump-amount) (by NetsuNegi)" @@ -1519,11 +1542,11 @@ msgstr "" "[自定义矿车单次倒矿量](Fixed-or-Improved-Logics.md#customize-harvester-dump-" "amount)(by NetsuNegi)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:387 msgid "[Select box logic](User-Interface.md#select-box) (by NetsuNegi)" msgstr "[选择框逻辑](User-Interface.md#select-box)(by NetsuNegi)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:388 msgid "" "[Customize airstrike targets](Fixed-or-Improved-Logics.md#airstrike-" "target-eligibility) (by NetsuNegi)" @@ -1531,7 +1554,7 @@ msgstr "" "[自定义空袭目标](Fixed-or-Improved-Logics.md#airstrike-target-eligibility)(by " "NetsuNegi)" -#: ../../Whats-New.md:386 +#: ../../Whats-New.md:389 msgid "" "[Aggressive attack move mission](New-or-Enhanced-Logics.md#aggressive-" "attack-move-mission) (by CrimRecya)" @@ -1539,7 +1562,7 @@ msgstr "" "[侵略性移动攻击命令](New-or-Enhanced-Logics.md#aggressive-attack-move-mission)(by " "CrimRecya)" -#: ../../Whats-New.md:387 +#: ../../Whats-New.md:390 msgid "" "[Amphibious access vehicle](New-or-Enhanced-Logics.md#amphibious-access-" "vehicle) (by CrimRecya)" @@ -1547,7 +1570,7 @@ msgstr "" "[两栖载具装载拓展](New-or-Enhanced-Logics.md#amphibious-access-vehicle)(by " "CrimRecya)" -#: ../../Whats-New.md:388 +#: ../../Whats-New.md:391 msgid "" "[Allow miners do area guard](Fixed-or-Improved-Logics.md#allow-miners-do-" "area-guard) (by TaranDahl)" @@ -1555,7 +1578,7 @@ msgstr "" "[允许矿车区域警戒](Fixed-or-Improved-Logics.md#allow-miners-do-area-guard)(by " "TaranDahl)" -#: ../../Whats-New.md:389 +#: ../../Whats-New.md:392 msgid "" "[Make harvesters do addtional scan after unload](Fixed-or-Improved-" "Logics.md#make-harvesters-do-addtional-scan-after-unload) (by TaranDahl)" @@ -1563,7 +1586,7 @@ msgstr "" "[使矿车卸载后重新扫描较近的矿区](Fixed-or-Improved-Logics.md#make-harvesters-do-" "addtional-scan-after-unload)(by TaranDahl)" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:393 msgid "" "[Passenger-based insignias](Fixed-or-Improved-Logics.md#customizable-" "veterancy-insignias) (by Ollerus)" @@ -1571,19 +1594,19 @@ msgstr "" "[根据乘客切换军衔](Fixed-or-Improved-Logics.md#customizable-veterancy-" "insignias)(by Ollerus)" -#: ../../Whats-New.md:391 +#: ../../Whats-New.md:394 msgid "" "[Use `InsigniaType` to set the properties of insignia in a " "batch](Miscellanous.md#insignia-type) (by Ollerus)" msgstr "[使用 `InsigniaType` 批量设置军衔属性](Miscellanous.md#insignia-type)(by Ollerus)" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:395 msgid "" "[Tiberium eater logic](New-or-Enhanced-Logics.md#tiberium-eater) (by " "NetsuNegi)" msgstr "[马夫逻辑](New-or-Enhanced-Logics.md#tiberium-eater)(by NetsuNegi)" -#: ../../Whats-New.md:393 +#: ../../Whats-New.md:396 msgid "" "[Customize the damage taken when falling from a bridge](Fixed-or-" "Improved-Logics.md#customize-bridge-falling-down-damage) (by FlyStar)" @@ -1591,11 +1614,11 @@ msgstr "" "[自定义桥上坠落伤害](Fixed-or-Improved-Logics.md#customize-bridge-falling-down-" "damage)(by FlyStar)" -#: ../../Whats-New.md:394 +#: ../../Whats-New.md:397 msgid "Dehardcoded 255 limit of `OverlayType` (by secsome & ZivDero)" msgstr "解除了覆盖物最多 255 个的数量限制(by secsome & ZivDero)" -#: ../../Whats-New.md:395 +#: ../../Whats-New.md:398 msgid "" "[Customizable airstrike flare colors](Fixed-or-Improved-Logics.md" "#airstrike-flare-customizations) (by Starkku)" @@ -1603,19 +1626,19 @@ msgstr "" "[自定义空袭引导效果](Fixed-or-Improved-Logics.md#airstrike-flare-visual-" "customizations)(by Starkku)" -#: ../../Whats-New.md:396 +#: ../../Whats-New.md:399 msgid "" "Allowed player's self-healing effects to be benefited by allied or " "`PlayerControl=true` houses (by Ollerus)" msgstr "允许玩家的自愈效果可以从友军或 `PlayerControl=true` 的所属方受益(by Ollerus)" -#: ../../Whats-New.md:397 +#: ../../Whats-New.md:400 msgid "" "[Exclusive SuperWeapon Sidebar](User-Interface.md#superweapon-sidebar) " "(by NetsuNegi & CrimRecya)" msgstr "[超武侧边栏](User-Interface.md#superweapon-sidebar)(by NetsuNegi & CrimRecya)" -#: ../../Whats-New.md:398 +#: ../../Whats-New.md:401 msgid "" "[Customize the scatter caused by aircraft attack mission](Fixed-or-" "Improved-Logics.md#customize-the-scatter-caused-by-aircraft-attack-" @@ -1624,7 +1647,7 @@ msgstr "" "[自定义战机攻击任务引发分散](Fixed-or-Improved-Logics.md#customize-the-scatter-caused-" "by-aircraft-attack-mission)(by TaranDahl)" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:402 msgid "" "[Customizable garrison and bunker properties](Fixed-or-Improved-Logics.md" "#customizable-garrison-and-bunker-properties) (by Otamaa)" @@ -1632,7 +1655,7 @@ msgstr "" "[自定义驻军建筑与坦克碉堡属性](Fixed-or-Improved-Logics.md#customizable-garrison-and-" "bunker-properties)(by Otamaa)" -#: ../../Whats-New.md:400 +#: ../../Whats-New.md:403 msgid "" "[Disable `DamageSound` for buildings](Fixed-or-Improved-Logics.md" "#disable-damagesound) (by Otamaa)" @@ -1640,7 +1663,7 @@ msgstr "" "[禁用 `DamageSound`](Fixed-or-Improved-Logics.md#disable-damagesound)(by " "Otamaa)" -#: ../../Whats-New.md:401 +#: ../../Whats-New.md:404 msgid "" "[Power plant damage factor](Fixed-or-Improved-Logics.md#power-plant-" "damage-factor) (by Otamaa and Ollerus)" @@ -1648,7 +1671,7 @@ msgstr "" "[伤残电厂电量系数](Fixed-or-Improved-Logics.md#power-plant-damage-factor)(by " "Otamaa and Ollerus)" -#: ../../Whats-New.md:402 +#: ../../Whats-New.md:405 msgid "" "[Customize whether `Crater=yes` animation would destroy tiberium](Fixed-" "or-Improved-Logics.md#customize-whether-crater-yes-animation-would-" @@ -1657,11 +1680,11 @@ msgstr "" "[自定义 `Crater=yes` 的动画能否摧毁矿石](Fixed-or-Improved-Logics.md#customize-" "whether-crater-yes-animation-would-destroy-tiberium)(by TaranDahl)" -#: ../../Whats-New.md:403 +#: ../../Whats-New.md:406 msgid "Weapon target filtering by health percentage (by NetsuNegi)" msgstr "武器根据血量百分比筛选目标(by NetsuNegi)" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:407 msgid "" "[Turretless vehicles with `Voxel=no` support use `FireUp` like infantry" "](New-or-Enhanced-Logics.md#turretless-shape-vehicle-fireup) (by FlyStar)" @@ -1669,11 +1692,11 @@ msgstr "" "[无炮塔 Shape 载具开火前摇](New-or-Enhanced-Logics.md#turretless-shape-vehicle-" "fireup)(by FlyStar)" -#: ../../Whats-New.md:405 +#: ../../Whats-New.md:408 msgid "Infantry support `IsGattling=yes` (by FlyStar)" msgstr "步兵类现已支持使用 `IsGattling=yes` 开启盖特逻辑(by FlyStar)" -#: ../../Whats-New.md:406 +#: ../../Whats-New.md:409 msgid "" "[Several new Infotypes, no display in specific status and a new single " "frame display method](User-Interface.md#digital-display) (by CrimRecya)" @@ -1681,7 +1704,7 @@ msgstr "" "[多种新的数显信息类型、特定情况下不显示以及一种新的单帧显示方式](User-Interface.md#digital-display)(by " "CrimRecya)" -#: ../../Whats-New.md:407 +#: ../../Whats-New.md:410 msgid "" "[Targeting limitation for berzerk technos](New-or-Enhanced-Logics.md" "#targeting-limitation-for-berzerk-technos) (by TaranDahl)" @@ -1689,13 +1712,13 @@ msgstr "" "[狂暴单位索敌限制](New-or-Enhanced-Logics.md#targeting-limitation-for-berzerk-" "technos)(by TaranDahl)" -#: ../../Whats-New.md:408 +#: ../../Whats-New.md:411 msgid "" "Allowed faking digital display for `InfoType=Health` at disguise (by " "Ollerus)" msgstr "允许 `InfoType=Health` 伪造出伪装目标的数值(by Ollerus)" -#: ../../Whats-New.md:409 +#: ../../Whats-New.md:412 msgid "" "[Warhead activation target health thresholds](Fixed-or-Improved-Logics.md" "#customizable-warhead-trigger-conditions) (by FS-21 & Kerbiter)" @@ -1703,7 +1726,7 @@ msgstr "" "[目标血量作为弹头生效条件](Fixed-or-Improved-Logics.md#customizable-warhead-trigger-" "conditions)(by FS-21 & Kerbiter)" -#: ../../Whats-New.md:410 +#: ../../Whats-New.md:413 msgid "" "[Customize limit and sound when engineer repair a building](New-or-" "Enhanced-Logics.md#engineer-repair-customization) (by NetsuNegi)" @@ -1711,7 +1734,7 @@ msgstr "" "[自定义工程师维修建筑时的修复值与修复音效](New-or-Enhanced-Logics.md#engineer-repair-" "customization)(by NetsuNegi)" -#: ../../Whats-New.md:411 +#: ../../Whats-New.md:414 msgid "" "[Customizable debris trailer anim spawn delay](Fixed-or-Improved-" "Logics.md#customizable-debris-trailer-anim-spawn-delay) (by CrimRecya)" @@ -1719,13 +1742,13 @@ msgstr "" "[自定义 Voxel 碎片尾烟动画生成间隔](Fixed-or-Improved-Logics.md#customizable-debris-" "trailer-anim-spawn-delay)(by CrimRecya)" -#: ../../Whats-New.md:412 +#: ../../Whats-New.md:415 msgid "" "[Display banner](AI-Scripting-and-Mapping.md#display-banner) (by Morton &" " ststl)" msgstr "[横幅](AI-Scripting-and-Mapping.md#display-banner)(by Morton & ststl)" -#: ../../Whats-New.md:413 +#: ../../Whats-New.md:416 msgid "" "[Allows refineries to use multiple ActiveAnim simultaneously](Fixed-or-" "Improved-Logics.md#allows-refineries-to-use-multiple-activeanim-" @@ -1734,17 +1757,17 @@ msgstr "" "[允许矿场同时播放多个 `ActiveAnim` 动画](Fixed-or-Improved-Logics.md#allows-" "refineries-to-use-multiple-activeanim-simultaneously)(by TaranDahl)" -#: ../../Whats-New.md:414 +#: ../../Whats-New.md:417 msgid "Electric/RadBeam trail for laser tails (by NetsuNegi)" msgstr "激光尾焰逻辑支持 EBolt/辐射波(by NetsuNegi)" -#: ../../Whats-New.md:415 +#: ../../Whats-New.md:418 msgid "" "Add `DebrisMinimums` to keep the count of debris within a certain range " "(by CrimRecya)" msgstr "添加了 `DebrisMinimums` 语句以将碎片数量控制在一定范围内(by CrimRecya)" -#: ../../Whats-New.md:416 +#: ../../Whats-New.md:419 msgid "" "[Several attackmove related enhancement](New-or-Enhanced-Logics.md" "#attack-move-behavior-when-target-acquired) (by TaranDahl)" @@ -1752,17 +1775,17 @@ msgstr "" "[几个移动攻击相关的增强](New-or-Enhanced-Logics.md#attack-move-behavior-when-target-" "acquired)(by TaranDahl)" -#: ../../Whats-New.md:417 +#: ../../Whats-New.md:420 msgid "Ground line for select box (by NetsuNegi)" msgstr "为选择框添加了投影线(by NetsuNegi)" -#: ../../Whats-New.md:418 +#: ../../Whats-New.md:421 msgid "" "[Support for more optional weapons](New-or-Enhanced-Logics.md#multi-" "weapon) (by FlyStar)" msgstr "[多武器逻辑](New-or-Enhanced-Logics.md#multi-weapon)(by FlyStar)" -#: ../../Whats-New.md:419 +#: ../../Whats-New.md:422 msgid "" "[Task subtitles display in the middle of the screen](User-Interface.md" "#task-subtitles-display-in-the-middle-of-the-screen) (by CrimRecya)" @@ -1770,7 +1793,7 @@ msgstr "" "[字幕居中](User-Interface.md#task-subtitles-display-in-the-middle-of-the-" "screen)(by CrimRecya)" -#: ../../Whats-New.md:420 +#: ../../Whats-New.md:423 msgid "" "[Event 606: AttachEffect is attaching to a Techno](AI-Scripting-and-" "Mapping.md#attacheffect-is-attaching-to-a-techno) (by FS-21)" @@ -1778,19 +1801,19 @@ msgstr "" "[触发条件 606:AttachEffect 已被附加到单位](AI-Scripting-and-Mapping.md#attacheffect-" "is-attaching-to-a-techno)(by FS-21)" -#: ../../Whats-New.md:421 +#: ../../Whats-New.md:424 msgid "" "[Linked superweapons](New-or-Enhanced-Logics.md#linked-superweapons) (by " "FS-21)" msgstr "[联动超武](New-or-Enhanced-Logics.md#linked-superweapons)(by FS-21)" -#: ../../Whats-New.md:422 +#: ../../Whats-New.md:425 msgid "" "[Delayed fire weapons](New-or-Enhanced-Logics.md#delayed-firing) (by " "Starkku)" msgstr "[延迟开火](New-or-Enhanced-Logics.md#delayed-firing)(by Starkku)" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:426 msgid "" "[Burst without delay](New-or-Enhanced-Logics.md#burst-without-delay) (by " "CrimRecya & TaranDahl)" @@ -1798,7 +1821,7 @@ msgstr "" "[无间隔连发](New-or-Enhanced-Logics.md#burst-without-delay)(by CrimRecya & " "TaranDahl)" -#: ../../Whats-New.md:424 +#: ../../Whats-New.md:427 msgid "" "[Target scanning delay customization](Fixed-or-Improved-Logics.md#target-" "scanning-delay-optimization) (by TaranDahl & solar-III)" @@ -1806,7 +1829,7 @@ msgstr "" "[自定义索敌间隔](Fixed-or-Improved-Logics.md#target-scanning-delay-" "optimization)(by TaranDahl & solar-III)" -#: ../../Whats-New.md:425 +#: ../../Whats-New.md:428 msgid "" "[Force techno targeting in distributed frames to improve performance" "](Fixed-or-Improved-Logics.md#force-techno-targeting-in-distributed-" @@ -1815,7 +1838,7 @@ msgstr "" "[强制单位索敌行为分散到不同帧以提升性能](Fixed-or-Improved-Logics.md#force-techno-targeting-" "in-distributed-frames-to-improve-performance)(by TaranDahl)" -#: ../../Whats-New.md:426 +#: ../../Whats-New.md:429 msgid "" "[Damaged aircraft image changes](New-or-Enhanced-Logics.md#damaged-" "aircraft-image-changes) (by Fryone)" @@ -1823,7 +1846,7 @@ msgstr "" "[战机伤残更换图像](New-or-Enhanced-Logics.md#damaged-aircraft-image-changes)(by " "Fryone)" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:430 msgid "" "[Additional attached animation position customizations](Fixed-or-" "Improved-Logics.md#attached-animation-position-customization) (by " @@ -1832,7 +1855,7 @@ msgstr "" "[追加的附着动画位置定义项](Fixed-or-Improved-Logics.md#attached-animation-position-" "customization)(by Starkku)" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:431 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll` (by TaranDahl)" @@ -1840,7 +1863,7 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug(by TaranDahl)" -#: ../../Whats-New.md:429 +#: ../../Whats-New.md:432 msgid "" "[Units can customize the attack voice that plays when using more weapons" "](New-or-Enhanced-Logics.md#multi-voiceattack) (by FlyStar)" @@ -1848,11 +1871,11 @@ msgstr "" "[单位可以在使用更多武器时自定义各武器下达攻击指令时的音效](New-or-Enhanced-Logics.md#multi-" "voiceattack)(by FlyStar)" -#: ../../Whats-New.md:430 +#: ../../Whats-New.md:433 msgid "Customize squid grapple animation (by NetsuNegi)" msgstr "自定义乌贼拖拽动画(by NetsuNegi)" -#: ../../Whats-New.md:431 +#: ../../Whats-New.md:434 msgid "" "[Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-" "deploy-for-gi-like-infantry) (by TaranDahl)" @@ -1860,7 +1883,7 @@ msgstr "" "[GI 式步兵自动部署](Fixed-or-Improved-Logics.md#auto-deploy-for-gi-like-" "infantry)(by TaranDahl)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:435 msgid "" "[Vehicles that have lost their target can customize the turret direction " "to align with the vehicle body](New-or-Enhanced-Logics.md#turret-" @@ -1869,13 +1892,13 @@ msgstr "" "[失去目标的车辆可以自定义炮塔方向与车体对齐](New-or-Enhanced-Logics.md#turret-response)(by " "FlyStar)" -#: ../../Whats-New.md:433 +#: ../../Whats-New.md:436 msgid "" "[Reverse engineer warhead](New-or-Enhanced-Logics.md#reverse-engineer-" "warhead) (by CrimRecya)" msgstr "[逆向工程弹头](New-or-Enhanced-Logics.md#reverse-engineer-warhead)(by CrimRecya)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:437 msgid "" "[AI base construction modification](Fixed-or-Improved-Logics.md#ai-base-" "construction-modification) (by CrimRecya)" @@ -1883,7 +1906,7 @@ msgstr "" "[AI 基地建设机制更改](Fixed-or-Improved-Logics.md#ai-base-construction-" "modification)(by CrimRecya)" -#: ../../Whats-New.md:435 +#: ../../Whats-New.md:438 msgid "" "[Jumpjet Climbing Logic Enhancement](Fixed-or-Improved-Logics.md#jumpjet-" "climbing-logic-enhancement) (by CrimRecya)" @@ -1891,13 +1914,13 @@ msgstr "" "[Jumpjet 爬升逻辑增强](Fixed-or-Improved-Logics.md#jumpjet-climbing-logic-" "enhancement)(by CrimRecya)" -#: ../../Whats-New.md:436 +#: ../../Whats-New.md:439 msgid "" "[Restore turret recoil effect](Fixed-or-Improved-Logics.md#turret-recoil)" " (by CrimRecya)" msgstr "[复原炮塔制退](Fixed-or-Improved-Logics.md#turret-recoil)(by CrimRecya)" -#: ../../Whats-New.md:437 +#: ../../Whats-New.md:440 msgid "" "[Customize hardcoded projectile initial facing behavior](Fixed-or-" "Improved-Logics.md#customizing-initial-facing-behavior) (by Starkku)" @@ -1905,35 +1928,59 @@ msgstr "" "[自定义初始朝向行为](Fixed-or-Improved-Logics.md#customizing-initial-facing-" "behavior)(by Starkku)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:441 msgid "Health bar permanently displayed (by FlyStar)" msgstr "血条恒显(by FlyStar)" -#: ../../Whats-New.md:440 ../../Whats-New.md:635 ../../Whats-New.md:992 -#: ../../Whats-New.md:1101 ../../Whats-New.md:1126 ../../Whats-New.md:1165 -#: ../../Whats-New.md:1210 +#: ../../Whats-New.md:442 +msgid "" +"[`IsSimpleDeployer` facing customization & directional deploy animations" +"](Fixed-or-Improved-Logics.md#issimpleDeployer-facing-and-animation-" +"customization) (by Starkku)" +msgstr "" +"[自定义 IsSimpleDeployer 载具部署朝向与动画](Fixed-or-Improved-Logics.md#issimpleDeployer-facing-and-animation-" +"customization)(by Starkku)" + +#: ../../Whats-New.md:443 +msgid "" +"[Ammo-based deploy customizations for vehicles expanded to non-" +"IsSimpleDeployer deploy functions](New-or-Enhanced-Logics.md#automatic-deploy-and-blocking-deploying-based-on-ammo) (by Starkku)" +msgstr "" +"[基于弹药量的自动部署与禁用部署扩展至非 IsSimpleDeployer 部署功能](New-or-Enhanced-Logics.md#automatic-deploy-and-blocking-deploying-based-on-ammo)(by Starkku)" + +#: ../../Whats-New.md:444 +msgid "Randomized anims for several behaviors (by Ollerus)" +msgstr "几种行为的随机动画(by Ollerus)" + +#: ../../Whats-New.md:445 +msgid "Shield respawn animation and weapon (by Ollerus)" +msgstr "护盾重生动画与武器(by Ollerus)" + +#: ../../Whats-New.md:447 ../../Whats-New.md:652 ../../Whats-New.md:1009 +#: ../../Whats-New.md:1118 ../../Whats-New.md:1143 ../../Whats-New.md:1182 +#: ../../Whats-New.md:1227 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:448 msgid "" "Fixed sidebar not updating queued unit numbers when adding or removing " "units when the production is on hold (by CrimRecya)" msgstr "修复侧边栏在生产暂停时添加或去除订单未能更新预购单位队列数量的问题(by CrimRecya)" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:449 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker (by TaranDahl)" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡(by TaranDahl)" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:450 msgid "" "Buildings with foundation bigger than 1x1 can now recycle spawned " "correctly (by TaranDahl)" msgstr "占地面积超过 1x1 的建筑现在可以正常回收子机(by TaranDahl)" -#: ../../Whats-New.md:444 +#: ../../Whats-New.md:451 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -1942,7 +1989,7 @@ msgstr "" "修复了 `MovementZone=AmphibiousDestroyer` 与 `MovementZone=AmphibiousCrusher`" " 的单位无法进入水上建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:452 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -1951,43 +1998,43 @@ msgstr "" "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题(by " "CrimRecya)" -#: ../../Whats-New.md:446 +#: ../../Whats-New.md:453 msgid "" "Separated the AirstrikeClass pointer between the attacker/aircraft and " "the target to avoid erroneous overwriting issues (by NetsuNegi)" msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题(by NetsuNegi)" -#: ../../Whats-New.md:447 +#: ../../Whats-New.md:454 msgid "" "Fixed the bug that buildings will always be tinted as airstrike owner (by" " NetsuNegi)" msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:455 msgid "" "Fixed an issue where computer players did not search for new enemies " "after