diff --git a/CREDITS.md b/CREDITS.md index aecfca49b0..b03e2047e8 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -277,7 +277,7 @@ This page lists all the individual contributions to the project by their author. - Restored parabombs - Delayed fire weapons - Changes / fixes to `Vertical` projectile logic and customizing projectile initial facing behavior - - Bugfixes to map trigger action `125 Create Building At` + - Bugfixes to map trigger action `125 Build At...` - **Morton (MortonPL)**: - `XDrawOffset` for animations - Shield passthrough & absorption diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 522fa43b04..c005fa6355 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -2491,7 +2491,7 @@ In `rulesmd.ini`: CanKill=true ; boolean ``` -### Unlimbo Detonate +### Unlimbo detonate warhead ![Unlimbo Detonate](_static/images/unlimbodetonate.gif) *Unlimbo Detonate used in **The Call of the Panic Spear** by @[Octagonal prism](https://space.bilibili.com/360577336)* diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 5850eda5f3..cbb93cd75e 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -445,9 +445,9 @@ New: - [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) -- Customize the chained damage of the wall (by TaranDahl) +- [Customize the chained damage of the wall](Fixed-or-Improved-Logics.md#customize-the-chained-damage-of-the-wall) (by TaranDahl) - Allow the aircraft to enter area guard mission and not crash immediately without any airport (by CrimRecya) -- Unlimbo Detonate warhead (by FlyStar) +- [Unlimbo Detonate warhead](New-or-Enhanced-Logics.md#unlimbo-detonate-warhead) (by FlyStar) Vanilla fixes: - Fixed sidebar not updating queued unit numbers when adding or removing units when the production is on hold (by CrimRecya) @@ -477,16 +477,16 @@ Phobos fixes: - Fixed the bug that armor multiplier of new attacheffect will have extra take effect once if restricted warheads (by NetsuNegi) - Fixed an issue that units' `LaserTrails` will always lags behind by one frame (by CrimRecya) - Fixed customized `WarpAway` anim's wrong definition (by Ollerus) -- Fixed parsing of DropPodTrailer from INI (by Starkku) -- Fixed issue with ReturnWeapon not always firing off correctly (by CrimRecya) +- Fixed parsing of `DropPodTrailer` from INI (by Starkku) +- Fixed issue with `ReturnWeapon` not always firing off correctly (by CrimRecya) - Fixed animation damage logic applying invoker/owner inconsistently between weapon & warhead (by Ollerus & Starkku) - Fixed an edge-case issue with Phobos' selection handling code crashing with Veinholes (by Starkku) - Fixed `AmbientDamage.Warhead` not working for waves (by Starkku) - Fixed `SkirmishUnlimitedColors` not being checked if Phobos runs without Ares active (by Starkku) - Fixed number of `*.ApplyFirepowerMult` options (f.ex anim damage, crit) ignoring veterancy firepower modifier (by Starkku) - Fixed map trigger action `125 Build At...` not always playing buildups correctly (by Starkku) -- Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range. (by TaranDahl) -- Fixed an issue that jumpjet infantries stop incorrectly when assigned a target out of range. (by TaranDahl) +- Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range (by TaranDahl) +- Fixed an issue that jumpjet infantries stop incorrectly when assigned a target out of range (by TaranDahl) Fixes / interactions with other extensions: - Allowed `AuxBuilding` and Ares' `SW.Aux/NegBuildings` to count building upgrades (by Ollerus) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index b8a4c2bd78..08573f2069 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-09-08 00:53+0800\n" +"POT-Creation-Date: 2025-09-14 23:42+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -185,11 +185,11 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:470 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:472 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" -#: ../../../CREDITS.md:50 ../../../CREDITS.md:298 +#: ../../../CREDITS.md:50 ../../../CREDITS.md:299 msgid "Voxel light source position customization" msgstr "自定义 Voxel 光源" @@ -221,7 +221,7 @@ msgstr "心灵控制增强" msgid "Custom warhead splash list" msgstr "自定义弹头水花动画" -#: ../../../CREDITS.md:58 ../../../CREDITS.md:332 +#: ../../../CREDITS.md:58 ../../../CREDITS.md:333 msgid "Harvester counter" msgstr "矿车计数器" @@ -286,11 +286,11 @@ msgid "Observer PCX loading screen" msgstr "观察者 PCX 载入图" #: ../../../CREDITS.md:75 ../../../CREDITS.md:104 ../../../CREDITS.md:234 -#: ../../../CREDITS.md:427 +#: ../../../CREDITS.md:429 msgid "Original `Arcing` elevation inaccuracy fix" msgstr "原版 `Arcing` 高差打偏问题修复" -#: ../../../CREDITS.md:76 ../../../CREDITS.md:435 +#: ../../../CREDITS.md:76 ../../../CREDITS.md:437 msgid "Display banner improvement" msgstr "横幅改进" @@ -474,7 +474,7 @@ msgstr "碎片 & 流星撞击行为设置" msgid "Upgrade logic to allow altering of `SpySat` status" msgstr "允许加载物逻辑更改 `SpySat` 效果" -#: ../../../CREDITS.md:125 ../../../CREDITS.md:292 +#: ../../../CREDITS.md:125 ../../../CREDITS.md:293 msgid "Ares detection and integration" msgstr "Ares 检测和集成" @@ -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:561 +#: ../../../CREDITS.md:131 ../../../CREDITS.md:565 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" @@ -526,7 +526,7 @@ msgstr "大多数动作脚本行为" msgid "MC deployer fixes" msgstr "被心灵控制状态下部署行为的修复" -#: ../../../CREDITS.md:138 ../../../CREDITS.md:301 +#: ../../../CREDITS.md:138 ../../../CREDITS.md:302 msgid "Help with docs" msgstr "文档相关的帮助" @@ -614,7 +614,7 @@ msgstr "超时空传送到敌方基地" msgid "Warhead shield penetration & breaking" msgstr "弹头穿盾和破盾" -#: ../../../CREDITS.md:160 ../../../CREDITS.md:316 +#: ../../../CREDITS.md:160 ../../../CREDITS.md:317 msgid "Strafing aircraft weapon customization" msgstr "自定义战机武器扫射" @@ -1091,80 +1091,84 @@ msgid "" 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 "Bugfixes to map trigger action `125 Build At...`" +msgstr "地图触发结果 `125 将建筑建于...` 相关的 Bug 修复" + +#: ../../../CREDITS.md:282 msgid "**Morton (MortonPL)**:" msgstr "**Morton (MortonPL)**:" -#: ../../../CREDITS.md:282 +#: ../../../CREDITS.md:283 msgid "`XDrawOffset` for animations" msgstr "动画的 `XDrawOffset`" -#: ../../../CREDITS.md:283 +#: ../../../CREDITS.md:284 msgid "Shield passthrough & absorption" msgstr "护盾穿透与吸收" -#: ../../../CREDITS.md:284 +#: ../../../CREDITS.md:285 msgid "Building `LimboDelivery` logic" msgstr "建筑 `LimboDelivery` 逻辑" -#: ../../../CREDITS.md:285 +#: ../../../CREDITS.md:286 msgid "Fix for `Image` in art rules" msgstr "修复 art 规则中的 `Image` 逻辑" -#: ../../../CREDITS.md:286 +#: ../../../CREDITS.md:287 msgid "Power delta counter" msgstr "电力变动指示器" -#: ../../../CREDITS.md:287 +#: ../../../CREDITS.md:288 msgid "Super Weapons launching other Super Weapons" msgstr "超级武器发射其他超级武器" -#: ../../../CREDITS.md:288 +#: ../../../CREDITS.md:289 msgid "SpyEffects expansion, launching Super Weapons on building infiltration" msgstr "间谍效果扩展,允许在建筑被渗透时发射超级武器" -#: ../../../CREDITS.md:289 +#: ../../../CREDITS.md:290 msgid "Real time timers" msgstr "实时计时器" -#: ../../../CREDITS.md:290 +#: ../../../CREDITS.md:291 msgid "Default campaign game speed override and custom campaign game speed FPS" msgstr "默认战役游戏速度覆盖与自定义战役速度 FPS" -#: ../../../CREDITS.md:291 +#: ../../../CREDITS.md:292 msgid "Including INI files and inheriting INI sections" msgstr "包含 INI 文件与继承 INI 节" -#: ../../../CREDITS.md:293 +#: ../../../CREDITS.md:294 msgid "TechnoType conversion warhead & superweapon" msgstr "单位转换弹头与超级武器" -#: ../../../CREDITS.md:294 +#: ../../../CREDITS.md:295 msgid "Unlimited skirmish colors" msgstr "无限制遭遇战颜色" -#: ../../../CREDITS.md:295 +#: ../../../CREDITS.md:296 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../../CREDITS.md:296 +#: ../../../CREDITS.md:297 msgid "Dump variables to file on scenario end / hotkey" msgstr "在场景结束/按下快捷键时将变量输出至文件" -#: ../../../CREDITS.md:297 +#: ../../../CREDITS.md:298 msgid "" "`601 House owns TechnoType` and `602 House doesn't own TechnoType` " "trigger events" msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技类型...` 触发条件" -#: ../../../CREDITS.md:299 +#: ../../../CREDITS.md:300 msgid "Extending `Power` to all TechnoTypes" msgstr "将 `Power` 扩展到所有科技类型" -#: ../../../CREDITS.md:300 ../../../CREDITS.md:456 +#: ../../../CREDITS.md:301 ../../../CREDITS.md:458 msgid "Display banner by triggers" msgstr "横幅相关触发" -#: ../../../CREDITS.md:302 +#: ../../../CREDITS.md:303 msgid "" "**ChrisLv_CN** (work relicensed under [following " "permission](https://github.com/Phobos-" @@ -1173,379 +1177,379 @@ msgstr "" "**ChrisLv_CN**(授权见[此处](https://github.com/Phobos-" "developers/Phobos/blob/develop/images/ChrisLv-relicense.png)):" -#: ../../../CREDITS.md:303 +#: ../../../CREDITS.md:304 msgid "General assistance" msgstr "一般性协助" -#: ../../../CREDITS.md:304 +#: ../../../CREDITS.md:305 msgid "Interceptor logic prototype" msgstr "拦截抛射体逻辑雏形" -#: ../../../CREDITS.md:305 +#: ../../../CREDITS.md:306 msgid "LaserTrails prototype" msgstr "激光尾焰雏形" -#: ../../../CREDITS.md:306 +#: ../../../CREDITS.md:307 msgid "Laser fixes prototype" msgstr "激光修复雏形" -#: ../../../CREDITS.md:307 +#: ../../../CREDITS.md:308 msgid "**Trsdy**:" msgstr "**Trsdy**:" -#: ../../../CREDITS.md:308 +#: ../../../CREDITS.md:309 msgid "Preserve IronCurtain status upon `DeploysInto/UndeploysInto`" msgstr "`DeploysInto/UndeploysInto` 保留铁幕效果" -#: ../../../CREDITS.md:309 +#: ../../../CREDITS.md:310 msgid "Several jumpjet fixes:" msgstr "多项 Jumpjet 修复:" -#: ../../../CREDITS.md:310 +#: ../../../CREDITS.md:311 msgid "Facing towards target even if not omni-firing" msgstr "即便并非全向开火也会朝向目标" -#: ../../../CREDITS.md:311 +#: ../../../CREDITS.md:312 msgid "Turret direction in idle state fix" msgstr "闲置状态炮塔方向修复" -#: ../../../CREDITS.md:312 +#: ../../../CREDITS.md:313 msgid "Sensor fix" msgstr "隐形探测修复" -#: ../../../CREDITS.md:313 +#: ../../../CREDITS.md:314 msgid "Allow to tilt regardless of `TiltCrashJumpjet`" msgstr "无视 `TiltCrashJumpjet` 允许倾斜" -#: ../../../CREDITS.md:314 +#: ../../../CREDITS.md:315 msgid "Forbid firing when crashing" msgstr "禁止在坠毁中继续开火" -#: ../../../CREDITS.md:315 +#: ../../../CREDITS.md:316 msgid "`OmniFire.TurnToTarget`" msgstr "`OmniFire.TurnToTarget`" -#: ../../../CREDITS.md:317 +#: ../../../CREDITS.md:318 msgid "Object Self-destruction logic" msgstr "物体自毁逻辑" -#: ../../../CREDITS.md:318 +#: ../../../CREDITS.md:319 msgid "Misc vanilla suicidal behavior fix" msgstr "各种原版自毁行为修复" -#: ../../../CREDITS.md:319 +#: ../../../CREDITS.md:320 msgid "Post-type-conversion update" msgstr "单位转换后的数据更新" -#: ../../../CREDITS.md:320 +#: ../../../CREDITS.md:321 msgid "Units retaining orders after changing ownership bugfix" msgstr "单位在更改所有者后保留命令的 bug 修复" -#: ../../../CREDITS.md:321 +#: ../../../CREDITS.md:322 msgid "Several fixes and dehardcode related to building selling/undeploying:" msgstr "与建筑出售/反部署相关的多项修复与去硬编码:" -#: ../../../CREDITS.md:322 +#: ../../../CREDITS.md:323 msgid "Building `EVA_StructureSold` and `SellSound` dehardcode" msgstr "建筑 `EVA_StructureSold` 与 `SellSound` 去硬编码" -#: ../../../CREDITS.md:323 +#: ../../../CREDITS.md:324 msgid "Restore `EVA_StructureSold` for buildings with `UndeploysInto`" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`" -#: ../../../CREDITS.md:324 +#: ../../../CREDITS.md:325 msgid "Redeployable MCV in campaigns" msgstr "战役中的可重部署 MCV" -#: ../../../CREDITS.md:325 +#: ../../../CREDITS.md:326 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` even " "if not conyard" msgstr "允许不是建造厂但拥有 `UndeploysInto` 的建筑在 `Unsellable=no` 时出售" -#: ../../../CREDITS.md:326 +#: ../../../CREDITS.md:327 msgid "Trigger actions that allow/forbid MCV to redeploy in game" msgstr "允许/禁止 MCV 重部署的触发结果" -#: ../../../CREDITS.md:327 +#: ../../../CREDITS.md:328 msgid "`AlternateFLH` of vehicles in `OpenTopped` transport" msgstr "载具在 `OpenTopped` 载具中的 `AlternateFLH`" -#: ../../../CREDITS.md:328 +#: ../../../CREDITS.md:329 msgid "Slaves' house customization when owner is killed" msgstr "自定义奴隶矿场被毁后的奴隶所有者" -#: ../../../CREDITS.md:329 +#: ../../../CREDITS.md:330 msgid "Trigger Action spawned team IFV/OpenTopped logic fix" msgstr "触发结果所生成小队中 IFV/OpenTopped 逻辑的修复" -#: ../../../CREDITS.md:330 +#: ../../../CREDITS.md:331 msgid "" "Singleplayer Campaign AI's base node/SW-delivered/trigger action `125 " "Create Building At...`'s auto-repairability dehardcode" msgstr "单人战役 AI 的基地节点/超武 Deliver 所创建建筑/触发结果 `125 将建筑建于...` 所创建建筑其自动维修行为的去硬编码化" -#: ../../../CREDITS.md:331 +#: ../../../CREDITS.md:332 msgid "Power delta counter : blackout indication mark" msgstr "电力差值计数器:停电指示标记" -#: ../../../CREDITS.md:333 +#: ../../../CREDITS.md:334 msgid "Income money string indication upon ore dump" msgstr "倒矿时的收入资金文本显示" -#: ../../../CREDITS.md:334 +#: ../../../CREDITS.md:335 msgid "Warhead superweapon launch logic" msgstr "弹头发射超级武器逻辑" -#: ../../../CREDITS.md:335 ../../../CREDITS.md:350 +#: ../../../CREDITS.md:336 ../../../CREDITS.md:351 msgid "TechnoType conversion placeholder" msgstr "单位转换占位符" -#: ../../../CREDITS.md:336 +#: ../../../CREDITS.md:337 msgid "`600 The shield of the attached object is broken` trigger event" msgstr "`600 对象护盾被摧毁...` 触发条件" -#: ../../../CREDITS.md:337 +#: ../../../CREDITS.md:338 msgid "`RadialIndicator` observer visibility" msgstr "`RadialIndicator` 观察者可见性" -#: ../../../CREDITS.md:338 +#: ../../../CREDITS.md:339 msgid "Cloaked objects from allies displaying to player in singleplayer campaigns" msgstr "单人战役中友军的隐形对象对玩家显示" -#: ../../../CREDITS.md:339 +#: ../../../CREDITS.md:340 msgid "Skip `NaturalParticleSystem` displaying from in-map pre-placed structures" msgstr "跳过了地图上预置建筑的 `NaturalParticleSystem` 显示" -#: ../../../CREDITS.md:340 +#: ../../../CREDITS.md:341 msgid "" "Random crate generation limited to land option, optimization for crates' " "random sampling" msgstr "限制随机升级工具箱生成于陆地、优化箱子生成地点的随机采样" -#: ../../../CREDITS.md:341 +#: ../../../CREDITS.md:342 msgid "`ImmuneToCrit` for shields" msgstr "护盾的 `ImmuneToCrit`" -#: ../../../CREDITS.md:342 ../../../CREDITS.md:395 +#: ../../../CREDITS.md:343 ../../../CREDITS.md:397 msgid "Forbidding parallel AI queues by type" msgstr "按类禁止 AI 克隆生产" -#: ../../../CREDITS.md:343 +#: ../../../CREDITS.md:344 msgid "The option to allow `DieSound/VoiceDie` being played when grinding" msgstr "允许在被回收时播放 `DieSound/VoiceDie`" -#: ../../../CREDITS.md:344 +#: ../../../CREDITS.md:345 msgid "Allow iron-curtain effects on infantries" msgstr "允许在步兵上使用铁幕效果" -#: ../../../CREDITS.md:345 +#: ../../../CREDITS.md:346 msgid "" "Break the mindcontrol link when capturing a mind-controlled building with" " engineer" msgstr "当工程师占领被心灵控制的建筑时切断心灵控制链接" -#: ../../../CREDITS.md:346 +#: ../../../CREDITS.md:347 msgid "" "Remove sound events when mind-controlled vehicles deploy into buildings " "or when buildings considered as vehicles get captured" msgstr "当被心灵控制的载具部署成建筑或当被视为载具的建筑被占领时移除声音事件" -#: ../../../CREDITS.md:347 +#: ../../../CREDITS.md:348 msgid "Building LightSource tint S/L fix" msgstr "建筑光源染色问题的的存读档修复" -#: ../../../CREDITS.md:348 +#: ../../../CREDITS.md:349 msgid "Permanent healthbar display on units targeted by temporal weapons fix" msgstr "超时空武器所冻结单位的永久显示血条问题修复" -#: ../../../CREDITS.md:349 +#: ../../../CREDITS.md:350 msgid "" "Powered anims on buildings cease playing upon capture by different house " "fix" msgstr "当建筑被不同所属方占领时停止播放需电动画的修复" -#: ../../../CREDITS.md:351 +#: ../../../CREDITS.md:352 msgid "TechnoType conversion upon ownership change" msgstr "科技类型根据操作者改变而变形" -#: ../../../CREDITS.md:352 +#: ../../../CREDITS.md:353 msgid "EIP 00529A14 crash fix on Linux" msgstr "Linux 系统上的 EIP 00529A14 崩溃修复" -#: ../../../CREDITS.md:353 +#: ../../../CREDITS.md:354 msgid "Teleport timer reset after load game fix" msgstr "读档后重置超时空计时器修复" -#: ../../../CREDITS.md:354 +#: ../../../CREDITS.md:355 msgid "Teleport, Tunnel and Fly loco visual tilt fix" msgstr "Teleport、Tunnel 和 Fly 运动模式视觉倾斜的修复" -#: ../../../CREDITS.md:355 +#: ../../../CREDITS.md:356 msgid "Turret/Barrel/NoSpawnAlt/Multi-section voxel shadow, dynamic voxel shadow" msgstr "炮塔、炮管、`NoSpawnAlt`、多组件 Voxel 阴影、动态 Voxel 阴影" -#: ../../../CREDITS.md:356 +#: ../../../CREDITS.md:357 msgid "Skip units' turret rotation and jumpjets' wobbling under EMP" msgstr "在 EMP 状态下跳过单位的炮塔旋转和 Jumpjet 浮动" -#: ../../../CREDITS.md:357 +#: ../../../CREDITS.md:358 msgid "Droppod properties dehardcode" msgstr "DropPod 属性去硬编码" -#: ../../../CREDITS.md:358 +#: ../../../CREDITS.md:359 msgid "`Deployer = yes->no` infantry conversion sequence fix" msgstr "`Deployer = yes->no` 步兵变形的序列问题修复" -#: ../../../CREDITS.md:359 +#: ../../../CREDITS.md:360 msgid "Waypoint entering building together with engineer/agent bug fix" msgstr "工程师/间谍路径点自偷 Bug 的修复" -#: ../../../CREDITS.md:360 +#: ../../../CREDITS.md:361 msgid "Skippable game save on scenario start" msgstr "可跳过的场景开始时自动存档" -#: ../../../CREDITS.md:361 +#: ../../../CREDITS.md:362 msgid "`InfDeath=9` versus jumpjet infantry 0 damage fix" msgstr "`InfDeath=9` 对 Jumpjet 步兵 0 伤害效果的修复" -#: ../../../CREDITS.md:362 +#: ../../../CREDITS.md:363 msgid "Skip rally point line drawing when undeploying a building" msgstr "跳过建筑反部署时的集结线绘制" -#: ../../../CREDITS.md:363 +#: ../../../CREDITS.md:364 msgid "Ares' `SW.Shots` hint on extended tooltips" msgstr "在拓展拓展工具条中现实 Ares 的 `SW.Shots`" -#: ../../../CREDITS.md:364 +#: ../../../CREDITS.md:365 msgid "Ares' Abductor weapon fix" msgstr "Ares 超时空监狱吸取武器的修复" -#: ../../../CREDITS.md:365 +#: ../../../CREDITS.md:366 msgid "Suppress Ares' swizzle warning when parsing tags and taskforces" msgstr "在解析标签和特遣部队时抑制 Ares 的 swizzle 警告" -#: ../../../CREDITS.md:366 +#: ../../../CREDITS.md:367 msgid "" "Better fix for Ares academy not working on the initial payloads of " "vehicles built from a war factory" msgstr "对于 Ares 训练所逻辑在产自重工的载具其初始载员上不生效问题更好的修复方式" -#: ../../../CREDITS.md:367 +#: ../../../CREDITS.md:368 msgid "Fix Ares' InitialPayload for teams spawned by trigger actions" msgstr "触发结果所生成小队的 Ares 初始载员功能修复" -#: ../../../CREDITS.md:368 +#: ../../../CREDITS.md:369 msgid "Misc code refactor & maintenance, CN doc fixes, bugfixes" msgstr "各种代码重构与维护、中文文档修正、错误修复" -#: ../../../CREDITS.md:369 +#: ../../../CREDITS.md:370 msgid "**FlyStar**:" msgstr "**FlyStar**:" -#: ../../../CREDITS.md:370 +#: ../../../CREDITS.md:371 msgid "Campaign load screen PCX support" msgstr "战役 PCX 载入图支持" -#: ../../../CREDITS.md:371 +#: ../../../CREDITS.md:372 msgid "" "New condition for automatic self-destruction logic when TechnoTypes " "exist/don't exist" msgstr "新的自毁条件:若科技类型存在/不存在" -#: ../../../CREDITS.md:372 +#: ../../../CREDITS.md:373 msgid "Fix `AltNextScenario` not taking effect" msgstr "修复了 `AltNextScenario` 无法生效的问题" -#: ../../../CREDITS.md:373 +#: ../../../CREDITS.md:374 msgid "Fix `Hospital=yes` building can't kick out infantry after loading a save" msgstr "修复了 `Hospital=yes` 的建筑在读档后无法让步兵离开的问题" -#: ../../../CREDITS.md:374 +#: ../../../CREDITS.md:375 msgid "`Edit/Clear Hate-Value` Trigger Action" msgstr "`606 编辑仇恨值`、`607 清除仇恨值` 触发结果" -#: ../../../CREDITS.md:375 +#: ../../../CREDITS.md:376 msgid "`Set Force Enemy` Trigger Action" msgstr "`608 强制宣战` 触发结果" -#: ../../../CREDITS.md:376 +#: ../../../CREDITS.md:377 msgid "" "Fix the issue where computer players did not search for new enemies after" " defeating them or forming alliances with them" msgstr "" -#: ../../../CREDITS.md:377 +#: ../../../CREDITS.md:378 msgid "Customize the damage taken when falling from a bridge" msgstr "自定义桥上坠落伤害" -#: ../../../CREDITS.md:378 +#: ../../../CREDITS.md:379 msgid "" "`600 The shield of the attached object is broken` bug fix for the " "triggered event" msgstr "对 `600 对象护盾被摧毁...` 触发条件的修复" -#: ../../../CREDITS.md:379 +#: ../../../CREDITS.md:380 msgid "" "Fix an issue where a portion of Ares's trigger event 75/77 was determined" " unsuccessfully" msgstr "修复了 Ares 触发条件 75/77 有时判定不成功的问题" -#: ../../../CREDITS.md:380 +#: ../../../CREDITS.md:381 msgid "" "Second weapon with `ElectricAssault=yes` will not unconditionally attack " "your building with `Overpowerable=yes`" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑" -#: ../../../CREDITS.md:381 ../../../CREDITS.md:458 +#: ../../../CREDITS.md:382 ../../../CREDITS.md:460 msgid "Fix the issue where some units crashed after the deployment transformation" msgstr "" -#: ../../../CREDITS.md:382 +#: ../../../CREDITS.md:383 msgid "Turretless vehicles with `Voxel=no` support use `FireUp` like infantry" msgstr "无炮塔 Shape 载具开火前摇" -#: ../../../CREDITS.md:383 +#: ../../../CREDITS.md:384 msgid "Infantry support `IsGattling=yes`" msgstr "步兵类现已支持使用 `IsGattling=yes` 开启盖特逻辑" -#: ../../../CREDITS.md:384 +#: ../../../CREDITS.md:385 msgid "Support for more optional weapons" msgstr "多武器逻辑" -#: ../../../CREDITS.md:385 +#: ../../../CREDITS.md:386 msgid "" "Engineers can enter buildings normally when they don't need to be " "repaired (or you can force it by pressing Alt)" msgstr "工程师在建筑无需维修时可以正常进入(也可以通过按住 `[Alt]` 强制进入)" -#: ../../../CREDITS.md:386 +#: ../../../CREDITS.md:387 msgid "" "Player-controlled spies are not forced to perform other tasks while " "attacking buildings" msgstr "人类玩家控制的间谍在攻击建筑时不会强制执行其他任务" -#: ../../../CREDITS.md:387 +#: ../../../CREDITS.md:388 msgid "" "If `BombDisarm=yes` is not present for all weapon warheads, then the " "engineer will no longer use the appropriate mouse action" msgstr "如果所有武器的弹头都没有 `BombDisarm=yes` 则工程师将不再使用相应的鼠标动作" -#: ../../../CREDITS.md:388 +#: ../../../CREDITS.md:389 msgid "Fix an unusual use of DeployFireWeapon for InfantryType" msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况" -#: ../../../CREDITS.md:389 +#: ../../../CREDITS.md:390 msgid "" "Fix the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target" msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题" -#: ../../../CREDITS.md:390 +#: ../../../CREDITS.md:391 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" -#: ../../../CREDITS.md:391 +#: ../../../CREDITS.md:392 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -1555,67 +1559,71 @@ 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" -#: ../../../CREDITS.md:392 +#: ../../../CREDITS.md:393 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)" -#: ../../../CREDITS.md:393 +#: ../../../CREDITS.md:394 msgid "Health bar permanently displayed" msgstr "血条恒显" -#: ../../../CREDITS.md:394 +#: ../../../CREDITS.md:395 +msgid "Unlimbo Detonate warhead" +msgstr "去虚拟化引爆弹头" + +#: ../../../CREDITS.md:396 msgid "**NetsuNegi**:" msgstr "**NetsuNegi**:" -#: ../../../CREDITS.md:396 +#: ../../../CREDITS.md:398 msgid "Jumpjet crash speed fix when crashing onto building" msgstr "Jumpjet 在建筑上坠毁时的坠毁速度修复" -#: ../../../CREDITS.md:397 +#: ../../../CREDITS.md:399 msgid "" "Disguised units not using the correct palette if target has custom " "palette bugfix" msgstr "伪装单位在目标拥有自定义色盘时无法正确使用色盘问题的修复" -#: ../../../CREDITS.md:398 +#: ../../../CREDITS.md:400 msgid "Tunnel/Walk/Mech locomotor being stuck when moving too fast bugfix" msgstr "Tunnel/Walk/Mech 运动模式在移动过快时卡住的 bug 修复" -#: ../../../CREDITS.md:399 +#: ../../../CREDITS.md:401 msgid "Assign Super Weapon cameo to any sidebar tab" msgstr "自定义超级武器所在栏" -#: ../../../CREDITS.md:400 +#: ../../../CREDITS.md:402 msgid "" "Fix impassable invisible barrier created by chronosphere on uncrushable " "unit" msgstr "修复了超时空传送超武将单位传送到一个不可碾压目标上并摧毁时在原位置创建空气墙的问题" -#: ../../../CREDITS.md:401 +#: ../../../CREDITS.md:403 msgid "`FreeUnit` uses its own `SpeedType` to determine where to spawn" msgstr "`FreeUnit` 使用单位自己的 `SpeedType` 来寻找生成位置" -#: ../../../CREDITS.md:402 +#: ../../../CREDITS.md:404 msgid "" "Fix the bug where naval ships set to `AllowedToStartInMultiplayer=yes` " "may spawn incorrectly on land" msgstr "修复了海军舰船设为 `AllowedToStartInMultiplayer=yes` 可能生成在陆地上的 Bug" -#: ../../../CREDITS.md:403 +#: ../../../CREDITS.md:405 msgid "" "Fix the bug where pathfinding issues occur when a building performs " "undeploy" msgstr "修复了建筑执行 `UndeploysInto` 时的寻路问题" -#: ../../../CREDITS.md:404 +#: ../../../CREDITS.md:406 msgid "" "Fix amphibious harvesters can not automatically return to refineries with" " `WaterBound`" msgstr "修复了两栖矿车无法自动返回拥有 `WaterBound` 的矿场的问题" -#: ../../../CREDITS.md:405 +#: ../../../CREDITS.md:407 msgid "" "Fix [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" @@ -1624,27 +1632,27 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:406 ../../../CREDITS.md:554 +#: ../../../CREDITS.md:408 ../../../CREDITS.md:558 msgid "Fix `DefaultDisguise` showing wrong house colors for different players" msgstr "修复了 `DefaultDisguise` 为不同玩家显示不同所属方颜色的问题" -#: ../../../CREDITS.md:407 +#: ../../../CREDITS.md:409 msgid "Taking over Ares' AlphaImage respawn logic to reduce lags from it" msgstr "接管 Ares 的 AlphaImage 重绘逻辑以减少其造成的卡顿" -#: ../../../CREDITS.md:408 +#: ../../../CREDITS.md:410 msgid "Allow voxel projectiles to use `AnimPalette` and `FirersPalette`" msgstr "允许了 Voxel 抛射体使用 `AnimPalette` 和 `FirersPalette`" -#: ../../../CREDITS.md:409 +#: ../../../CREDITS.md:411 msgid "Customize damaged speed ratio of drive/ship loco" msgstr "自定义 `Locomotor` 为 `Drive`/`Ship` 的单位伤残状态的速度比率" -#: ../../../CREDITS.md:410 +#: ../../../CREDITS.md:412 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../../CREDITS.md:411 +#: ../../../CREDITS.md:413 msgid "" "Fix the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used" @@ -1652,855 +1660,866 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug" -#: ../../../CREDITS.md:412 +#: ../../../CREDITS.md:414 msgid "" "Fix the bug that harvester dont stop unloading and cannot unload cargos " "anymore when lifting by `IsLocomotor=yes` warhead" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug" -#: ../../../CREDITS.md:413 ../../../CREDITS.md:515 +#: ../../../CREDITS.md:415 ../../../CREDITS.md:517 msgid "Fix an issue that units on the slope tilted at an excessive angle" msgstr "修复了单位在斜坡上倾斜角度过大的问题" -#: ../../../CREDITS.md:414 +#: ../../../CREDITS.md:416 msgid "Enhanced reveal & gap warhead" msgstr "增强版揭示弹与黑幕弹" -#: ../../../CREDITS.md:415 +#: ../../../CREDITS.md:417 msgid "" "Fix an issue that teleport units board transport vehicles on the bridge " "will create an impassable invisible barrier, which may cause the game to " "freeze or even crash" msgstr "修复了单位超时空进入桥上的运输载具会产生空气墙并可能导致游戏卡死乃至崩溃的问题" -#: ../../../CREDITS.md:416 +#: ../../../CREDITS.md:418 msgid "" "Fix wrong shadow when a vehicle has hover locomotor and is being lifted " "by `IsLocomotor=yes` warhead" msgstr "修复了使用悬浮运动模式的载具被 `IsLocomotor=yes` 弹头抬起时显示的错误阴影" -#: ../../../CREDITS.md:417 +#: ../../../CREDITS.md:419 msgid "Customize parasite culling targets" msgstr "自定义寄生秒杀目标" -#: ../../../CREDITS.md:418 +#: ../../../CREDITS.md:420 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../../CREDITS.md:419 +#: ../../../CREDITS.md:421 msgid "Select box logic" msgstr "选择框逻辑" -#: ../../../CREDITS.md:420 +#: ../../../CREDITS.md:422 msgid "Customize airstrike targets" msgstr "自定义空袭目标" -#: ../../../CREDITS.md:421 +#: ../../../CREDITS.md:423 msgid "" "Separate the AirstrikeClass pointer between the attacker/aircraft and the" " target to avoid erroneous overwriting issues" 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" -#: ../../../CREDITS.md:422 +#: ../../../CREDITS.md:424 msgid "Fix the bug that buildings will always be tinted as airstrike owner" msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug" -#: ../../../CREDITS.md:423 +#: ../../../CREDITS.md:425 msgid "" "Fix the bug that `AllowAirstrike=no` cannot completely prevent air " "strikes from being launched against it" msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug" -#: ../../../CREDITS.md:424 +#: ../../../CREDITS.md:426 msgid "" "Fix the bug that infantry ignored `Passengers` and `SizeLimit` when " "entering buildings" msgstr "修复了步兵进入建筑时忽略 `Passengers` 和 `SizeLimit` 的 Bug" -#: ../../../CREDITS.md:425 +#: ../../../CREDITS.md:427 msgid "Tiberium eater logic" msgstr "马夫逻辑" -#: ../../../CREDITS.md:426 +#: ../../../CREDITS.md:428 msgid "Fix the bug that ships can travel on elevated bridges" msgstr "修复了船只可以在高架桥上行驶的 Bug" -#: ../../../CREDITS.md:428 +#: ../../../CREDITS.md:430 msgid "" "Fix the bug that uncontrolled scatter when elite techno attacked by " "aircraft or some unit try crush it" msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug" -#: ../../../CREDITS.md:429 ../../../CREDITS.md:526 +#: ../../../CREDITS.md:431 ../../../CREDITS.md:528 msgid "Exclusive SuperWeapon Sidebar" msgstr "超武侧边栏" -#: ../../../CREDITS.md:430 +#: ../../../CREDITS.md:432 msgid "Fix the bug that AlphaImage remained after unit entered tunnel" msgstr "修复了 AlphaImage 在单位进入隧道后会遗留在隧道口的 Bug" -#: ../../../CREDITS.md:431 +#: ../../../CREDITS.md:433 msgid "Weapon target filtering by health percentage" msgstr "武器根据血量百分比筛选目标" -#: ../../../CREDITS.md:432 +#: ../../../CREDITS.md:434 msgid "" "Fix the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective on " "airforce" msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug" -#: ../../../CREDITS.md:433 +#: ../../../CREDITS.md:435 msgid "Customize limit when engineer repair a building" msgstr "自定义工程师维修建筑时的修复值" -#: ../../../CREDITS.md:434 +#: ../../../CREDITS.md:436 msgid "" "Fix the bug that damaged particle dont disappear after building has " "repaired by engineer" msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug" -#: ../../../CREDITS.md:436 +#: ../../../CREDITS.md:438 msgid "Electric/RadBeam trail for laser tails" msgstr "激光尾焰逻辑支持 EBolt/辐射波" -#: ../../../CREDITS.md:437 +#: ../../../CREDITS.md:439 msgid "Ground line for select box" msgstr "为选择框添加了投影线" -#: ../../../CREDITS.md:438 +#: ../../../CREDITS.md:440 msgid "" "Fix the bug that passengers' Temporal attacks wouldn't stop when an " "OpenTopped vehicle was frozen by a Temporal warhead" msgstr "修复了即便 `OpenTopped` 载具被超时空弹头冻结其乘客的超时空武器攻击也不会停止的 Bug" -#: ../../../CREDITS.md:439 +#: ../../../CREDITS.md:441 msgid "Fix the bug that vehicle owned by computer will scatter when cloaking" msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug" -#: ../../../CREDITS.md:440 +#: ../../../CREDITS.md:442 msgid "" "Fix the bug that submarine always turn left after changed owner by map " "event" msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug" -#: ../../../CREDITS.md:441 +#: ../../../CREDITS.md:443 msgid "" "Fix the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants" msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug" -#: ../../../CREDITS.md:442 +#: ../../../CREDITS.md:444 msgid "" "Fix the bug that Locomotor warhead won't stop working when the attacker " "is being affected by `Temporal=yes` warhead" msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug" -#: ../../../CREDITS.md:443 +#: ../../../CREDITS.md:445 msgid "" "Fix the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge" msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug" -#: ../../../CREDITS.md:444 +#: ../../../CREDITS.md:446 msgid "" "Fix the bug that Locomotor warhead won't stop working when firer (except " "for vehicle) stop firing" msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug" -#: ../../../CREDITS.md:445 +#: ../../../CREDITS.md:447 msgid "Fix the bug that hover vehicle will sink if destroyed on bridge" msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 Bug" -#: ../../../CREDITS.md:446 +#: ../../../CREDITS.md:448 msgid "Customize squid grapple animation" msgstr "自定义乌贼拖拽动画" -#: ../../../CREDITS.md:447 +#: ../../../CREDITS.md:449 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" +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 +#: ../../../CREDITS.md:450 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:449 +#: ../../../CREDITS.md:451 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:450 +#: ../../../CREDITS.md:452 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:451 +#: ../../../CREDITS.md:453 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:452 +#: ../../../CREDITS.md:454 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:453 +#: ../../../CREDITS.md:455 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:454 +#: ../../../CREDITS.md:456 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:455 +#: ../../../CREDITS.md:457 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:457 +#: ../../../CREDITS.md:459 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:461 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:460 +#: ../../../CREDITS.md:462 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:461 +#: ../../../CREDITS.md:463 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:462 +#: ../../../CREDITS.md:464 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:463 +#: ../../../CREDITS.md:465 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:464 ../../../CREDITS.md:549 +#: ../../../CREDITS.md:466 ../../../CREDITS.md:553 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:465 +#: ../../../CREDITS.md:467 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:466 +#: ../../../CREDITS.md:468 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:467 +#: ../../../CREDITS.md:469 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:470 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:471 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:473 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:472 +#: ../../../CREDITS.md:474 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:473 +#: ../../../CREDITS.md:475 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:476 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:477 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../../CREDITS.md:476 +#: ../../../CREDITS.md:478 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:477 +#: ../../../CREDITS.md:479 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:480 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:481 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:480 +#: ../../../CREDITS.md:482 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:481 +#: ../../../CREDITS.md:483 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:484 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:483 +#: ../../../CREDITS.md:485 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:486 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:485 +#: ../../../CREDITS.md:487 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:488 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:489 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:488 +#: ../../../CREDITS.md:490 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:489 +#: ../../../CREDITS.md:491 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:490 +#: ../../../CREDITS.md:492 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:491 +#: ../../../CREDITS.md:493 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:494 msgid "Enhanced Straight trajectory" msgstr "增强的直线轨迹" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:495 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:496 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:495 +#: ../../../CREDITS.md:497 msgid "New Parabola trajectory" msgstr "新的抛物线轨迹" -#: ../../../CREDITS.md:496 ../../../CREDITS.md:552 +#: ../../../CREDITS.md:498 ../../../CREDITS.md:556 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击轨迹" -#: ../../../CREDITS.md:497 ../../../CREDITS.md:582 +#: ../../../CREDITS.md:499 ../../../CREDITS.md:586 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:500 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:501 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:500 +#: ../../../CREDITS.md:502 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:503 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:504 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:503 +#: ../../../CREDITS.md:505 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:504 +#: ../../../CREDITS.md:506 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:505 +#: ../../../CREDITS.md:507 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:506 +#: ../../../CREDITS.md:508 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:509 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:508 +#: ../../../CREDITS.md:510 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:509 +#: ../../../CREDITS.md:511 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:510 ../../../CREDITS.md:592 +#: ../../../CREDITS.md:512 ../../../CREDITS.md:596 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:511 +#: ../../../CREDITS.md:513 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:512 +#: ../../../CREDITS.md:514 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:513 +#: ../../../CREDITS.md:515 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:514 +#: ../../../CREDITS.md:516 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:516 +#: ../../../CREDITS.md:518 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:517 +#: ../../../CREDITS.md:519 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:518 +#: ../../../CREDITS.md:520 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:519 +#: ../../../CREDITS.md:521 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:520 +#: ../../../CREDITS.md:522 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:521 +#: ../../../CREDITS.md:523 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:522 +#: ../../../CREDITS.md:524 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:523 +#: ../../../CREDITS.md:525 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../../CREDITS.md:524 +#: ../../../CREDITS.md:526 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../../CREDITS.md:525 +#: ../../../CREDITS.md:527 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:527 +#: ../../../CREDITS.md:529 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:528 +#: ../../../CREDITS.md:530 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:529 +#: ../../../CREDITS.md:531 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:530 +#: ../../../CREDITS.md:532 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:531 +#: ../../../CREDITS.md:533 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../../CREDITS.md:532 +#: ../../../CREDITS.md:534 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:533 +#: ../../../CREDITS.md:535 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:534 +#: ../../../CREDITS.md:536 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:535 +#: ../../../CREDITS.md:537 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:536 ../../../CREDITS.md:605 +#: ../../../CREDITS.md:538 ../../../CREDITS.md:609 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../../CREDITS.md:537 +#: ../../../CREDITS.md:539 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:538 +#: ../../../CREDITS.md:540 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:539 +#: ../../../CREDITS.md:541 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../../CREDITS.md:540 +#: ../../../CREDITS.md:542 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../../CREDITS.md:541 +#: ../../../CREDITS.md:543 msgid "Restore turret recoil effect" msgstr "复原炮塔制退" -#: ../../../CREDITS.md:542 +#: ../../../CREDITS.md:544 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:543 +#: ../../../CREDITS.md:545 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:544 +#: ../../../CREDITS.md:546 msgid "Jumpjet Climbing Logic Enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../../CREDITS.md:545 +#: ../../../CREDITS.md:547 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:546 +#: ../../../CREDITS.md:548 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:549 +msgid "" +"Fix an issue that the currently hovered planning node not update up-to-" +"date, such as using hotkeys to select technos" +msgstr "修复了所谓的高等路径学" + +#: ../../../CREDITS.md:550 +msgid "" +"Allow the aircraft to enter area guard mission and not crash immediately " +"without any airport" msgstr "" -"修复了单位的 `LaserTrails` 总会滞后一帧的问题" +"允许战机执行区域警戒任务且在无机场的情况下不会立即坠毁" -#: ../../../CREDITS.md:547 +#: ../../../CREDITS.md:551 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:548 +#: ../../../CREDITS.md:552 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:550 +#: ../../../CREDITS.md:554 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:551 +#: ../../../CREDITS.md:555 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:553 +#: ../../../CREDITS.md:557 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:555 +#: ../../../CREDITS.md:559 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:556 +#: ../../../CREDITS.md:560 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:557 +#: ../../../CREDITS.md:561 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:558 +#: ../../../CREDITS.md:562 msgid "Passenger-based insignias" msgstr "根据乘客切换军衔" -#: ../../../CREDITS.md:559 +#: ../../../CREDITS.md:563 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:560 +#: ../../../CREDITS.md:564 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:562 +#: ../../../CREDITS.md:566 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:563 +#: ../../../CREDITS.md:567 msgid "Display banner improvement and doc" msgstr "横幅的改进与文档" -#: ../../../CREDITS.md:564 +#: ../../../CREDITS.md:568 msgid "Damage multiplier for health percentage" msgstr "对不同剩余血量的伤害修正比" -#: ../../../CREDITS.md:565 +#: ../../../CREDITS.md:569 msgid "Linked superweapons tweak" msgstr "对联动超武的调整" -#: ../../../CREDITS.md:566 +#: ../../../CREDITS.md:570 msgid "Randomized anims for several behaviors" msgstr "几种行为的随机动画" -#: ../../../CREDITS.md:567 +#: ../../../CREDITS.md:571 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 +#: ../../../CREDITS.md:572 msgid "Shield respawn animation and weapon" msgstr "护盾重生动画与武器" -#: ../../../CREDITS.md:569 +#: ../../../CREDITS.md:573 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星轨迹雏形" -#: ../../../CREDITS.md:570 +#: ../../../CREDITS.md:574 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:571 +#: ../../../CREDITS.md:575 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:572 +#: ../../../CREDITS.md:576 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:573 +#: ../../../CREDITS.md:577 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:574 +#: ../../../CREDITS.md:578 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:575 +#: ../../../CREDITS.md:579 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:576 +#: ../../../CREDITS.md:580 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:577 +#: ../../../CREDITS.md:581 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:578 +#: ../../../CREDITS.md:582 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:579 +#: ../../../CREDITS.md:583 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:580 +#: ../../../CREDITS.md:584 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:581 +#: ../../../CREDITS.md:585 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:583 +#: ../../../CREDITS.md:587 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:584 +#: ../../../CREDITS.md:588 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:585 +#: ../../../CREDITS.md:589 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:586 +#: ../../../CREDITS.md:590 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:587 +#: ../../../CREDITS.md:591 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:588 +#: ../../../CREDITS.md:592 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:589 +#: ../../../CREDITS.md:593 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:590 +#: ../../../CREDITS.md:594 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:591 +#: ../../../CREDITS.md:595 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:593 +#: ../../../CREDITS.md:597 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:594 +#: ../../../CREDITS.md:598 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:595 +#: ../../../CREDITS.md:599 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:596 +#: ../../../CREDITS.md:600 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:597 +#: ../../../CREDITS.md:601 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:602 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:599 +#: ../../../CREDITS.md:603 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:600 +#: ../../../CREDITS.md:604 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:601 +#: ../../../CREDITS.md:605 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:602 +#: ../../../CREDITS.md:606 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:607 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:604 +#: ../../../CREDITS.md:608 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:606 +#: ../../../CREDITS.md:610 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:607 +#: ../../../CREDITS.md:611 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:608 +#: ../../../CREDITS.md:612 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:609 +#: ../../../CREDITS.md:613 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2508,96 +2527,111 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:610 +#: ../../../CREDITS.md:614 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:611 +#: ../../../CREDITS.md:615 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" +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 +#: ../../../CREDITS.md:616 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 +#: ../../../CREDITS.md:617 +msgid "Customize the chained damage of the wall" +msgstr "自定义墙的连锁伤害" + +#: ../../../CREDITS.md:618 +msgid "" +"Fix an issue that jumpjet vehicles can not stop correctly when assigned a" +" target in range" +msgstr "修复了 Jumpjet 载具在指定射程内目标时无法正确停止的问题" + +#: ../../../CREDITS.md:619 +msgid "" +"Fix an issue that jumpjet infantries stop incorrectly when assigned a " +"target out of range" +msgstr "修复了 Jumpjet 步兵在指定超出射程的目标时停止不正确的问题" + +#: ../../../CREDITS.md:620 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:621 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:615 +#: ../../../CREDITS.md:622 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:616 +#: ../../../CREDITS.md:623 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:617 +#: ../../../CREDITS.md:624 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:618 +#: ../../../CREDITS.md:625 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:619 +#: ../../../CREDITS.md:626 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:620 +#: ../../../CREDITS.md:627 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:621 +#: ../../../CREDITS.md:628 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:622 +#: ../../../CREDITS.md:629 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:623 +#: ../../../CREDITS.md:630 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:624 +#: ../../../CREDITS.md:631 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:625 +#: ../../../CREDITS.md:632 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:626 +#: ../../../CREDITS.md:633 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:627 +#: ../../../CREDITS.md:634 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:628 +#: ../../../CREDITS.md:635 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:629 +#: ../../../CREDITS.md:636 msgid "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "Digital Display" @@ -2605,59 +2639,61 @@ msgstr "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "数字化显示" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:637 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:631 +#: ../../../CREDITS.md:638 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:632 +#: ../../../CREDITS.md:639 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:633 +#: ../../../CREDITS.md:640 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:634 +#: ../../../CREDITS.md:641 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)" +"**Noble Fish** - some minor improvements and fixes, established Community" +" Chinese docs, took over and completely rewrite the Official Chinese docs" +" during Build#46" +msgstr "" +"**Noble Fish** - 一些小改进与修复、文档维护者(官方英文文档维护、创建了社区中文文档、在 Build#46 " +"接管并完全重写了官方中文文档)" -#: ../../../CREDITS.md:635 +#: ../../../CREDITS.md:642 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:636 +#: ../../../CREDITS.md:643 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:637 +#: ../../../CREDITS.md:644 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:638 +#: ../../../CREDITS.md:645 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:639 +#: ../../../CREDITS.md:646 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:640 +#: ../../../CREDITS.md:647 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:641 +#: ../../../CREDITS.md:648 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2665,33 +2701,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:642 +#: ../../../CREDITS.md:649 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:643 +#: ../../../CREDITS.md:650 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:644 +#: ../../../CREDITS.md:651 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:645 +#: ../../../CREDITS.md:652 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:646 +#: ../../../CREDITS.md:653 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:647 +#: ../../../CREDITS.md:654 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:648 +#: ../../../CREDITS.md:655 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2699,7 +2735,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:649 +#: ../../../CREDITS.md:656 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2713,15 +2749,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:650 +#: ../../../CREDITS.md:657 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:651 +#: ../../../CREDITS.md:658 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:652 +#: ../../../CREDITS.md:659 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 8c4e5b1e8f..b5b55631d5 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Fixed-or-Improved-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-09-08 00:53+0800\n" +"POT-Creation-Date: 2025-09-14 23:42+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: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 +#: ../../Fixed-or-Improved-Logics.md:624 ../../Fixed-or-Improved-Logics.md:902 +#: ../../Fixed-or-Improved-Logics.md:1028 +#: ../../Fixed-or-Improved-Logics.md:1053 +#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1522 +#: ../../Fixed-or-Improved-Logics.md:1538 +#: ../../Fixed-or-Improved-Logics.md:1612 +#: ../../Fixed-or-Improved-Logics.md:1810 +#: ../../Fixed-or-Improved-Logics.md:2225 +#: ../../Fixed-or-Improved-Logics.md:2270 +#: ../../Fixed-or-Improved-Logics.md:2295 msgid "image" msgstr "图像" @@ -1579,14 +1579,14 @@ 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。" +"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。" +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 "" @@ -1594,27 +1594,34 @@ msgid "" "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。" +"`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 +#: ../../Fixed-or-Improved-Logics.md:263 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 +#: ../../Fixed-or-Improved-Logics.md:264 +msgid "" +"Fixed an issue that the currently hovered planning node not update up-to-" +"date, such as using hotkeys to select technos." +msgstr "修复了所谓的高等路径学。" + +#: ../../Fixed-or-Improved-Logics.md:266 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:269 +#: ../../Fixed-or-Improved-Logics.md:268 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:270 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1622,58 +1629,57 @@ 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。" -#: ../../Fixed-or-Improved-Logics.md:271 +#: ../../Fixed-or-Improved-Logics.md:270 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:272 +#: ../../Fixed-or-Improved-Logics.md:271 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:273 +#: ../../Fixed-or-Improved-Logics.md:272 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。" +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 +#: ../../Fixed-or-Improved-Logics.md:273 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:275 +#: ../../Fixed-or-Improved-Logics.md:274 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:276 +#: ../../Fixed-or-Improved-Logics.md:275 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:277 +#: ../../Fixed-or-Improved-Logics.md:276 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:278 +#: ../../Fixed-or-Improved-Logics.md:277 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:279 +#: ../../Fixed-or-Improved-Logics.md:278 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1682,54 +1688,54 @@ 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:280 +#: ../../Fixed-or-Improved-Logics.md:279 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:281 +#: ../../Fixed-or-Improved-Logics.md:280 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:282 +#: ../../Fixed-or-Improved-Logics.md:281 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:283 +#: ../../Fixed-or-Improved-Logics.md:282 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:284 +#: ../../Fixed-or-Improved-Logics.md:283 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:285 +#: ../../Fixed-or-Improved-Logics.md:284 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:286 +#: ../../Fixed-or-Improved-Logics.md:285 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:287 +#: ../../Fixed-or-Improved-Logics.md:286 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:288 +#: ../../Fixed-or-Improved-Logics.md:287 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 " @@ -1739,13 +1745,13 @@ 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:289 +#: ../../Fixed-or-Improved-Logics.md:288 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:290 +#: ../../Fixed-or-Improved-Logics.md:289 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 " @@ -1754,26 +1760,37 @@ 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:291 +#: ../../Fixed-or-Improved-Logics.md:290 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:292 +#: ../../Fixed-or-Improved-Logics.md:291 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。" +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:292 +msgid "" +"Fixed an issue that jumpjet vehicles can not stop correctly when assigned" +" a target in range." +msgstr "修复了 Jumpjet 载具在指定射程内目标时无法正确停止的问题。" + +#: ../../Fixed-or-Improved-Logics.md:293 +msgid "" +"Fixed an issue that jumpjet infantries stop incorrectly when assigned a " +"target out of range." +msgstr "修复了 Jumpjet 步兵在指定超出射程的目标时停止不正确的问题。" -#: ../../Fixed-or-Improved-Logics.md:295 +#: ../../Fixed-or-Improved-Logics.md:296 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:299 +#: ../../Fixed-or-Improved-Logics.md:300 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 " @@ -1784,116 +1801,118 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:304 +#: ../../Fixed-or-Improved-Logics.md:305 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:306 +#: ../../Fixed-or-Improved-Logics.md:307 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: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:309 ../../Fixed-or-Improved-Logics.md:319 +#: ../../Fixed-or-Improved-Logics.md:339 ../../Fixed-or-Improved-Logics.md:358 +#: ../../Fixed-or-Improved-Logics.md:370 ../../Fixed-or-Improved-Logics.md:437 +#: ../../Fixed-or-Improved-Logics.md:516 ../../Fixed-or-Improved-Logics.md:531 +#: ../../Fixed-or-Improved-Logics.md:552 ../../Fixed-or-Improved-Logics.md:574 +#: ../../Fixed-or-Improved-Logics.md:590 ../../Fixed-or-Improved-Logics.md:601 +#: ../../Fixed-or-Improved-Logics.md:616 ../../Fixed-or-Improved-Logics.md:638 +#: ../../Fixed-or-Improved-Logics.md:655 ../../Fixed-or-Improved-Logics.md:673 +#: ../../Fixed-or-Improved-Logics.md:683 ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:724 ../../Fixed-or-Improved-Logics.md:737 +#: ../../Fixed-or-Improved-Logics.md:749 ../../Fixed-or-Improved-Logics.md:762 +#: ../../Fixed-or-Improved-Logics.md:779 ../../Fixed-or-Improved-Logics.md:791 +#: ../../Fixed-or-Improved-Logics.md:803 ../../Fixed-or-Improved-Logics.md:832 +#: ../../Fixed-or-Improved-Logics.md:861 ../../Fixed-or-Improved-Logics.md:873 +#: ../../Fixed-or-Improved-Logics.md:883 ../../Fixed-or-Improved-Logics.md:893 +#: ../../Fixed-or-Improved-Logics.md:909 ../../Fixed-or-Improved-Logics.md:925 +#: ../../Fixed-or-Improved-Logics.md:941 ../../Fixed-or-Improved-Logics.md:971 +#: ../../Fixed-or-Improved-Logics.md:1000 +#: ../../Fixed-or-Improved-Logics.md:1011 +#: ../../Fixed-or-Improved-Logics.md:1033 +#: ../../Fixed-or-Improved-Logics.md:1045 +#: ../../Fixed-or-Improved-Logics.md:1062 +#: ../../Fixed-or-Improved-Logics.md:1084 +#: ../../Fixed-or-Improved-Logics.md:1113 +#: ../../Fixed-or-Improved-Logics.md:1166 #: ../../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:2029 -#: ../../Fixed-or-Improved-Logics.md:2041 -#: ../../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: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:1207 +#: ../../Fixed-or-Improved-Logics.md:1219 +#: ../../Fixed-or-Improved-Logics.md:1233 +#: ../../Fixed-or-Improved-Logics.md:1254 +#: ../../Fixed-or-Improved-Logics.md:1269 +#: ../../Fixed-or-Improved-Logics.md:1289 +#: ../../Fixed-or-Improved-Logics.md:1307 +#: ../../Fixed-or-Improved-Logics.md:1326 +#: ../../Fixed-or-Improved-Logics.md:1339 +#: ../../Fixed-or-Improved-Logics.md:1350 +#: ../../Fixed-or-Improved-Logics.md:1365 +#: ../../Fixed-or-Improved-Logics.md:1392 +#: ../../Fixed-or-Improved-Logics.md:1422 +#: ../../Fixed-or-Improved-Logics.md:1435 +#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1466 +#: ../../Fixed-or-Improved-Logics.md:1480 +#: ../../Fixed-or-Improved-Logics.md:1501 +#: ../../Fixed-or-Improved-Logics.md:1551 +#: ../../Fixed-or-Improved-Logics.md:1569 +#: ../../Fixed-or-Improved-Logics.md:1590 +#: ../../Fixed-or-Improved-Logics.md:1619 +#: ../../Fixed-or-Improved-Logics.md:1637 +#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1668 +#: ../../Fixed-or-Improved-Logics.md:1681 +#: ../../Fixed-or-Improved-Logics.md:1694 +#: ../../Fixed-or-Improved-Logics.md:1706 +#: ../../Fixed-or-Improved-Logics.md:1721 +#: ../../Fixed-or-Improved-Logics.md:1738 +#: ../../Fixed-or-Improved-Logics.md:1753 +#: ../../Fixed-or-Improved-Logics.md:1765 +#: ../../Fixed-or-Improved-Logics.md:1782 +#: ../../Fixed-or-Improved-Logics.md:1799 +#: ../../Fixed-or-Improved-Logics.md:1817 +#: ../../Fixed-or-Improved-Logics.md:1836 +#: ../../Fixed-or-Improved-Logics.md:1850 +#: ../../Fixed-or-Improved-Logics.md:1868 +#: ../../Fixed-or-Improved-Logics.md:1893 +#: ../../Fixed-or-Improved-Logics.md:1910 +#: ../../Fixed-or-Improved-Logics.md:1941 +#: ../../Fixed-or-Improved-Logics.md:1972 +#: ../../Fixed-or-Improved-Logics.md:1996 +#: ../../Fixed-or-Improved-Logics.md:2015 +#: ../../Fixed-or-Improved-Logics.md:2028 +#: ../../Fixed-or-Improved-Logics.md:2040 +#: ../../Fixed-or-Improved-Logics.md:2056 +#: ../../Fixed-or-Improved-Logics.md:2068 +#: ../../Fixed-or-Improved-Logics.md:2081 +#: ../../Fixed-or-Improved-Logics.md:2099 +#: ../../Fixed-or-Improved-Logics.md:2123 +#: ../../Fixed-or-Improved-Logics.md:2136 +#: ../../Fixed-or-Improved-Logics.md:2147 +#: ../../Fixed-or-Improved-Logics.md:2162 +#: ../../Fixed-or-Improved-Logics.md:2179 +#: ../../Fixed-or-Improved-Logics.md:2193 +#: ../../Fixed-or-Improved-Logics.md:2205 +#: ../../Fixed-or-Improved-Logics.md:2217 +#: ../../Fixed-or-Improved-Logics.md:2228 +#: ../../Fixed-or-Improved-Logics.md:2239 +#: ../../Fixed-or-Improved-Logics.md:2252 +#: ../../Fixed-or-Improved-Logics.md:2262 +#: ../../Fixed-or-Improved-Logics.md:2278 #: ../../Fixed-or-Improved-Logics.md:2300 -#: ../../Fixed-or-Improved-Logics.md:2325 +#: ../../Fixed-or-Improved-Logics.md:2311 +#: ../../Fixed-or-Improved-Logics.md:2327 +#: ../../Fixed-or-Improved-Logics.md:2352 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:309 +#: ../../Fixed-or-Improved-Logics.md:310 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1901,18 +1920,18 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:314 +#: ../../Fixed-or-Improved-Logics.md:315 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:316 +#: ../../Fixed-or-Improved-Logics.md:317 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:319 +#: ../../Fixed-or-Improved-Logics.md:320 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" @@ -1920,29 +1939,31 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:324 +#: ../../Fixed-or-Improved-Logics.md:325 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:326 +#: ../../Fixed-or-Improved-Logics.md:327 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: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: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。" +"When a `guard` command (`[G]` by default) or a `area guard` command " +"(`[Ctrl]+[Alt]`) is issued, the aircraft will search for targets around " +"the position (for `guard` is the current location, for `area guard` is " +"the target position) and return immediately when ammos are depleted." +msgstr "当发出 `guard` 命令(默认为 `[G]`)或 `area guard` 命令(`[Ctrl]+[Alt]`)时战机将根据位置(`guard` 为当前位置,`area guard` 为目标位置)周围搜素目标并在弹药耗尽时立即返回。" #: ../../Fixed-or-Improved-Logics.md:329 msgid "" +"If the target is not found, or if there is still ammo when the target is " +"destroyed, it will continue to hover over the guarded area." +msgstr "" +"若未发现目标,或摧毁目标后仍有弹药,则继续在警戒区域上方巡游。" + +#: ../../Fixed-or-Improved-Logics.md:330 +msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " "route for attack. Once ammo is depleted or the destination is reached, it" @@ -1951,18 +1972,18 @@ 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:330 +#: ../../Fixed-or-Improved-Logics.md:331 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:331 +#: ../../Fixed-or-Improved-Logics.md:332 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:332 +#: ../../Fixed-or-Improved-Logics.md:333 msgid "" "`ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft " "will return to the airport when the distance to the destination is less " @@ -1971,7 +1992,7 @@ 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:333 +#: ../../Fixed-or-Improved-Logics.md:334 msgid "" "`ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft not" " have to fly directly above the airport before starting to descend when " @@ -1981,7 +2002,7 @@ 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:334 +#: ../../Fixed-or-Improved-Logics.md:335 msgid "" "`ExtendedAircraftMissions.RearApproach` controls whether the aircraft " "should start landing at the airport from the opposite direction of " @@ -1990,35 +2011,61 @@ 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:336 +msgid "" +"`ExtendedAircraftMissions.FastScramble` controls whether the aircraft can" +" scramble when its airport has been destroyed." +msgstr "" +"`ExtendedAircraftMissions.FastScramble` 控制战机在所属的机场被摧毁后是否仍能紧急升空。" + #: ../../Fixed-or-Improved-Logics.md:337 msgid "" +"`ExtendedAircraftMissions.UnlandDamage` controls the damage suffered by " +"the aircraft every 4 frames when there is no airport for the aircraft to " +"land. If the value is negative, it will crash immediately. Not " +"recommended to use when `ExtendedAircraftMissions` is not enabled." +msgstr "" +"`ExtendedAircraftMissions.UnlandDamage` 控制战机在无机场可降落时每 4 帧受到的损伤。若为负则立即坠毁。未启用 `ExtendedAircraftMissions` 时不建议使用此参数。" + +#: ../../Fixed-or-Improved-Logics.md:340 +msgid "" "[General]\n" -"ExtendedAircraftMissions=false ; boolean\n" +"ExtendedAircraftMissions=false ; boolean\n" +"ExtendedAircraftMissions.UnlandDamage=-1 ; integer\n" "\n" -"[SOMEAIRCRAFT] ; AircraftType\n" -"ExtendedAircraftMissions.SmoothMoving= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" -"ExtendedAircraftMissions.EarlyDescend= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" -"ExtendedAircraftMissions.RearApproach= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" +"[SOMEAIRCRAFT] ; AircraftType\n" +"ExtendedAircraftMissions.SmoothMoving= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.EarlyDescend= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.RearApproach= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.FastScramble= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.UnlandDamage= ; integer, default to [General]" +" -> ExtendedAircraftMissions.UnlandDamage\n" msgstr "" "[General]\n" -"ExtendedAircraftMissions=false ; boolean\n" +"ExtendedAircraftMissions=false ; boolean\n" +"ExtendedAircraftMissions.UnlandDamage=-1 ; integer\n" "\n" -"[SOMEAIRCRAFT] ; AircraftType\n" -"ExtendedAircraftMissions.SmoothMoving= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" -"ExtendedAircraftMissions.EarlyDescend= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" -"ExtendedAircraftMissions.RearApproach= ; boolean, default to [General] " -"-> ExtendedAircraftMissions\n" - -#: ../../Fixed-or-Improved-Logics.md:347 +"[SOMEAIRCRAFT] ; AircraftType\n" +"ExtendedAircraftMissions.SmoothMoving= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.EarlyDescend= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.RearApproach= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.FastScramble= ; boolean, default to [General]" +" -> ExtendedAircraftMissions\n" +"ExtendedAircraftMissions.UnlandDamage= ; integer, default to [General]" +" -> ExtendedAircraftMissions.UnlandDamage\n" + +#: ../../Fixed-or-Improved-Logics.md:353 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:349 +#: ../../Fixed-or-Improved-Logics.md:355 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -2028,7 +2075,7 @@ 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:350 +#: ../../Fixed-or-Improved-Logics.md:356 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -2037,18 +2084,18 @@ 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:353 +#: ../../Fixed-or-Improved-Logics.md:359 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:359 +#: ../../Fixed-or-Improved-Logics.md:365 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:361 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -2060,13 +2107,13 @@ 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:362 +#: ../../Fixed-or-Improved-Logics.md:368 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:365 +#: ../../Fixed-or-Improved-Logics.md:371 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -2076,15 +2123,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:370 +#: ../../Fixed-or-Improved-Logics.md:376 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:372 +#: ../../Fixed-or-Improved-Logics.md:378 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:374 +#: ../../Fixed-or-Improved-Logics.md:380 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -2093,7 +2140,7 @@ 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:375 +#: ../../Fixed-or-Improved-Logics.md:381 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 " @@ -2104,7 +2151,7 @@ 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:376 +#: ../../Fixed-or-Improved-Logics.md:382 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 " @@ -2121,14 +2168,14 @@ 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:377 +#: ../../Fixed-or-Improved-Logics.md:383 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:378 +#: ../../Fixed-or-Improved-Logics.md:384 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -2140,19 +2187,19 @@ 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: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 +#: ../../Fixed-or-Improved-Logics.md:386 ../../Fixed-or-Improved-Logics.md:407 +#: ../../Fixed-or-Improved-Logics.md:422 ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:464 ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:498 ../../Fixed-or-Improved-Logics.md:541 +#: ../../Fixed-or-Improved-Logics.md:563 ../../Fixed-or-Improved-Logics.md:705 +#: ../../Fixed-or-Improved-Logics.md:954 ../../Fixed-or-Improved-Logics.md:1090 +#: ../../Fixed-or-Improved-Logics.md:1528 +#: ../../Fixed-or-Improved-Logics.md:1600 +#: ../../Fixed-or-Improved-Logics.md:1916 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:381 +#: ../../Fixed-or-Improved-Logics.md:387 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -2168,7 +2215,7 @@ msgstr "" "Damage.ApplyOncePerLoop=false ; boolean\n" "Damage.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:391 +#: ../../Fixed-or-Improved-Logics.md:397 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -2177,27 +2224,27 @@ 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:394 +#: ../../Fixed-or-Improved-Logics.md:400 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:396 +#: ../../Fixed-or-Improved-Logics.md:402 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:397 +#: ../../Fixed-or-Improved-Logics.md:403 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:398 +#: ../../Fixed-or-Improved-Logics.md:404 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:399 +#: ../../Fixed-or-Improved-Logics.md:405 msgid "" "`ground`: Animation shows up at the parent object's visual center but " "forced to ground level. Note that the animations is still considered " @@ -2205,7 +2252,7 @@ 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:402 +#: ../../Fixed-or-Improved-Logics.md:408 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedAnimPosition=default ; Attached animation position enumeration " @@ -2215,11 +2262,11 @@ msgstr "" "AttachedAnimPosition=default ; Attached animation position enumeration " "(default|center|ground)\n" -#: ../../Fixed-or-Improved-Logics.md:407 ../../Fixed-or-Improved-Logics.md:1980 +#: ../../Fixed-or-Improved-Logics.md:413 ../../Fixed-or-Improved-Logics.md:2007 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:409 +#: ../../Fixed-or-Improved-Logics.md:415 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -2228,7 +2275,7 @@ 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:410 +#: ../../Fixed-or-Improved-Logics.md:416 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 " @@ -2237,7 +2284,7 @@ msgstr "" "如果将 `Warhead.Detonate` 设置为 true,则 `Warhead` 将完全引爆,而不仅仅是用于造成伤害和产生闪光(如果它拥有 " "`Bright=true`)。" -#: ../../Fixed-or-Improved-Logics.md:411 +#: ../../Fixed-or-Improved-Logics.md:417 msgid "" "`WakeAnim` contains wake animations to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -2247,13 +2294,13 @@ 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:412 +#: ../../Fixed-or-Improved-Logics.md:418 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:413 +#: ../../Fixed-or-Improved-Logics.md:419 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -2262,13 +2309,13 @@ 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:414 +#: ../../Fixed-or-Improved-Logics.md:420 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:417 +#: ../../Fixed-or-Improved-Logics.md:423 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -2288,18 +2335,18 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:427 +#: ../../Fixed-or-Improved-Logics.md:433 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:429 +#: ../../Fixed-or-Improved-Logics.md:435 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:432 +#: ../../Fixed-or-Improved-Logics.md:438 msgid "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" @@ -2307,7 +2354,7 @@ msgstr "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:438 +#: ../../Fixed-or-Improved-Logics.md:444 msgid "" "[SOMEANIM] ; AnimationType\n" "Crater.DestroyTiberium= ; boolean, default to [General] -> " @@ -2317,11 +2364,11 @@ msgstr "" "Crater.DestroyTiberium= ; boolean, default to [General] -> " "AnimCraterDestroyTiberium\n" -#: ../../Fixed-or-Improved-Logics.md:443 +#: ../../Fixed-or-Improved-Logics.md:449 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:445 +#: ../../Fixed-or-Improved-Logics.md:451 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -2330,14 +2377,14 @@ 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:446 +#: ../../Fixed-or-Improved-Logics.md:452 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:447 +#: ../../Fixed-or-Improved-Logics.md:453 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -2346,7 +2393,7 @@ 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:448 +#: ../../Fixed-or-Improved-Logics.md:454 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -2355,7 +2402,7 @@ 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:449 +#: ../../Fixed-or-Improved-Logics.md:455 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -2364,13 +2411,13 @@ 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:450 +#: ../../Fixed-or-Improved-Logics.md:456 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:451 +#: ../../Fixed-or-Improved-Logics.md:457 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -2381,7 +2428,7 @@ 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:452 +#: ../../Fixed-or-Improved-Logics.md:458 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2393,19 +2440,19 @@ 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:453 +#: ../../Fixed-or-Improved-Logics.md:459 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:454 +#: ../../Fixed-or-Improved-Logics.md:460 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:455 +#: ../../Fixed-or-Improved-Logics.md:461 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -2414,7 +2461,7 @@ 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:456 +#: ../../Fixed-or-Improved-Logics.md:462 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2424,7 +2471,7 @@ 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:459 +#: ../../Fixed-or-Improved-Logics.md:465 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -2464,25 +2511,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:475 +#: ../../Fixed-or-Improved-Logics.md:481 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:478 +#: ../../Fixed-or-Improved-Logics.md:484 