defeating them or forming alliances with them (by FlyStar)" msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题(FlyStar)" -#: ../../Whats-New.md:449 +#: ../../Whats-New.md:456 msgid "" "Fixed an issue where airstrike flare line drawn to target at lower " "elevation would clip (by Starkku)" msgstr "修复了空袭引导激光高打低时会截断的问题(by Starkku)" -#: ../../Whats-New.md:450 +#: ../../Whats-New.md:457 msgid "" "Fixed the bug that damaged particle dont disappear after building has " "repaired by engineer (by NetsuNegi)" msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:451 +#: ../../Whats-New.md:458 msgid "" "Projectiles with `Vertical=true` now drop straight down if fired off by " "AircraftTypes instead of behaving erratically (by Starkku)" msgstr "现在当一个拥有 `Vertical=true` 的抛射体被战机类发射时将会正常下坠(by Starkku)" -#: ../../Whats-New.md:452 +#: ../../Whats-New.md:459 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -1997,283 +2044,348 @@ msgstr "" "若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area " "Guard` 和 `Hunt` 任务将不会生效(by FlyStar)" -#: ../../Whats-New.md:453 +#: ../../Whats-New.md:460 msgid "" "Fixed an issue that barrel anim data will be incorrectly overwritten by " "turret anim data if the techno's section exists in the map file (by " "CrimRecya)" msgstr "修复了地图文件中内置了某单位时其炮管动画数据会被炮塔动画数据错误覆盖的问题(by CrimRecya)" -#: ../../Whats-New.md:455 ../../Whats-New.md:781 ../../Whats-New.md:864 -#: ../../Whats-New.md:1028 ../../Whats-New.md:1069 ../../Whats-New.md:1081 -#: ../../Whats-New.md:1104 ../../Whats-New.md:1114 ../../Whats-New.md:1130 -#: ../../Whats-New.md:1178 ../../Whats-New.md:1189 +#: ../../Whats-New.md:461 +msgid "" +"`IsSimpleDeployer` `BalloonHover=true` units with `DeployToLand=false` " +"are no longer forced to land when hovering (by Starkku)" +msgstr "" +"拥有 `BalloonHover=true` 和 `IsSimpleDeployer=true` 但 `DeployToLand=false` 的单位现在在悬停时不会强制着陆(by Starkku)" + +#: ../../Whats-New.md:462 +msgid "" +"If `DeployingAnim` with `Shadow=true` is played for unit currently in air" +" its shadow will now be drawn on ground (by Starkku)" +msgstr "" +"如果当前处于空中的单位通过 `DeployingAnim` 播放带有 `Shadow=true` 的动画则动画的影子现在会绘制在地面上(by Starkku)" + +#: ../../Whats-New.md:463 +msgid "" +"`DeployingAnim` now supports both `Normalized=true` and `Reverse=true` " +"(by Starkku)" +msgstr "" +"`DeployingAnim` 现已支持 `Normalized=true` 与 `Reverse=true`(by Starkku)" + +#: ../../Whats-New.md:464 +msgid "" +"`DeployingAnim` using unit drawer now also tint accordingly with the unit" +" (by Starkku)" +msgstr "" +"`DeployingAnim` 使用单位绘制方式时现可跟随单位一起染色(by Starkku)" + +#: ../../Whats-New.md:465 +msgid "Jumpjets in air now can correctly spawn missiles (by TaranDahl)" +msgstr "现在 Jumpjet 单位在空中可以正确地生成导弹子机(by TaranDahl)" + +#: ../../Whats-New.md:467 ../../Whats-New.md:798 ../../Whats-New.md:881 +#: ../../Whats-New.md:1045 ../../Whats-New.md:1086 ../../Whats-New.md:1098 +#: ../../Whats-New.md:1121 ../../Whats-New.md:1131 ../../Whats-New.md:1147 +#: ../../Whats-New.md:1195 ../../Whats-New.md:1206 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:456 +#: ../../Whats-New.md:468 msgid "" "Fixed the bug that `AllowAirstrike=no` cannot completely prevent air " "strikes from being launched against it (by NetsuNegi)" msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:457 +#: ../../Whats-New.md:469 msgid "" "Fixed an issue that `FireAngle` was not taken into account when drawing " "barrel in `TurretShadow` (by CrimRecya)" msgstr "修复了使用 `TurretShadow` 绘制炮管影子时未考虑 `FireAngle` 的问题(by CrimRecya)" -#: ../../Whats-New.md:458 +#: ../../Whats-New.md:470 msgid "" "Fixed a bug that sometimes caused weapon/warhead detonations from " "features such as `ExtraWarheads`, animation damage or `Crit.Warhead` to " "unintentionally move from its intended position (by Starkku)" msgstr "" -"修复了一个有时会导致 `ExtraWarheads`、动画伤害或 `Crit.Warhead` 引爆的武器/弹头相对其预期位置无意中移动的 Bug(by Starkku)" +"修复了一个有时会导致 `ExtraWarheads`、动画伤害或 `Crit.Warhead` 引爆的武器/弹头相对其预期位置无意中移动的 " +"Bug(by Starkku)" -#: ../../Whats-New.md:460 ../../Whats-New.md:834 ../../Whats-New.md:1057 +#: ../../Whats-New.md:471 +msgid "" +"Fixed the bug that armor multiplier of new attacheffect will have extra " +"take effect once if restricted warheads (by NetsuNegi)" +msgstr "" +"修复了新 AE 的护甲倍率在使用了 限制护甲倍率 的情况下会额外计算一次的 Bug(by NetsuNegi)" + +#: ../../Whats-New.md:472 +msgid "" +"Fixed an issue that units' `LaserTrails` will always lags behind by one " +"frame (by CrimRecya)" +msgstr "" +"修复了单位的 `LaserTrails` 总会滞后一帧的问题(by CrimRecya)" + +#: ../../Whats-New.md:473 +msgid "Fixed customized `WarpAway` anim's wrong definition (by Ollerus)" +msgstr "修复了自定义 `WarpAway` 动画的错误定义(by Ollerus)" + +#: ../../Whats-New.md:475 ../../Whats-New.md:851 ../../Whats-New.md:1074 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:461 +#: ../../Whats-New.md:476 +msgid "" +"`Convert.Deploy` displays 'NoDeploy' cursor if the new type is not " +"allowed to move to the cell due to `SpeedType` etc. (by Starkku)" +msgstr "" +"当 `Convert.Deploy` 转换的目标单位由于 `SpeedType` 等原因无法移动到目标单元格时将会显示 `NoDeploy` 光标(by Starkku)" + +#: ../../Whats-New.md:477 msgid "" "Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building " "upgrades (by Ollerus)" msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" -#: ../../Whats-New.md:462 ../../Whats-New.md:848 +#: ../../Whats-New.md:478 ../../Whats-New.md:865 msgid "" "Taking over Ares' AlphaImage respawn logic to reduce lags from it (by " "NetsuNegi)" msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿(by NetsuNegi)" -#: ../../Whats-New.md:465 +#: ../../Whats-New.md:479 +msgid "" +"Fixed an issue that Ares' Type Conversion not resetting barrel's " +"direction by `FireAngle` (by TaranDahl)" +msgstr "" +"修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题(by TaranDahl)" + +#: ../../Whats-New.md:482 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:487 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:488 msgid "Warhead or weapon detonation at superweapon target cell (by Starkku)" msgstr "在目标单元格处引爆弹头或武器(by Starkku)" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:489 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:490 msgid "Launching Super Weapons on building infiltration (by Morton)" msgstr "允许在建筑被渗透时发射超级武器(by Morton)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:491 msgid "Building airstrike target eligibility customization (by Starkku)" msgstr "自定义建筑能否作为空袭目标(by Starkku)" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:492 msgid "IvanBomb detonation & image display centered on buildings (by Starkku)" msgstr "伊文炸弹引爆与图像显示于建筑中心(by Starkku)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:493 msgid "Forcing specific weapon against cloaked or disguised targets (by Starkku)" msgstr "强制对隐形或伪装中的目标使用特定武器(by Starkku)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:494 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:495 msgid "Animation with `Tiled=yes` now supports `CustomPalette` (by ststl)" msgstr "允许 `Tiled=yes` 的动画使用 `CustomPalette` 自定义色盘(by ststl)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:496 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:497 msgid "Shields can inherit Techno ArmorType (by Starkku)" msgstr "护盾可以继承科技类型护甲(by Starkku)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:498 msgid "" "Income money flying-string display when harvesters or slaves are docking " "to refineries or when spies steal credits (by Trsdy)" msgstr "矿车、奴隶对接矿场或间谍窃取资金时的 flying-string 显示(by Trsdy)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:499 msgid "Allow random crates to be generated only on lands (by Trsdy)" msgstr "允许随机工具箱仅生成在陆地(by Trsdy)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:500 msgid "Iron-curtain effects on infantries and organic units (by ststl)" msgstr "允许在步兵和生物单位上使用铁幕效果(by ststl)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:501 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:502 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:503 msgid "Customizable priority of superweapons timer sorting(by ststl)" msgstr "自定义超武计时器优先级(by ststl)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:504 msgid "Customizable aircraft spawner spawn delay (by Starkku)" msgstr "自定义子机发射器生成间隔(by Starkku)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:505 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:506 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:507 msgid "" "Customizable debris & meteor impact and warhead detonation behaviour (by " "Starkku & Otamaa)" msgstr "自定义碎片 & 流星撞击以及弹头引爆行为(by Starkku 与 Otamaa)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:508 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:509 msgid "" "Multiple burst shots / burst delay within infantry firing sequence (by " "Starkku)" msgstr "步兵开火序列的多发 Burst/Burst 间隔(by Starkku)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:510 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:511 msgid "" "Removal of hardcoded AA & Gattling weapon selection restrictions (by " "Starkku)" msgstr "移除硬编码的对空与盖特逻辑的武器选用限制(by Starkku)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:512 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:513 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:497 +#: ../../Whats-New.md:514 msgid "" "Default campaign game speed override and custom campaign game speed FPS " "(by Morton)" msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS(by Morton)" -#: ../../Whats-New.md:498 +#: ../../Whats-New.md:515 msgid "Trigger actions that allow/forbid MCV to redeploy in game (by Trsdy)" msgstr "允许/禁止 MCV 重部署的触发结果(by Trsdy)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:516 msgid "" "`AnimList` on zero damage Warheads toggle via `AnimList.ShowOnZeroDamage`" " (by Starkku)" msgstr "由 `AnimList.ShowOnZeroDamage` 决定 0 伤害弹头上的 `AnimList` 是否播放(by Starkku)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:517 msgid "Including INI files and inheriting INI sections (by Morton)" msgstr "包含 INI 文件与继承 INI 节(by Morton)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:518 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:519 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:520 msgid "" "TechnoType target evaluation map zone check behaviour customization (by " "Starkku)" msgstr "自定义目标评估地图区域检查行为(by Starkku)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:521 msgid "`CanC4=false` building zero damage toggle (by Starkku)" msgstr "`CanC4=false` 建筑的 0 伤害开关(by Starkku)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:522 msgid "OpenTopped transport target sharing customization (by Starkku)" msgstr "自定义 OpenTopped 运输工具共享目标(by Starkku)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:523 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:524 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:525 msgid "" "`CreateUnit` improvements & additions (can spawn infantry and aircraft, " "units spawning in air, spawn animation) (by Starkku)" msgstr "`CreateUnit` 改进与增强(可以生成步兵和战机、单位可以在空中生成、生成动画)(by Starkku)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:526 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:510 +#: ../../Whats-New.md:527 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:528 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:529 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:530 msgid "Upgrade logic to allow altering of SpySat status (by Otamaa)" msgstr "允许加载物逻辑更改 SpySat 效果(by Otamaa)" -#: ../../Whats-New.md:514 +#: ../../Whats-New.md:531 msgid "" "Allow `ZShapePointMove` to apply during buildup via " "`ZShapePointMove.OnBuildup` (by Starkku)" msgstr "允许使用 `ZShapePointMove.OnBuildup` 决定拔起动画遵照 `ZShapePointMove`(by Starkku)" -#: ../../Whats-New.md:515 +#: ../../Whats-New.md:532 msgid "" "`UndeploysInto` building selling buildup sequence length customization " "(by Starkku)" msgstr "自定义可反部署建筑出售序列动画长度(by Starkku)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:533 msgid "" "Allow overriding `Shield.AffectTypes` for each Warhead shield interaction" " (by Starkku)" msgstr "允许为每个弹头设置的 `Shield.AffectTypes`(by Starkku)" -#: ../../Whats-New.md:517 +#: ../../Whats-New.md:534 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:518 +#: ../../Whats-New.md:535 msgid "TechnoType conversion on ownership change (by Trsdy)" msgstr "科技类型根据操作者改变而变形(by Trsdy)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:536 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:537 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2282,35 +2394,35 @@ msgstr "" "围绕目标旋转的自定义运动模式示例实现(注:仅限开发者使用)(by Kerbiter、CCHyper,Otamaa 提供协助;基于 CnCVK " "的早期尝试)" -#: ../../Whats-New.md:521 +#: ../../Whats-New.md:538 msgid "" "Vehicle voxel turret shadows & body multi-section shadows (by TwinkleStar" " & Trsdy)" msgstr "Voxel 载具炮塔与多组件 Voxel 车体影子(by TwinkleStar 与 Trsdy)" -#: ../../Whats-New.md:522 +#: ../../Whats-New.md:539 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:523 +#: ../../Whats-New.md:540 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:541 msgid "" "Chrono sparkle animation display customization and improvements (by " "Starkku)" msgstr "超时空闪烁动画显示的自定义与改进(by Starkku)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:542 msgid "Script action to Chronoshift teams to enemy base (by Starkku)" msgstr "超时空传送到敌方基地的动作脚本(by Starkku)" -#: ../../Whats-New.md:526 +#: ../../Whats-New.md:543 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:544 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2318,37 +2430,37 @@ msgstr "" "数字化显示生命值和护盾值(by ststl、FlyStar、NaotoYuuki、Saigyouji、JunJacobYoung,基于 " "DeathFish 的知识)" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:545 msgid "" "PipScale pip customizations (size, ammo / spawn / tiberium frames or " "offsets) (by Starkku)" msgstr "自定义各 PipScale 的 pip(大小、弹药/子机/矿石帧或偏移)(by Starkku)" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:546 msgid "Auto-deploy/Deploy block on ammo change (by Fryone)" msgstr "根据弹药自动部署/阻止部署(by Fryone)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:547 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:531 +#: ../../Whats-New.md:548 msgid "Unhardcoded timer blinking color scheme (by Starkku)" msgstr "对计时器闪烁的配色方案去硬编码(by Starkku)" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:549 msgid "" "Customizing shield self-healing timer restart when shield is damaged (by " "Starkku)" msgstr "自定义护盾受击重置自愈计时器(by Starkku)" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:550 msgid "" "Customizing minimum & maximum amount of damage shield can take from a " "single hit (by Starkku)" msgstr "自定义护盾单次可承受的最小与最大伤害(by Starkku)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:551 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2356,39 +2468,39 @@ msgstr "" "`AutoDeath.Technos(Dont)Exist` 可计入 Limbo 状态(不在地图上,例如在运输工具中等)的科技类型(by " "Starkku)" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:552 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:553 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:554 msgid "Owner-only sound on unit creation (by Fryone)" msgstr "单位创建时仅对所有者播放音效(by Fryone)" -#: ../../Whats-New.md:538 +#: ../../Whats-New.md:555 msgid "" "Allow using `Secondary` weapon against walls if `Primary` cannot target " "them (by Starkku)" msgstr "如果 `Primary` 无法对墙则切换为使用 `Secondary`(by Starkku)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:556 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:557 msgid "Dump variables to file on scenario end / hotkey (by Morton)" msgstr "在场景结束/按下快捷键时将变量输出至文件(by Morton)" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:558 msgid "" "\"House owns TechnoType\" and \"House doesn't own TechnoType\" trigger " "events (by Morton)" msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件(by Morton)" -#: ../../Whats-New.md:542 +#: ../../Whats-New.md:559 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2396,23 +2508,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:560 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" msgstr "自定义直线轨迹引爆和瞬移距离以及穿透选项(by Starkku)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:561 msgid "Airstrike & spy plane fixed spawn distance & height (by Starkku)" msgstr "空袭与间谍飞机固定生成距离与高度(by Starkku)" -#: ../../Whats-New.md:545 +#: ../../Whats-New.md:562 msgid "" "Allow enabling application of `Verses` and `PercentAtMax` for negative " "damage (by Starkku)" msgstr "允许负值杀伤使用 `Verses` 和 `PercentAtMax`(by Starkku)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:563 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2421,250 +2533,250 @@ msgstr "" "除 `PlacementGrid.Translucency` 外允许在启用 `PlacementPreview` 时使用 " "`PlacementGrid.TranslucencyWithPreview` 设置预览格子的透明度(by Belonit)" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:564 msgid "Show briefing screen on singleplayer mission start (by Starkku)" msgstr "单人任务开始时显示简报屏幕(by Starkku)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:565 msgid "" "Allow setting mission par times and related messages in `missionmd.ini` " "(by Starkku)" msgstr "允许在 `missionmd.ini` 中设置时间限制和相关信息(by Starkku)" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:566 msgid "" "Allow setting default singleplayer map loading screen and briefing " "offsets (by Starkku)" msgstr "允许设置单人游戏载入图与简报的偏移(by Starkku)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:567 msgid "" "Allow toggling whether or not fire particle systems adjust target " "coordinates when firer rotates (by Starkku)" msgstr "允许开关 Fire 粒子系统是否在开火者旋转时调整目标坐标(by Starkku)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:568 msgid "`AmbientDamage` warhead & main target ignore customization (by Starkku)" msgstr "自定义 `AmbientDamage` 弹头和忽略直接目标(by Starkku)" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:569 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:570 msgid "Customizable DropPod properties on a per-InfantryType basis (by Trsdy)" msgstr "自定义每个步兵的 DropPod 参数(by Trsdy)" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:571 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:555 +#: ../../Whats-New.md:572 msgid "" "Allow customizing aircraft landing direction per aircraft or per dock (by" " Starkku)" msgstr "允许每个战机和机场自定义战机着陆方向(by Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:573 msgid "" "Allow animations to play sounds detached from audio event handler (by " "Starkku)" msgstr "允许动画播放独立于音频事件处理程序的音效(by Starkku)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:574 msgid "Game save option when starting campaigns (by Trsdy)" msgstr "开始游戏时是否自动存档的开关(by Trsdy)" -#: ../../Whats-New.md:558 +#: ../../Whats-New.md:575 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:559 +#: ../../Whats-New.md:576 msgid "" "Option to have `Grinding.Weapon` require accumulated credits from " "grinding (by Starkku)" msgstr "可以设置 `Grinding.Weapon` 需要通过回收来积累足够的资金(by Starkku)" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:577 msgid "Re-enable the Veinhole Monster and Weeds from TS (by ZivDero)" msgstr "重启 TS 中的泰伯利亚藤蔓怪和泰伯利亚废矿逻辑(by ZivDero)" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:578 msgid "" "Recreate the weed-charging of SWs like the TS Chemical Missile (by " "ZivDero)" msgstr "重新创建类似于 TS 中化学飞弹那样的超武根据废矿充能效果(by ZivDero)" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:579 msgid "Allow to change the speed of gas particles (by ZivDero)" msgstr "允许更改 gas 粒子的速度(by ZivDero)" -#: ../../Whats-New.md:563 +#: ../../Whats-New.md:580 msgid "" "Allow upgrade animations to use `Powered` & `PoweredLight/Effect/Special`" " keys (by Starkku)" msgstr "允许加载物动画使用 `Powered` 和 `PoweredLight/Effect/Special` 类的标签(by Starkku)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:581 msgid "" "Toggle for `Explodes=true` BuildingTypes to not explode during buildup or" " being sold (by Starkku)" msgstr "独立设置 `Explodes=true` 的建筑是否在拔起和出售时是否爆炸的开关(by Starkku)" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:582 msgid "" "Toggleable height-based shadow scaling for voxel air units (by Trsdy & " "Starkku)" msgstr "可开关的 Voxel 空中单位影子随高度缩放效果(by Trsdy 与 Starkku)" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:583 msgid "" "User setting toggles for harvester counter & power delta indicator (by " "Starkku)" msgstr "用于矿车计数器和电力变动指示器的用户设置开关(by Starkku)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:584 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:585 msgid "" "Restore functionality of `[CrateRules] -> FreeMCV` with customizable " "credits threshold (by Starkku)" msgstr "复原 `[CrateRules] -> FreeMCV` 功能并允许自定义资金阈值(by Starkku)" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:586 msgid "" "Allow customizing the number of vehicles required for unit crates to turn" " into money crates (by Starkku)" msgstr "允许自定义单位箱子转为钱箱所判定的载具数量阈值(by Starkku)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:587 msgid "Per-VehicleType reroll chance for `CrateGoodie=true` (by Starkku)" msgstr "每个 `CrateGoodie=true` 载具独立定义的重新随机概率(by Starkku)" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:588 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:589 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:573 +#: ../../Whats-New.md:590 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:591 msgid "" "AttachEffect types with new features like custom tint and weapon range " "modifier (by Starkku)" msgstr "AE 类型支持自定义染色和武器射程修正等新功能(by Starkku)" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:592 msgid "" "Force shield effect sync on deploy & vs. organic targets effect " "customization to complement the Iron Curtain ones (by Starkku)" msgstr "力场护盾在(反)部署时继承及针对有生物体的自定义铁幕功能补充(by Starkku)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:593 msgid "" "Map trigger action `41 Play Animation At...` now uses additional " "parameter to determine if animation can play sound, deal damage etc. (by " "Starkku)" msgstr "地图触发结果 `41 播放动画在...` 现在使用额外参数来决定是否播放声音和造成杀伤(by Starkku)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:594 msgid "" "Allow restricting how many times per frame a single radiation site can " "damage a building (by Starkku)" msgstr "允许限制同一辐射每帧对一个建筑造成杀伤的次数(by Starkku)" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:595 msgid "" "Allow explicitly setting the superweapons AI uses for Chronoshift script " "actions (by Starkku)" msgstr "允许明确定义 AI 使用超时空传送脚本动作时所使用的超级武器(by Starkku)" -#: ../../Whats-New.md:579 +#: ../../Whats-New.md:596 msgid "" "Allow customizing Aircraft weapon strafing regardless of `ROT` and " "`Strafing.Shots` values beyond 5 (by Trsdy)" msgstr "允许自定义战机武器扫射功能不受 `ROT` 值限制且 `Strafing.Shots` 可以超过 5(by Trsdy)" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:597 msgid "" "Allow strafing weapons to deduct ammo per shot instead of per strafing " "run (by Starkku)" msgstr "允许扫射武器按每次开火而非每次扫射扣除弹药(by Starkku)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:598 msgid "" "Allow `CloakVisible=true` laser trails optinally be seen only if unit is " "detected (by Starkku)" msgstr "允许 `CloakVisible=true` 的激光尾焰仅在单位被检测到时可见(by Starkku)" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:599 msgid "" "Skirmish AI \"sell all buildings and set all technos to hunt\" behavior " "dehardcode (by TaranDahl)" msgstr "遭遇战 AI「卖家冲锋」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:600 msgid "Skirmish AI \"gather when MCV deploy\" behavior dehardcode (by TaranDahl)" msgstr "遭遇战 AI「在 MCV 部署时集结」行为去硬编码(by TaranDahl)" -#: ../../Whats-New.md:584 +#: ../../Whats-New.md:601 msgid "" "Customizing whether passengers are kicked out when an aircraft fires (by " "ststl)" msgstr "自定义战机开火时是否踹出乘客(by ststl)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:602 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:603 msgid "" "Option to scatter `(Anim/Splash)List` animations around impact " "coordinates (by Starkku)" msgstr "自定义 `(Anim/Splash)List` 在引爆坐标周围散布(by Starkku)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:604 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:605 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:606 msgid "" "AI script action to jump back to previous script after picking a random " "script (by handama)" msgstr "随机跳转回先前步骤的 AI 脚本动作(by handama)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:607 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:608 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:592 +#: ../../Whats-New.md:609 msgid "" "Allow different technos to share build limit in a group (by ststl & " "Ollerus)" msgstr "允许不同科技类型共享建造限制组(by ststl 与 Ollerus)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:610 msgid "" "Map events `604-605` for checking if a specific Techno enters in a cell " "(by FS-21)" msgstr "用于检查特定科技类型是否进入单元格的 `604-605` 号地图触发条件(by FS-21)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:611 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -2672,286 +2784,286 @@ msgstr "" "当 `[GlobalControls] -> DebugPlanningPaths=yes` " "时为玩家控制的所有单位绘制路径点路径而不是仅限玩家所属方的(by Trsdy)" -#: ../../Whats-New.md:595 +#: ../../Whats-New.md:612 msgid "`RemoveDisguise` now works on vehicle disguises (by Trsdy)" msgstr "允许 `RemoveDisguise` 作用于载具伪装效果(by Trsdy)" -#: ../../Whats-New.md:596 +#: ../../Whats-New.md:613 msgid "" "Allow anchoring extended tooltips to the left side of the sidebar (by " "Trsdy)" msgstr "允许将扩展拓展工具条锚定在侧边栏左侧(by Trsdy)" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:614 msgid "" "Toggle to allow spawned aircraft to attack immediately after being " "spawned (by Starkku)" msgstr "子机生成后是否等待集结的开关(by Starkku)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:615 msgid "`ZAdjust` for OverlayTypes (by Starkku)" msgstr "让覆盖物可以读取 `ZAdjust` 标签的值(by Starkku)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:616 msgid "" "Allow customizing extra tint intensity for Iron Curtain & Force Shield " "(by Starkku)" msgstr "允许自定义铁幕和力场护盾的额外染色强度(by Starkku)" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:617 msgid "" "Option to enable parsing 8-bit RGB values from `[ColorAdd]` instead of " "RGB565 (by Starkku)" msgstr "允许 `[ColorAdd]` 使用 8 位 RGB 而非 RGB565(by Starkku)" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:618 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" msgstr "自定义钻地单位的地下水平移动高度和速度(by Starkku)" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:619 msgid "" "Option for Warhead damage to penetrate Iron Curtain or Force Shield (by " "Starkku)" msgstr "允许弹头穿透铁幕或力场护盾(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:620 msgid "Option for Warhead to remove all shield types at once (by Starkku)" msgstr "允许弹头一次性移除所有护盾类型(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:621 msgid "" "Allow customizing voxel light source position (by Kerbiter & Morton, " "based on knowledge of thomassnedon)" msgstr "自定义 Voxel 光照角度(by Kerbiter 与 Morton,基于 thomassnedon 的知识)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:622 msgid "" "Option to fix voxel light source being offset and incorrectly tilting on " "slopes (by Kerbiter)" msgstr "允许使用无额外调整的 Voxel 光照角度计算方式,原版算法会导致在斜坡上使用错误的倾斜角度(by Kerbiter)" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:623 msgid "AI superweapon delay timer customization (by Starkku)" msgstr "自定义 AI 超级武器发射延迟(by Starkku)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:624 msgid "Disabling `MultipleFactory` bonus from specific BuildingType (by Starkku)" msgstr "排除特定工厂的多工厂加成(by Starkku)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:625 msgid "Customizable ChronoSphere teleport delays for units (by Starkku)" msgstr "自定义单位被超时空传送超武传送的延迟(by Starkku)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:626 msgid "Allowed and disallowed types for `FactoryPlant` (by Starkku)" msgstr "`FactoryPlant` 效果的受益类型限制(by Starkku)" -#: ../../Whats-New.md:610 +#: ../../Whats-New.md:627 msgid "" "Customizable damage & 'crumbling' (destruction) frames for TerrainTypes " "(by Starkku)" msgstr "自定义地形对象残损与倒坍(摧毁)帧(by Starkku)" -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:628 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:612 +#: ../../Whats-New.md:629 msgid "Forbidding parallel AI queues for specific TechnoTypes (by Starkku)" msgstr "禁止特定科技类型的 AI 并行生产队列(by Starkku)" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:630 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:631 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:632 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:616 +#: ../../Whats-New.md:633 msgid "Assign Super Weapon cameo to any sidebar tab (by NetsuNegi)" msgstr "自定义超级武器所在栏(by NetsuNegi)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:634 msgid "Customizing effect of level lighting on air units (by Starkku)" msgstr "自定义光照等级对空中单位的影响(by Starkku)" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:635 msgid "" "Reimplemented `Airburst` & `Splits` logic with more customization options" " (by Starkku)" msgstr "重新实现 `Airburst` 和 `Splits` 逻辑并添加更多自定义项(by Starkku)" -#: ../../Whats-New.md:619 +#: ../../Whats-New.md:636 msgid "Buildings considered as destroyable pathfinding obstacles (by Starkku)" msgstr "允许建筑被视为可摧毁的寻路障碍(by Starkku)" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:637 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:638 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:639 msgid "Building unit repair customizations (by Starkku)" msgstr "在建筑上自定义单位维修参数(by Starkku)" -#: ../../Whats-New.md:623 +#: ../../Whats-New.md:640 msgid "" "Toggle to disallow buildings from providing build area during buildup (by" " Starkku)" msgstr "允许禁用建筑还在建造过程中就提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:641 msgid "" "Allow customizing which building types provide build area for a building " "(by Starkku)" msgstr "允许自定义建筑为哪些建筑提供 `BaseNormal` 效果(by Starkku)" -#: ../../Whats-New.md:625 +#: ../../Whats-New.md:642 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:626 +#: ../../Whats-New.md:643 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:644 msgid "Allow infantry to use land sequences in water (by Starkku)" msgstr "允许步兵在水中使用陆地序列(by Starkku)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:645 msgid "" "`` can now be used as owner for pre-placed objects on " "skirmish and multiplayer maps (by Starkku)" msgstr "`` 现在可以作为遭遇战/多人游戏地图预置对象的所有者(by Starkku)" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:646 msgid "Allow customizing charge turret delays per burst on a weapon (by Starkku)" msgstr "允许武器自定义充能炮塔变换间隔(by Starkku)" -#: ../../Whats-New.md:630 +#: ../../Whats-New.md:647 msgid "Draw visual effects for airburst weapons (by CrimRecya)" msgstr "空爆武器正常绘制武器特效(by CrimRecya)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:648 msgid "Unit `Speed` setting now accepts floating point values (by Starkku)" msgstr "现在单位的 `Speed` 支持小数(by Starkku)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:649 msgid "" "`Strafing` is now disabled by default when using `Trajectory` (by " "CrimRecya)" msgstr "现在 `Strafing` 在抛射体使用了 `Trajectory` 时默认禁用(by CrimRecya)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:650 msgid "" "Skip target scanning function calling for unarmed technos (by TaranDahl &" " solar-III)" msgstr "禁用了无武器单位的索敌(by TaranDahl & solar-III)" -#: ../../Whats-New.md:636 +#: ../../Whats-New.md:653 msgid "" "Allow AI to repair structures built from base nodes/trigger action 125/SW" " delivery in single player missions (by Trsdy)" msgstr "允许 AI 在单人任务中修复由基地节点/125 号触发结果/超级武器所投送的建筑(by Trsdy)" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:654 #, python-format msgid "" "Allow usage of `AlternateFLH%d` of vehicles in `OpenTopped` transport. " "(by Trsdy)" msgstr "令载具在 `OpenTopped` 运输工具中使用**运输工具的** `AlternateFLH%d`(by Trsdy)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:655 msgid "" "Improved the statistic distribution of the spawned crates over the " "visible area of the map. (by Trsdy, based on TwinkleStar's work)" msgstr "改进了升级工具箱在可见地图区域内生成位置的统计分布(by Trsdy,基于 TwinkleStar 的工作)" -#: ../../Whats-New.md:639 +#: ../../Whats-New.md:656 msgid "" "Teams spawned by trigger action 7,80,107 can use IFV and `OpenTopped` " "logic normally (by Trsdy)" msgstr "通过触发结果 7/80/107 生成的小队现在可以正常使用 IFV 和 `OpenTopped` 逻辑(by Trsdy)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:657 msgid "" "Prevented units from retaining previous order after ownership change (by " "Trsdy)" msgstr "单位在所属变更后不再保留原指令(by Trsdy)" -#: ../../Whats-New.md:641 +#: ../../Whats-New.md:658 msgid "" "Break the mind-control link when capturing a mind-controlled building " "with an engineer (by Trsdy)" msgstr "工程师占领被心灵控制的建筑时切断心灵控制链接(by Trsdy)" -#: ../../Whats-New.md:642 +#: ../../Whats-New.md:659 msgid "" "Fixed BibShape drawing for a couple of frames during buildup for " "buildings with long buildup animations (by Starkku)" msgstr "修复了建造动画较长的建筑其 BibShape 会在建造过程中闪现的问题(by Starkku)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:660 msgid "Cloaked & disguised objects displaying to observers (by Starkku)" msgstr "观察者现在可以看到隐形和伪装的对象(by Starkku)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:661 msgid "" "Cloaked objects from allies displaying to player in single player " "missions (by Trsdy)" msgstr "单人任务中玩家可以看到友军的隐形对象(by Trsdy)" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:662 msgid "" "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" " (by Trsdy)" msgstr "地图预置建筑不再产生 `NaturalParticleSystem` 的粒子系统(by Trsdy)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:663 msgid "Made sure that `Suicide=yes` weapon does kill the firer (by Trsdy)" msgstr "现在 `Suicide=yes` 的武器可以确保击杀开火者(by Trsdy)" -#: ../../Whats-New.md:647 +#: ../../Whats-New.md:664 msgid "" "Made sure that vxl units being flipped over get killed instead of " "rotating up and down (by Trsdy)" msgstr "现在确保了被翻转的 Voxel 单位会被击杀而不是占据原单元格持续翻滚(不死亡)(by Trsdy)" -#: ../../Whats-New.md:648 +#: ../../Whats-New.md:665 msgid "" "Allow jumpjet units to visually tilt or be flipped over on the ground " "even if `TiltCrashJumpjet=no` (by Trsdy)" msgstr "允许 Jumpjet 单位即便 `TiltCrashJumpjet=no` 也可以显示倾斜或翻转效果(by Trsdy)" -#: ../../Whats-New.md:649 +#: ../../Whats-New.md:666 msgid "" "Fixed the range for number of debris spawned by Warhead to use MaxDebris " "instead of MaxDebris - 1 (by Starkku)" msgstr "现在弹头碎片生成量上线正确使用 `MaxDebris` 而非 `MaxDebris - 1`(by Starkku)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:667 msgid "" "Fixed `LandTargeting=1` not preventing from targeting TerrainTypes (trees" " etc.) on land (by Starkku)" msgstr "修复了 `LandTargeting=1` 没有禁止瞄准陆地上的地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:651 +#: ../../Whats-New.md:668 msgid "" "Fixed `NavalTargeting=6` not preventing from targeting empty water cells " "or TerrainTypes (trees etc.) on water (by Starkku)" msgstr "修复了 `NavalTargeting=6` 没有禁止瞄准空白水域或水上地形对象(树等)的问题(by Starkku)" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:669 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -2960,22 +3072,22 @@ msgstr "" "修复了 `NavalTargeting=7` 和 `LandTargeting=2` 仍允许使用主武器对陆地上的地形对象(树等)的问题(by " "Starkku)" -#: ../../Whats-New.md:653 +#: ../../Whats-New.md:670 msgid "" "Fixed an issue that causes objects in layers outside ground layer to not " "be sorted correctly (caused issues with animation and jumpjet layering " "for an instance) (by Starkku)" msgstr "修复非 ground 层物体排序异常所导致的问题(例如导致动画和 Jumpjet 图层排序错误)(by Starkku)" -#: ../../Whats-New.md:654 +#: ../../Whats-New.md:671 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:655 +#: ../../Whats-New.md:672 msgid "Allow MCV to redeploy in campaigns (by Trsdy)" msgstr "允许 MCV 在战役中重部署(by Trsdy)" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:673 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -2983,13 +3095,13 @@ msgstr "" "允许拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 但 `ConstructionYard=no` " "的情况下被出售(by Trsdy)" -#: ../../Whats-New.md:657 +#: ../../Whats-New.md:674 msgid "" "Fixed infantry without `C4=true` being killed in water if paradropped, " "chronoshifted etc. even if they can normally enter water (by Starkku)" msgstr "修复了无 `C4=true` 的步兵通过空降/超时空等方式进入水域会死亡的问题。