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:480 +#: ../../Fixed-or-Improved-Logics.md:486 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:483 +#: ../../Fixed-or-Improved-Logics.md:489 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -2490,11 +2537,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:488 +#: ../../Fixed-or-Improved-Logics.md:494 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:490 +#: ../../Fixed-or-Improved-Logics.md:496 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2503,7 +2550,7 @@ 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:493 +#: ../../Fixed-or-Improved-Logics.md:499 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -2511,38 +2558,38 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:498 +#: ../../Fixed-or-Improved-Logics.md:504 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:500 +#: ../../Fixed-or-Improved-Logics.md:506 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../Fixed-or-Improved-Logics.md:502 +#: ../../Fixed-or-Improved-Logics.md:508 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:503 +#: ../../Fixed-or-Improved-Logics.md:509 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:504 +#: ../../Fixed-or-Improved-Logics.md:510 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:505 +#: ../../Fixed-or-Improved-Logics.md:511 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:506 +#: ../../Fixed-or-Improved-Logics.md:512 msgid "" "`AIForbidConYard` controls whether AI cannot place buildings with " "`ConstructionYard=true`. AI will try to build one after a construction " @@ -2553,13 +2600,13 @@ 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:507 +#: ../../Fixed-or-Improved-Logics.md:513 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:508 +#: ../../Fixed-or-Improved-Logics.md:514 msgid "" "`AICleanWallNode` controls whether AI cannot place walls when there are " "no `ProtectWithWall` buildings around. If it cannot be placed, this base " @@ -2568,7 +2615,7 @@ 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:511 +#: ../../Fixed-or-Improved-Logics.md:517 msgid "" "[AI]\n" "AIAutoDeployMCV=true ; boolean\n" @@ -2586,11 +2633,11 @@ msgstr "" "AINodeWallsOnly=false ; boolean\n" "AICleanWallNode=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:521 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:523 +#: ../../Fixed-or-Improved-Logics.md:529 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2605,7 +2652,7 @@ 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:526 +#: ../../Fixed-or-Improved-Logics.md:532 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -2613,18 +2660,18 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:531 +#: ../../Fixed-or-Improved-Logics.md:537 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:533 +#: ../../Fixed-or-Improved-Logics.md:539 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:536 +#: ../../Fixed-or-Improved-Logics.md:542 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" @@ -2632,11 +2679,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:541 +#: ../../Fixed-or-Improved-Logics.md:547 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:543 +#: ../../Fixed-or-Improved-Logics.md:549 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2645,13 +2692,13 @@ 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:544 +#: ../../Fixed-or-Improved-Logics.md:550 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:547 +#: ../../Fixed-or-Improved-Logics.md:553 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -2661,11 +2708,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:553 +#: ../../Fixed-or-Improved-Logics.md:559 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:555 +#: ../../Fixed-or-Improved-Logics.md:561 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" @@ -2677,7 +2724,7 @@ 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:558 +#: ../../Fixed-or-Improved-Logics.md:564 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -2685,11 +2732,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:563 +#: ../../Fixed-or-Improved-Logics.md:569 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:565 +#: ../../Fixed-or-Improved-Logics.md:571 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2701,13 +2748,13 @@ 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:566 +#: ../../Fixed-or-Improved-Logics.md:572 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:569 +#: ../../Fixed-or-Improved-Logics.md:575 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2715,11 +2762,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:574 +#: ../../Fixed-or-Improved-Logics.md:580 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:576 +#: ../../Fixed-or-Improved-Logics.md:582 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2731,39 +2778,39 @@ 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:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:474 +#: ../../Fixed-or-Improved-Logics.md:480 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:585 +#: ../../Fixed-or-Improved-Logics.md:591 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2771,21 +2818,21 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:590 +#: ../../Fixed-or-Improved-Logics.md:596 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:592 +#: ../../Fixed-or-Improved-Logics.md:598 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:593 +#: ../../Fixed-or-Improved-Logics.md:599 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:596 +#: ../../Fixed-or-Improved-Logics.md:602 msgid "" "[SOMEBUILDING] ; BuildingType\n" "OccupyDamageMultiplier= ; floating point value, default to " @@ -2815,13 +2862,13 @@ msgstr "" "BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> " "BunkerWallsDownSound\n" -#: ../../Fixed-or-Improved-Logics.md:606 +#: ../../Fixed-or-Improved-Logics.md:612 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:608 +#: ../../Fixed-or-Improved-Logics.md:614 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2831,7 +2878,7 @@ 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:611 +#: ../../Fixed-or-Improved-Logics.md:617 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2839,11 +2886,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:616 +#: ../../Fixed-or-Improved-Logics.md:622 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:618 +#: ../../Fixed-or-Improved-Logics.md:624 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2852,50 +2899,50 @@ 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:621 +#: ../../Fixed-or-Improved-Logics.md:627 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:622 +#: ../../Fixed-or-Improved-Logics.md:628 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:623 +#: ../../Fixed-or-Improved-Logics.md:629 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:624 +#: ../../Fixed-or-Improved-Logics.md:630 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:625 +#: ../../Fixed-or-Improved-Logics.md:631 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:626 +#: ../../Fixed-or-Improved-Logics.md:632 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:627 +#: ../../Fixed-or-Improved-Logics.md:633 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:628 +#: ../../Fixed-or-Improved-Logics.md:634 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` " @@ -2904,14 +2951,14 @@ 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:629 +#: ../../Fixed-or-Improved-Logics.md:635 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:630 +#: ../../Fixed-or-Improved-Logics.md:636 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -2920,7 +2967,7 @@ 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:633 +#: ../../Fixed-or-Improved-Logics.md:639 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -2948,15 +2995,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:645 +#: ../../Fixed-or-Improved-Logics.md:651 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../Fixed-or-Improved-Logics.md:647 +#: ../../Fixed-or-Improved-Logics.md:653 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:650 +#: ../../Fixed-or-Improved-Logics.md:656 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ElectricAssaultLevel=1 ; integer\n" @@ -2976,7 +3023,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:660 +#: ../../Fixed-or-Improved-Logics.md:666 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -2984,15 +3031,15 @@ 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:663 +#: ../../Fixed-or-Improved-Logics.md:669 msgid "Disable `DamageSound`" msgstr "禁用 `DamageSound`" -#: ../../Fixed-or-Improved-Logics.md:665 +#: ../../Fixed-or-Improved-Logics.md:671 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:668 +#: ../../Fixed-or-Improved-Logics.md:674 msgid "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" @@ -3000,17 +3047,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:673 +#: ../../Fixed-or-Improved-Logics.md:679 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:675 +#: ../../Fixed-or-Improved-Logics.md:681 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:678 +#: ../../Fixed-or-Improved-Logics.md:684 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -3018,11 +3065,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:683 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../Fixed-or-Improved-Logics.md:685 +#: ../../Fixed-or-Improved-Logics.md:691 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` " @@ -3033,13 +3080,13 @@ 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:686 +#: ../../Fixed-or-Improved-Logics.md:692 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:689 +#: ../../Fixed-or-Improved-Logics.md:695 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" @@ -3047,22 +3094,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:694 +#: ../../Fixed-or-Improved-Logics.md:700 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:696 +#: ../../Fixed-or-Improved-Logics.md:702 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:697 +#: ../../Fixed-or-Improved-Logics.md:703 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:700 +#: ../../Fixed-or-Improved-Logics.md:706 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -3070,17 +3117,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:706 +#: ../../Fixed-or-Improved-Logics.md:712 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:709 +#: ../../Fixed-or-Improved-Logics.md:715 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:711 +#: ../../Fixed-or-Improved-Logics.md:717 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -3088,7 +3135,7 @@ 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:712 +#: ../../Fixed-or-Improved-Logics.md:718 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -3100,17 +3147,17 @@ 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:713 +#: ../../Fixed-or-Improved-Logics.md:719 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:714 +#: ../../Fixed-or-Improved-Logics.md:720 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:715 +#: ../../Fixed-or-Improved-Logics.md:721 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 " @@ -3119,13 +3166,13 @@ 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:716 +#: ../../Fixed-or-Improved-Logics.md:722 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:719 +#: ../../Fixed-or-Improved-Logics.md:725 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -3141,17 +3188,17 @@ msgstr "" "default to [General] -> RepairPercent\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:727 +#: ../../Fixed-or-Improved-Logics.md:733 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:729 +#: ../../Fixed-or-Improved-Logics.md:735 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:732 +#: ../../Fixed-or-Improved-Logics.md:738 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -3159,15 +3206,15 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:737 +#: ../../Fixed-or-Improved-Logics.md:743 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:739 +#: ../../Fixed-or-Improved-Logics.md:745 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../Fixed-or-Improved-Logics.md:741 +#: ../../Fixed-or-Improved-Logics.md:747 msgid "" "In RA2, the GI-like infantry controlled by the AI will automatically " "deploy to use their more powerful secondary weapons when engaging the " @@ -3177,7 +3224,7 @@ 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:744 +#: ../../Fixed-or-Improved-Logics.md:750 msgid "" "[General]\n" "InfantryAutoDeploy=false ; boolean\n" @@ -3193,15 +3240,15 @@ msgstr "" "InfantryAutoDeploy= ; boolean, default to [General] -> " "InfantryAutoDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:752 +#: ../../Fixed-or-Improved-Logics.md:758 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:754 +#: ../../Fixed-or-Improved-Logics.md:760 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:757 +#: ../../Fixed-or-Improved-Logics.md:763 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -3219,15 +3266,44 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:766 +#: ../../Fixed-or-Improved-Logics.md:772 +msgid "Overlays" +msgstr "覆盖物" + +#: ../../Fixed-or-Improved-Logics.md:774 +msgid "Customize the chained damage of the wall" +msgstr "自定义墙的连锁伤害" + +#: ../../Fixed-or-Improved-Logics.md:776 +msgid "" +"In vanilla, when the wall is damaged, it will deal 200 damage to the " +"walls in the 4 nearby cells. This makes connected walls more vulnerable " +"to damage compared to single walls." +msgstr "" +"原版中当围墙受到伤害时会对周围 4 个单元格内的墙体造成 200 " +"点伤害。这使得相连的墙体比单独矗立的墙体更容易被损伤(这就是打完剩下的单格墙体更能抗伤的原因)。" + +#: ../../Fixed-or-Improved-Logics.md:777 +msgid "Now you can customize that damage by using the following flag." +msgstr "现在你可以使用下面的标签自定义这个杀伤值。" + +#: ../../Fixed-or-Improved-Logics.md:780 +msgid "" +"[CombatDamage]\n" +"AdjacentWallDamage=200 ; integer\n" +msgstr "" +"[CombatDamage]\n" +"AdjacentWallDamage=200 ; integer\n" + +#: ../../Fixed-or-Improved-Logics.md:785 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:768 +#: ../../Fixed-or-Improved-Logics.md:787 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:770 +#: ../../Fixed-or-Improved-Logics.md:789 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -3237,7 +3313,7 @@ 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:773 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -3245,19 +3321,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:778 +#: ../../Fixed-or-Improved-Logics.md:797 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:780 +#: ../../Fixed-or-Improved-Logics.md:799 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:782 +#: ../../Fixed-or-Improved-Logics.md:801 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:785 +#: ../../Fixed-or-Improved-Logics.md:804 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -3265,53 +3341,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:790 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:792 +#: ../../Fixed-or-Improved-Logics.md:811 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:794 +#: ../../Fixed-or-Improved-Logics.md:813 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:795 +#: ../../Fixed-or-Improved-Logics.md:814 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:796 +#: ../../Fixed-or-Improved-Logics.md:815 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:797 +#: ../../Fixed-or-Improved-Logics.md:816 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:798 +#: ../../Fixed-or-Improved-Logics.md:817 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:799 +#: ../../Fixed-or-Improved-Logics.md:818 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:800 +#: ../../Fixed-or-Improved-Logics.md:819 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -3320,7 +3396,7 @@ 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:801 +#: ../../Fixed-or-Improved-Logics.md:820 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -3334,7 +3410,7 @@ 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:802 +#: ../../Fixed-or-Improved-Logics.md:821 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -3344,31 +3420,31 @@ 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:803 +#: ../../Fixed-or-Improved-Logics.md:822 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:804 +#: ../../Fixed-or-Improved-Logics.md:823 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:805 +#: ../../Fixed-or-Improved-Logics.md:824 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:806 +#: ../../Fixed-or-Improved-Logics.md:825 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:807 +#: ../../Fixed-or-Improved-Logics.md:826 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -3377,13 +3453,13 @@ 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:808 +#: ../../Fixed-or-Improved-Logics.md:827 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:809 +#: ../../Fixed-or-Improved-Logics.md:828 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -3393,7 +3469,7 @@ 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:810 +#: ../../Fixed-or-Improved-Logics.md:829 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -3402,7 +3478,7 @@ 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:811 +#: ../../Fixed-or-Improved-Logics.md:830 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -3411,7 +3487,7 @@ 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:814 +#: ../../Fixed-or-Improved-Logics.md:833 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -3461,7 +3537,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:835 +#: ../../Fixed-or-Improved-Logics.md:854 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -3472,11 +3548,11 @@ 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:838 +#: ../../Fixed-or-Improved-Logics.md:857 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:840 +#: ../../Fixed-or-Improved-Logics.md:859 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -3486,7 +3562,7 @@ 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:843 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -3496,15 +3572,15 @@ 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:849 +#: ../../Fixed-or-Improved-Logics.md:868 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:851 +#: ../../Fixed-or-Improved-Logics.md:870 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:852 +#: ../../Fixed-or-Improved-Logics.md:871 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 " @@ -3514,7 +3590,7 @@ 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:855 +#: ../../Fixed-or-Improved-Logics.md:874 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -3522,11 +3598,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:860 +#: ../../Fixed-or-Improved-Logics.md:879 msgid "Customizing initial facing behavior" msgstr "自定义初始朝向行为" -#: ../../Fixed-or-Improved-Logics.md:862 +#: ../../Fixed-or-Improved-Logics.md:881 msgid "" "Previously projectiles that had `Voxel=true` images were hardcoded to " "have downwards initial trajectory. This behavior can now be toggled on " @@ -3537,7 +3613,7 @@ 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`。" -#: ../../Fixed-or-Improved-Logics.md:865 +#: ../../Fixed-or-Improved-Logics.md:884 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" @@ -3545,11 +3621,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:870 +#: ../../Fixed-or-Improved-Logics.md:889 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:872 +#: ../../Fixed-or-Improved-Logics.md:891 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -3567,7 +3643,7 @@ 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:875 +#: ../../Fixed-or-Improved-Logics.md:894 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -3577,11 +3653,11 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:881 +#: ../../Fixed-or-Improved-Logics.md:900 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:883 +#: ../../Fixed-or-Improved-Logics.md:902 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -3590,13 +3666,13 @@ 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:886 +#: ../../Fixed-or-Improved-Logics.md:905 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:887 +#: ../../Fixed-or-Improved-Logics.md:906 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -3608,14 +3684,14 @@ 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:888 +#: ../../Fixed-or-Improved-Logics.md:907 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:891 +#: ../../Fixed-or-Improved-Logics.md:910 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -3627,34 +3703,34 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:898 +#: ../../Fixed-or-Improved-Logics.md:917 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:900 +#: ../../Fixed-or-Improved-Logics.md:919 msgid "Airstrike flare visual customizations" msgstr "自定义空袭引导效果" -#: ../../Fixed-or-Improved-Logics.md:902 +#: ../../Fixed-or-Improved-Logics.md:921 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:903 +#: ../../Fixed-or-Improved-Logics.md:922 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:904 +#: ../../Fixed-or-Improved-Logics.md:923 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:907 +#: ../../Fixed-or-Improved-Logics.md:926 msgid "" "[AudioVisual]\n" "AirstrikeLineColor=255,0,0 ; integer - Red,Green,Blue\n" @@ -3674,11 +3750,11 @@ msgstr "" "AirstrikeLineColor= ; integer - Red,Green,Blue, default to " "[AudioVisual] -> AirstrikeLineColor\n" -#: ../../Fixed-or-Improved-Logics.md:916 +#: ../../Fixed-or-Improved-Logics.md:935 msgid "Airstrike target eligibility" msgstr "空袭目标筛选" -#: ../../Fixed-or-Improved-Logics.md:918 +#: ../../Fixed-or-Improved-Logics.md:937 msgid "" "By default whether or not a building can be targeted by airstrikes " "(`Airstrike=true` Warhead) depends on value of `CanC4`, which also " @@ -3689,20 +3765,20 @@ 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:919 +#: ../../Fixed-or-Improved-Logics.md:938 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:920 +#: ../../Fixed-or-Improved-Logics.md:939 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:923 +#: ../../Fixed-or-Improved-Logics.md:942 msgid "" "[SOMETECHNO] ; TechnoType\n" "AllowAirstrike= ; boolean\n" @@ -3718,11 +3794,11 @@ msgstr "" "AirstrikeTargets=buildings ; List of Affected Target Enumeration " "(none|infantry|units|buildings|all)\n" -#: ../../Fixed-or-Improved-Logics.md:931 +#: ../../Fixed-or-Improved-Logics.md:950 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:933 +#: ../../Fixed-or-Improved-Logics.md:952 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLHN` used for `OpenTopped` transport firing coordinates, " @@ -3732,7 +3808,7 @@ 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:936 +#: ../../Fixed-or-Improved-Logics.md:955 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -3740,11 +3816,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:941 +#: ../../Fixed-or-Improved-Logics.md:960 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:943 +#: ../../Fixed-or-Improved-Logics.md:962 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -3755,7 +3831,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:944 +#: ../../Fixed-or-Improved-Logics.md:963 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -3763,7 +3839,7 @@ 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:945 +#: ../../Fixed-or-Improved-Logics.md:964 msgid "" "In campaign, whether or not these effects for player can be benefited by " "houses with `PlayerControl=true` can be controlled via " @@ -3772,13 +3848,13 @@ 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:946 +#: ../../Fixed-or-Improved-Logics.md:965 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:947 +#: ../../Fixed-or-Improved-Logics.md:966 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 " @@ -3789,7 +3865,7 @@ 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:948 +#: ../../Fixed-or-Improved-Logics.md:967 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -3798,7 +3874,7 @@ 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:949 +#: ../../Fixed-or-Improved-Logics.md:968 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -3807,7 +3883,7 @@ 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:950 +#: ../../Fixed-or-Improved-Logics.md:969 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -3818,7 +3894,7 @@ 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:953 +#: ../../Fixed-or-Improved-Logics.md:972 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -3874,11 +3950,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:973 +#: ../../Fixed-or-Improved-Logics.md:992 