即便它们正常情况下进入水域(by Starkku)" -#: ../../Whats-New.md:658 +#: ../../Whats-New.md:675 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -2998,23 +3110,23 @@ msgstr "" "修复了 `WaterBound=true` 且拥有 `UndeploysInto` 的建筑在反部署时无法正常设置载具移动位置的问题(by " "Starkku)" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:676 msgid "Allow more than 5 `AlternateFLH` entries for units (by ststl)" msgstr "允许 `AlternateFLH` 条目超过 5 个(by ststl)" -#: ../../Whats-New.md:660 +#: ../../Whats-New.md:677 msgid "" "Buildings with `CanC4=false` will no longer take 1 point of positive " "damage if hit by negative damage (by Starkku)" msgstr "拥有 `CanC4=false` 的建筑在受到负值杀伤时不再获得 1 点正值伤害(by Starkku)" -#: ../../Whats-New.md:661 +#: ../../Whats-New.md:678 msgid "" "Buildings with primary weapon that has `AG=false` projectile now have " "attack cursor when selected (by Starkku)" msgstr "主武器使用 `AG=false` 抛射体的的建筑现在在选中时将正常显示攻击光标(by Starkku)" -#: ../../Whats-New.md:662 +#: ../../Whats-New.md:679 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -3023,59 +3135,59 @@ msgstr "" "现在 `OpenTopped=true` 且拥有大于 1 的 `Burst` 的武器的运输工具其载员开火不再由于连发的序数而改变侧向偏移位置(by" " Starkku)" -#: ../../Whats-New.md:663 +#: ../../Whats-New.md:680 msgid "" "Light tint created by a building is now able to be removed after loading " "the game (by Trsdy)" msgstr "现在建筑灯光效果可以正常在读档后移除(by Trsdy)" -#: ../../Whats-New.md:664 +#: ../../Whats-New.md:681 msgid "Prevented crashing jumpjet units from firing (by Trsdy)" msgstr "修复了 Jumpjet 单位在坠毁时仍可继续向敌方目标开火的 Bug(by Trsdy)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:682 msgid "" "Fixed disguised infantry not using custom palette for drawing the " "disguise when needed (by Starkku)" msgstr "修复了伪装的步兵在必要时没有使用自定义色盘来绘制伪装图像的问题(by Starkku)" -#: ../../Whats-New.md:666 +#: ../../Whats-New.md:683 msgid "" "Reenabled the obsolete `[General] -> WarpIn` as default anim type when " "units are warping in (by Trsdy)" msgstr "重启废弃的 `[General] -> WarpIn` 作为单位超时空传送来的默认动画类型(by Trsdy)" -#: ../../Whats-New.md:667 +#: ../../Whats-New.md:684 msgid "" "Fixed permanent health bar display for units targeted by temporal weapons" " upon mouse hover (by Trsdy)" msgstr "修复了被超时空武器攻击的单位其血条在鼠标掠过其上后不会消失的 Bug(by Trsdy)" -#: ../../Whats-New.md:668 +#: ../../Whats-New.md:685 msgid "" "Buildings with superweapons no longer display `SuperAnimThree` at " "beginning of match if pre-placed on the map (by Starkku)" msgstr "地图上预先放置的超级武器类建筑在游戏开始时不再显示 `SuperAnimThree`(by Starkku)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:686 msgid "" "AI players can now build `Naval=true` and `Naval=false` vehicles " "concurrently like human players do (by Starkku)" msgstr "现在 AI 玩家可以像人类玩家一样同时建造 `Naval=true` 与 `Naval=false` 的载具(by Starkku)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:687 msgid "" "Fixed the bug when jumpjets were snapping into facing bottom-right when " "starting movement (by Kerbiter)" msgstr "修复了 Jumpjet 单位在开始移动时会突然面向右下方向的 Bug(by Kerbiter)" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:688 msgid "" "Suppressed the BuildingCaptured EVA events when capturing a building " "considered as a vehicle (by Trsdy)" msgstr "移除了占领被视为载具的建筑时触发的 `EVA_BuildingCaptured` 事件播报(by Trsdy)" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:689 msgid "" "Objects with `Palette` set now have their color tint adjusted accordingly" " by superweapons, map retint actions etc. if they belong to a house using" @@ -3085,14 +3197,14 @@ msgstr "" "现在拥有 `Palette` 设置的对象可以正常根据超级武器、地图重绘光照行为等调整其色调。只要它们属于使用了任何配色方案的所属方而不仅限于 " "`[Colors]` 列表前半部分那些(by Starkku)" -#: ../../Whats-New.md:673 +#: ../../Whats-New.md:690 msgid "" "Animations using `AltPalette` are now remapped to their owner's color " "scheme instead of first listed color scheme and no longer draw over " "shroud (by Starkku)" msgstr "现在使用 `AltPalette` 的动画会被重映射到其所属方的配色方案而不再是被列出的第一个配色方案并且不再绘制于黑幕之上(by Starkku)" -#: ../../Whats-New.md:674 +#: ../../Whats-New.md:691 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3101,13 +3213,13 @@ msgstr "" "修复了 `DeployToFire` 未考虑 `DeploysInto` 建筑的摆放规则并导致该功能无法与 `WaterBound` " "建筑一起正常工作的问题(by Starkku)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:692 msgid "" "Fixed `DeployToFire` not recalculating firer's position on land if it " "cannot currently deploy (by Starkku)" msgstr "修复了 `DeployToFire` 在当前无法部署时未能重新计算开火者在陆地上所处位置的问题(by Starkku)" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:693 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3115,67 +3227,67 @@ msgstr "" "现在可以通过设置 `Arcing.AllowElevationInaccuracy=false` 来修复 `Arcing=true` " "抛射体在有高程影响下的精度问题(by Starkku)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:694 msgid "" "Fixed position and layer of info tip and reveal production cameo on " "selected building (by Belonit)" msgstr "修复了被选中建筑上信息提示和显示生产图标的位置和图层问题(by Belonit)" -#: ../../Whats-New.md:678 +#: ../../Whats-New.md:695 msgid "Fixed `TurretOffset` to be supported for SHP vehicles (by TwinkleStar)" msgstr "现在 `TurretOffset` 可以支持 Shape 载具了(by TwinkleStar)" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:696 msgid "" "`Powered`/`PoweredSpecial` buildings' powered anims will update as usual " "when being captured by enemies (by Trsdy)" msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题(by Trsdy)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:697 msgid "" "Fixed a glitch related to incorrect target setting for missiles (by " "Belonit)" msgstr "修复导弹目标设置错误导致的图形问题(by Belonit)" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:698 msgid "" "Skipped parsing `[Header]` section of compaign maps which led to " "occasional crashes on Linux (by Trsdy)" msgstr "跳过对战役地图 `[Header]` 小节的解析以修复 Linux 系统偶尔崩溃的问题(by Trsdy)" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:699 msgid "Fixed units' turret rotation and jumpjet wobble under EMP (by Trsdy)" msgstr "修复了 EMP 状态下炮塔仍可转动炮塔以及 Jumpjet 单位仍旧浮动的问题(by Trsdy)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:700 msgid "" "Fixed `AmbientDamage` when used with `IsRailgun=yes` being cut off by " "elevation changes (by Starkku)" msgstr "修复了 `AmbientDamage` 在与 `IsRailgun=yes` 共用时会被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:684 +#: ../../Whats-New.md:701 msgid "" "Fixed railgun and fire particles being cut off by elevation changes (by " "Starkku)" msgstr "修复了轨道炮和火焰粒子被高度变化切断的问题(by Starkku)" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:702 msgid "" "Fixed teleport units' frozen-still timer being reset after load game (by " "Trsdy)" msgstr "修复了超时空单位的僵直计时器在载入游戏后被清空的问题(by Trsdy)" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:703 msgid "Fixed teleport units being unable to visually tilt on slopes (by Trsdy)" msgstr "修复了超时空运动模式的单位无法在斜坡上视觉性倾斜的问题(by Trsdy)" -#: ../../Whats-New.md:687 +#: ../../Whats-New.md:704 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" msgstr "修复了超时空和钻地单位无法视觉翻转的问题(by Trsdy)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:705 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3184,89 +3296,89 @@ msgstr "" "现在战机在建筑上停靠时尊重 `[AudioVisual] -> PoseDir` " "作为默认设置而不总是朝向北方,或者在地图预置建筑上面向建筑的方向(by Starkku)" -#: ../../Whats-New.md:689 +#: ../../Whats-New.md:706 msgid "" "Spawned aircraft now align with the spawner's facing when landing (by " "Starkku)" msgstr "现在生成的子机在降落时会与其母舰的朝向对正(by Starkku)" -#: ../../Whats-New.md:690 +#: ../../Whats-New.md:707 msgid "" "Fixed infantries attempted to entering buildings when waypointing " "together with engineer/agent/occupier/etc (by Trsdy)" msgstr "修复了步兵在与间谍/工程师/可驻军步兵等一起进入路径点时会尝试进入建筑的 Bug(by Trsdy)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:708 msgid "Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi)" msgstr "移除了 Jumpjet 单位坠毁到建筑上时的减速效果(by NetsuNegi)" -#: ../../Whats-New.md:692 +#: ../../Whats-New.md:709 msgid "" "Fixed a desync potentially caused by displaying of cursor over selected " "`DeploysInto` units (by Starkku)" msgstr "修复了在选中 `DeploysInto` 单位上显示光标时可能引起的不同步问题(by Starkku)" -#: ../../Whats-New.md:693 +#: ../../Whats-New.md:710 msgid "Skipped drawing the rally point line when undeploying a factory (by Trsdy)" msgstr "跳过工厂类建筑反部署时的集结线绘制(by Trsdy)" -#: ../../Whats-New.md:694 +#: ../../Whats-New.md:711 msgid "" "Tint effects are now correctly applied to SHP vehicles and all types of " "aircraft as well as building animations regardless of their position (by " "Starkku)" msgstr "现在染色效果无论对象位置如何都会正确对 Shape 载具、所有类型的战机以及建筑动画生效(by Starkku)" -#: ../../Whats-New.md:695 +#: ../../Whats-New.md:712 msgid "" "Iron Curtained / Force Shielded objects now always use the correct tint " "color (by Starkku)" msgstr "现在被铁幕或力场护盾保护的对象将始终使用正确的染色效果(by Starkku)" -#: ../../Whats-New.md:696 +#: ../../Whats-New.md:713 msgid "" "Objects in invalid map coordinates are no longer used for starting view " "and AI base center calculations (by Starkku)" msgstr "位于无效地图坐标中的对象不再用于初始视图和 AI 基地中心计算(by Starkku)" -#: ../../Whats-New.md:697 +#: ../../Whats-New.md:714 msgid "" "Units & buildings with `DecloakToFire=false` weapons can now cloak while " "targeting & reloading (by Starkku)" msgstr "现在拥有 `DecloakToFire=false` 武器的单位和建筑在瞄准和装填时会隐形(by Starkku)" -#: ../../Whats-New.md:698 +#: ../../Whats-New.md:715 msgid "" "Units with `Sensors=true` will no longer reveal ally buildings (by " "Starkku)" msgstr "拥有 `Sensors=true` 的单位将不再解除友军建筑的隐形(by Starkku)" -#: ../../Whats-New.md:699 +#: ../../Whats-New.md:716 msgid "" "Air units are now reliably included by target scan with large range and " "Warhead detonation by large `CellSpread` (by Starkku)" msgstr "现在具有大范围的目标检索和大 `CellSpread` 的弹头爆炸范围可靠的包含了空中单位(by Starkku)" -#: ../../Whats-New.md:700 +#: ../../Whats-New.md:717 msgid "" "Weapons with `AA=true` Projectile can now correctly fire at air units " "when both firer and target are over a bridge (by Starkku)" msgstr "现在当开火者和目标都在桥上时拥有 `AA=true` 抛射体的武器可以正确的对空中单位射击(by Starkku)" -#: ../../Whats-New.md:701 +#: ../../Whats-New.md:718 msgid "" "Fixed disguised units not using the correct palette if target has custom " "palette (by NetsuNegi)" msgstr "修复了伪装单位在目标具有自定义调色盘时未使用正确调色盘的问题(by NetsuNegi)" -#: ../../Whats-New.md:702 +#: ../../Whats-New.md:719 msgid "" "Building upgrades now consistently use building's `PowerUpN` animation " "settings corresponding to the upgrade's `PowersUpToLevel` where possible " "(by Starkku)" msgstr "现在建筑加载物将尽可能一致地使用与加载物 `PowersUpToLevel` 相对应的建筑 `PowerUpN` 动画设置(by Starkku)" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:720 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3276,19 +3388,19 @@ msgstr "" "现在钻地单位在钻地或正在钻地时不再允许执行例如发射武器或 `IsSimpleDeployer` " "那样的部署功能,现在它们会先像运输工具释放乘客那样先钻出地面(by Starkku)" -#: ../../Whats-New.md:704 +#: ../../Whats-New.md:721 msgid "" "Fixed `Temporal=true` Warheads potentially crashing game if used to " "attack `Slaved=true` infantry (by Starkku)" msgstr "修复了 `Temporal=true` 弹头在攻击 `Slaved=true` 步兵时可能崩溃的问题(by Starkku)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:722 msgid "" "Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too " "fast (by NetsuNegi)" msgstr "修复了一些运动模式(Tunnel、Walk、Mech)在移动过快时卡住的问题(by NetsuNegi)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:723 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3297,31 +3409,31 @@ msgstr "" "现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化(by" " Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:724 msgid "" "Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by " "Starkku)" msgstr "修复了核弹和心灵支配的光照等级未应用于战机类别的问题(by Starkku)" -#: ../../Whats-New.md:708 +#: ../../Whats-New.md:725 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " "infantries (by Trsdy)" msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果(by Trsdy)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:726 msgid "" "Projectiles created from `AirburstWeapon` now remember their WeaponType " "and can apply radiation etc. (by Starkku)" msgstr "现在由 `AirburstWeapon` 创建的抛射体会保留完整 WeaponType 并且可以应用辐射等效果(by Starkku)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:727 msgid "" "Fixed damaged aircraft not repairing on `UnitReload=true` docks unless " "they land on the dock first (by Starkku)" msgstr "修复了受损的战机除非先降落于 `UnitReload=true` 的停靠点上否则不能修复的问题(by Starkku)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:728 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3331,7 +3443,7 @@ msgstr "" "来切换某些全局地块索引(`ShorePieces`、`WaterSet`、`CliffSet`、`WaterCliffs`、`WaterBridge`、`BridgeSet`" " 和 `WoodBridgeSet`)以解析月球场景(by Starkku)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:729 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3339,13 +3451,13 @@ msgstr "" "修复了步兵在水中显示 `SecondaryFire`/`SecondaryProne` 序列而不是 `WetAttack` 的问题(by " "Starkku)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:730 msgid "" "Fixed objects with ally target and `AttackFriendlies=true` having their " "target reset every frame, particularly AI-owned buildings (by Starkku)" msgstr "修复了目标为友军单位且 `AttackFriendlies=true` 的对象每帧重置目标的问题,尤其是 AI 拥有的建筑(by Starkku)" -#: ../../Whats-New.md:714 +#: ../../Whats-New.md:731 msgid "" "Follower vehicle index for preplaced vehicles in maps is now explicitly " "constrained to `[Units]` list in map files and is no longer thrown off by" @@ -3355,42 +3467,42 @@ msgstr "" "现在地图预置载具的跟随索引已被明确限制在地图 `[Units]` " "列表中并且不再受到无法创建的载具或创建的载具具有其他载具作为初始乘客的情况所干扰(by Starkku)" -#: ../../Whats-New.md:715 +#: ../../Whats-New.md:732 msgid "" "Drive/Jumpjet/Ship/Teleport locomotor did not power on when it is un-" "piggybacked bugfix (by tyuah8)" msgstr "修复了 Drive/Jumpjet/Ship/Teleport 运动方式在退出 piggybacked 接口时无法激活的问题(by tyuah8)" -#: ../../Whats-New.md:716 +#: ../../Whats-New.md:733 msgid "Fixed `Stop` command not working so well in some cases (by CrimRecya)" msgstr "修复了 `停止` 命令有时候不灵光的问题(by CrimRecya)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:734 msgid "" "Use 2D distance instead of 3D to check whether in air team members have " "arrived destination (by CrimRecya)" msgstr "现在作为小队成员的空中单位将使用 2D 距离而不是 3D 距离来判断是否达到任务目的地(by CrimRecya)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:735 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" msgstr "现在钻地运动方式享受来自升级、AttachEffect 等所有来源的速度加成(by Starkku)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:736 msgid "" "Fixed an issue where a unit will leave an impassable invisible barrier in" " its original position when it is teleported by ChronoSphere onto an " "uncrushable unit and self destruct (by NetsuNegi)" msgstr "修复了一个单位被超时空传送超武传送到一个不可碾压的单位上并自爆时会在原地留下空气墙的问题(by NetsuNegi)" -#: ../../Whats-New.md:720 +#: ../../Whats-New.md:737 msgid "" "Fixed the bug that parasite will vanish if it missed its target when its " "previous cell is occupied (by TaranDahl)" msgstr "修复了寄生单位在错过目标且其先前单元格被占用时会直接消失的 Bug(by TaranDahl)" -#: ../../Whats-New.md:721 +#: ../../Whats-New.md:738 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3401,38 +3513,38 @@ msgstr "" "战机现在会根据其 `MovementZone` 和 `SpeedType` " "在移动到不同地形上时表现得像预期一样。特别是,这修复了原版中战机被命令移动到水面却将移动命令改为附近的岸边这一异常行为(by CrimRecya)" -#: ../../Whats-New.md:722 +#: ../../Whats-New.md:739 msgid "" "Fixed the bug that destroyed unit may leaves sensors (by tyuah8 & " "NetsuNegi)" msgstr "修复了单位被摧毁仍会遗留反隐形探测效果的问题(by tyuah8 与 NetsuNegi)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:740 msgid "" "`FreeUnit` uses its own `SpeedType` to determine where to spawn (by " "NetsuNegi)" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置(by NetsuNegi)" -#: ../../Whats-New.md:724 +#: ../../Whats-New.md:741 msgid "" "Fixed the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land (by NetsuNegi)" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:725 +#: ../../Whats-New.md:742 msgid "" "Fixed the bug where pathfinding issues occur when a building performs " "undeploy (by NetsuNegi)" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题(by NetsuNegi)" -#: ../../Whats-New.md:726 +#: ../../Whats-New.md:743 msgid "" "Units are now unable to kick out from a factory that is in construction " "process, and will not always stuck in the factory (by CrimRecya & " "TaranDahl)" msgstr "单位现在不会再从正在建造的工厂中驶出,并且将不再会被卡在工厂内(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:727 +#: ../../Whats-New.md:744 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -3441,32 +3553,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:728 +#: ../../Whats-New.md:745 msgid "" "Fixed a jumpjet crash related to voxel shadow drawing (by hejiajun107, " "Xkein, ZivDero)" msgstr "修复与 Voxel 阴影绘制相关的 Jumpjet 崩溃问题(by hejiajun107、Xkein、ZivDero)" -#: ../../Whats-New.md:729 +#: ../../Whats-New.md:746 msgid "" "Fixed issues caused by incorrect reference removal (f.ex. If the unit " "cloaks/enters transport, it cannot gain experience from previously " "launched spawners/C4/projectiles)" msgstr "修复了错误脱引用导致的问题(例如,如果单位隐形/进入运输工具则无法自此前发射的子机/抛射体以及安置的 C4 炸弹获得经验)" -#: ../../Whats-New.md:730 +#: ../../Whats-New.md:747 msgid "" "Fixed an issue that caused `IsSonic=true` wave drawing to crash the game " "if the wave traveled over a certain distance (by Starkku)" msgstr "修复了一个如果 `IsSonic=true` 的波绘制超过一定距离会导致游戏崩溃的问题(by Starkku)" -#: ../../Whats-New.md:731 +#: ../../Whats-New.md:748 msgid "" "Fixed `Hospital=yes` building can't kick out infantry after loading a " "save (by FlyStar)" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题(by FlyStar)" -#: ../../Whats-New.md:732 +#: ../../Whats-New.md:749 msgid "" "Electric bolts that are supposed to update their position based on units " "current firing coords (by default, those fired by vehicles) now do so " @@ -3475,57 +3587,57 @@ msgstr "" "现在那些本应跟随单位当前开火坐标更新位置的 EBolt 效果(默认指由载具发射的)能够正确的对超过 1 个同时创建的 EBolt 效果生效(by " "Starkku)" -#: ../../Whats-New.md:733 +#: ../../Whats-New.md:750 msgid "" "Fixed an issue where `FireAngle` would not work properly under certain " "circumstances (by TaranDahl)" msgstr "修复了 `FireAngle` 在某些情况下未能正常工作的问题(by TaranDahl)" -#: ../../Whats-New.md:734 +#: ../../Whats-New.md:751 msgid "" "Fixed the bug that healing weapons could not automatically acquire aerial" " targets (by TaranDahl)" msgstr "修复了治疗武器无法自动获取到空中目标的 Bug(by TaranDahl)" -#: ../../Whats-New.md:735 +#: ../../Whats-New.md:752 msgid "" "Technos are no longer unable to stop when it is above the elevated " "bridge, and they are still not allowed to stop moving under the elevated " "bridge, but can stop other missions (by CrimRecya)" msgstr "单位不再会因为在桥上而无法停止,目前它们在桥下还无法停止移动,但可以停止其他任务(by CrimRecya)" -#: ../../Whats-New.md:736 +#: ../../Whats-New.md:753 msgid "" "Fixed an issue that aircraft carriers can not find suitable locations for" " attacks when under elevated bridges on their own (by CrimRecya)" msgstr "修复了航空母舰在桥下时无法找到恰当攻击位置的问题(by CrimRecya)" -#: ../../Whats-New.md:737 +#: ../../Whats-New.md:754 msgid "" "Fixed an issue that in air aircraft carriers being unable to attack when " "it is near by elevated bridges (by CrimRecya & TaranDahl)" msgstr "修复了空天母舰靠近高架桥梁时无法攻击的问题(by CrimRecya 与 TaranDahl)" -#: ../../Whats-New.md:738 +#: ../../Whats-New.md:755 msgid "" "Fixed an issue that aircraft carriers cannot retract its spawned aircraft" " when on the bridge (by CrimRecya)" msgstr "修复了航空母舰在桥上无法回收子机的问题(by CrimRecya)" -#: ../../Whats-New.md:739 +#: ../../Whats-New.md:756 msgid "" "Fixed an issue where the shadow of jumpjet remained on the ground when it" " was above the elevated bridge (by CrimRecya)" msgstr "修复了 Jumpjet 在桥梁上方时其影子残留在地面的问题(by CrimRecya)" -#: ../../Whats-New.md:740 +#: ../../Whats-New.md:757 msgid "" "Fixed an issue where AI would select unreachable buildings and get stuck " "when looking for buildings like tank bunkers, bio reactors, etc. (by " "TaranDahl)" msgstr "修复了 AI 会找实际无法抵达的坦克碉堡、生化反应炉等建筑作为目标而导致卡住的问题(by TaranDahl)" -#: ../../Whats-New.md:741 +#: ../../Whats-New.md:758 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -3533,231 +3645,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:742 +#: ../../Whats-New.md:759 msgid "" "Fixed the bug that harvester dont stop unloading and cannot unload cargos" " anymore when lifting by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:743 +#: ../../Whats-New.md:760 msgid "" "Fixed an issue that units on the slope tilted at an excessive angle (by " "CrimRecya & NetsuNegi)" msgstr "修复了单位在斜坡上倾斜角度过大的问题(by CrimRecya 与 NetsuNegi)" -#: ../../Whats-New.md:744 +#: ../../Whats-New.md:761 msgid "" "Fixed an issue that the first passenger who call the transport ship no " "longer board the transport ship when the land units call for boarding (by" " CrimRecya)" msgstr "修复了当陆地单位请求登船时第一个呼叫运输船的乘客不会登船的问题(by CrimRecya)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:762 msgid "" "Fixed an issue that impassable invisible barrier generated by the " "behavior of infantry continuously entering vehicles (by CrimRecya)" msgstr "修复了步兵通过路径点连续进入两个载具等行为会产生空气墙的问题(by CrimRecya)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:763 msgid "" "Fixed an issue that teleport units board transport vehicles on the bridge" " will create an impassable invisible barrier, which may cause the game to" " freeze or even crash (by NetsuNegi)" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题(by NetsuNegi)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:764 msgid "" "Fixed an issue that moving MCV with Teleport locomotion will cause " "reconnection error (by CrimRecya)" msgstr "修复了超时空移动的 MCV 会引发 Reconnection Error 的问题(by CrimRecya)" -#: ../../Whats-New.md:748 +#: ../../Whats-New.md:765 msgid "" "Fixed wrong shadow when a vehicle has hover locomotor and is being lifted" " by `IsLocomotor=yes` warhead (by NetsuNegi)" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影(by NetsuNegi)" -#: ../../Whats-New.md:749 +#: ../../Whats-New.md:766 msgid "" "Fixed an issue that harvesters with amphibious movement zone can not " "automatically return to refineries with `WaterBound` on water surface (by" " NetsuNegi)" msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题(by NetsuNegi)" -#: ../../Whats-New.md:750 +#: ../../Whats-New.md:767 msgid "" "Fixed an issue that game crashes (EIP:7FB178) when infantry are about to " "enter an occupiable building that has been removed and is not real dead " "(by CrimRecya)" msgstr "修复了当步兵进入一个已被移除但并未真正死亡的可驻军建筑时导致的游戏崩溃问题(EIP:7FB178)(by CrimRecya)" -#: ../../Whats-New.md:751 +#: ../../Whats-New.md:768 msgid "" "Fixed an issue that game crashes when spawnee has been removed and is not" " real dead (by CrimRecya)" msgstr "修复了当子机已被移除但并未真正死亡时导致的游戏崩溃问题(by CrimRecya)" -#: ../../Whats-New.md:752 +#: ../../Whats-New.md:769 msgid "" "Fixed the bug that infantry ignored `Passengers` and `SizeLimit` when " "entering buildings (by NetsuNegi)" msgstr "修复了步兵进入建筑时忽略 `Passengers` 和 `SizeLimit` 的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:770 msgid "" "Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar" " (by Fryone)" msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题(by Fryone)" -#: ../../Whats-New.md:754 +#: ../../Whats-New.md:771 msgid "Fixed the bug that ships can travel on elevated bridges (by NetsuNegi)" msgstr "修复了船只可以在高架桥上行驶的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:755 +#: ../../Whats-New.md:772 msgid "" "Fixed the bug that uncontrolled scatter when elite techno attacked by " "aircraft or some unit try crush it (by NetsuNegi)" msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:756 +#: ../../Whats-New.md:773 msgid "" "Second weapon with `ElectricAssault=yes` will not unconditionally attack " "your building with `Overpowerable=yes` (by FlyStar)" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑(by FlyStar)" -#: ../../Whats-New.md:757 +#: ../../Whats-New.md:774 msgid "" "Fixed an issue that the widespread damage caused by detonation on the " "bridge/ground cannot affect objects on the ground/bridge who are in the " "opposite case (by CrimRecya)" msgstr "修复了范围伤害在桥上/地面引爆时无法影响相对情况即在地面/桥上的对象的问题(by CrimRecya)" -#: ../../Whats-New.md:758 +#: ../../Whats-New.md:775 msgid "" "Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective " "on airforce (by NetsuNegi)" msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:776 msgid "" "Fixed an issue of incorrect position of `TrailerAnim` in `VoxelAnim` (by " "CrimRecya)" msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题(by CrimRecya)" -#: ../../Whats-New.md:760 +#: ../../Whats-New.md:777 msgid "" "Fixed the bug that `OpenToppedWarpDistance` is calculated incorrectly for" " building target (by TaranDahl)" msgstr "修复了建筑类目标 `OpenToppedWarpDistance` 计算错误的 Bug(by TaranDahl)" -#: ../../Whats-New.md:761 +#: ../../Whats-New.md:778 msgid "" "Fixed an issue that `MovementZone=Fly` harvesters can not be able to " "enter refinery buildings manually (by CrimRecya)" msgstr "修复了 `MovementZone=Fly` 的矿车无法手动进入矿场的问题(by CrimRecya)" -#: ../../Whats-New.md:762 +#: ../../Whats-New.md:779 msgid "" "Fixed an issue that jumpjet harvester cannot automatically go mining when" " leaving the weapons factory (by CrimRecya)" msgstr "修复了 `Locomotor=Jumpjet` 的矿车出厂后不会自动去采矿的问题(by CrimRecya)" -#: ../../Whats-New.md:763 +#: ../../Whats-New.md:780 msgid "" "Fixed an issue that jumpjet harvester will overlap when manually entering" " refinery buildings and cause game crashes (by CrimRecya)" msgstr "修复了 `Locomotor=Jumpjet` 的矿车会因为手动进入矿场而交叠并导致游戏崩溃的问题(by CrimRecya)" -#: ../../Whats-New.md:764 +#: ../../Whats-New.md:781 msgid "" "Fixed an issue that `Spawned` aircraft will fly towards the edge of the " "map when its `Spawner` is under EMP (by CrimRecya)" msgstr "修了拥有 `Spawned` 的战机会在子机发射器单位处于 EMP 状态时飞向地图边界的问题(by CrimRecya)" -#: ../../Whats-New.md:765 +#: ../../Whats-New.md:782 msgid "" "Engineers can enter buildings normally when they don't need to be " "repaired (or you can force it by pressing Alt) (by FlyStar)" msgstr "工程师在建筑无需维修时可以正常进入(也可以通过按住 `[Alt]` 强制进入)(by FlyStar)" -#: ../../Whats-New.md:766 +#: ../../Whats-New.md:783 msgid "" "Player-controlled spies are not forced to perform other tasks while " "attacking buildings (by FlyStar)" msgstr "人类玩家控制的间谍在攻击建筑时不会强制执行其他任务(by FlyStar)" -#: ../../Whats-New.md:767 +#: ../../Whats-New.md:784 msgid "" "If `BombDisarm=yes` is not present for all weapon warheads, then the " "engineer will no longer use the appropriate mouse action (by FlyStar)" msgstr "如果所有武器的弹头都没有 `BombDisarm=yes` 则工程师将不再使用相应的鼠标动作(by FlyStar)" -#: ../../Whats-New.md:768 +#: ../../Whats-New.md:785 msgid "Fixed an unusual use of DeployFireWeapon for InfantryType (by FlyStar)" msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况(by FlyStar)" -#: ../../Whats-New.md:769 +#: ../../Whats-New.md:786 msgid "" "Fixed the bug that passengers' Temporal attacks wouldn't stop when an " "OpenTopped vehicle was frozen by a Temporal warhead (by NetsuNegi)" msgstr "修复了即便 `OpenTopped` 载具被超时空弹头冻结其乘客的超时空武器攻击也不会停止的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:770 +#: ../../Whats-New.md:787 msgid "" "Fixed the bug that vehicle owned by computer will scatter when cloaking " "(by NetsuNegi)" msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:771 +#: ../../Whats-New.md:788 msgid "" "Fixed the bug that submarine always turn left after changed owner by map " "event (by NetsuNegi)" msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:772 +#: ../../Whats-New.md:789 msgid "" "Fixed the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants (by NetsuNegi)" msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:773 +#: ../../Whats-New.md:790 msgid "" "Fixed an issue that if the garrison unload occupants when there is no " "open space around it would result in the disappearance of the occupants " "(by CrimRecya)" msgstr "修复了周围没有空地时释放驻军会导致它们消失的问题(by CrimRecya)" -#: ../../Whats-New.md:774 +#: ../../Whats-New.md:791 msgid "" "Fixed the bug that Locomotor warhead won't stop working when the attacker" " is being affected by `Temporal=yes` warhead (by NetsuNegi)" msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:775 +#: ../../Whats-New.md:792 msgid "" "Fixed the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge (by NetsuNegi)" msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:776 +#: ../../Whats-New.md:793 msgid "" "Fixed the bug that Locomotor warhead won't stop working when firer " "(except for vehicle) stop firing (by NetsuNegi)" msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:777 +#: ../../Whats-New.md:794 msgid "" "Fixed the bug that hover vehicle will sink if destroyed on bridge (by " "NetsuNegi)" msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:778 +#: ../../Whats-New.md:795 msgid "" "Fixed the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target (by FlyStar)" msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题(by FlyStar)" -#: ../../Whats-New.md:779 +#: ../../Whats-New.md:796 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -3766,35 +3878,35 @@ msgstr "" "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃(EIP 0x42A525、0x42C507、0x42C554)问题(by " "CrimRecya)" -#: ../../Whats-New.md:782 +#: ../../Whats-New.md:799 msgid "" "Fixed a few errors of calling for superweapon launch by `LaunchSW` or " "building infiltration (by Trsdy)" msgstr "修复了通过 `LaunchSW` 或渗透建筑来调用超级武器发射相关的若干错误(by Trsdy)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:800 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:784 +#: ../../Whats-New.md:801 msgid "" "Reimplemented the bugfix for jumpjet units' facing when firing, discard " "the inappropriate `JumpjetTurnToTarget` tag (by Trsdy)" msgstr "重新实现了 Jumpjet 开火朝向 Bug 修复,弃用不合适的 `JumpjetTurnToTarget` 标签(by Trsdy)" -#: ../../Whats-New.md:785 +#: ../../Whats-New.md:802 msgid "" "`Gunner=true` transports now correctly change turret if a passenger is " "removed by `PassengerDeletion` (by Starkku)" msgstr "现在 `Gunner=true` 的运输工具可以在载员被 `PassengerDeletion` 删除时正确更换炮塔图像(by Starkku)" -#: ../../Whats-New.md:786 +#: ../../Whats-New.md:803 msgid "" "`PassengerDeletion.Soylent` now correctly calculates refund value if " "removed passenger has no explicitly set `Soylent` value (by Starkku)" msgstr "现在 `PassengerDeletion.Soylent` 可以在载员未设置 `Soylent` 的情况下正确计算退款金额(by Starkku)" -#: ../../Whats-New.md:787 +#: ../../Whats-New.md:804 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -3803,68 +3915,68 @@ msgstr "" "现在超武的 `Detonate.Weapon` 和 `Detonate.Warhead` 即便找不到发射建筑也会使用发射者的所属方来造成伤害并使用" " Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:788 +#: ../../Whats-New.md:805 msgid "" "`CreateUnit` now uses civilian house as owner instead if the intended " "owner house has been defeated (this is in-line with how `MakeInfantry` " "works) (by Starkku)" msgstr "现在 `CreateUnit` 会在目标所属方失败时转为中立所属方(与 `MakeInfantry` 的工作方式一致)(by Starkku)" -#: ../../Whats-New.md:789 +#: ../../Whats-New.md:806 msgid "" "`IsHouseColor` laser trails on techno now correctly change color when it " "changes owner (by Trsdy)" msgstr "现在 `IsHouseColor` 的激光尾焰可以在所属方变更时正确改变颜色(by Trsdy)" -#: ../../Whats-New.md:790 +#: ../../Whats-New.md:807 msgid "" "Fixed `Layer.UseObjectLayer=true` to work correctly for all cases where " "object changes layer (by Starkku)" msgstr "修复了 `Layer.UseObjectLayer=true` 以在所有对象改变层级的情形下都能正确工作(by Starkku)" -#: ../../Whats-New.md:791 +#: ../../Whats-New.md:808 msgid "" "Fixed `DetonateOnAllMapObjects.RequireVerses` not considering shield " "armor types (by Starkku)" msgstr "修复了 `DetonateOnAllMapObjects.RequireVerses` 未考虑护甲类型的问题(by Starkku)" -#: ../../Whats-New.md:792 +#: ../../Whats-New.md:809 msgid "" "Fixed new Phobos script actions not picking team leader correctly based " "on `LeadershipRating` (by Starkku)" msgstr "修复了 Phobos 新增动作脚本未能正确根据 `LeadershipRating` 选择队长的问题(by Starkku)" -#: ../../Whats-New.md:793 +#: ../../Whats-New.md:810 msgid "" "Fixed an issue with `Gunner=true` vehicles not correctly using the first " "passenger's mode with multiple passengers inside (by Starkku)" msgstr "修复了 `Gunner=true` 载具存在多名载员时未能正确使用首位载员 `IFVMode` 的问题(by Starkku)" -#: ../../Whats-New.md:794 +#: ../../Whats-New.md:811 msgid "" "Used `MindControl.Anim` for buildings deployed from mind-controlled " "vehicles (by Trsdy)" msgstr "为从被心灵控制的载具部署而来的建筑应用 `MindControl.Anim` 动画(by Trsdy)" -#: ../../Whats-New.md:795 +#: ../../Whats-New.md:812 msgid "" "Optimized extension class implementation, should improve performance all " "around (by Otamaa & Starkku)" msgstr "优化了扩展类的实现,应该能提高整体性能(by Otamaa 与 Starkku)" -#: ../../Whats-New.md:796 +#: ../../Whats-New.md:813 msgid "" "Fixed `Interceptor` not resetting target if the intercepted projectile " "changes type to non-interceptable one afterwards (by Starkku)" msgstr "修复了 `Interceptor` 在拦截的抛射体变为不可拦截抛射体后未能重置目标的问题(by Starkku)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:814 msgid "" "Fixed `PlacementPreview` setting for BuildingTypes not being parsed from " "INI (by Starkku)" msgstr "修复了 `[BuildingType] -> PlacementPreview` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:798 +#: ../../Whats-New.md:815 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -3872,13 +3984,13 @@ msgstr "" "修复使用了 `CreateUnit.Owner` 的 Phobos 动画新增逻辑后导致不再检查 `MakeInfantryOwner` " "的问题(by Starkku)" -#: ../../Whats-New.md:799 +#: ../../Whats-New.md:816 msgid "" "Fixed `AutoDeath` to consider all conditions for objects in limbo (by " "Starkku)" msgstr "修复 `AutoDeath` 未考虑 Limbo 单位作为条件的问题(by Starkku)" -#: ../../Whats-New.md:800 +#: ../../Whats-New.md:817 msgid "" "Shields will no longer take damage if the parent techno has `Immune=true`" " or has `TypeImmune=true` and the damage comes from instance of same " @@ -3887,42 +3999,42 @@ msgstr "" "护盾现在可以正常根据单位上的 `Immune=true` 和 `TypeImmune=true` 正常忽略这些语句所免疫的伤害(by " "Starkku)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:818 msgid "Fixed interceptors causing multiplayer games to desync (by Starkku)" msgstr "修复了抛射体拦截导致的 Reconnection Error 问题(by Starkku)" -#: ../../Whats-New.md:802 +#: ../../Whats-New.md:819 msgid "" "Optimized performance for map trigger retint action light source fix (by " "Starkku)" msgstr "优化了地图触发器重绘光源修复的性能表现(by Starkku)" -#: ../../Whats-New.md:803 +#: ../../Whats-New.md:820 msgid "" "Fixed a number of issues with Warhead Shield respawn / self heal rate " "modifiers like timers getting reset unnecessarily, the timer being " "adjusted wrong after the Warhead effect runs out etc. (by Starkku)" msgstr "修复了弹头护盾重生/自愈相关的多个问题例如计时器在不必要的情况下重置以及弹头效果结束后计时器被错误地调整等(by Starkku)" -#: ../../Whats-New.md:804 +#: ../../Whats-New.md:821 msgid "" "Fixed a problem with disguise visibility logic that could cause game to " "crash on loading a map (by Starkku)" msgstr "修复了伪装可见性可能导致地图加载时崩溃的问题(by Starkku)" -#: ../../Whats-New.md:805 +#: ../../Whats-New.md:822 msgid "" "Fixed owned `LimboDelivery` buildings not being saved correctly in " "savegames (by Starkku)" msgstr "修复了已有 `LimboDelivery` 建筑没有正确写入存档的问题(by Starkku)" -#: ../../Whats-New.md:806 +#: ../../Whats-New.md:823 msgid "" "Fixed a typo in weapon selector code causing issues with `NoAmmoWeapon` " "and related checks (by Starkku)" msgstr "修复了武器选择代码中导致 `NoAmmoWeapon` 及相关检查出错的拼写错误(by Starkku)" -#: ../../Whats-New.md:807 +#: ../../Whats-New.md:824 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -3931,67 +4043,67 @@ msgstr "" "修复了 `DetonateOnAllMapObjects` 在摧毁使用了 Ares 的高级废墟逻辑的建筑上行为异常甚至存在潜在崩溃风险的问题(by" " Starkku)" -#: ../../Whats-New.md:808 +#: ../../Whats-New.md:825 msgid "" "Fixed game crashing on loading save games if the saved game state had " "active radiation sites (by Starkku)" msgstr "修复了辐射逻辑导致游戏读档崩溃的问题(by Starkku)" -#: ../../Whats-New.md:809 +#: ../../Whats-New.md:826 msgid "Fixed a desync error caused by air/top layer sorting (by Starkku)" msgstr "修复了 air/top 图层排序引发的 Reconnection Error 文件(by Starkku)" -#: ../../Whats-New.md:810 +#: ../../Whats-New.md:827 msgid "" "Fixed heal / repair weapons being unable to remove parasites from " "shielded targets if they were unable to heal / repair the parent unit (by" " Starkku)" msgstr "修复了寄生在无法治疗/维修的单位中的寄生者无法被自愈/维修武器驱逐的问题" -#: ../../Whats-New.md:811 +#: ../../Whats-New.md:828 msgid "" "Fixed `Inviso=true` interceptor projectiles applying damage on " "interceptable, armor type-having projectiles twice (by Starkku)" msgstr "修复了拦截者使用 `Inviso=true` 抛射体会对可拦截且拥有护甲类型的被拦截抛射体造成两次伤害的问题(by Starkku)" -#: ../../Whats-New.md:812 +#: ../../Whats-New.md:829 msgid "" "Fixed `AutoDeath` causing crashes when used to kill a parasite unit " "inside an another unit (by Starkku)" msgstr "修复了 `AutoDeath` 在击杀当前寄生在另一个单位中的寄生者时导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:813 +#: ../../Whats-New.md:830 msgid "" "Phobos Warhead effects combined with `CellSpread` now correctly apply to " "buildings if any of the foundation cells are hit (by Starkku)" msgstr "现在 Phobos 弹头效果可以在 `CellSpread` 套住建筑所占据的任意单元格时均可正确作用(by Starkku)" -#: ../../Whats-New.md:814 +#: ../../Whats-New.md:831 msgid "" "Phobos Warhead effects on zero-`CellSpread` Warheads no longer apply to " "target if projectile detonates prematurely, far-away from target (by " "Starkku)" msgstr "现在 Phobos 弹头效果在 `CellSpread` 为 0 时不会在抛射体提前引爆的情况下依旧作用于目标(by Starkku)" -#: ../../Whats-New.md:815 +#: ../../Whats-New.md:832 msgid "" "Fixed radiation site damage not taking the radiation level reduction into" " accord (by Starkku)" msgstr "修复了辐射伤害未考虑辐射等级衰减的问题(by Starkku)" -#: ../../Whats-New.md:816 +#: ../../Whats-New.md:833 msgid "" "Correctly update laser trail position while techno is cloaked even if " "trail is not drawn (by Starkku)" msgstr "现在在单位隐形时即便没有绘制尾迹也会正确更新激光尾焰的位置(by Starkku)" -#: ../../Whats-New.md:817 +#: ../../Whats-New.md:834 msgid "" "Fixed `Shield.Respawn.Amount` not defaulting to shield type default if " "not set (by Starkku)" msgstr "修复了 `Shield.Respawn.Amount` 在未设置时未正确使用护盾类型默认值的问题(by Starkku)" -#: ../../Whats-New.md:818 +#: ../../Whats-New.md:835 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -4000,7 +4112,7 @@ msgstr "" "修复了逐帧模式快捷键的消息提示文本读取了 `TXT_DISPLAY_DAMAGE_DESC` 而不是 " "`TXT_FRAME_BY_FRAME_DESC` 的问题(by DeathFish)" -#: ../../Whats-New.md:819 +#: ../../Whats-New.md:836 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -4009,29 +4121,29 @@ msgstr "" "现在被视为载具的建筑(`ConsideredVehicle=true` 或同时拥有 `UndeploysInto` 与 " "`Foundation=1x1` 的建筑)在目标类型检查时被视为载具(by Starkku)" -#: ../../Whats-New.md:820 +#: ../../Whats-New.md:837 msgid "" "Fixed Phobos Warhead effects not reliably being applied on damage area as" " opposed to full weapon-based Warhead detonation (by Starkku)" msgstr "修复了 Phobos 弹头效果未能像由武器引爆的完整弹头那样可靠地作用于伤害区域的问题(by Starkku)" -#: ../../Whats-New.md:821 +#: ../../Whats-New.md:838 msgid "Fixed `LimboKill` not working reliably (by CrimRecya)" msgstr "修复了 `LimboKill` 未能可靠地移除虚拟建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:822 +#: ../../Whats-New.md:839 msgid "" "Fixed `SelfHealGainType=none` not working (changed to `noheal`) (by " "Starkku)" msgstr "修复了 `SelfHealGainType=none` 无效的问题(改为 `noheal`)(by Starkku)" -#: ../../Whats-New.md:823 +#: ../../Whats-New.md:840 msgid "" "Fixed AircraftTypes gaining self-healing from `UnitsGainSelfHeal` by " "default (while not displaying the pip) when they should not (by Starkku)" msgstr "修复了默认情况下战机类型错误地通过 `UnitsGainSelfHeal` 获得自愈能力(同时也不现实 pip)的问题(by Starkku)" -#: ../../Whats-New.md:824 +#: ../../Whats-New.md:841 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -4040,14 +4152,14 @@ msgstr "" "修复了 `LaunchSW.IgnoreInhibitors` 和 `SW.Next.IgnoreInhibitors` 覆盖对应 " "`IgnoreDesignators` 和 `IgnoreInhibitors` 设置的问题(by Ollerus)" -#: ../../Whats-New.md:825 +#: ../../Whats-New.md:842 msgid "" "Type conversion on Warheads and Superweapons will no longer recursively " "convert units if applicable conversion pairs are listed, and only first " "applicable pair takes effect (by Starkku)" msgstr "单位转换弹头和超武在存在有效的转换对应关系时不再递归执行而是仅使用列表中更早读到的那组对应关系(by Starkku)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:843 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -4056,45 +4168,45 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:827 +#: ../../Whats-New.md:844 msgid "" "Fixed `Ammo.AddOnDeploy` behavior inside tank bunkers for non-converters " "(by Fryone)" msgstr "修复了坦克碉堡内无 `Convert.Deploy` 载具的 `Ammo.AddOnDeploy` 行为(by Fryone)" -#: ../../Whats-New.md:828 +#: ../../Whats-New.md:845 msgid "" "Fixed an issue that caused new attack and move script actions to pick " "buildings with `InvisibleInGame=yes` as targets (by FS-21)" msgstr "修复了新攻击和移动脚本将 `InvisibleInGame=yes` 建筑视为目标的问题(by FS-21)" -#: ../../Whats-New.md:829 +#: ../../Whats-New.md:846 msgid "Fixed `Insignia.Weapon` failing to parse in map (by Ollerus)" msgstr "修复了地图内置 `Insignia.Weapon` 解析失败的问题(by Ollerus)" -#: ../../Whats-New.md:830 +#: ../../Whats-New.md:847 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:831 +#: ../../Whats-New.md:848 msgid "" "Fixed `DefaultDisguise` showing wrong house colors for different players " "(by NetsuNegi & Ollerus)" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题(by NetsuNegi 与 Ollerus)" -#: ../../Whats-New.md:832 +#: ../../Whats-New.md:849 msgid "" "`600 The shield of the attached object is broken` bug fix for the " "triggered event (by FlyStar)" msgstr "对 `600 对象护盾被摧毁...