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:975 +#: ../../Fixed-or-Improved-Logics.md:994 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -3887,7 +3963,7 @@ 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:976 +#: ../../Fixed-or-Improved-Logics.md:995 msgid "" "By default on buildings with `MaxNumberOccupants` higher than 0, chrono " "sparkle animation would be shown at each of the `MuzzleFlashX` " @@ -3897,7 +3973,7 @@ 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:977 +#: ../../Fixed-or-Improved-Logics.md:996 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -3908,7 +3984,7 @@ 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:978 +#: ../../Fixed-or-Improved-Logics.md:997 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -3918,14 +3994,14 @@ 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:979 +#: ../../Fixed-or-Improved-Logics.md:998 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:982 +#: ../../Fixed-or-Improved-Logics.md:1001 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -3939,18 +4015,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:988 +#: ../../Fixed-or-Improved-Logics.md:1007 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:990 +#: ../../Fixed-or-Improved-Logics.md:1009 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:993 +#: ../../Fixed-or-Improved-Logics.md:1012 msgid "" "[General]\n" "ChronoSphereDelay=60 ; integer, game frames\n" @@ -3968,7 +4044,7 @@ msgstr "" "ChronoSphereDelay= ; integer, game frames\n" "ChronoSpherePreDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1004 +#: ../../Fixed-or-Improved-Logics.md:1023 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -3977,11 +4053,11 @@ 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:1007 +#: ../../Fixed-or-Improved-Logics.md:1026 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:1009 +#: ../../Fixed-or-Improved-Logics.md:1028 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -3989,13 +4065,13 @@ 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:1012 +#: ../../Fixed-or-Improved-Logics.md:1031 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:1015 +#: ../../Fixed-or-Improved-Logics.md:1034 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -4007,11 +4083,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:1022 +#: ../../Fixed-or-Improved-Logics.md:1041 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:1024 +#: ../../Fixed-or-Improved-Logics.md:1043 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -4027,7 +4103,7 @@ 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:1027 +#: ../../Fixed-or-Improved-Logics.md:1046 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -4037,11 +4113,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:1032 +#: ../../Fixed-or-Improved-Logics.md:1051 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:1034 +#: ../../Fixed-or-Improved-Logics.md:1053 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -4051,35 +4127,57 @@ 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:1037 +#: ../../Fixed-or-Improved-Logics.md:1056 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:1038 +#: ../../Fixed-or-Improved-Logics.md:1057 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:1039 +#: ../../Fixed-or-Improved-Logics.md:1058 +msgid "" +"`Chronoshift.WarpOut` and `Chronoshift.WarpIn` will override `WarpOut` " +"and `WarpIn` respectively when the techno is being chronowarped by " +"chronosphere, if set." +msgstr "" +"当单位被 `Type=ChronoSphere` 的超级武器传送时 `Chronoshift.WarpOut` 和 " +"`Chronoshift.WarpIn` 会分别替代 `WarpOut` 和 `WarpIn` 使用。" + +#: ../../Fixed-or-Improved-Logics.md:1059 +msgid "" +"`WarpAway` specify the anim when the techno is being erased by " +"`Temporal=yes` warhead. Will override Ares' `Temporal.WarpAway` tag on " +"warhead, if set." +msgstr "" +"单位上的 `[TechnoType] -> WarpAway` 会在其被 `Temporal=yes` 的弹头抹除时覆盖 Ares 引入的 " +"`[WarheadType] -> Temporal.WarpAway=` 生效。" + +#: ../../Fixed-or-Improved-Logics.md:1060 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。" +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 +#: ../../Fixed-or-Improved-Logics.md:1063 msgid "" "[SOMETECHNO] ; TechnoType\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" +"Chronoshift.WarpOut= ; List of AnimationTypes (played when Techno " +"warping out by chronosphere), default to WarpOut\n" +"Chronoshift.WarpIn= ; List of AnimationTypes (played when Techno " +"warping in by chronosphere), default to WarpIn\n" "WarpAway= ; List of AnimationTypes (played when Techno " -"chronowarped by chronosphere), default to [General] -> WarpIn\n" +"being erased by `Temporal=yes` warhead), default to [General] -> WarpAway" +"\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 " @@ -4095,8 +4193,13 @@ msgstr "" "warping out), default to [General] -> WarpOut\n" "WarpIn= ; List of AnimationTypes (played when Techno " "warping in), default to [General] -> WarpIn\n" +"Chronoshift.WarpOut= ; List of AnimationTypes (played when Techno " +"warping out by chronosphere), default to WarpOut\n" +"Chronoshift.WarpIn= ; List of AnimationTypes (played when Techno " +"warping in by chronosphere), default to WarpIn\n" "WarpAway= ; List of AnimationTypes (played when Techno " -"chronowarped by chronosphere), default to [General] -> WarpIn\n" +"being erased by `Temporal=yes` warhead), default to [General] -> WarpAway" +"\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 " @@ -4107,18 +4210,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:1054 +#: ../../Fixed-or-Improved-Logics.md:1077 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:1056 +#: ../../Fixed-or-Improved-Logics.md:1079 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:1057 +#: ../../Fixed-or-Improved-Logics.md:1080 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 " @@ -4127,19 +4230,19 @@ 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:1058 +#: ../../Fixed-or-Improved-Logics.md:1081 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:1059 +#: ../../Fixed-or-Improved-Logics.md:1082 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:1062 +#: ../../Fixed-or-Improved-Logics.md:1085 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -4147,7 +4250,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:1068 +#: ../../Fixed-or-Improved-Logics.md:1091 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -4157,15 +4260,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:1073 +#: ../../Fixed-or-Improved-Logics.md:1096 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:1075 +#: ../../Fixed-or-Improved-Logics.md:1098 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:1076 +#: ../../Fixed-or-Improved-Logics.md:1099 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -4174,7 +4277,7 @@ 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:1077 +#: ../../Fixed-or-Improved-Logics.md:1100 msgid "" "`InsigniaFrame(.Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -4184,7 +4287,7 @@ 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:1078 +#: ../../Fixed-or-Improved-Logics.md:1101 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -4193,7 +4296,7 @@ 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:1079 +#: ../../Fixed-or-Improved-Logics.md:1102 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType` is set." @@ -4201,7 +4304,7 @@ 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:1080 +#: ../../Fixed-or-Improved-Logics.md:1103 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia(.Frame/.Frames).WeaponN` where " @@ -4211,7 +4314,7 @@ 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:1081 +#: ../../Fixed-or-Improved-Logics.md:1104 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType.WeaponN` " @@ -4220,7 +4323,7 @@ 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:1082 +#: ../../Fixed-or-Improved-Logics.md:1105 msgid "" "Normal insignia can be overridden when its current passenger size reaches" " a certain amount by setting `Insignia(.Frame/.Frames).PassengersN` where" @@ -4233,7 +4336,7 @@ 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:1083 +#: ../../Fixed-or-Improved-Logics.md:1106 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if " @@ -4242,19 +4345,19 @@ 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:1084 +#: ../../Fixed-or-Improved-Logics.md:1107 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:1085 +#: ../../Fixed-or-Improved-Logics.md:1108 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:1086 +#: ../../Fixed-or-Improved-Logics.md:1109 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -4265,7 +4368,7 @@ 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:1087 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -4275,7 +4378,7 @@ 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:1088 +#: ../../Fixed-or-Improved-Logics.md:1111 msgid "" "`DrawInsignia.UsePixelSelectionBracketDelta` can be set to use techno's " "`PixelSelectionBracketDelta` to additionally adjust insignias vertically." @@ -4283,7 +4386,7 @@ 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:1091 +#: ../../Fixed-or-Improved-Logics.md:1114 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -4431,7 +4534,7 @@ msgstr "" "Insignia.ShowEnemy= ; boolean, " "defaults to [General] -> EnemyInsignia\n" -#: ../../Fixed-or-Improved-Logics.md:1135 +#: ../../Fixed-or-Improved-Logics.md:1158 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -4440,23 +4543,23 @@ 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:1138 +#: ../../Fixed-or-Improved-Logics.md:1161 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:1140 +#: ../../Fixed-or-Improved-Logics.md:1163 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:1141 +#: ../../Fixed-or-Improved-Logics.md:1164 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:1144 +#: ../../Fixed-or-Improved-Logics.md:1167 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -4474,11 +4577,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:1151 +#: ../../Fixed-or-Improved-Logics.md:1174 msgid "Customize bridge falling down damage" msgstr "自定义桥上坠落伤害" -#: ../../Fixed-or-Improved-Logics.md:1153 +#: ../../Fixed-or-Improved-Logics.md:1176 msgid "" "![image](_static/images/fallingdowndamage.gif) *Use different fall damage" " depending on whether it lands in water in **Zero Boundary** by " @@ -4488,31 +4591,31 @@ 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:1156 +#: ../../Fixed-or-Improved-Logics.md:1179 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:1157 +#: ../../Fixed-or-Improved-Logics.md:1180 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:1158 +#: ../../Fixed-or-Improved-Logics.md:1181 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:1159 +#: ../../Fixed-or-Improved-Logics.md:1182 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:1162 +#: ../../Fixed-or-Improved-Logics.md:1185 msgid "" "[SOMETECHNO] ; TechnoType\n" "FallingDownDamage= ; integer / percentage\n" @@ -4522,11 +4625,11 @@ msgstr "" "FallingDownDamage= ; integer / percentage\n" "FallingDownDamage.Water= ; integer / percentage\n" -#: ../../Fixed-or-Improved-Logics.md:1168 +#: ../../Fixed-or-Improved-Logics.md:1191 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:1170 +#: ../../Fixed-or-Improved-Logics.md:1193 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -4535,11 +4638,11 @@ 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:1171 +#: ../../Fixed-or-Improved-Logics.md:1194 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:1174 +#: ../../Fixed-or-Improved-Logics.md:1197 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -4547,18 +4650,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:1179 +#: ../../Fixed-or-Improved-Logics.md:1202 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:1181 +#: ../../Fixed-or-Improved-Logics.md:1204 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:1182 +#: ../../Fixed-or-Improved-Logics.md:1205 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -4567,7 +4670,7 @@ 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:1185 +#: ../../Fixed-or-Improved-Logics.md:1208 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -4581,23 +4684,23 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:1191 +#: ../../Fixed-or-Improved-Logics.md:1214 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:1193 +#: ../../Fixed-or-Improved-Logics.md:1216 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:1194 +#: ../../Fixed-or-Improved-Logics.md:1217 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:1197 +#: ../../Fixed-or-Improved-Logics.md:1220 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -4611,12 +4714,12 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:1205 +#: ../../Fixed-or-Improved-Logics.md:1228 msgid "Debris voxel animations limitation" msgstr "Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1207 -#: ../../Fixed-or-Improved-Logics.md:2038 +#: ../../Fixed-or-Improved-Logics.md:1230 +#: ../../Fixed-or-Improved-Logics.md:2065 msgid "" "Now, the original `DebrisMaximums` can be used in conjunction with new " "`DebrisMinimums` to limit the quantity of `DebrisTypes` when " @@ -4625,15 +4728,15 @@ 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:1208 -#: ../../Fixed-or-Improved-Logics.md:2039 +#: ../../Fixed-or-Improved-Logics.md:1231 +#: ../../Fixed-or-Improved-Logics.md:2066 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:1211 +#: ../../Fixed-or-Improved-Logics.md:1234 msgid "" "[SOMETECHNO] ; TechnoType\n" "DebrisTypes.Limit= ; boolean\n" @@ -4645,40 +4748,40 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1219 +#: ../../Fixed-or-Improved-Logics.md:1242 msgid "How to generate `DebrisTypes` in the game:" msgstr "游戏如何生成 `DebrisTypes`:" -#: ../../Fixed-or-Improved-Logics.md:1220 +#: ../../Fixed-or-Improved-Logics.md:1243 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:1221 +#: ../../Fixed-or-Improved-Logics.md:1244 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:1222 +#: ../../Fixed-or-Improved-Logics.md:1245 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:1223 +#: ../../Fixed-or-Improved-Logics.md:1246 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:1226 +#: ../../Fixed-or-Improved-Logics.md:1249 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:1228 +#: ../../Fixed-or-Improved-Logics.md:1251 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -4687,7 +4790,7 @@ 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:1229 +#: ../../Fixed-or-Improved-Logics.md:1252 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -4698,7 +4801,7 @@ 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:1232 +#: ../../Fixed-or-Improved-Logics.md:1255 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -4712,30 +4815,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1240 +#: ../../Fixed-or-Improved-Logics.md:1263 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1242 +#: ../../Fixed-or-Improved-Logics.md:1265 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:1243 +#: ../../Fixed-or-Improved-Logics.md:1266 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:1244 +#: ../../Fixed-or-Improved-Logics.md:1267 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:1247 +#: ../../Fixed-or-Improved-Logics.md:1270 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -4761,11 +4864,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1260 +#: ../../Fixed-or-Improved-Logics.md:1283 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:1262 +#: ../../Fixed-or-Improved-Logics.md:1285 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 " @@ -4774,7 +4877,7 @@ 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:1263 +#: ../../Fixed-or-Improved-Logics.md:1286 msgid "" "It is now possible to force them to seek targets separately. If " "`DistributeTargetingFrame=true` is set, techno's targeting timer will be " @@ -4786,13 +4889,13 @@ 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:1264 +#: ../../Fixed-or-Improved-Logics.md:1287 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:1267 +#: ../../Fixed-or-Improved-Logics.md:1290 msgid "" "[General]\n" "DistributeTargetingFrame=false ; boolean\n" @@ -4808,11 +4911,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DistributeTargetingFrame= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1276 +#: ../../Fixed-or-Improved-Logics.md:1299 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:1278 +#: ../../Fixed-or-Improved-Logics.md:1301 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -4824,28 +4927,28 @@ 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:1279 +#: ../../Fixed-or-Improved-Logics.md:1302 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:1280 +#: ../../Fixed-or-Improved-Logics.md:1303 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:1281 +#: ../../Fixed-or-Improved-Logics.md:1304 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:1282 +#: ../../Fixed-or-Improved-Logics.md:1305 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:1285 +#: ../../Fixed-or-Improved-Logics.md:1308 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -4887,17 +4990,17 @@ msgstr "" "ForceShield.KillWarhead= ; WarheadType, default to " "[CombatDamage] -> ForceShield.KillOrganicsWarhead\n" -#: ../../Fixed-or-Improved-Logics.md:1299 +#: ../../Fixed-or-Improved-Logics.md:1322 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:1301 +#: ../../Fixed-or-Improved-Logics.md:1324 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:1304 +#: ../../Fixed-or-Improved-Logics.md:1327 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -4907,11 +5010,11 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1310 +#: ../../Fixed-or-Improved-Logics.md:1333 msgid "Jumpjet climbing logic enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../Fixed-or-Improved-Logics.md:1312 +#: ../../Fixed-or-Improved-Logics.md:1335 msgid "" "You can now let the jumpjets increase their height earlier by set " "`JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 " @@ -4921,7 +5024,7 @@ 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:1313 +#: ../../Fixed-or-Improved-Logics.md:1336 msgid "" "You can also let them simply skip the stop check by set " "`JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving " @@ -4931,7 +5034,7 @@ 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:1314 +#: ../../Fixed-or-Improved-Logics.md:1337 msgid "" "When `JumpjetClimbPredictHeight` is enabled, if the height raised five " "grids in advance is still not enough to cross cliffs or buildings, it " @@ -4941,7 +5044,7 @@ 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:1317 +#: ../../Fixed-or-Improved-Logics.md:1340 msgid "" "[General]\n" "JumpjetClimbPredictHeight=false ; boolean\n" @@ -4951,17 +5054,17 @@ msgstr "" "JumpjetClimbPredictHeight=false ; boolean\n" "JumpjetClimbWithoutCutOut=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1323 +#: ../../Fixed-or-Improved-Logics.md:1346 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1325 +#: ../../Fixed-or-Improved-Logics.md:1348 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:1328 +#: ../../Fixed-or-Improved-Logics.md:1351 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -4969,25 +5072,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1334 +#: ../../Fixed-or-Improved-Logics.md:1357 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:1337 +#: ../../Fixed-or-Improved-Logics.md:1360 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1339 +#: ../../Fixed-or-Improved-Logics.md:1362 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:1340 +#: ../../Fixed-or-Improved-Logics.md:1363 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:1343 +#: ../../Fixed-or-Improved-Logics.md:1366 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -4995,17 +5098,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1348 +#: ../../Fixed-or-Improved-Logics.md:1371 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1350 +#: ../../Fixed-or-Improved-Logics.md:1373 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:1351 +#: ../../Fixed-or-Improved-Logics.md:1374 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -5015,17 +5118,17 @@ 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:1352 +#: ../../Fixed-or-Improved-Logics.md:1375 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:1353 +#: ../../Fixed-or-Improved-Logics.md:1376 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:1354 +#: ../../Fixed-or-Improved-Logics.md:1377 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -5034,7 +5137,7 @@ 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:1355 +#: ../../Fixed-or-Improved-Logics.md:1378 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -5044,21 +5147,21 @@ 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:1356 +#: ../../Fixed-or-Improved-Logics.md:1379 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:1357 +#: ../../Fixed-or-Improved-Logics.md:1380 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:1358 +#: ../../Fixed-or-Improved-Logics.md:1381 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:1359 +#: ../../Fixed-or-Improved-Logics.md:1382 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -5067,7 +5170,7 @@ 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:1360 +#: ../../Fixed-or-Improved-Logics.md:1383 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -5075,19 +5178,19 @@ 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:1361 +#: ../../Fixed-or-Improved-Logics.md:1384 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:1362 +#: ../../Fixed-or-Improved-Logics.md:1385 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:1363 +#: ../../Fixed-or-Improved-Logics.md:1386 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 " @@ -5097,13 +5200,13 @@ 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:1364 +#: ../../Fixed-or-Improved-Logics.md:1387 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:1365 +#: ../../Fixed-or-Improved-Logics.md:1388 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -5113,7 +5216,7 @@ 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:1366 +#: ../../Fixed-or-Improved-Logics.md:1389 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` " @@ -5122,13 +5225,13 @@ 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:1367 +#: ../../Fixed-or-Improved-Logics.md:1390 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:1370 +#: ../../Fixed-or-Improved-Logics.md:1393 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -5208,17 +5311,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1395 +#: ../../Fixed-or-Improved-Logics.md:1418 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1397 +#: ../../Fixed-or-Improved-Logics.md:1420 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:1400 +#: ../../Fixed-or-Improved-Logics.md:1423 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -5234,17 +5337,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1408 +#: ../../Fixed-or-Improved-Logics.md:1431 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1410 +#: ../../Fixed-or-Improved-Logics.md:1433 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:1413 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -5256,21 +5359,21 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " RadarInvisible=true, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1418 +#: ../../Fixed-or-Improved-Logics.md:1441 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1420 +#: ../../Fixed-or-Improved-Logics.md:1443 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:1421 +#: ../../Fixed-or-Improved-Logics.md:1444 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:1424 +#: ../../Fixed-or-Improved-Logics.md:1447 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -5280,7 +5383,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1431 +#: ../../Fixed-or-Improved-Logics.md:1454 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -5291,18 +5394,18 @@ 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:1434 +#: ../../Fixed-or-Improved-Logics.md:1457 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1436 +#: ../../Fixed-or-Improved-Logics.md:1459 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:1437 +#: ../../Fixed-or-Improved-Logics.md:1460 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -5310,7 +5413,7 @@ 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:1438 +#: ../../Fixed-or-Improved-Logics.md:1461 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -5320,23 +5423,23 @@ 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:1439 +#: ../../Fixed-or-Improved-Logics.md:1462 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:1440 +#: ../../Fixed-or-Improved-Logics.md:1463 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:1441 +#: ../../Fixed-or-Improved-Logics.md:1464 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1467 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -5350,17 +5453,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1452 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1454 +#: ../../Fixed-or-Improved-Logics.md:1477 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:1455 +#: ../../Fixed-or-Improved-Logics.md:1478 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -5371,7 +5474,7 @@ 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:1458 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -5393,17 +5496,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1469 +#: ../../Fixed-or-Improved-Logics.md:1492 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:1472 +#: ../../Fixed-or-Improved-Logics.md:1495 msgid "Target scanning delay optimization" msgstr "索敌间隔优化" -#: ../../Fixed-or-Improved-Logics.md:1474 +#: ../../Fixed-or-Improved-Logics.md:1497 msgid "" "In vanilla, the game used `NormalTargetingDelay` and " "`GuardAreaTargetingDelay` to globally control the target searching " @@ -5413,20 +5516,20 @@ 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:1475 +#: ../../Fixed-or-Improved-Logics.md:1498 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:1476 +#: ../../Fixed-or-Improved-Logics.md:1499 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:1479 +#: ../../Fixed-or-Improved-Logics.md:1502 msgid "" "[General]\n" "AINormalTargetingDelay= ; integer, game frames\n" @@ -5460,11 +5563,11 @@ msgstr "" "AIAttackMoveTargetingDelay= ; integer, game frames\n" "PlayerAttackMoveTargetingDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1497 +#: ../../Fixed-or-Improved-Logics.md:1520 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:1522 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -5473,7 +5576,7 @@ 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:1502 +#: ../../Fixed-or-Improved-Logics.md:1525 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 " @@ -5485,7 +5588,7 @@ 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:1503 +#: ../../Fixed-or-Improved-Logics.md:1526 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -5497,7 +5600,7 @@ 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:1506 +#: ../../Fixed-or-Improved-Logics.md:1529 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -5509,11 +5612,11 @@ 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:1513 +#: ../../Fixed-or-Improved-Logics.md:1536 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1515 +#: ../../Fixed-or-Improved-Logics.md:1538 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:1519 +#: ../../Fixed-or-Improved-Logics.md:1542 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:1520 +#: ../../Fixed-or-Improved-Logics.md:1543 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:1521 +#: ../../Fixed-or-Improved-Logics.md:1544 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 " @@ -5549,7 +5652,7 @@ 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:1522 +#: ../../Fixed-or-Improved-Logics.md:1545 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -5557,7 +5660,7 @@ 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:1525 +#: ../../Fixed-or-Improved-Logics.md:1548 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -5568,7 +5671,7 @@ 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:1529 +#: ../../Fixed-or-Improved-Logics.md:1552 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -5580,7 +5683,7 @@ 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:1536 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -5593,18 +5696,18 @@ 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:1538 +#: ../../Fixed-or-Improved-Logics.md:1561 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:1541 +#: ../../Fixed-or-Improved-Logics.md:1564 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1543 +#: ../../Fixed-or-Improved-Logics.md:1566 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -5614,7 +5717,7 @@ 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:1544 +#: ../../Fixed-or-Improved-Logics.md:1567 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -5631,7 +5734,7 @@ 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:1547 +#: ../../Fixed-or-Improved-Logics.md:1570 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -5649,15 +5752,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1557 +#: ../../Fixed-or-Improved-Logics.md:1580 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1559 +#: ../../Fixed-or-Improved-Logics.md:1582 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1561 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -5665,11 +5768,11 @@ 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:1561 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1564 +#: ../../Fixed-or-Improved-Logics.md:1587 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -5678,7 +5781,7 @@ 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:1565 +#: ../../Fixed-or-Improved-Logics.md:1588 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -5688,7 +5791,7 @@ 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:1568 +#: ../../Fixed-or-Improved-Logics.md:1591 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -5696,17 +5799,17 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1573 +#: ../../Fixed-or-Improved-Logics.md:1596 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1575 +#: ../../Fixed-or-Improved-Logics.md:1598 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:1578 +#: ../../Fixed-or-Improved-Logics.md:1601 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" @@ -5716,18 +5819,18 @@ msgstr "" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" -#: ../../Fixed-or-Improved-Logics.md:1584 +#: ../../Fixed-or-Improved-Logics.md:1607 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:1587 +#: ../../Fixed-or-Improved-Logics.md:1610 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1589 +#: ../../Fixed-or-Improved-Logics.md:1612 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -5735,18 +5838,18 @@ 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:1592 +#: ../../Fixed-or-Improved-Logics.md:1615 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:1593 +#: ../../Fixed-or-Improved-Logics.md:1616 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:1594 +#: ../../Fixed-or-Improved-Logics.md:1617 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" @@ -5754,7 +5857,7 @@ 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:1597 +#: ../../Fixed-or-Improved-Logics.md:1620 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -5768,11 +5871,11 @@ 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:1605 +#: ../../Fixed-or-Improved-Logics.md:1628 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1607 +#: ../../Fixed-or-Improved-Logics.md:1630 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 " @@ -5782,7 +5885,7 @@ 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:1608 +#: ../../Fixed-or-Improved-Logics.md:1631 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -5791,7 +5894,7 @@ 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:1609 +#: ../../Fixed-or-Improved-Logics.md:1632 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -5800,25 +5903,25 @@ 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:1610 +#: ../../Fixed-or-Improved-Logics.md:1633 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:1611 +#: ../../Fixed-or-Improved-Logics.md:1634 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:1612 +#: ../../Fixed-or-Improved-Logics.md:1635 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:1615 +#: ../../Fixed-or-Improved-Logics.md:1638 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value, default to " @@ -5838,7 +5941,7 @@ msgstr "" "HasCrumblingFrames=false ; boolean\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1626 +#: ../../Fixed-or-Improved-Logics.md:1649 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -5850,18 +5953,18 @@ 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:1629 -#: ../../Fixed-or-Improved-Logics.md:1654 +#: ../../Fixed-or-Improved-Logics.md:1652 +#: ../../Fixed-or-Improved-Logics.md:1677 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1631 +#: ../../Fixed-or-Improved-Logics.md:1654 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:1634 +#: ../../Fixed-or-Improved-Logics.md:1657 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5869,29 +5972,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1639 +#: ../../Fixed-or-Improved-Logics.md:1662 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:1641 +#: ../../Fixed-or-Improved-Logics.md:1664 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:1642 +#: ../../Fixed-or-Improved-Logics.md:1665 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:1643 +#: ../../Fixed-or-Improved-Logics.md:1666 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:1646 +#: ../../Fixed-or-Improved-Logics.md:1669 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -5901,17 +6004,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1652 +#: ../../Fixed-or-Improved-Logics.md:1675 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1679 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:1659 +#: ../../Fixed-or-Improved-Logics.md:1682 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -5919,15 +6022,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1664 +#: ../../Fixed-or-Improved-Logics.md:1687 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1666 +#: ../../Fixed-or-Improved-Logics.md:1689 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../Fixed-or-Improved-Logics.md:1668 +#: ../../Fixed-or-Improved-Logics.md:1691 msgid "" "In vanilla, when miners enter area guard mission, they immediately switch" " to harvest mission. Now you can make them perform area guard mission " @@ -5936,13 +6039,13 @@ 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:1669 +#: ../../Fixed-or-Improved-Logics.md:1692 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:1672 +#: ../../Fixed-or-Improved-Logics.md:1695 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" @@ -5950,11 +6053,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1677 +#: ../../Fixed-or-Improved-Logics.md:1700 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:1679 +#: ../../Fixed-or-Improved-Logics.md:1702 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -5964,17 +6067,17 @@ 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:1680 +#: ../../Fixed-or-Improved-Logics.md:1703 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:1681 +#: ../../Fixed-or-Improved-Logics.md:1704 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:1684 +#: ../../Fixed-or-Improved-Logics.md:1707 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -5982,7 +6085,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1690 +#: ../../Fixed-or-Improved-Logics.md:1713 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -5993,23 +6096,23 @@ 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:1693 +#: ../../Fixed-or-Improved-Logics.md:1716 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1695 +#: ../../Fixed-or-Improved-Logics.md:1718 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:1696 +#: ../../Fixed-or-Improved-Logics.md:1719 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:1699 +#: ../../Fixed-or-Improved-Logics.md:1722 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -6023,11 +6126,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1707 +#: ../../Fixed-or-Improved-Logics.md:1730 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1709 +#: ../../Fixed-or-Improved-Logics.md:1732 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -6041,7 +6144,7 @@ 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:1710 +#: ../../Fixed-or-Improved-Logics.md:1733 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -6051,13 +6154,13 @@ 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:1711 +#: ../../Fixed-or-Improved-Logics.md:1734 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:1712 +#: ../../Fixed-or-Improved-Logics.md:1735 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -6066,7 +6169,7 @@ 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:1713 +#: ../../Fixed-or-Improved-Logics.md:1736 msgid "" "You can also disable the slowdown completely by using the flag " "`SkipCrushSlowdown`. This is not the same as " @@ -6078,7 +6181,7 @@ 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:1716 +#: ../../Fixed-or-Improved-Logics.md:1739 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -6096,11 +6199,11 @@ msgstr "" "CrushSlowdownMultiplier=0.2 ; floating point value\n" "SkipCrushSlowdown=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1726 +#: ../../Fixed-or-Improved-Logics.md:1749 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1728 +#: ../../Fixed-or-Improved-Logics.md:1751 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -6111,7 +6214,7 @@ 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:1731 +#: ../../Fixed-or-Improved-Logics.md:1754 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -6121,25 +6224,24 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1737 +#: ../../Fixed-or-Improved-Logics.md:1760 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1739 +#: ../../Fixed-or-Improved-Logics.md:1762 msgid "" "`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:1740 +#: ../../Fixed-or-Improved-Logics.md:1763 msgid "" "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 "" -"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)。" +msgstr "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:1743 +#: ../../Fixed-or-Improved-Logics.md:1766 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -6147,11 +6249,33 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1748 -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:1771 +msgid "IsSimpleDeployer customizations" +msgstr "自定义 IsSimpleDeployer" + +#: ../../Fixed-or-Improved-Logics.md:1773 +msgid "" +"It is possible to enable checking if the deployed unit (if type " +"conversion is in use, the conversion result will be used for these " +"checks) is allowed to deploy on the cell which will also affect deploy " +"cursor availability by setting `IsSimpleDeployer.ConsiderPathfinding` to " +"true." +msgstr "" +"现在可以通过 `IsSimpleDeployer.ConsiderPathfinding=true` " +"来开启对将部署的单位(若使用单位转换则检查作为转换目标的单位)是否允许在当前单元格上部署的检查,部署光标也会跟随变化。" -#: ../../Fixed-or-Improved-Logics.md:1750 +#: ../../Fixed-or-Improved-Logics.md:1774 +msgid "" +"You can explicitly disable deploying on cells of specified land types " +"using `IsSimpleDeployer.DisallowedLandTypes`. Defaults to `water,beach` " +"for units with Jumpjet or Hover locomotor with `DeployToLand=true`, " +"`none` for others." +msgstr "" +"你可以使用 `IsSimpleDeployer.DisallowedLandTypes` 来指定单位不能在哪些土地类型上部署。对于 " +"`Locomotor=Jumpjet` 或 `Locomotor=Hover` 且拥有 `DeployToLand=true` 的单位默认为 " +"`water,beach`;对于其他单位则默认为 `none`。" + +#: ../../Fixed-or-Improved-Logics.md:1775 msgid "" "In vanilla game only units with `DeployingAnim` were constrained to a " "specific deploy facing and it was not customizable per unit. `DeployDir` " @@ -6159,15 +6283,15 @@ msgid "" "DeployDir`), including using value of -1 to disable the facing " "restriction." msgstr "" -"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。" +"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:1751 +#: ../../Fixed-or-Improved-Logics.md:1776 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:1752 +#: ../../Fixed-or-Improved-Logics.md:1777 msgid "" "`DeployingAnims` can be used instead of `DeployingAnim` (if both are set," " `DeployingAnims` takes precedence) to define a list of direction-" @@ -6176,65 +6300,74 @@ msgid "" "Less than 8 animations listed results in only first listed one being " "used." msgstr "" -"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。" +"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:1753 +#: ../../Fixed-or-Improved-Logics.md:1778 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:1754 +#: ../../Fixed-or-Improved-Logics.md:1779 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:1755 +#: ../../Fixed-or-Improved-Logics.md:1780 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:1758 +#: ../../Fixed-or-Improved-Logics.md:1783 msgid "" -"[SOMEVEHICLE] ; VehicleType\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" -"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:1767 +"[SOMEVEHICLE] ; VehicleType\n" +"IsSimpleDeployer.ConsiderPathfinding=false ; boolean\n" +"IsSimpleDeployer.DisallowedLandTypes= ; List of LandTypes (none | " +"clear | road | water | rock | wall | tiberium | beach | rough | ice | " +"railroad | tunnel | weeds)\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" +"IsSimpleDeployer.ConsiderPathfinding=false ; boolean\n" +"IsSimpleDeployer.DisallowedLandTypes= ; List of LandTypes (none | " +"clear | road | water | rock | wall | tiberium | beach | rough | ice | " +"railroad | tunnel | weeds)\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:1794 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:1769 +#: ../../Fixed-or-Improved-Logics.md:1796 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:1770 +#: ../../Fixed-or-Improved-Logics.md:1797 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:1773 +#: ../../Fixed-or-Improved-Logics.md:1800 msgid "" "[General]\n" "HarvesterScanAfterUnload=false ; boolean\n" @@ -6250,32 +6383,32 @@ msgstr "" "HarvesterScanAfterUnload= ; boolean, default to [General] -> " "HarvesterScanAfterUnload\n" -#: ../../Fixed-or-Improved-Logics.md:1781 +#: ../../Fixed-or-Improved-Logics.md:1808 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:1783 +#: ../../Fixed-or-Improved-Logics.md:1810 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:1786 +#: ../../Fixed-or-Improved-Logics.md:1813 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:1787 +#: ../../Fixed-or-Improved-Logics.md:1814 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:1788 +#: ../../Fixed-or-Improved-Logics.md:1815 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:1791 +#: ../../Fixed-or-Improved-Logics.md:1818 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -6299,36 +6432,36 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1801 +#: ../../Fixed-or-Improved-Logics.md:1828 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1803 +#: ../../Fixed-or-Improved-Logics.md:1830 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:1804 +#: ../../Fixed-or-Improved-Logics.md:1831 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:1805 +#: ../../Fixed-or-Improved-Logics.md:1832 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:1806 +#: ../../Fixed-or-Improved-Logics.md:1833 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:1807 +#: ../../Fixed-or-Improved-Logics.md:1834 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -6337,7 +6470,7 @@ 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:1810 +#: ../../Fixed-or-Improved-Logics.md:1837 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -6351,25 +6484,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1817 +#: ../../Fixed-or-Improved-Logics.md:1844 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1819 +#: ../../Fixed-or-Improved-Logics.md:1846 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:1820 +#: ../../Fixed-or-Improved-Logics.md:1847 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:1821 +#: ../../Fixed-or-Improved-Logics.md:1848 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 " @@ -6379,7 +6512,7 @@ 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:1824 +#: ../../Fixed-or-Improved-Logics.md:1851 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -6391,11 +6524,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1831 +#: ../../Fixed-or-Improved-Logics.md:1858 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1833 +#: ../../Fixed-or-Improved-Logics.md:1860 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -6405,27 +6538,27 @@ 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:1835 +#: ../../Fixed-or-Improved-Logics.md:1862 msgid "Turret recoil" msgstr "炮塔制退" -#: ../../Fixed-or-Improved-Logics.md:1837 +#: ../../Fixed-or-Improved-Logics.md:1864 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:1838 +#: ../../Fixed-or-Improved-Logics.md:1865 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:1839 +#: ../../Fixed-or-Improved-Logics.md:1866 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:1842 +#: ../../Fixed-or-Improved-Logics.md:1869 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretRecoil=no ; boolean\n" @@ -6455,18 +6588,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "TurretRecoil.Suppress=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1859 +#: ../../Fixed-or-Improved-Logics.md:1886 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:1862 +#: ../../Fixed-or-Improved-Logics.md:1889 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:1864 +#: ../../Fixed-or-Improved-Logics.md:1891 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 " @@ -6475,7 +6608,7 @@ 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:1867 +#: ../../Fixed-or-Improved-Logics.md:1894 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -6491,7 +6624,7 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1876 +#: ../../Fixed-or-Improved-Logics.md:1903 msgid "" "Jumpjet can also be affected by this if firing an `OmniFire` weapon with " "`OmniFire.TurnToTarget` set to true." @@ -6499,11 +6632,11 @@ 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:1879 +#: ../../Fixed-or-Improved-Logics.md:1906 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1881 +#: ../../Fixed-or-Improved-Logics.md:1908 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -6512,7 +6645,7 @@ 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:1884 +#: ../../Fixed-or-Improved-Logics.md:1911 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -6520,7 +6653,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1890 +#: ../../Fixed-or-Improved-Logics.md:1917 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -6528,44 +6661,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1895 +#: ../../Fixed-or-Improved-Logics.md:1922 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1897 +#: ../../Fixed-or-Improved-Logics.md:1924 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1899 +#: ../../Fixed-or-Improved-Logics.md:1926 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:1900 +#: ../../Fixed-or-Improved-Logics.md:1927 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:1901 +#: ../../Fixed-or-Improved-Logics.md:1928 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:1902 +#: ../../Fixed-or-Improved-Logics.md:1929 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:1903 +#: ../../Fixed-or-Improved-Logics.md:1930 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:1904 +#: ../../Fixed-or-Improved-Logics.md:1931 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:1905 +#: ../../Fixed-or-Improved-Logics.md:1932 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -6574,7 +6707,7 @@ 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:1908 +#: ../../Fixed-or-Improved-Logics.md:1935 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -6597,7 +6730,7 @@ 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:1915 +#: ../../Fixed-or-Improved-Logics.md:1942 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -6647,7 +6780,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1942 +#: ../../Fixed-or-Improved-Logics.md:1969 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 " @@ -6658,7 +6791,7 @@ 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:1946 +#: ../../Fixed-or-Improved-Logics.md:1973 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -6670,55 +6803,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1953 +#: ../../Fixed-or-Improved-Logics.md:1980 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1955 +#: ../../Fixed-or-Improved-Logics.md:1982 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:1956 +#: ../../Fixed-or-Improved-Logics.md:1983 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:1957 +#: ../../Fixed-or-Improved-Logics.md:1984 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:1958 +#: ../../Fixed-or-Improved-Logics.md:1985 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:1959 +#: ../../Fixed-or-Improved-Logics.md:1986 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:1961 +#: ../../Fixed-or-Improved-Logics.md:1988 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:1963 +#: ../../Fixed-or-Improved-Logics.md:1990 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:1966 +#: ../../Fixed-or-Improved-Logics.md:1993 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:1970 +#: ../../Fixed-or-Improved-Logics.md:1997 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -6743,11 +6876,11 @@ 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:1978 +#: ../../Fixed-or-Improved-Logics.md:2005 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:1982 +#: ../../Fixed-or-Improved-Logics.md:2009 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -6759,17 +6892,17 @@ 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:1984 +#: ../../Fixed-or-Improved-Logics.md:2011 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:1986 +#: ../../Fixed-or-Improved-Logics.md:2013 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:1989 +#: ../../Fixed-or-Improved-Logics.md:2016 msgid "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" @@ -6777,15 +6910,15 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1994 +#: ../../Fixed-or-Improved-Logics.md:2021 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:1996 +#: ../../Fixed-or-Improved-Logics.md:2023 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:1998 +#: ../../Fixed-or-Improved-Logics.md:2025 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -6795,14 +6928,14 @@ 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:1999 +#: ../../Fixed-or-Improved-Logics.md:2026 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:2002 +#: ../../Fixed-or-Improved-Logics.md:2029 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -6810,11 +6943,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2007 +#: ../../Fixed-or-Improved-Logics.md:2034 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:2009 +#: ../../Fixed-or-Improved-Logics.md:2036 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -6823,20 +6956,20 @@ 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:2010 +#: ../../Fixed-or-Improved-Logics.md:2037 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:2011 +#: ../../Fixed-or-Improved-Logics.md:2038 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:2014 +#: ../../Fixed-or-Improved-Logics.md:2041 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -6858,11 +6991,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2024 +#: ../../Fixed-or-Improved-Logics.md:2051 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:2026 +#: ../../Fixed-or-Improved-Logics.md:2053 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -6872,7 +7005,7 @@ 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:2027 +#: ../../Fixed-or-Improved-Logics.md:2054 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -6880,7 +7013,7 @@ 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:2030 +#: ../../Fixed-or-Improved-Logics.md:2057 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -6890,11 +7023,11 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2036 +#: ../../Fixed-or-Improved-Logics.md:2063 msgid "Custom debris voxel animations limitation" msgstr "自定义 Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:2042 +#: ../../Fixed-or-Improved-Logics.md:2069 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisTypes.Limit= ; boolean\n" @@ -6906,22 +7039,22 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:2049 +#: ../../Fixed-or-Improved-Logics.md:2076 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:2051 +#: ../../Fixed-or-Improved-Logics.md:2078 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:2052 +#: ../../Fixed-or-Improved-Logics.md:2079 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:2055 +#: ../../Fixed-or-Improved-Logics.md:2082 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -6931,11 +7064,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:2061 +#: ../../Fixed-or-Improved-Logics.md:2088 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:2063 +#: ../../Fixed-or-Improved-Logics.md:2090 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -6947,7 +7080,7 @@ 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:2064 +#: ../../Fixed-or-Improved-Logics.md:2091 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 " @@ -6957,7 +7090,7 @@ 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:2065 +#: ../../Fixed-or-Improved-Logics.md:2092 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 " @@ -6972,20 +7105,20 @@ 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:2066 +#: ../../Fixed-or-Improved-Logics.md:2093 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:2067 +#: ../../Fixed-or-Improved-Logics.md:2094 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:2068 +#: ../../Fixed-or-Improved-Logics.md:2095 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -6994,7 +7127,7 @@ 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:2069 +#: ../../Fixed-or-Improved-Logics.md:2096 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -7003,7 +7136,7 @@ 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:2070 +#: ../../Fixed-or-Improved-Logics.md:2097 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -7015,7 +7148,7 @@ 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:2073 +#: ../../Fixed-or-Improved-Logics.md:2100 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -7057,24 +7190,26 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2090 +#: ../../Fixed-or-Improved-Logics.md:2117 msgid "Customizable Warhead trigger conditions" msgstr "自定义弹头效果触发条件" -#: ../../Fixed-or-Improved-Logics.md:2092 +#: ../../Fixed-or-Improved-Logics.md:2119 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。" +"`AffectsBelowPercent` and `AffectsAbovePercent` can be used to set the " +"health percentage thresholds that target needs to be below/equal and/or " +"above of for the Warhead to detonate. If target has zero health left this" +" check is bypassed." +msgstr "" +"`AffectsBelowPercent` 和 `AffectsAbovePercent` 可用于设置目标被弹头作用所需的血量百分比必须高于和/或低于/等于的限制。若目标血量为 0 则跳过该检查。" -#: ../../Fixed-or-Improved-Logics.md:2093 +#: ../../Fixed-or-Improved-Logics.md:2120 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:2094 +#: ../../Fixed-or-Improved-Logics.md:2121 #, python-format msgid "" "If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced " @@ -7084,7 +7219,7 @@ 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:2097 +#: ../../Fixed-or-Improved-Logics.md:2124 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsBelowPercent=1.0 ; floating point value, percents or absolute\n" @@ -7098,17 +7233,17 @@ msgstr "" "AffectsNeutral=true ; boolean\n" "EffectsRequireVerses=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2105 +#: ../../Fixed-or-Improved-Logics.md:2132 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:2107 +#: ../../Fixed-or-Improved-Logics.md:2134 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:2110 +#: ../../Fixed-or-Improved-Logics.md:2137 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -7116,21 +7251,21 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2115 +#: ../../Fixed-or-Improved-Logics.md:2142 msgid "Customizing parasite" msgstr "自定义寄生" -#: ../../Fixed-or-Improved-Logics.md:2117 +#: ../../Fixed-or-Improved-Logics.md:2144 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:2118 +#: ../../Fixed-or-Improved-Logics.md:2145 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:2121 +#: ../../Fixed-or-Improved-Logics.md:2148 msgid "" "[AudioVisual]\n" "Parasite.GrappleAnim= ; animation\n" @@ -7148,11 +7283,11 @@ msgstr "" "(none|aircraft|infantry|units|all)\n" "Parasite.GrappleAnim= ; animation\n" -#: ../../Fixed-or-Improved-Logics.md:2130 +#: ../../Fixed-or-Improved-Logics.md:2157 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:2132 +#: ../../Fixed-or-Improved-Logics.md:2159 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 " @@ -7161,13 +7296,13 @@ 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:2133 +#: ../../Fixed-or-Improved-Logics.md:2160 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:2136 +#: ../../Fixed-or-Improved-Logics.md:2163 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -7183,41 +7318,41 @@ msgstr "" "MindControl.ThreatDelay= ; integer, game frames, default to " "[General] -> MindControl.ThreatDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2144 +#: ../../Fixed-or-Improved-Logics.md:2171 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:2146 +#: ../../Fixed-or-Improved-Logics.md:2173 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:2147 +#: ../../Fixed-or-Improved-Logics.md:2174 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:2148 +#: ../../Fixed-or-Improved-Logics.md:2175 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:2149 +#: ../../Fixed-or-Improved-Logics.md:2176 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:2150 +#: ../../Fixed-or-Improved-Logics.md:2177 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:2153 +#: ../../Fixed-or-Improved-Logics.md:2180 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -7225,24 +7360,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2159 +#: ../../Fixed-or-Improved-Logics.md:2186 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:2162 +#: ../../Fixed-or-Improved-Logics.md:2189 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:2164 +#: ../../Fixed-or-Improved-Logics.md:2191 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:2167 +#: ../../Fixed-or-Improved-Logics.md:2194 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -7250,15 +7385,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2172 +#: ../../Fixed-or-Improved-Logics.md:2199 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:2174 +#: ../../Fixed-or-Improved-Logics.md:2201 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:2176 +#: ../../Fixed-or-Improved-Logics.md:2203 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -7267,7 +7402,7 @@ 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:2179 +#: ../../Fixed-or-Improved-Logics.md:2206 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -7277,11 +7412,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2185 +#: ../../Fixed-or-Improved-Logics.md:2212 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:2187 +#: ../../Fixed-or-Improved-Logics.md:2214 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -7295,13 +7430,13 @@ 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:2188 +#: ../../Fixed-or-Improved-Logics.md:2215 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:2191 +#: ../../Fixed-or-Improved-Logics.md:2218 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -7309,19 +7444,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2196 +#: ../../Fixed-or-Improved-Logics.md:2223 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:2198 +#: ../../Fixed-or-Improved-Logics.md:2225 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:2199 +#: ../../Fixed-or-Improved-Logics.md:2226 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:2202 +#: ../../Fixed-or-Improved-Logics.md:2229 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; integer\n" @@ -7331,18 +7466,18 @@ msgstr "" "DiskLaser.Radius=240 ; integer\n" "; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:2208 +#: ../../Fixed-or-Improved-Logics.md:2235 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:2210 +#: ../../Fixed-or-Improved-Logics.md:2237 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:2213 +#: ../../Fixed-or-Improved-Logics.md:2240 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -7360,17 +7495,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game " "frames), default to [CombatDamage] -> ROF.RandomDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2221 +#: ../../Fixed-or-Improved-Logics.md:2248 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:2223 +#: ../../Fixed-or-Improved-Logics.md:2250 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:2226 +#: ../../Fixed-or-Improved-Logics.md:2253 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -7378,11 +7513,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2231 +#: ../../Fixed-or-Improved-Logics.md:2258 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:2233 +#: ../../Fixed-or-Improved-Logics.md:2260 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -7392,7 +7527,7 @@ 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:2236 +#: ../../Fixed-or-Improved-Logics.md:2263 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -7400,11 +7535,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2241 +#: ../../Fixed-or-Improved-Logics.md:2268 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:2243 +#: ../../Fixed-or-Improved-Logics.md:2270 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -7413,13 +7548,13 @@ 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:2246 +#: ../../Fixed-or-Improved-Logics.md:2273 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:2247 +#: ../../Fixed-or-Improved-Logics.md:2274 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" @@ -7428,14 +7563,14 @@ 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:2248 +#: ../../Fixed-or-Improved-Logics.md:2275 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:2249 +#: ../../Fixed-or-Improved-Logics.md:2276 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 " @@ -7445,7 +7580,7 @@ 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:2252 +#: ../../Fixed-or-Improved-Logics.md:2279 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -7463,7 +7598,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2263 +#: ../../Fixed-or-Improved-Logics.md:2290 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -7474,11 +7609,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:2266 +#: ../../Fixed-or-Improved-Logics.md:2293 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:2268 +#: ../../Fixed-or-Improved-Logics.md:2295 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -7488,7 +7623,7 @@ 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:2271 +#: ../../Fixed-or-Improved-Logics.md:2298 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -7498,7 +7633,7 @@ 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:2274 +#: ../../Fixed-or-Improved-Logics.md:2301 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -7506,18 +7641,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2279 +#: ../../Fixed-or-Improved-Logics.md:2306 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:2281 +#: ../../Fixed-or-Improved-Logics.md:2308 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:2285 +#: ../../Fixed-or-Improved-Logics.md:2312 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -7527,28 +7662,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:2290 +#: ../../Fixed-or-Improved-Logics.md:2317 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:2292 +#: ../../Fixed-or-Improved-Logics.md:2319 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:2293 +#: ../../Fixed-or-Improved-Logics.md:2320 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:2294 +#: ../../Fixed-or-Improved-Logics.md:2321 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:2295 +#: ../../Fixed-or-Improved-Logics.md:2322 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -7557,7 +7692,7 @@ 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:2296 +#: ../../Fixed-or-Improved-Logics.md:2323 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -7567,13 +7702,13 @@ 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:2297 +#: ../../Fixed-or-Improved-Logics.md:2324 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:2298 +#: ../../Fixed-or-Improved-Logics.md:2325 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -7583,7 +7718,7 @@ 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:2301 +#: ../../Fixed-or-Improved-Logics.md:2328 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -7605,55 +7740,55 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:2312 +#: ../../Fixed-or-Improved-Logics.md:2339 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:2314 +#: ../../Fixed-or-Improved-Logics.md:2341 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:2315 +#: ../../Fixed-or-Improved-Logics.md:2342 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:2316 +#: ../../Fixed-or-Improved-Logics.md:2343 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:2317 +#: ../../Fixed-or-Improved-Logics.md:2344 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:2318 +#: ../../Fixed-or-Improved-Logics.md:2345 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:2319 +#: ../../Fixed-or-Improved-Logics.md:2346 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:2322 +#: ../../Fixed-or-Improved-Logics.md:2349 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:2326 +#: ../../Fixed-or-Improved-Logics.md:2353 msgid "" "[SOMETECHNO] ; TechnoType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -7701,7 +7836,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:2343 +#: ../../Fixed-or-Improved-Logics.md:2370 msgid "" "`[General] -> DropPodTrailer` is [Ares feature](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." @@ -7825,3 +7960,20 @@ 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。" +#~ 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。" + +#~ 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。" + 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 75d70dbd53..5a10076350 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: 2025-09-08 00:53+0800\n" +"POT-Creation-Date: 2025-09-14 23:42+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -688,12 +688,13 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../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 +#: ../../New-or-Enhanced-Logics.md:2488 ../../New-or-Enhanced-Logics.md:2504 +#: ../../New-or-Enhanced-Logics.md:2525 ../../New-or-Enhanced-Logics.md:2541 +#: ../../New-or-Enhanced-Logics.md:2552 ../../New-or-Enhanced-Logics.md:2575 +#: ../../New-or-Enhanced-Logics.md:2603 ../../New-or-Enhanced-Logics.md:2620 +#: ../../New-or-Enhanced-Logics.md:2638 ../../New-or-Enhanced-Logics.md:2652 +#: ../../New-or-Enhanced-Logics.md:2676 ../../New-or-Enhanced-Logics.md:2691 +#: ../../New-or-Enhanced-Logics.md:2713 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -1026,8 +1027,8 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../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 +#: ../../New-or-Enhanced-Logics.md:2325 ../../New-or-Enhanced-Logics.md:2614 +#: ../../New-or-Enhanced-Logics.md:2664 ../../New-or-Enhanced-Logics.md:2707 msgid "image" msgstr "图像" @@ -2130,9 +2131,10 @@ msgid "" "match ShieldType `Respawn.Rate`. Re-applying the effect resets the " "duration to `Shield.Respawn.Duration`" msgstr "" -"`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` " +"`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`" @@ -6763,7 +6765,7 @@ msgid "" "Promote.VeteranAnimation= ; List of AnimationTypes\n" "Promote.EliteAnimation= ; List of AnimationTypes\n" "\n" -"[SOMETECHNO]\n" +"[SOMETECHNO] ; TechnoType\n" "Promote.VeteranAnimation= ; List of AnimationTypes, default to " "Promote.VeteranAnimation in [AudioVisual]\n" "Promote.EliteAnimation= ; List of AnimationTypes, default to " @@ -6773,7 +6775,7 @@ msgstr "" "Promote.VeteranAnimation= ; List of AnimationTypes\n" "Promote.EliteAnimation= ; List of AnimationTypes\n" "\n" -"[SOMETECHNO]\n" +"[SOMETECHNO] ; TechnoType\n" "Promote.VeteranAnimation= ; List of AnimationTypes, default to " "Promote.VeteranAnimation in [AudioVisual]\n" "Promote.EliteAnimation= ; List of AnimationTypes, default to " @@ -7361,8 +7363,7 @@ 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 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。" +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 "" @@ -7420,7 +7421,8 @@ msgid "" "`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" +"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 "" @@ -7428,7 +7430,8 @@ msgid "" " 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。" +"`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 "" @@ -7436,7 +7439,8 @@ msgid "" "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。" +"`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 "" @@ -7775,11 +7779,12 @@ 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:2150 msgid "" "`Crit.AffectBelowPercent` and `Crit.AffectsAbovePercent` can be used to " -"set the health percentage that targets must be below or above " -"respectively to be affected by critical hits." +"set the health percentage that targets must be above and/or below/equal " +"to respectively to be affected by critical hits. If target has zero " +"health left this check is bypassed." 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。" +"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高于和/或低于/等于的限制。