` 触发条件的修复(by FlyStar)" -#: ../../Whats-New.md:835 +#: ../../Whats-New.md:852 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now fully respect " "the firing building's FLH (by Starkku)" msgstr "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器将完全遵照发射建筑的 FLH 设置(by Starkku)" -#: ../../Whats-New.md:836 +#: ../../Whats-New.md:853 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -4102,7 +4214,7 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器遵守 `Floater` 与 Phobos 添加的 `Gravity` 设定(by" " Starkku)" -#: ../../Whats-New.md:837 +#: ../../Whats-New.md:854 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4111,7 +4223,7 @@ msgstr "" "拥有 Hover 运动模式的 `IsSimpleDeployer` 且 `DeployToLand` " "的单位在部署后不再会卡住或无限播放移动音效(by Starkku)" -#: ../../Whats-New.md:838 +#: ../../Whats-New.md:855 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4120,26 +4232,26 @@ msgstr "" "现在所有单位转换形式(包括 Ares 的)在使用超时空 `Locomotor` 的单位处于僵直状态被转换时可以正确的更新传送延迟(by " "Starkku)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:856 msgid "" "All forms of type conversion (including Ares') now correctly update " "`MoveSound` if a moving unit has their type changed (by Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在移动单位的类型被转换时可以正确更新 `MoveSound`(by Starkku)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:857 msgid "" "All forms of type conversion (including Ares') now correctly update " "`OpenTopped` state of passengers in transport that is converted (by " "Starkku)" msgstr "现在所有单位转换形式(包括 Ares 的)在运输工具被转换时可以正确更新乘客的 `OpenTopped` 状态" -#: ../../Whats-New.md:841 +#: ../../Whats-New.md:858 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" -msgstr "现在从由于类型转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" +msgstr "现在从由于单位转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:842 +#: ../../Whats-New.md:859 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4148,23 +4260,23 @@ msgstr "" "修复了 Ares 引入的建筑正在播放 `SpecialAnim` 时被出售/抹除/摧毁会错误恢复 `ActiveAnim` 的问题(by " "Starkku 与 Trsdy)" -#: ../../Whats-New.md:843 +#: ../../Whats-New.md:860 msgid "Appended Ares' `SW.Shots` usage to extended tooltips (by Trsdy)" msgstr "允许将 Ares 的 `SW.Shots` 添加至扩展拓展工具条(by Trsdy)" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:861 msgid "" "Fixed Ares' Abductor weapon leaves permanent placement stats when " "abducting moving vehicles (by Trsdy)" msgstr "修复了 Ares 超时空监狱吸取移动载具时会留下空气墙的问题(by Trsdy)" -#: ../../Whats-New.md:845 +#: ../../Whats-New.md:862 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` (by" " Trsdy)" msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告(by Trsdy)" -#: ../../Whats-New.md:846 +#: ../../Whats-New.md:863 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4173,80 +4285,80 @@ msgstr "" "修复了训练所(*Ares 功能*)在由战车工厂所生产载具的初始载员(*Ares 功能*)上不起作用的问题(by Trsdy,取代了 Aephiex" " 的实现)" -#: ../../Whats-New.md:847 +#: ../../Whats-New.md:864 msgid "" "Fixed Ares' InitialPayload not being created for vehicles spawned by " "trigger actions (by Trsdy)" msgstr "修复了 Ares 的初始荷载未为触发行为生成的载具创建的问题(by Trsdy)" -#: ../../Whats-New.md:849 +#: ../../Whats-New.md:866 msgid "" "Fixed an issue where a portion of Ares's trigger event 75/77 was " "determined unsuccessfully (by FlyStar)" msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题(by FlyStar)" -#: ../../Whats-New.md:850 +#: ../../Whats-New.md:867 msgid "" "Fixed an issue where some units crashed after the deployment " "transformation (by ststl & FlyStar)" msgstr "修复了某些单位部署变形后崩溃的问题(by ststl & FlyStar)" -#: ../../Whats-New.md:851 +#: ../../Whats-New.md:868 msgid "" "Fixed the bug that AlphaImage remained after unit entered tunnel (by " "NetsuNegi)" msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:852 +#: ../../Whats-New.md:869 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:853 +#: ../../Whats-New.md:870 msgid "" "Fixed quicksave command and save game trigger action to work with YRpp " "spawner's multiplayer saves (by Kerbiter)" msgstr "修复了快速存档命令和触发结果以使其舰容 YRpp spawner 的多人游戏存档(by Kerbiter)" -#: ../../Whats-New.md:854 +#: ../../Whats-New.md:871 msgid "" "Ported XNA CnCNet Client multiplayer save handling to get rid of " "occasional multiplayer save file overwriting when saving too fast (by " "Kerbiter)" msgstr "移植了 XNA CNCNet Client 的多人游戏存档处理以解决保存过快时偶发的多人存档文件覆盖文件(by Kerbiter)" -#: ../../Whats-New.md:857 +#: ../../Whats-New.md:874 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:862 +#: ../../Whats-New.md:879 msgid "Additional sync logging in case of desync errors occuring (by Starkku)" msgstr "现在发生 Reconnection Error 时所生成的 `SYNC#.txt` 将记录更多信息(by Starkku)" -#: ../../Whats-New.md:865 +#: ../../Whats-New.md:882 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:866 +#: ../../Whats-New.md:883 msgid "" "Buildings sold by `AutoDeath` no longer play a click sound effect (by " "Trsdy)" msgstr "建筑被 `AutoDeath` 出售时不再播放点击音效(by Trsdy)" -#: ../../Whats-New.md:867 +#: ../../Whats-New.md:884 msgid "" "Fixed shield animation being hidden while underground or in tunnels fix " "not working correctly (by Starkku)" msgstr "修复了护盾动画在地下或隧道中被隐藏的问题,之前的修复未能解决(by Starkku)" -#: ../../Whats-New.md:868 +#: ../../Whats-New.md:885 msgid "" "Restore the `MindClearedSound` when deploying a mind-controlled unit into" " a building loses the mind-control (by Trsdy)" msgstr "复原当被心控载具部署成建筑而解除心控时播放的 `MindClearedSound`(by Trsdy)" -#: ../../Whats-New.md:869 +#: ../../Whats-New.md:886 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4254,23 +4366,23 @@ msgstr "" "修复了 `RadSiteWarhead.Detonate` 未能在受影响对象上精确引爆(因此需要 `CellSpread`)的问题(by " "Starkku)" -#: ../../Whats-New.md:870 +#: ../../Whats-New.md:887 msgid "" "Fixed script action 10103 'Load Into Transports' unintentionally skipping" " next action (by FS-21)" msgstr "修复了动作脚本 `10103 - 装载入运输载具` 会意外跳过下一个动作的问题(by FS-21)" -#: ../../Whats-New.md:871 +#: ../../Whats-New.md:888 msgid "" "Changed mission retry dialog button order to better match old order " "people are used to (by Trsdy)" msgstr "更改了任务重开对话框按钮顺序以更好地符合人们旧有习惯的顺序(by Trsdy)" -#: ../../Whats-New.md:872 +#: ../../Whats-New.md:889 msgid "Allow PowerPlant Enhancer to be affected by EMP (by Trsdy)" msgstr "允许电厂增幅器受到 EMP 影响(by Trsdy)" -#: ../../Whats-New.md:873 +#: ../../Whats-New.md:890 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4279,561 +4391,561 @@ msgstr "" "现在动画 `Damage.DealtByInvoker=true` 时其 `Weapon` " "即便调用者在武器开火时已死亡也会使用调用者的所属方来造成伤害并应用 Phobos 弹头效果(by Starkku)" -#: ../../Whats-New.md:874 +#: ../../Whats-New.md:891 msgid "" "Fixed a crash when trying to create radiation outside map bounds (by " "Otamaa)" msgstr "修复了尝试在地图边界外创建辐射时导致的崩溃(by Otamaa)" -#: ../../Whats-New.md:875 +#: ../../Whats-New.md:892 msgid "" "Fixed new AI attack scripts not allowing zero damage weapons to pick " "targets (by Starkku)" msgstr "修复了新的 AI 攻击脚本不允许 0 伤害武器选择目标的问题(by Starkku)" -#: ../../Whats-New.md:876 +#: ../../Whats-New.md:893 msgid "" "Fixed floating point value parsing precision to match the game (by " "Starkku)" msgstr "修复了浮点值解析精度以匹配游戏(by Starkku)" -#: ../../Whats-New.md:877 +#: ../../Whats-New.md:894 msgid "" "Power output / drain should now correctly be applied for buildings " "created via `LimboDelivery` in campaigns (by Starkku)" msgstr "现在战役中通过 `LimboDelivery` 创建的建筑的电力/负载可以正确生效(by Starkku)" -#: ../../Whats-New.md:878 +#: ../../Whats-New.md:895 msgid "" "Fixed shield health bar showing empty bar when shield is still on very " "low health instead of depleted (by Starkku)" msgstr "修复了护盾在丝血状态下会直接显示空血条而非即将耗尽的问题(by Starkku)" -#: ../../Whats-New.md:879 +#: ../../Whats-New.md:896 msgid "" "Fixed `CanTarget` not considering objects on bridges when checking if " "cell is empty (by Starkku)" msgstr "修复了 `CanTarget` 在检查单元格是否为空时未考虑桥上物体的问题(by Starkku)" -#: ../../Whats-New.md:880 +#: ../../Whats-New.md:897 msgid "" "Fixed vehicle deploy weapons not working if the unit is cloaked and " "weapon has `DecloakToFire=true` (by NetsuNegi & Starkku)" msgstr "修复了单位在隐形状态无法使用 `DecloakToFire=true` 的武器开火的问题(by NetsuNegi 与 Starkku)" -#: ../../Whats-New.md:881 +#: ../../Whats-New.md:898 msgid "" "Fixed `IsAnimated` terrain not updating correctly in all circumstances " "(by Starkku)" msgstr "修复了 `IsAnimated` 地形对象在所有情况下都不会正确更新的问题(by Starkku)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:899 msgid "" "Fixed `CreateUnit` interaction with bridges (spawning under when " "shouldn't etc) (by Starkku)" msgstr "修复了 `CreateUnit` 与桥的交互问题(不应生成在桥下时仍会生成等)(by Starkku)" -#: ../../Whats-New.md:883 +#: ../../Whats-New.md:900 msgid "" "`CanTarget` now considers bridges as land like game's normal weapon " "selection does (by Starkku)" msgstr "现在 `CanTarget` 会像常规武器目标选择逻辑一样将桥梁视为陆地(by Starkku)" -#: ../../Whats-New.md:884 +#: ../../Whats-New.md:901 msgid "" "`AreaFire.Target` now takes cells with bridges into consideration " "depending on firer's elevation (by Starkku)" msgstr "现在 `AreaFire.Target` 会根据开火者所在高度处理桥梁所在的单元格(by Starkku)" -#: ../../Whats-New.md:888 +#: ../../Whats-New.md:905 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:893 +#: ../../Whats-New.md:910 msgid "LaserTrails initial implementation (by Kerbiter & ChrisLv_CN)" msgstr "激光尾焰初始实现(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:894 +#: ../../Whats-New.md:911 msgid "Anim-to-Unit logic and ability to randomize `DestroyAnim` (by Otamaa)" msgstr "动画生成单位逻辑与随机 `DestroyAnim`(by Otamaa)" -#: ../../Whats-New.md:895 +#: ../../Whats-New.md:912 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:896 +#: ../../Whats-New.md:913 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:897 +#: ../../Whats-New.md:914 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:898 +#: ../../Whats-New.md:915 msgid "" "Re-enable obsolete `[JumpjetControls]` for TechnoTypes' default Jumpjet " "properties (by Uranusian)" msgstr "重启废弃的`[JumpjetControls]`作为单位的 Jumpjet 参数默认值(by Uranusian)" -#: ../../Whats-New.md:899 +#: ../../Whats-New.md:916 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:900 +#: ../../Whats-New.md:917 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:901 +#: ../../Whats-New.md:918 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:902 +#: ../../Whats-New.md:919 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:903 +#: ../../Whats-New.md:920 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:904 +#: ../../Whats-New.md:921 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:905 +#: ../../Whats-New.md:922 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:906 +#: ../../Whats-New.md:923 msgid "Unlimited Global / Local Variables (by secsome)" msgstr "无限制数量的全局/局部变量(by secsome)" -#: ../../Whats-New.md:907 +#: ../../Whats-New.md:924 msgid "" "Adds a \"Load Game\" button to the retry dialog on mission failure (by " "secsome)" msgstr "在任务失败的重开对话框中添加了一个「载入游戏」按钮(by secsome)" -#: ../../Whats-New.md:908 +#: ../../Whats-New.md:925 msgid "Default disguise for individual InfantryTypes (by secsome)" msgstr "步兵类型微观定义默认伪装(by secsome)" -#: ../../Whats-New.md:909 +#: ../../Whats-New.md:926 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:910 +#: ../../Whats-New.md:927 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:911 +#: ../../Whats-New.md:928 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:912 +#: ../../Whats-New.md:929 msgid "TechnoType's tooltip would display it's build time now (by secsome)" msgstr "现在单位的拓展工具条会显示生产时间(by secsome)" -#: ../../Whats-New.md:913 +#: ../../Whats-New.md:930 msgid "Customizable tooltip background color and opacity (by secsome)" msgstr "可自定义的拓展工具条背景颜色和透明度(by secsome)" -#: ../../Whats-New.md:914 +#: ../../Whats-New.md:931 msgid "FrameByFrame & FrameStep hotkey command (by secsome)" msgstr "逐帧模式及逐帧步进快捷键(by secsome)" -#: ../../Whats-New.md:915 +#: ../../Whats-New.md:932 msgid "" "Allow `NotHuman=yes` infantry to use random `Death` anim sequence (by " "Otamaa)" msgstr "允许 `NotHuman=yes` 的步兵可以使用随机的 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:916 +#: ../../Whats-New.md:933 msgid "" "Ability for warheads to trigger specific `NotHuman=yes` infantry `Death` " "anim sequence (by Otamaa)" msgstr "允许弹头触发 `NotHuman=yes` 步兵的特定 `Death` 动画序列(by Otamaa)" -#: ../../Whats-New.md:917 +#: ../../Whats-New.md:934 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:918 +#: ../../Whats-New.md:935 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:936 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:920 +#: ../../Whats-New.md:937 msgid "Script actions for new AI attacks (by FS-21)" msgstr "新的 AI 攻击动作脚本(by FS-21)" -#: ../../Whats-New.md:921 +#: ../../Whats-New.md:938 msgid "Script actions for modifying AI Trigger Current Weight (by FS-21)" msgstr "修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:922 +#: ../../Whats-New.md:939 msgid "" "Script action for waiting & repeat the same new AI attack if no target " "was found (by FS-21)" msgstr "未发现目标时等待并重复原有动作的 AI 攻击脚本(by FS-21)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:940 msgid "" "Script action that modifies the Team's Trigger Weight when ends the new " "attack action (by FS-21)" msgstr "在当前新攻击动作结束时修改 AI 触发器当前权重的动作脚本(by FS-21)" -#: ../../Whats-New.md:924 +#: ../../Whats-New.md:941 msgid "Script action for picking a random script from a list (by FS-21)" msgstr "从列表中随机选择脚本的动作脚本(by FS-21)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:942 msgid "Script action for new AI movements towards certain objects (by FS-21)" msgstr "向特定对象移动的新 AI 移动脚本(by FS-21)" -#: ../../Whats-New.md:926 +#: ../../Whats-New.md:943 msgid "" "Script action that modify target distance in the new move actions (by " "FS-21)" msgstr "修改新移动动作中目标距离的动作脚本(by FS-21)" -#: ../../Whats-New.md:927 +#: ../../Whats-New.md:944 msgid "Script action that modify how ends the new move actions (by FS-21)" msgstr "修改新移动动作结束条件的动作脚本(by FS-21)" -#: ../../Whats-New.md:928 +#: ../../Whats-New.md:945 msgid "Script action that un-register Team success (by FS-21)" msgstr "取消注册小队成功的脚本动作(by FS-21)" -#: ../../Whats-New.md:929 +#: ../../Whats-New.md:946 msgid "Script action to regroup temporarily around the Team Leader (by FS-21)" msgstr "围绕队长临时集合的动作脚本(by FS-21)" -#: ../../Whats-New.md:930 +#: ../../Whats-New.md:947 msgid "Script action to randomly skip next action (by FS-21)" msgstr "随机跳过下一个动作的动作脚本(by FS-21)" -#: ../../Whats-New.md:931 +#: ../../Whats-New.md:948 msgid "Script action for timed script action jumps (by FS-21)" msgstr "定时跳转脚本动作(by FS-21)" -#: ../../Whats-New.md:932 +#: ../../Whats-New.md:949 msgid "ObjectInfo now shows current Target and AI Trigger data (by FS-21)" msgstr "现在 Object 信息可以显示当前的目标和 AI 触发数据(by FS-21)" -#: ../../Whats-New.md:933 +#: ../../Whats-New.md:950 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:934 +#: ../../Whats-New.md:951 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:935 +#: ../../Whats-New.md:952 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:936 +#: ../../Whats-New.md:953 msgid "Image reading in art rules for all TechnoTypes (by Morton)" msgstr "在 art 中为所有科技类型使用 `Image` 指定图像(by Morton)" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:954 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:938 +#: ../../Whats-New.md:955 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:939 +#: ../../Whats-New.md:956 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:940 +#: ../../Whats-New.md:957 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:941 +#: ../../Whats-New.md:958 msgid "" "Gates can now link with walls correctly via `NSGates` or `EWGates` (by " "Uranusian)" msgstr "现在由 `NSGates` `EWGates` 设定的闸门可以正常与围墙连接(by Uranusian)" -#: ../../Whats-New.md:942 +#: ../../Whats-New.md:959 msgid "Per-warhead toggle for decloak of damaged targets (by Starkku)" msgstr "自定义被伤害目标解除隐形(by Starkku)" -#: ../../Whats-New.md:943 +#: ../../Whats-New.md:960 msgid "" "`DeployFireWeapon=-1` now allows the deployed infantries using both " "weapons as undeployed (by Uranusian)" msgstr "现在 `DeployFireWeapon=-1` 可以让部署状态的步兵像未部署的步兵那样使用两种武器(by Uranusian)" -#: ../../Whats-New.md:944 +#: ../../Whats-New.md:961 msgid "Power delta (surplus) counter for sidebar (by Morton)" msgstr "在侧边栏显示电力变动(盈余)计数器(by Morton)" -#: ../../Whats-New.md:945 +#: ../../Whats-New.md:962 msgid "Added Production and Money to Dump Object Info command (by FS-21)" msgstr "输出对象信息快捷键现在可以显示建筑生产与资金信息(by FS-21)" -#: ../../Whats-New.md:946 +#: ../../Whats-New.md:963 msgid "`EnemyUIName=` Now also works for other TechnoTypes (by Otamaa)" msgstr "现在 `EnemyUIName=` 已扩展至所有科技类型(by Otamaa)" -#: ../../Whats-New.md:947 +#: ../../Whats-New.md:964 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:948 +#: ../../Whats-New.md:965 msgid "Weapons fired on warping in / out (by Starkku)" msgstr "超时空移动时发射武器(by Starkku)" -#: ../../Whats-New.md:949 +#: ../../Whats-New.md:966 msgid "" "`Storage.TiberiumIndex` for customizing resource storage in structures " "(by FS-21)" msgstr "使用 `Storage.TiberiumIndex` 自定义建筑存储的矿物类型(by FS-21)" -#: ../../Whats-New.md:950 +#: ../../Whats-New.md:967 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:951 +#: ../../Whats-New.md:968 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:952 +#: ../../Whats-New.md:969 msgid "Trigger Action 505 for Firing SW at specified location (by FS-21)" msgstr "触发结果 `505 在坐标释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:970 msgid "Trigger Action 506 for Firing SW at waypoint (by FS-21)" msgstr "触发动作 `506 在路径点释放超级武器...`(by FS-21)" -#: ../../Whats-New.md:954 +#: ../../Whats-New.md:971 msgid "" "New behaviors for objects' self-destruction under certain conditions (by " "Trsdy & FS-21)" msgstr "单位在特定情况下自毁的新增行为(by Trsdy 与 FS-21)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:972 msgid "" "Slaves' ownership decision when corresponding slave miner is destroyed " "(by Trsdy)" msgstr "奴隶矿场被毁后的奴隶归属判定(by Trsdy)" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:973 msgid "Customize buildings' selling sound and EVA voice (by Trsdy)" msgstr "自定义建筑出售音效与 EVA 播报(by Trsdy)" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:974 msgid "" "`ForceWeapon.Naval.Decloacked` for overriding uncloaked underwater attack" " behavior (by FS-21)" msgstr "使用 `ForceWeapon.Naval.Decloacked` 覆盖攻击未隐形水下单位时的行为(by FS-21)" -#: ../../Whats-New.md:958 +#: ../../Whats-New.md:975 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:959 +#: ../../Whats-New.md:976 msgid "Shared Ammo for transports to passengers (by FS-21)" msgstr "运输工具与乘客共享弹药(by FS-21)" -#: ../../Whats-New.md:960 +#: ../../Whats-New.md:977 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:961 +#: ../../Whats-New.md:978 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:962 +#: ../../Whats-New.md:979 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:963 +#: ../../Whats-New.md:980 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:964 +#: ../../Whats-New.md:981 msgid "TerrainType & ore minimap color customization (by Starkku)" msgstr "自定义地形对象与矿石的小地图颜色(by Starkku)" -#: ../../Whats-New.md:965 +#: ../../Whats-New.md:982 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:966 +#: ../../Whats-New.md:983 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:984 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:985 msgid "Toggleable display of TransactMoney amounts (by Starkku)" msgstr "可开关的金币弹金额显示(by Starkku)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:986 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:970 +#: ../../Whats-New.md:987 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:971 +#: ../../Whats-New.md:988 msgid "Passable & buildable-upon TerrainTypes (by Starkku)" msgstr "可通行和可建造于其上的地形对象(by Starkku)" -#: ../../Whats-New.md:972 +#: ../../Whats-New.md:989 msgid "" "Toggle for passengers to automatically change owner if transport owner " "changes (by Starkku)" msgstr "可开关的载员跟随运输供给转换所属方效果(by Starkku)" -#: ../../Whats-New.md:973 +#: ../../Whats-New.md:990 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:974 +#: ../../Whats-New.md:991 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:975 +#: ../../Whats-New.md:992 msgid "" "Correct owner house for Warhead Anim/SplashList & Play Animation trigger " "animations (by Starkku)" msgstr "现在弹头 `AnimList` 与 `SplashList` 以及播放动画触发所生成的动画均拥有所属方(by Starkku)" -#: ../../Whats-New.md:976 +#: ../../Whats-New.md:993 msgid "Customizable FLH When Infantry Is Crouched Or Deployed (by FS-21)" msgstr "自定义步兵匍匐与部署 FLH(by FS-21)" -#: ../../Whats-New.md:977 +#: ../../Whats-New.md:994 msgid "" "Enhanced projectile interception logic, including projectile strength & " "armor types (by Starkku)" msgstr "增强的抛射体拦截逻辑,包括抛射体的 `Strength` 与 `Armor` 设定(by Starkku)" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:995 msgid "Initial Strength for Cloned Infantry (by FS-21)" msgstr "克隆步兵的初始生命值(by FS-21)" -#: ../../Whats-New.md:979 +#: ../../Whats-New.md:996 msgid "" "OpenTopped transport rangefinding & deactivated state customizations (by " "Starkku)" msgstr "自定义 `OpenTopped` 载具测距与瘫痪状态行为(by Starkku)" -#: ../../Whats-New.md:980 +#: ../../Whats-New.md:997 msgid "Forbidding parallel AI queues by type (by NetsuNegi & Trsdy)" msgstr "按类禁止 AI 克隆生产(by NetsuNegi 与 Trsdy)" -#: ../../Whats-New.md:981 +#: ../../Whats-New.md:998 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:982 +#: ../../Whats-New.md:999 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:983 +#: ../../Whats-New.md:1000 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:984 +#: ../../Whats-New.md:1001 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:985 +#: ../../Whats-New.md:1002 msgid "" "Implemented support for PCX images for campaign loading screen (by " "FlyStar)" msgstr "实现了战役载入图的 PCX 图像支持(by FlyStar)" -#: ../../Whats-New.md:986 +#: ../../Whats-New.md:1003 msgid "" "Implemented support for PCX images for observer loading screen (by " "Uranusian)" msgstr "实现了观察者载入图的 PCX支持(by Uranusian)" -#: ../../Whats-New.md:987 +#: ../../Whats-New.md:1004 msgid "Animated (non-tiberium spawning) TerrainTypes (by Starkku)" msgstr "可动(且非矿柱的)地形对象(by Starkku)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:1005 msgid "Toggleable passenger killing for `Explodes=true` units (by Starkku)" msgstr "可开关的 `Explodes=true` 单位乘客祭天(by Starkku)" -#: ../../Whats-New.md:989 +#: ../../Whats-New.md:1006 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist (by FlyStar)" msgstr "当科技类型存在/不存在时自动自毁逻辑的新行为(by FlyStar)" -#: ../../Whats-New.md:990 +#: ../../Whats-New.md:1007 msgid "" "For developers: now you can use command line arg to control main " "exception handler (by Multfinite)" msgstr "开发者功能:现在可以通过命令行参数控制主循环的异常处理程序" -#: ../../Whats-New.md:993 +#: ../../Whats-New.md:1010 msgid "" "Fixed laser drawing code to allow for thicker lasers in house color draw " "mode (by Kerbiter & ChrisLv_CN)" msgstr "修复了激光绘制代码以允许其可在所属方颜色模式下绘制更粗的激光(by Kerbiter 与 ChrisLv_CN)" -#: ../../Whats-New.md:994 +#: ../../Whats-New.md:1011 msgid "Fixed `DeathWeapon` not detonating properly (by Uranusian)" msgstr "修复了 `DeathWeapon` 没有正确引爆的问题(by Uranusian)" -#: ../../Whats-New.md:995 +#: ../../Whats-New.md:1012 msgid "" "Fixed lasers & other effects drawing from wrong offset with weapons that " "use `Burst` (by Starkku)" msgstr "修复了激光和其他特效在使用 `Burst` 的武器上从错误的偏移位置绘制的问题(by Starkku)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:1013 msgid "" "Fixed buildings with `Naval=yes` ignoring `WaterBound=no` to be forced to" " place onto water (by Uranusian)" msgstr "修复了建筑拥有 `Naval=yes` 会无视 `WaterBound=no` 强制只能放置在水域的问题(by Uranusian)" -#: ../../Whats-New.md:997 +#: ../../Whats-New.md:1014 msgid "" "Fixed temporal weapon crash under certain conditions where stack dump " "starts with 0051BB7D (by secsome)" msgstr "修复了 Stack Dump 以 0051BB7D 开头的特定情况下超时空武器崩溃(by secsome)" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:1015 msgid "" "Fixed the bug when retinting map lighting with a map action corrupted " "light sources (by secsome)" msgstr "修复了通过地图触发结果重绘地图光照时建筑光源不正常的 Bug(by secsome)" -#: ../../Whats-New.md:999 +#: ../../Whats-New.md:1016 msgid "" "Fixed the bug when reading a map which puts `Preview(Pack)` after `Map` " "lead to the game fail to draw the preview (by secsome)" msgstr "修复了读取地图时若地图的 `Preview(Pack)` 节被放置于 Map 之后会导致无法绘制预览图的 Bug(by secsome)" -#: ../../Whats-New.md:1000 +#: ../../Whats-New.md:1017 msgid "Fixed the bug that GameModeOptions are not correctly saved (by secsome)" msgstr "修复了游戏模式选项未能正确保存的 Bug(by secsome)" -#: ../../Whats-New.md:1001 +#: ../../Whats-New.md:1018 msgid "" "Fixed the bug that AITriggerTypes do not recognize building upgrades (by " "Uranusian)" msgstr "修复了 AITriggerTypes 没能识别建筑加载物的 Bug(by Uranusian)" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:1019 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -4841,13 +4953,13 @@ msgstr "" "修复了当设置 Ares 标签 `[GlobalControls] -> AllowParallelAIQueues=no` 时 AI " "战机对接机场的 Bug(by FS-21)" -#: ../../Whats-New.md:1003 +#: ../../Whats-New.md:1020 msgid "" "Fixed the bug when occupied building's `MuzzleFlashX` is drawn on the " "center of the building when `X` goes past 10 (by Otamaa)" msgstr "修复了当驻军建筑的 `MuzzleFlashX` 在 `X` 超过 10 后绘制在建筑中心的 Bug(by Otamaa)" -#: ../../Whats-New.md:1004 +#: ../../Whats-New.md:1021 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -4855,85 +4967,85 @@ msgstr "" "修复了拥有 `Crashable` 的 Jumpjet 类单位在被 `Locomotor` 弹头牵引时被摧毁则无法正常坠毁的 Bug(by " "Starkku)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:1022 msgid "" "Fixed aircraft & jumpjet units not being affected by speed modifiers (by " "Starkku)" msgstr "修复了战机与 Jumpjet 单位不受速度加成影响的问题(by Starkku)" -#: ../../Whats-New.md:1006 +#: ../../Whats-New.md:1023 msgid "Fixed vehicles (both voxel & SHP) to fully respect `Palette` (by Starkku)" msgstr "修复了(Voxel 与 Shape)载具不完全遵循 `Palette` 设定的问题(by Starkku)" -#: ../../Whats-New.md:1007 +#: ../../Whats-New.md:1024 msgid "" "Fixed mind control indicator animations not reappearing on mind " "controlled objects that are cloaked and then uncloaked (by Starkku)" msgstr "修复了心灵控制指示动画在被心控对象隐形并重新显形后未能重新出现的问题(by Starkku)" -#: ../../Whats-New.md:1008 +#: ../../Whats-New.md:1025 msgid "" "Fixed Nuke carrier and payload weapons not respecting `Bright` setting on" " weapon (by Starkku)" msgstr "修复了核弹载体与载荷武器不尊重过武器 `Bright` 设定的问题(by Starkku)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:1026 msgid "" "Fixed buildings not reverting to undamaged graphics when HP was restored " "above `[AudioVisual] -> ConditionYellow` via `SelfHealing` (by Starkku)" msgstr "修复了建筑自愈恢复到 `[AudioVisual] -> ConditionYellow` 以上却没有恢复非残损图像的问题(by Starkku)" -#: ../../Whats-New.md:1010 +#: ../../Whats-New.md:1027 msgid "" "Fixed jumpjet units being unable to turn to the target when firing from a" " different direction (by Trsdy)" msgstr "修复了 Jumpjet 单位从其他方向开火时无法转向目标的 Bug(by Trsdy)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1028 msgid "" "Fixed turreted jumpjet units always facing bottom-right direction when " "stop moving (by Trsdy)" msgstr "修复了 Jumpjet 单位总是在停止移动时朝向右下方向的 Bug(by Trsdy)" -#: ../../Whats-New.md:1012 +#: ../../Whats-New.md:1029 msgid "" "Fixed jumpjet objects being unable to detect cloaked objects beneath (by " "Trsdy)" msgstr "修复了 Jumpjet 单位无法探测下方隐形物体的问题(by Trsdy)" -#: ../../Whats-New.md:1013 +#: ../../Whats-New.md:1030 msgid "" "Anim owner is now set for warhead AnimList/SplashList anims and Play Anim" " at Waypoint trigger animations (by Starkku)" msgstr "现在弹头 `AnimList`/`SplashList` 及在路径点播放动画触发的动画拥有所属方了(by Starkku)" -#: ../../Whats-New.md:1014 +#: ../../Whats-New.md:1031 msgid "" "Fixed AI script action Deploy getting stuck with vehicles with " "`DeploysInto` if there was no space to deploy at initial location (by " "Starkku)" msgstr "修复了 AI 部署脚本动作导致拥有 `DeploysInto` 的载具在其原位置空间不足而卡住的问题(by Starkku)" -#: ../../Whats-New.md:1015 +#: ../../Whats-New.md:1032 msgid "" "Fixed `Foundation=0x0` causing crashes if used on TerrainTypes (by " "Starkku)" msgstr "修复了 `Foundation=0x0` 用于地形对象会导致崩溃的问题(by Starkku)" -#: ../../Whats-New.md:1016 +#: ../../Whats-New.md:1033 msgid "" "Projectiles now remember the house of the firer even if the firer is " "destroyed before the projectile detonates. Does not currently apply to " "Ares-introduced Warhead effects (by Starkku)" msgstr "现在即便开火者在抛射体引爆前被摧毁抛射体也可以保留开火者的所属方。目前暂不适用于某些 Ares 引入的弹头效果(by Starkku)" -#: ../../Whats-New.md:1017 +#: ../../Whats-New.md:1034 msgid "" "Buildings now correctly use laser parameters set for Secondary weapons " "instead of reading them from Primary weapon (by Starkku)" msgstr "现在建筑可以正确的使用副武器设置的激光参数而不再是从主武器读取(by Starkku)" -#: ../../Whats-New.md:1018 +#: ../../Whats-New.md:1035 msgid "" "Fixed an issue that caused vehicles killed by damage dealt by a known " "house but without a known source TechnoType (f.ex animation warhead " @@ -4941,21 +5053,21 @@ msgid "" "trigger events etc. (by Starkku)" msgstr "修复了只有所属方但没有开火者的杀伤击杀载具时未能正确记录因而无法触发地图事件等问题(by Starkku)" -#: ../../Whats-New.md:1019 +#: ../../Whats-New.md:1036 msgid "" "Translucent RLE SHPs will now be drawn using a more precise and " "performant algorithm that has no green tint and banding (only applies to " "Z-aware drawing mode for now) (by Apollo)" msgstr "现在半透明的 RLE SHP 将使用更精确且性能更高的算法进行绘制,不会出现绿色色调和条纹(by Apollo)" -#: ../../Whats-New.md:1020 +#: ../../Whats-New.md:1037 msgid "" "Fixed transports recursively put into each other not having a correct " "killer set after second transport when being killed by something (by " "Kerbiter)" msgstr "修复了被递归嵌套放置的运输工具被击杀时从第二层运输工具开始击杀来源设置不正确的问题(by Kerbiter)" -#: ../../Whats-New.md:1021 +#: ../../Whats-New.md:1038 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -4964,56 +5076,56 @@ msgstr "" "修复了带有 `Inviso=true` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " "的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:1022 +#: ../../Whats-New.md:1039 msgid "" "Fixed the bug when `MakeInfantry` logic on BombClass resulted in " "`Neutral` side infantry (by Otamaa)" msgstr "修复了 `MakeInfantry` 逻辑在 BombClass(伊文炸弹)上导致生成 `Neutral` 阵营步兵的 Bug(by Otamaa)" -#: ../../Whats-New.md:1023 +#: ../../Whats-New.md:1040 msgid "" "Fixed railgun particles being drawn to wrong coordinate against buildings" " with non-default `TargetCoordOffset` or when force-firing on bridges (by" " Starkku)" msgstr "修复了轨道炮粒子对于具有非默认 `TargetCoordOffset` 的建筑或在桥上强制开火时被绘制到错误坐标的问题(by Starkku)" -#: ../../Whats-New.md:1024 +#: ../../Whats-New.md:1041 msgid "" "Fixed building `TargetCoordOffset` not being taken into accord for " "several things like fire angle calculations and target lines (by Starkku)" msgstr "修复了建筑 `TargetCoordOffset` 未将开火角度和目标指示线考虑在内的问题(by Starkku)" -#: ../../Whats-New.md:1025 +#: ../../Whats-New.md:1042 msgid "Allowed observers to see a selected building's radial indicator (by Trsdy)" msgstr "允许了观察者查看选中建筑的范围指示器(by Trsdy)" -#: ../../Whats-New.md:1026 +#: ../../Whats-New.md:1043 msgid "" "Allow voxel projectiles to use `AnimPalette` and `FirersPalette` (by " "NetsuNegi)" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`(by NetsuNegi)" -#: ../../Whats-New.md:1029 +#: ../../Whats-New.md:1046 msgid "" "Fixed shields being able to take damage when the parent TechnoType was " "under effects of a `Temporal` Warhead (by Starkku)" msgstr "修复了单位被 `Temporal` 弹头冻结时其护盾仍可受伤的问题(by Starkku)" -#: ../../Whats-New.md:1030 +#: ../../Whats-New.md:1047 msgid "Improved shield behavior for forced damage (by Uranusian)" msgstr "改进了护盾在强制承受伤害时的行为(by Uranusian)" -#: ../../Whats-New.md:1031 +#: ../../Whats-New.md:1048 msgid "" "Fixed `SplashList` animations playing when a unit is hit on a bridge over" " water (by Uranusian)" msgstr "修复了命中桥上单位时会播放 `SplashList` 动画的问题(by Uranusian)" -#: ../../Whats-New.md:1032 +#: ../../Whats-New.md:1049 msgid "Fixed shielded objects not decloaking if shield takes damage (by Starkku)" msgstr "修复了带有护盾的物体在受击时不会解除隐形的问题(by Starkku)" -#: ../../Whats-New.md:1033 +#: ../../Whats-New.md:1050 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -5021,13 +5133,13 @@ msgstr "" "修复了即便修复了由于 `Crit.Affects` 或`ImmuneToCrit` 设定未能造成暴击伤害时仍会播放暴击动画的问题(by " "Starkku)" -#: ../../Whats-New.md:1034 +#: ../../Whats-New.md:1051 msgid "" "Fixed `RemoveDisguise` not working on `PermaDisguise` infantry (by " "Starkku)" msgstr "修复了 `RemoveDisguise` 未能在 `PermaDisguise` 步兵上工作的问题(by Starkku)" -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:1052 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -5035,47 +5147,47 @@ msgstr "" "修复了单色激光(`IsHouseColor`、`IsSingleColor`、LaserTrails)的光照算法以保持与原版效果一致(by " "Starkku)" -#: ../../Whats-New.md:1036 +#: ../../Whats-New.md:1053 msgid "" "Fixed a potential cause of crashes concerning shield animations (such in " "conjunction with cloaking) (by Starkku)" msgstr "修复了一个可能导致崩溃的护盾动画问题(by Starkku)" -#: ../../Whats-New.md:1037 +#: ../../Whats-New.md:1054 msgid "" "Fixed interceptors intercepting projectiles fired by friendly objects if " "the said object died after firing the projectile (by Starkku)" msgstr "修复了友军对象在死亡后其发射的抛射体会被抛射体拦截逻辑视为应拦截目标的问题(by Starkku)" -#: ../../Whats-New.md:1038 +#: ../../Whats-New.md:1055 msgid "" "Fixed interceptor weapons with `Inviso=true` projectiles detonating the " "projectile at wrong coordinates (by Starkku)" msgstr "修复了 `Inviso=true` 抛射体拦截武器在错误左边处引爆的问题(by Starkku)" -#: ../../Whats-New.md:1039 +#: ../../Whats-New.md:1056 msgid "" "Fixed some possible configuration reading issues when using Phobos with " "patches that rename `uimd.ini` (by Belonit)" msgstr "修复了 Phobos 与重命名 `uimd.ini` 的补丁共用时可能出现的配置文件读取文件(by Belonit)" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1057 msgid "Fixed a game crash when using the Map Snapshot command (by Otamaa)" msgstr "修复了抓取地图快捷键导致的游戏崩溃(by Otamaa)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1058 msgid "" "Fixed issue with incorrect input in edit dialog element when using IME " "(by Belonit)" msgstr "修复了使用输入法时编辑对话框内容输入错误的问题(by Belonit)" -#: ../../Whats-New.md:1042 +#: ../../Whats-New.md:1059 msgid "" "Fixed an issue where tooltip text could be clipped by tooltip rectangle " "border if using `MaxWidth` > 0 (by Starkku)" msgstr "修复了 `MaxWidth` > 0 时拓展工具条文本可能被拓展工具条矩形边框截断的问题(by Starkku)" -#: ../../Whats-New.md:1043 +#: ../../Whats-New.md:1060 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -5084,75 +5196,75 @@ msgstr "" "修复了带有 `Trajectory=Straight` 的抛射体在与 `Airburst=yes` 或拥有 `EMEffect=true` " "的弹头结合使用时可能出现的精度问题(by Starkku)" -#: ../../Whats-New.md:1044 +#: ../../Whats-New.md:1061 msgid "Minor performance optimization related to shields (by Trsdy)" msgstr "对护盾进行了轻微的性能优化(by Trsdy)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:1062 msgid "" "Fixed teleporting miners (Chrono Miner) considered to be idle by " "harvester counter, improved related game performance (by Trsdy)" msgstr "修复了超时空矿车被矿车计数器误判为摆烂的问题,并进行了相关的性能优化(by Trsdy)" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:1063 msgid "" "Fixed negative damage weapons considering shield health when evaluating " "targets even if Warhead had `Shield.Penetrate` set to true (by Starkku)" msgstr "修复了负伤害武器在选择目标时即便在弹头 `Shield.Penetrate` 设为 true 也仍会考虑护盾值的问题(by Starkku)" -#: ../../Whats-New.md:1047 +#: ../../Whats-New.md:1064 msgid "" "Fixed engineers considering shield health instead of building health when" " determining if they can repair or capture a building (by Starkku)" msgstr "修复了工程师在判断能否维修/占领建筑时考虑护盾值而非建筑生命值的问题(by Starkku)" -#: ../../Whats-New.md:1048 +#: ../../Whats-New.md:1065 msgid "" "Fixed shield animations (`IdleAnim`, `BreakAnim` and `HitAnim`) showing " "up even if the object shield is attached to is currently underground (by " "Starkku)" msgstr "修复了护盾动画(`IdleAnim`、`BreakAnim` 和 `HitAnim`)在其附着对象处于地下时仍然显示的问题(by Starkku)" -#: ../../Whats-New.md:1049 +#: ../../Whats-New.md:1066 msgid "" "Fixed shields not being removed from sinking units until they have fully " "finished sinking (by Starkku)" msgstr "修复了护盾在单位完全沉没前未被移除的问题(by Starkku)" -#: ../../Whats-New.md:1050 +#: ../../Whats-New.md:1067 msgid "Fixed techno-extdata update after type conversion (by Trsdy)" msgstr "修复了单位转换后的数据更新问题(by Trsdy)" -#: ../../Whats-New.md:1051 +#: ../../Whats-New.md:1068 msgid "" "Fixed Phobos Warhead effects (crits, new shield modifiers etc.) " "considering sinking units valid targets (by Starkku)" msgstr "修复了 Phobos 弹头效果(暴击、护盾修改等)将正在下沉的单位视为有效目标的问题(by Starkku)" -#: ../../Whats-New.md:1052 +#: ../../Whats-New.md:1069 msgid "" "Fixed an issue where `FireOnce=yes` deploy weapons on vehicles would " "still fire multiple times if deploy command is issued repeatedly or when " "not idle (by Starkku)" msgstr "修复了拥有 `FireOnce=yes` 的部署武器在重复下达部署质量或非闲置状态仍会多次开火的问题(by Starkku)" -#: ../../Whats-New.md:1053 +#: ../../Whats-New.md:1070 msgid "" "Fixed a game crash when checking `BuildLimit` if Phobos is running " "without Ares (by Belonit)" msgstr "修复了当 Phobos 未与 Ares 共同使用时检查 `BuildLimit` 会导致游戏崩溃的问题(by Belonit)" -#: ../../Whats-New.md:1054 +#: ../../Whats-New.md:1071 msgid "" "Corrected the misinterpretation in the definition of `DiskLaser.Radius` " "(by Trsdy)" msgstr "更正了定义 `DiskLaser.Radius` 错误解释的问题(by Trsdy)" -#: ../../Whats-New.md:1055 +#: ../../Whats-New.md:1072 msgid "Fixed GlobalVariables failed working among scenarios (by Trsdy)" msgstr "修复了全局变量在多个场景失效的问题(by Trsdy)" -#: ../../Whats-New.md:1058 +#: ../../Whats-New.md:1075 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5160,57 +5272,57 @@ msgstr "" "现在由 EMPulse 超级武器(*Ares 功能*)发射的武器在没有 `EMPulse.TargetSelf=true` " "的情况下也可以正常产生辐射(by Starkku)" -#: ../../Whats-New.md:1060 +#: ../../Whats-New.md:1077 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1061 +#: ../../Whats-New.md:1078 msgid "" "Implemented a tool (sed wrapper) to semi-automatically upgrade INIs to " "use latest Phobos tags (by Kerbiter)" msgstr "做了一个 sed 脚本工具来半自动的更新 INI 内容为最新版 Phobos 的对应标签(by Kerbiter)" -#: ../../Whats-New.md:1065 +#: ../../Whats-New.md:1082 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1070 +#: ../../Whats-New.md:1087 msgid "Fixed shield type info not saving properly (by Uranusian)" msgstr "修复了护盾类型信息未能正确保存的问题(by Uranusian)" -#: ../../Whats-New.md:1071 +#: ../../Whats-New.md:1088 msgid "" "Fixed extended building upgrades logic not properly interacting with " "Ares' BuildLimit check (by Uranusian)" msgstr "修复了拓展的建筑加载物逻辑与 Ares 的 BuildLimit 检查交互异常的问题(by Uranusian)" -#: ../../Whats-New.md:1072 +#: ../../Whats-New.md:1089 msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" msgstr "修复了更多由 `CameoPriority` 导致的随机崩溃问题(by Uranusian)" -#: ../../Whats-New.md:1073 +#: ../../Whats-New.md:1090 msgid "" "Fix aircraft weapons causing game freeze when burst index was not " "correctly reset after firing (by Starkku)" msgstr "修复了战机开火后 Burst 索引未能正确重置导致的游戏卡死问题(by Starkku)" -#: ../../Whats-New.md:1077 +#: ../../Whats-New.md:1094 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1082 +#: ../../Whats-New.md:1099 msgid "Fixed random crashes about `CameoPriority` (by Uranusian)" msgstr "修复了 `CameoPriority` 导致的随机崩溃(by Uranusian)" -#: ../../Whats-New.md:1083 +#: ../../Whats-New.md:1100 msgid "Fixed trigger action 125 not functioning properly (by Uranusian)" msgstr "修复了触发结果 125 号未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:1084 +#: ../../Whats-New.md:1101 msgid "Fixed area warhead detonation not falling back to firer house (by Otamaa)" msgstr "修复了范围弹头的所属问题(by Otamaa)" -#: ../../Whats-New.md:1085 +#: ../../Whats-New.md:1102 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5218,83 +5330,83 @@ msgstr "" "对 `FootClass` 的钩子进行调整以支持 Ares 的 `RadImmune` 相关逻辑;同时对辐射/辐射工兵进行了多项修复(by " "Otamaa)" -#: ../../Whats-New.md:1086 +#: ../../Whats-New.md:1103 msgid "Fixed `Crit.Affects` not functioning properly (by Uranusian)" msgstr "修复了 `Crit.Affects` 未能正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:1087 +#: ../../Whats-New.md:1104 msgid "" "Fixed improper upgrade owner transfer which resulted in built ally / " "enemy building upgrades keeping the player who built them alive (by " "Kerbiter)" msgstr "修复了建造在其他所属方建筑上的加载物会导致本应战败的所属方保持存活的问题(by Kerbiter)" -#: ../../Whats-New.md:1091 +#: ../../Whats-New.md:1108 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1096 +#: ../../Whats-New.md:1113 msgid "" "Customizable producing progress \"bars\" like CnC:Remastered did (by " "Uranusian)" msgstr "自定义像 CNC 重置版那样的生产进度「条」(by Uranusian)" -#: ../../Whats-New.md:1097 +#: ../../Whats-New.md:1114 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1098 +#: ../../Whats-New.md:1115 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:1099 +#: ../../Whats-New.md:1116 msgid "" "Allow making technos unable to be issued with movement order (by " "Uranusian)" msgstr "允许设置单位无法被下达移动指令(by Uranusian)" -#: ../../Whats-New.md:1102 +#: ../../Whats-New.md:1119 msgid "" "Fixed non-IME keyboard input to be working correctly for languages / " "keyboard layouts that use character ranges other than Basic Latin and " "Latin-1 Supplement (by Belonit)" msgstr "修复了非输入法键盘输入在基础拉丁或拉丁 -1 以外的语言/键盘布局中无法正常工作的问题(by Belonit)" -#: ../../Whats-New.md:1105 +#: ../../Whats-New.md:1122 msgid "Fixed the critical damage logic not functioning properly (by Uranusian)" msgstr "修复了暴击伤害逻辑无法正常工作的问题(by Uranusian)" -#: ../../Whats-New.md:1106 +#: ../../Whats-New.md:1123 msgid "Fixed the bug when executing the stop command game crashes (by Uranusian)" msgstr "修复了执行停止命令时游戏崩溃的 Bug(by Uranusian)" -#: ../../Whats-New.md:1110 +#: ../../Whats-New.md:1127 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1115 +#: ../../Whats-New.md:1132 msgid "" "Fixed occasional crashes introduced by `Speed=0` stationary vehicles code" " (by Starkku)" msgstr "修复了由 `Speed=0` 静止载具代码引起的偶发性崩溃问题(by Starkku)" -#: ../../Whats-New.md:1119 +#: ../../Whats-New.md:1136 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1124 +#: ../../Whats-New.md:1141 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary " "(by Starkku)" msgstr "现在载具将在 `Speed` 设置为 0 时使游戏将它们视为静止(by Starkku)" -#: ../../Whats-New.md:1127 +#: ../../Whats-New.md:1144 msgid "" "Fixed the bug when after a failed placement the building/defence tab " "hotkeys won't trigger placement mode again (by Uranusian)" msgstr "修复了在摆放失败后使用切换到建筑栏和防御栏的快捷键无法再次进入放置模式的问题(by Uranusian)" -#: ../../Whats-New.md:1128 +#: ../../Whats-New.md:1145 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5302,189 +5414,189 @@ msgstr "" "修复了拥有 `UndeployInto` 的建筑在反部署时会播放 `EVA_NewRallypointEstablished` 的问题(by " "secsome)" -#: ../../Whats-New.md:1131 +#: ../../Whats-New.md:1148 msgid "" "Fixed the bug when trigger action `125 Build At...` wasn't actually " "producing a building when the target cells were occupied (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 在目标单元格被占用时无法生产建筑的问题(by secsome)" -#: ../../Whats-New.md:1136 +#: ../../Whats-New.md:1153 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1141 +#: ../../Whats-New.md:1158 msgid "" "Shield logic for TechnoTypes (by Uranusian, secsome, Belonit) with " "warhead additions (by Starkku)" msgstr "护盾逻辑(by Uranusian、secsome、Belonit)及对应新增弹头功能(by Starkku)" -#: ../../Whats-New.md:1142 +#: ../../Whats-New.md:1159 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1143 +#: ../../Whats-New.md:1160 msgid "" "New ScriptType actions `71 Timed Area Guard`, `72 Load Onto Transports`, " "`73 Wait until ammo is full` (by FS-21)" msgstr "新增动作脚本 `71 区域警戒(时间计数)`、`72 装载入运输载具`、`73 等待弹药装满`(by FS-21)" -#: ../../Whats-New.md:1144 +#: ../../Whats-New.md:1161 msgid "" "Ore drills now have customizable ore type, range, ore growth stage and " "amount of cells generated (by Kerbiter)" msgstr "现在矿柱可以自定义矿石的类型、范围、生长阶段和生长的单元格数(by Kerbiter)" -#: ../../Whats-New.md:1145 +#: ../../Whats-New.md:1162 msgid "" "Basic projectile interception logic (by AutoGavy, ChrisLv_CN, Kerbiter, " "Erzoid/SukaHati)" msgstr "基础的抛射体拦截逻辑(by AutoGavy、ChrisLv_CN、Kerbiter、Erzoid/SukaHati)" -#: ../../Whats-New.md:1146 +#: ../../Whats-New.md:1163 msgid "" "Customizable harvester active/total counter next to credits counter (by " "Uranusian)" msgstr "在资金计数器旁自定义「工作矿车/矿车总量」计数器(by Uranusian)" -#: ../../Whats-New.md:1147 +#: ../../Whats-New.md:1164 msgid "Select Next Idle Harvester hotkey command (by Kerbiter)" msgstr "选择下一个空闲矿车快捷键(by Kerbiter)" -#: ../../Whats-New.md:1148 +#: ../../Whats-New.md:1165 msgid "Dump Object Info hotkey command (by secsome & FS-21)" msgstr "输出对象信息快捷键(by secsome 与 FS-21)" -#: ../../Whats-New.md:1149 +#: ../../Whats-New.md:1166 msgid "Remove Disguise and Remove Mind Control warhead effects (by secsome)" msgstr "解除伪装和解除心控弹头效果(by secsome)" -#: ../../Whats-New.md:1150 +#: ../../Whats-New.md:1167 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1151 +#: ../../Whats-New.md:1168 msgid "" "`AnimList.PickRandom` used to randomize `AnimList` with no side effects " "(by secsome)" msgstr "添加了 `AnimList.PickRandom` 用于实现没有副作用的随机 `AnimList`(by secsome)" -#: ../../Whats-New.md:1152 +#: ../../Whats-New.md:1169 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:1153 +#: ../../Whats-New.md:1170 msgid "Optional mind control range limit (by Uranusian)" msgstr "自定义心控有效距离上限(by Uranusian)" -#: ../../Whats-New.md:1154 +#: ../../Whats-New.md:1171 msgid "" "Multiple mind controllers can now release units on overload (by Uranusian" " & secsome)" msgstr "多重心控单位(原版脑车)可以在过载时及时释放单位(by Uranusian & secsome)" -#: ../../Whats-New.md:1155 +#: ../../Whats-New.md:1172 msgid "" "Spawns now can be killed on low power and have limited pursuing range (by" " FS-21)" msgstr "现在子机可以在母舰断电时坠毁并且具有有限的追击范围(by FS-21)" -#: ../../Whats-New.md:1156 +#: ../../Whats-New.md:1173 msgid "Spawns can now have the same exp. level as owner techno (by Uranusian)" msgstr "现在子机可以同步母舰的经验等级(by Uranusian)" -#: ../../Whats-New.md:1157 +#: ../../Whats-New.md:1174 msgid "" "`TurretOffset` now accepts `F,L,H` and `F,L` values instead of just `F` " "value (by Kerbiter)" msgstr "现在 `TurretOffset` 可以接受 `F,L,H` 和 `F,L` 那样的值而不仅限于一个 `F`(by Kerbiter)" -#: ../../Whats-New.md:1158 +#: ../../Whats-New.md:1175 msgid "ElectricBolt arc visuals can now be disabled per-arc (by Otamaa)" msgstr "现在可以单独关闭 EBolt 特效中的特定电弧(by Otamaa)" -#: ../../Whats-New.md:1159 +#: ../../Whats-New.md:1176 msgid "Semantic locomotor aliases for modder convenience (by Belonit)" msgstr "为 modder 们添加了简化的 Locomotor 别称(by Belonit)" -#: ../../Whats-New.md:1160 +#: ../../Whats-New.md:1177 msgid "" "Ability to specify amount of shots for strafing aircraft and burst " "simulation (by Starkku)" msgstr "可以为战机扫射指定次数以及模拟 `Burst`(by Starkku)" -#: ../../Whats-New.md:1161 +#: ../../Whats-New.md:1178 msgid "" "Customizeable Teleport/Chrono Locomotor properties per TechnoType (by " "Otamaa)" msgstr "自定义超时空运动模式的参数(by Otamaa)" -#: ../../Whats-New.md:1162 +#: ../../Whats-New.md:1179 msgid "Maximum waypoints amount increased from 702 to 2147483647 (by secsome)" msgstr "路径点数量上限由 702 提升到 2147483647(by secsome)" -#: ../../Whats-New.md:1163 +#: ../../Whats-New.md:1180 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1166 +#: ../../Whats-New.md:1183 msgid "" "Map previews with zero size won't crash the game anymore (by Kerbiter & " "Belonit)" msgstr "0 尺寸的地图预览图不再会导致游戏崩溃(by Kerbiter 与 Belonit)" -#: ../../Whats-New.md:1167 +#: ../../Whats-New.md:1184 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1168 +#: ../../Whats-New.md:1185 msgid "" "Fixed fatal errors when `Blowfish.dll` couldn't be registered in the " "system properly due to missing admin rights (by Belonit)" msgstr "修复了由于确实管理员权限导致 `Blowfish.dll` 无法正确注册而引发的 Fatal Error(by Belonit)" -#: ../../Whats-New.md:1169 +#: ../../Whats-New.md:1186 msgid "" "Fix to take Burst into account for aircraft weapon shots beyond the first" " one (by Starkku)" msgstr "修复了战机扫射武器仅有第一发考虑 `Burst` 的问题(by Starkku)" -#: ../../Whats-New.md:1170 +#: ../../Whats-New.md:1187 msgid "" "Fixed the bug when units are already dead but still in map (for sinking, " "crashing, dying animation, etc.), they could die again (by Uranusian)" msgstr "修复了已经死亡但仍存在于地图上的单位(例如沉没、坠毁、播放死亡动画等)可以再次死亡的 Bug(by Uranusian)" -#: ../../Whats-New.md:1171 +#: ../../Whats-New.md:1188 msgid "" "Fixed the bug when cloaked Desolator was unable to fire his deploy weapon" " (by Otamaa)" msgstr "修复了隐形的辐射工兵无法部署发射武器的 Bug(by Otamaa)" -#: ../../Whats-New.md:1172 +#: ../../Whats-New.md:1189 msgid "" "Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-" "release the victim to control new one (by Uranusian)" msgstr "修复了 `InfiniteMindControl` 在 `Damage=1` 的情况下只能控制 1 个单位的问题(by Uranusian)" -#: ../../Whats-New.md:1173 +#: ../../Whats-New.md:1190 msgid "" "Fixed the bug that script action `Move to cell` was still using leftover " "cell calculations from previous games (by secsome)" msgstr "修复了脚本动作 `移动到单元格` 使用先代游戏残留单元格算法的 Bug(by secsome)" -#: ../../Whats-New.md:1174 +#: ../../Whats-New.md:1191 msgid "" "Fixed the bug when trigger action `125 Build At...` didn't play buildup " "anim (by secsome)" msgstr "修复了触发结果 `125 将建筑建于...` 不播放建造动画的 Bug(by secsome)" -#: ../../Whats-New.md:1175 +#: ../../Whats-New.md:1192 msgid "" "Fixed `DebrisMaximums` (spawned debris type amounts cannot go beyond " "specified maximums anymore) (by Otamaa)" msgstr "修复了 `DebrisMaximums`(生成的碎片不再超过其对应的最大数量)(by Otamaa)" -#: ../../Whats-New.md:1176 +#: ../../Whats-New.md:1193 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -5492,13 +5604,13 @@ msgstr "" "修复了 `DeployFire` 逻辑(现在 `DeployFireWeapon`、`FireOnce`、停止命令可以正常工作)(by " "Starkku)" -#: ../../Whats-New.md:1179 +#: ../../Whats-New.md:1196 msgid "" "Properly rewritten a fix for mind-controlled vehicles deploying into " "buildings (by FS-21)" msgstr "彻底重写了被心控载具部署成建筑的修复方案(by FS-21)" -#: ../../Whats-New.md:1180 +#: ../../Whats-New.md:1197 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -5506,97 +5618,97 @@ msgstr "" "彻底重写了 `DeployToFire` 的修复,标签 `Deployed.RememberTarget` 已弃用,现在总是启用(by " "Kerbiter)" -#: ../../Whats-New.md:1181 +#: ../../Whats-New.md:1198 msgid "New warheads now work with Ares' `GenericWarhead` superweapon (by Belonit)" msgstr "现在新的弹头效果可以用于 Ares 的 `GenericWarhead` 类超级武器(by Belonit)" -#: ../../Whats-New.md:1185 +#: ../../Whats-New.md:1202 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1190 +#: ../../Whats-New.md:1207 msgid "" "Fixed an occasional crash when selecting units with a selection box (by " "Kerbiter)" msgstr "修复了框选单位时偶尔崩溃的问题(by Kerbiter)" -#: ../../Whats-New.md:1194 +#: ../../Whats-New.md:1211 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1199 +#: ../../Whats-New.md:1216 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1200 +#: ../../Whats-New.md:1217 msgid "Support for PCX loading screens of any size (by Belonit)" msgstr "支持了任意尺寸的 PCX 载入图(by Belonit)" -#: ../../Whats-New.md:1201 +#: ../../Whats-New.md:1218 msgid "" "Extended sidebar tooltips with descriptions, recharge time and power " "consumption/generation (by Kerbiter & Belonit)" msgstr "扩展侧边栏拓展工具条时其带有描述、充能时间和电力能耗/产出(by Kerbiter 与 Belonit)" -#: ../../Whats-New.md:1202 +#: ../../Whats-New.md:1219 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1203 +#: ../../Whats-New.md:1220 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1204 +#: ../../Whats-New.md:1221 msgid "Custom game icon command line arg (by Belonit)" msgstr "使用命令行参数自定义游戏图标(by Belonit)" -#: ../../Whats-New.md:1205 +#: ../../Whats-New.md:1222 msgid "Ability to disable black spawn position dots on map preview (by Belonit)" msgstr "允许禁用空置出生点黑点(by Belonit)" -#: ../../Whats-New.md:1206 +#: ../../Whats-New.md:1223 msgid "" "Ability to specify applicable building owner for building upgrades (by " "Kerbiter)" msgstr "允许为建筑加载物指定适当的建筑所属方,也就是可以建造在别人的建筑上(by Kerbiter)" -#: ../../Whats-New.md:1207 +#: ../../Whats-New.md:1224 msgid "Customizable disk laser radius (by Belonit & Kerbiter)" msgstr "自定义飞碟激光半径(by Belonit 与 Kerbiter)" -#: ../../Whats-New.md:1208 +#: ../../Whats-New.md:1225 msgid "Ability to switch to GDI sidebar layout for any side (by Belonit)" msgstr "允许为任意阵营 UI 切换 GDI 式侧边栏布局(by Belonit)" -#: ../../Whats-New.md:1211 +#: ../../Whats-New.md:1228 msgid "" "Deploying mind-controlled TechnoTypes won't make them permanently mind-" "controlled anymore (unfinished fix by DCoder)" msgstr "部署被心灵控制的单位不再会时其永远处于被心控状态(实际上直接刷漆了)(DCoder 未完成的修复)" -#: ../../Whats-New.md:1212 +#: ../../Whats-New.md:1229 msgid "" "SHP debris hardcoded shadows now respect `Shadow=no` tag value (by " "Kerbiter)" msgstr "SHP 碎片硬编码显示的阴影现在遵守 `Shadow=no` 设置(by Kerbiter)" -#: ../../Whats-New.md:1213 +#: ../../Whats-New.md:1230 msgid "" "`DeployToFire` vehicles won't lose target on deploy anymore (unfinished " "fix by DCoder)" msgstr "`DeployToFire` 的载具不再会于部署时丢失目标(DCoder 未完成的修复)" -#: ../../Whats-New.md:1214 +#: ../../Whats-New.md:1231 msgid "" "Fixed QWER hotkey tab switching not hiding the displayed tooltip as it " "should (by Belonit)" msgstr "修复了当通过 QWER 快捷键切换标签页时未能正确隐藏拓展工具条的问题(by Belonit)" -#: ../../Whats-New.md:1215 +#: ../../Whats-New.md:1232 msgid "Sidebar tooltips now can go over sidebar bounds (by Belonit)" msgstr "现在侧边栏拓展工具条可以超出侧边栏边界(by Belonit)" -#: ../../Whats-New.md:1216 +#: ../../Whats-New.md:1233 msgid "Lifted stupidly small limit for tooltip character amount (by Belonit)" msgstr "解除了拓展工具条字符数量小得愚蠢的上限(by Belonit)"