若目标血量为 0 则跳过该检查。" #: ../../New-or-Enhanced-Logics.md:2151 msgid "" @@ -8725,15 +8730,74 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2494 +#: ../../New-or-Enhanced-Logics.md:2494 ../../New-or-Enhanced-Logics.md:2496 +msgid "Unlimbo detonate warhead" +msgstr "去虚拟化引爆弹头" + +#: ../../New-or-Enhanced-Logics.md:2496 +msgid "" +"![Unlimbo Detonate](_static/images/unlimbodetonate.gif) *Unlimbo Detonate" +" used in **The Call of the Panic Spear** by @[Octagonal " +"prism](https://space.bilibili.com/360577336)*" +msgstr "" +"![去虚拟化引爆](_static/images/unlimbodetonate.gif) *@[八棱彩](https://space.bilibili.com/360577336) 在 **恐慌之矛的召唤** 中使用的去虚拟化引爆*" + +#: ../../New-or-Enhanced-Logics.md:2499 +msgid "" +"`UnlimboDetonate` allows units that have fired weapons with " +"`LimboLaunch=yes` to reappear." +msgstr "" +"`UnlimboDetonate` 允许发射了拥有 `LimboLaunch=yes` 的武器的单位在弹头引爆后重新刷出(退出 Limbo 状态)。" + +#: ../../New-or-Enhanced-Logics.md:2500 +msgid "" +"`UnlimboDetonate.ForceLocation` allows units to forcefully appear at the " +"projectile explosion location, otherwise they will search for other " +"available cells." +msgstr "" +"`UnlimboDetonate.ForceLocation` 允许单位强制出现在抛射体爆炸的位置,否则它们会检索其他可用的单元格。" + +#: ../../New-or-Enhanced-Logics.md:2501 +msgid "" +"`UnlimboDetonate.KeepTarget` allows units to retain their original attack" +" target when they reappear." +msgstr "" +"`UnlimboDetonate.KeepTarget` 允许单位进出 Limbo 状态前后保留原先的目标。" + +#: ../../New-or-Enhanced-Logics.md:2502 +msgid "" +"`UnlimboDetonate.KeepSelected` allows units to retain their original " +"selected state when they appear." +msgstr "" +"`UnlimboDetonate.KeepSelected` 允许单位进出 Limbo 状态前保留原先选中状态。" + +#: ../../New-or-Enhanced-Logics.md:2505 +msgid "" +"[SOMEWARHEAD] ; WarheadType\n" +"UnlimboDetonate=false ; boolean\n" +"UnlimboDetonate.ForceLocation=false ; boolean\n" +"UnlimboDetonate.KeepTarget=false ; boolean\n" +"UnlimboDetonate.KeepSelected=false ; boolean\n" +msgstr "" +"[SOMEWARHEAD] ; WarheadType\n" +"UnlimboDetonate=false ; boolean\n" +"UnlimboDetonate.ForceLocation=false ; boolean\n" +"UnlimboDetonate.KeepTarget=false ; boolean\n" +"UnlimboDetonate.KeepSelected=false ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2514 +msgid "`UnlimboDetonate` cannot be used in conjunction with `Parasite`." +msgstr "`UnlimboDetonate` 不能与 `Parasite` 共用。" + +#: ../../New-or-Enhanced-Logics.md:2517 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2496 +#: ../../New-or-Enhanced-Logics.md:2519 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2498 +#: ../../New-or-Enhanced-Logics.md:2521 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 " @@ -8744,13 +8808,13 @@ 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:2499 +#: ../../New-or-Enhanced-Logics.md:2522 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:2500 +#: ../../New-or-Enhanced-Logics.md:2523 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -8759,7 +8823,7 @@ 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:2503 +#: ../../New-or-Enhanced-Logics.md:2526 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -8767,11 +8831,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2508 +#: ../../New-or-Enhanced-Logics.md:2531 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2510 +#: ../../New-or-Enhanced-Logics.md:2533 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -8784,7 +8848,7 @@ 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:2511 +#: ../../New-or-Enhanced-Logics.md:2534 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 " @@ -8793,14 +8857,14 @@ 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:2512 +#: ../../New-or-Enhanced-Logics.md:2535 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:2513 +#: ../../New-or-Enhanced-Logics.md:2536 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryType or `Voxel=no` turretless VehicleType, and setting it to true" @@ -8810,13 +8874,13 @@ 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:2514 +#: ../../New-or-Enhanced-Logics.md:2537 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:2515 +#: ../../New-or-Enhanced-Logics.md:2538 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 " @@ -8827,7 +8891,7 @@ 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:2516 +#: ../../New-or-Enhanced-Logics.md:2539 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 " @@ -8837,7 +8901,7 @@ 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:2519 +#: ../../New-or-Enhanced-Logics.md:2542 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -8849,11 +8913,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2525 +#: ../../New-or-Enhanced-Logics.md:2548 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../New-or-Enhanced-Logics.md:2527 +#: ../../New-or-Enhanced-Logics.md:2550 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 " @@ -8862,7 +8926,7 @@ 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:2530 +#: ../../New-or-Enhanced-Logics.md:2553 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" @@ -8870,32 +8934,32 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2536 +#: ../../New-or-Enhanced-Logics.md:2559 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:2537 +#: ../../New-or-Enhanced-Logics.md:2560 msgid "This will ignore `Burst.Delays` setting." msgstr "这会无视 `Burst.Delays` 设置。" -#: ../../New-or-Enhanced-Logics.md:2540 +#: ../../New-or-Enhanced-Logics.md:2563 msgid "Delayed firing" msgstr "延迟开火" -#: ../../New-or-Enhanced-Logics.md:2542 +#: ../../New-or-Enhanced-Logics.md:2565 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:2543 +#: ../../New-or-Enhanced-Logics.md:2566 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:2544 +#: ../../New-or-Enhanced-Logics.md:2567 msgid "" "`DelayedFire.Animation` can be used to define animation to create when " "the delay timer starts. `DelayedFire.OpenToppedAnimation` is used instead" @@ -8904,7 +8968,7 @@ 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:2545 +#: ../../New-or-Enhanced-Logics.md:2568 msgid "" "If `DelayedFire.AnimIsAttached` is set to true, the animation is attached" " to the firing TechnoType. If `DelayedFire.RemoveAnimOnNoDelay` is also " @@ -8915,26 +8979,26 @@ 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:2546 +#: ../../New-or-Enhanced-Logics.md:2569 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:2547 +#: ../../New-or-Enhanced-Logics.md:2570 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:2548 +#: ../../New-or-Enhanced-Logics.md:2571 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:2549 +#: ../../New-or-Enhanced-Logics.md:2572 msgid "" "If the weapon was fired by InfantryType and " "`DelayedFire.PauseFiringSequence` is set to true, the infantry's firing " @@ -8946,7 +9010,7 @@ 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:2550 +#: ../../New-or-Enhanced-Logics.md:2573 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 " @@ -8958,7 +9022,7 @@ 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:2553 +#: ../../New-or-Enhanced-Logics.md:2576 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DelayedFire.Duration= ; integer - single or comma-sep. " @@ -8990,18 +9054,18 @@ msgstr "" "DelayedFire.PauseFiringSequence=false ; boolean\n" "DelayedFire.OnlyOnInitialBurst=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2569 +#: ../../New-or-Enhanced-Logics.md:2592 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:2572 +#: ../../New-or-Enhanced-Logics.md:2595 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2574 +#: ../../New-or-Enhanced-Logics.md:2597 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -9014,7 +9078,7 @@ 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:2575 +#: ../../New-or-Enhanced-Logics.md:2598 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -9024,7 +9088,7 @@ 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:2576 +#: ../../New-or-Enhanced-Logics.md:2599 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -9035,7 +9099,7 @@ 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:2577 +#: ../../New-or-Enhanced-Logics.md:2600 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -9047,13 +9111,13 @@ 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:2578 +#: ../../New-or-Enhanced-Logics.md:2601 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:2581 +#: ../../New-or-Enhanced-Logics.md:2604 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -9069,11 +9133,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2589 +#: ../../New-or-Enhanced-Logics.md:2612 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2591 +#: ../../New-or-Enhanced-Logics.md:2614 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -9083,13 +9147,13 @@ 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:2594 +#: ../../New-or-Enhanced-Logics.md:2617 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:2595 +#: ../../New-or-Enhanced-Logics.md:2618 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -9100,7 +9164,7 @@ 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:2598 +#: ../../New-or-Enhanced-Logics.md:2621 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -9108,17 +9172,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2603 +#: ../../New-or-Enhanced-Logics.md:2626 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2605 +#: ../../New-or-Enhanced-Logics.md:2628 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:2606 +#: ../../New-or-Enhanced-Logics.md:2629 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 " @@ -9133,31 +9197,31 @@ 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:2607 +#: ../../New-or-Enhanced-Logics.md:2630 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:2608 +#: ../../New-or-Enhanced-Logics.md:2631 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:2609 +#: ../../New-or-Enhanced-Logics.md:2632 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:2612 +#: ../../New-or-Enhanced-Logics.md:2635 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:2616 +#: ../../New-or-Enhanced-Logics.md:2639 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -9171,23 +9235,23 @@ msgstr "" "KeepRange.AllowPlayer=false ; boolean\n" "KeepRange.EarlyStopFrame=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2624 +#: ../../New-or-Enhanced-Logics.md:2647 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2626 +#: ../../New-or-Enhanced-Logics.md:2649 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:2627 +#: ../../New-or-Enhanced-Logics.md:2650 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:2630 +#: ../../New-or-Enhanced-Logics.md:2653 msgid "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" @@ -9195,11 +9259,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2635 +#: ../../New-or-Enhanced-Logics.md:2658 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2637 +#: ../../New-or-Enhanced-Logics.md:2660 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -9209,11 +9273,11 @@ 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:2639 +#: ../../New-or-Enhanced-Logics.md:2662 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2641 +#: ../../New-or-Enhanced-Logics.md:2664 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -9222,11 +9286,11 @@ 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:2644 +#: ../../New-or-Enhanced-Logics.md:2667 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:2645 +#: ../../New-or-Enhanced-Logics.md:2668 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` " @@ -9235,7 +9299,7 @@ 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:2646 +#: ../../New-or-Enhanced-Logics.md:2669 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" @@ -9244,7 +9308,7 @@ 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:2647 +#: ../../New-or-Enhanced-Logics.md:2670 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -9253,23 +9317,24 @@ 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:2648 +#: ../../New-or-Enhanced-Logics.md:2671 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:2649 +#: ../../New-or-Enhanced-Logics.md:2672 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。" +"`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 +#: ../../New-or-Enhanced-Logics.md:2673 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -9284,7 +9349,7 @@ 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:2651 +#: ../../New-or-Enhanced-Logics.md:2674 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -9295,7 +9360,7 @@ 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:2654 +#: ../../New-or-Enhanced-Logics.md:2677 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -9313,11 +9378,11 @@ msgstr "" "Strafing.TargetCell=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2664 +#: ../../New-or-Enhanced-Logics.md:2687 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2666 +#: ../../New-or-Enhanced-Logics.md:2689 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -9326,7 +9391,7 @@ 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:2669 +#: ../../New-or-Enhanced-Logics.md:2692 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -9342,7 +9407,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2679 +#: ../../New-or-Enhanced-Logics.md:2702 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -9352,11 +9417,11 @@ 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:2682 +#: ../../New-or-Enhanced-Logics.md:2705 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2684 +#: ../../New-or-Enhanced-Logics.md:2707 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -9367,23 +9432,24 @@ 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:2687 +#: ../../New-or-Enhanced-Logics.md:2710 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:2688 +#: ../../New-or-Enhanced-Logics.md:2711 msgid "" "`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage " -"thresholds for allowed targets (TechnoTypes only), maximum/minimum " -"respectively." +"thresholds for allowed targets (TechnoTypes only) that the target's " +"health must be above and/or below/equal to, respectively. If target has " +"zero health left this check is bypassed." 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。" +"用于设置可被攻击的(仅单位)目标所需的血量阈值,分别要求目标血量必须高于和/或低于/等于的限制。若目标血量为 0 则跳过检查。" -#: ../../New-or-Enhanced-Logics.md:2691 +#: ../../New-or-Enhanced-Logics.md:2714 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -9401,7 +9467,7 @@ 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:2700 +#: ../../New-or-Enhanced-Logics.md:2723 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/User-Interface.po b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po index 18a6877210..cbc7974c6d 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/User-Interface.po +++ b/docs/locale/zh_CN/LC_MESSAGES/User-Interface.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: 2025-09-12 19:20+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -109,15 +109,15 @@ msgstr "现在你可以指定在胜利或失败时播放哪些音轨的主题曲 #: ../../User-Interface.md:23 ../../User-Interface.md:84 #: ../../User-Interface.md:160 ../../User-Interface.md:182 #: ../../User-Interface.md:198 ../../User-Interface.md:221 -#: ../../User-Interface.md:246 ../../User-Interface.md:307 -#: ../../User-Interface.md:354 ../../User-Interface.md:373 -#: ../../User-Interface.md:402 ../../User-Interface.md:421 -#: ../../User-Interface.md:522 ../../User-Interface.md:537 -#: ../../User-Interface.md:557 ../../User-Interface.md:585 -#: ../../User-Interface.md:630 ../../User-Interface.md:665 -#: ../../User-Interface.md:675 ../../User-Interface.md:723 -#: ../../User-Interface.md:768 ../../User-Interface.md:811 -#: ../../User-Interface.md:831 +#: ../../User-Interface.md:246 ../../User-Interface.md:306 +#: ../../User-Interface.md:353 ../../User-Interface.md:372 +#: ../../User-Interface.md:407 ../../User-Interface.md:426 +#: ../../User-Interface.md:532 ../../User-Interface.md:547 +#: ../../User-Interface.md:567 ../../User-Interface.md:595 +#: ../../User-Interface.md:640 ../../User-Interface.md:675 +#: ../../User-Interface.md:685 ../../User-Interface.md:733 +#: ../../User-Interface.md:778 ../../User-Interface.md:821 +#: ../../User-Interface.md:841 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -148,9 +148,9 @@ msgstr "" "Shape 文件的默认配置。*" #: ../../User-Interface.md:34 ../../User-Interface.md:146 -#: ../../User-Interface.md:174 ../../User-Interface.md:565 -#: ../../User-Interface.md:610 ../../User-Interface.md:653 -#: ../../User-Interface.md:683 ../../User-Interface.md:787 +#: ../../User-Interface.md:174 ../../User-Interface.md:575 +#: ../../User-Interface.md:620 ../../User-Interface.md:663 +#: ../../User-Interface.md:693 ../../User-Interface.md:797 msgid "image" msgstr "图像" @@ -289,7 +289,7 @@ msgid "" "of a timer (i.e. `0:30`, `5:00` or `1:00:00`)." msgstr "`ValueAsTimer` 控制数值是否以计时器格式显示(例如 `0:30`,`5:00` 或 `1:00:00`)。" -#: ../../User-Interface.md:71 ../../User-Interface.md:302 +#: ../../User-Interface.md:71 ../../User-Interface.md:301 msgid "" "`VisibleToHouses` and `VisibleToHouses.Observer` can limit visibility to " "specific players." @@ -369,8 +369,7 @@ msgstr "" msgid "" "`ShowType` specifies the conditions under which it can be displayed. Note" " that `idle` is only available when `HealthBar.Permanent=yes`." -msgstr "" -"`ShowType` 指定了显示所需的条件。注意 `idle` 仅在 `HealthBar.Permanent=yes` 时生效。" +msgstr "`ShowType` 指定了显示所需的条件。注意 `idle` 仅在 `HealthBar.Permanent=yes` 时生效。" #: ../../User-Interface.md:85 msgid "" @@ -506,12 +505,12 @@ msgstr "" #: ../../User-Interface.md:130 ../../User-Interface.md:166 #: ../../User-Interface.md:208 ../../User-Interface.md:229 -#: ../../User-Interface.md:271 ../../User-Interface.md:286 -#: ../../User-Interface.md:341 ../../User-Interface.md:363 -#: ../../User-Interface.md:387 ../../User-Interface.md:506 -#: ../../User-Interface.md:596 ../../User-Interface.md:641 -#: ../../User-Interface.md:745 ../../User-Interface.md:775 -#: ../../User-Interface.md:819 ../../User-Interface.md:843 +#: ../../User-Interface.md:270 ../../User-Interface.md:285 +#: ../../User-Interface.md:340 ../../User-Interface.md:362 +#: ../../User-Interface.md:390 ../../User-Interface.md:516 +#: ../../User-Interface.md:606 ../../User-Interface.md:651 +#: ../../User-Interface.md:755 ../../User-Interface.md:785 +#: ../../User-Interface.md:829 ../../User-Interface.md:853 msgid "In `RA2MD.INI`:" msgstr "在 `RA2MD.INI`:" @@ -628,8 +627,7 @@ msgstr "现在可以根据需要关闭血条显示,这会隐藏血条框和血 msgid "" "`HealthBar.HidePips` only hides the health bar without affecting anything" " else." -msgstr "" -"`HealthBar.HidePips` 仅隐藏血条而不影响其他任何元素。" +msgstr "`HealthBar.HidePips` 仅隐藏血条而不影响其他任何元素。" #: ../../User-Interface.md:179 msgid "`HealthBar.Permanent` will display health points at all times." @@ -639,8 +637,7 @@ msgstr "`HealthBar.Permanent` 将始终显示血条。" msgid "" "`HealthBar.Permanent.PipScale` will always display additional pips and " "group numbers." -msgstr "" -"`HealthBar.Permanent.PipScale` 将始终显示其他 Pip 及编队序号。" +msgstr "`HealthBar.Permanent.PipScale` 将始终显示其他 Pip 及编队序号。" #: ../../User-Interface.md:183 msgid "" @@ -755,8 +752,8 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "LowSelectionPriority=false ; boolean\n" -#: ../../User-Interface.md:227 ../../User-Interface.md:269 -#: ../../User-Interface.md:284 +#: ../../User-Interface.md:227 ../../User-Interface.md:268 +#: ../../User-Interface.md:283 msgid "" "This behavior is designed to be toggleable by users. For now you can only" " do that externally via client or manually." @@ -839,7 +836,8 @@ msgstr "" msgid "" "[AudioVisual]\n" "PlacementPreview=no ; boolean\n" -"PlacementPreview.Translucency=75 ; translucency level (0/25/50/75)\n" +"PlacementPreview.Translucency=75 ; translucency level (0/25/50/75)" +"\n" "PlacementGrid.Translucency=0 ; translucency level (0/25/50/75)" "\n" "PlacementGrid.TranslucencyWithPreview= ; translucency level " @@ -850,20 +848,22 @@ msgid "" "PlacementPreview.Shape= ; filename - including the .shp " "extension. If not set uses building's artmd.ini Buildup SHP (based on " "Building's Image)\n" -"PlacementPreview.ShapeFrame= ; integer, zero-based frame index " -"used for displaying the preview\n" -"PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z used " -"to alter position preview\n" +"PlacementPreview.ShapeFrame= ; integer, zero-based frame index" +" used for displaying the preview\n" +"PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z " +"used to alter position preview\n" "PlacementPreview.Remap=yes ; boolean, does this preview use " "player remap colors\n" "PlacementPreview.Palette= ; filename - including the .pal " "extension\n" -"PlacementPreview.Translucency= ; translucency level (0/25/50/75), " -"defaults to [AudioVisual] -> PlacementPreview.Translucency\n" +"PlacementPreview.Translucency= ; translucency level " +"(0/25/50/75), defaults to [AudioVisual] -> PlacementPreview.Translucency" +"\n" msgstr "" "[AudioVisual]\n" "PlacementPreview=no ; boolean\n" -"PlacementPreview.Translucency=75 ; translucency level (0/25/50/75)\n" +"PlacementPreview.Translucency=75 ; translucency level (0/25/50/75)" +"\n" "PlacementGrid.Translucency=0 ; translucency level (0/25/50/75)" "\n" "PlacementGrid.TranslucencyWithPreview= ; translucency level " @@ -874,18 +874,19 @@ msgstr "" "PlacementPreview.Shape= ; filename - including the .shp " "extension. If not set uses building's artmd.ini Buildup SHP (based on " "Building's Image)\n" -"PlacementPreview.ShapeFrame= ; integer, zero-based frame index " -"used for displaying the preview\n" -"PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z used " -"to alter position preview\n" +"PlacementPreview.ShapeFrame= ; integer, zero-based frame index" +" used for displaying the preview\n" +"PlacementPreview.Offset=0,-15,1 ; integer, expressed in X,Y,Z " +"used to alter position preview\n" "PlacementPreview.Remap=yes ; boolean, does this preview use " "player remap colors\n" "PlacementPreview.Palette= ; filename - including the .pal " "extension\n" -"PlacementPreview.Translucency= ; translucency level (0/25/50/75), " -"defaults to [AudioVisual] -> PlacementPreview.Translucency\n" +"PlacementPreview.Translucency= ; translucency level " +"(0/25/50/75), defaults to [AudioVisual] -> PlacementPreview.Translucency" +"\n" -#: ../../User-Interface.md:266 +#: ../../User-Interface.md:265 msgid "" "The `PlacementPreview.Palette` option is not used when " "`PlacementPreview.Remap` is set to yes. This may change in future." @@ -893,7 +894,7 @@ msgstr "" "当 `PlacementPreview.Remap` 设为 yes 时 `PlacementPreview.Palette` " "不会被使用。这在未来可能进行更改。" -#: ../../User-Interface.md:272 +#: ../../User-Interface.md:271 msgid "" "[Phobos]\n" "ShowPlacementPreview=yes ; boolean\n" @@ -901,17 +902,17 @@ msgstr "" "[Phobos]\n" "ShowPlacementPreview=yes ; boolean\n" -#: ../../User-Interface.md:277 +#: ../../User-Interface.md:276 msgid "Real time timers" msgstr "实时计时器" -#: ../../User-Interface.md:279 +#: ../../User-Interface.md:278 msgid "" "Timers can now display values in real time, taking game speed into " "account. This can be enabled with `RealTimeTimers=true`." msgstr "计时器现在可以实时显示值,同时考虑游戏速度。这可以通过 `RealTimeTimers=true` 来启用。" -#: ../../User-Interface.md:280 +#: ../../User-Interface.md:279 msgid "" "By default, time is calculated relative to desired framerate. Enabling " "`RealTimeTimers.Adaptive` (always true for unlimited FPS and custom " @@ -921,17 +922,17 @@ msgstr "" "默认情况下,时间是根据期望的帧率计算的。当启用 `RealTimeTimers.Adaptive`(对于无限制 FPS 和自定义速度始终为 " "true)时,时间将根据 **当前** FPS 计算,同时考虑延迟。" -#: ../../User-Interface.md:281 +#: ../../User-Interface.md:280 msgid "" "When playing with unlimited FPS (or custom speed above 60 FPS), the " "timers might constantly change value because of the unstable nature." msgstr "在使用无限制 FPS(或自定义速度高于 60 FPS)时,计时器可能会因为不稳定而不断改变数值。" -#: ../../User-Interface.md:282 +#: ../../User-Interface.md:281 msgid "This option respects custom game speeds." msgstr "此选项尊重自定义游戏速度。" -#: ../../User-Interface.md:287 +#: ../../User-Interface.md:286 msgid "" "[Phobos]\n" "RealTimeTimers=false ; boolean\n" @@ -941,11 +942,11 @@ msgstr "" "RealTimeTimers=false ; boolean\n" "RealTimeTimers.Adaptive=false ; boolean\n" -#: ../../User-Interface.md:293 +#: ../../User-Interface.md:292 msgid "Select Box" msgstr "自定义选择框" -#: ../../User-Interface.md:295 +#: ../../User-Interface.md:294 msgid "" "![selectbox](_static/images/selectbox.png) *SelectBox and GroundLine in " "**Solar Flare** by " @@ -955,18 +956,18 @@ msgstr "" "*[Negi烈葱](https://space.bilibili.com/26486915/lists/3151060) 在 **耀斑** " "中的选择框与投影线使用效果*" -#: ../../User-Interface.md:295 +#: ../../User-Interface.md:294 msgid "selectbox" msgstr "选择框" -#: ../../User-Interface.md:298 +#: ../../User-Interface.md:297 msgid "" "Now you can use and customize select box for infantry, vehicle and " "aircraft. No select box for buildings in default case, but you still can " "specific for some building if you want." msgstr "现在你可以为每个单位自定义选择框。默认建筑没有选择框但你可以为其开启。" -#: ../../User-Interface.md:299 +#: ../../User-Interface.md:298 msgid "" "`Frames` can be used to list frames of `Shape` file that'll be drawn as a" " select box when the TechnoType's health is at or below full health/the " @@ -976,17 +977,17 @@ msgstr "" "`Frames` 可用于列举 `Shape` 文件中用于绘制选择框的帧,对应单位生命值处于满血/低于 `[AudioVisual] -> " "ConditionYellow/ConditionRed` 的百分比时的不同状态。" -#: ../../User-Interface.md:300 +#: ../../User-Interface.md:299 msgid "" "If `Grounded` set to true, the select box will be drawn on the ground " "below the TechnoType." msgstr "如果 `Grounded` 设为 true 那么选择框将绘制在单位正下方的地面上。" -#: ../../User-Interface.md:301 +#: ../../User-Interface.md:300 msgid "Select box's translucency setting can be adjusted via `Translucency`." msgstr "选择框的半透明效果可以通过 `Translucency` 来进行调整。" -#: ../../User-Interface.md:303 +#: ../../User-Interface.md:302 msgid "" "`DrawAboveTechno` specific whether the select box will be drawn before " "drawing the TechnoType. If set to false, the select box can be obscured " @@ -996,7 +997,7 @@ msgstr "" "`DrawAboveTechno` 决定选择框是否在相对于单位本体更高的图层绘制。若为 false 则选择框可以被单位本体遮挡,且绘制位置将忽略 " "`PixelSelectionBracketDelta`。" -#: ../../User-Interface.md:304 +#: ../../User-Interface.md:303 msgid "" "You can now use `GroundShape` to specific a image which always draw on " "ground, it will only draw when techno is in air if set " @@ -1005,7 +1006,7 @@ msgstr "" "现在你可以使用 `GroundShape` 来指定一个始终绘制在地面上的图像,若设置了 `Ground.AlwaysDraw=false` " "则仅当单位处于空中时才会绘制,这同样作用于 `GroundLine`。" -#: ../../User-Interface.md:305 +#: ../../User-Interface.md:304 msgid "" "If `GroundLine=true`, the game will draw a line from techno's position to" " its vertical projection, `GroundLine.Dashed=true` means the projection " @@ -1014,7 +1015,7 @@ msgstr "" "如果 `GroundLine=true`,那么游戏会绘制一条从单位位置到其正下方地面的投影线,`GroundLine.Dashed=true` " "可以将投影线设为虚线样式。" -#: ../../User-Interface.md:308 +#: ../../User-Interface.md:307 msgid "" "[SelectBoxTypes]\n" "0=SOMESELECTBOXTYPE\n" @@ -1092,7 +1093,7 @@ msgstr "" "SelectBox= ; Select box\n" "HideSelectBox=false ; boolean\n" -#: ../../User-Interface.md:342 +#: ../../User-Interface.md:341 msgid "" "[Phobos]\n" "EnableSelectBox=false ; boolean\n" @@ -1100,11 +1101,11 @@ msgstr "" "[Phobos]\n" "EnableSelectBox=false ; boolean\n" -#: ../../User-Interface.md:347 +#: ../../User-Interface.md:346 msgid "Show designator & inhibitor range" msgstr "显示指示者和抑制者范围" -#: ../../User-Interface.md:349 +#: ../../User-Interface.md:348 msgid "" "It is now possible to display range of designator and inhibitor units " "when in super weapon targeting mode. Each instance of player owned techno" @@ -1114,7 +1115,7 @@ msgstr "" "现在可以在超级武器瞄准模式下显示指示者和抑制者单位的范围。每个玩家拥有的、列在 `[SuperWeapon] -> SW.Designators`" " 中的科技类型将显示一个半径由 `[TechnoType] -> DesignatorRange` 或 `Sight` 设置的圆。" -#: ../../User-Interface.md:350 +#: ../../User-Interface.md:349 msgid "" "In a similar manner, each instance of enemy owned techno types listed in " "`[SuperWeapon] -> SW.Inhibitors` will display a circle with radius set in" @@ -1123,7 +1124,7 @@ msgstr "" "类似的,每个敌方拥有的、列在 `[SuperWeapon] -> SW.Inhibitors` 中的科技类型将显示一个半径由 " "`[TechnoType] -> InhibitorRange` 或 `Sight` 设置的圆。" -#: ../../User-Interface.md:351 +#: ../../User-Interface.md:350 msgid "" "This feature can be disabled globally with `[AudioVisual] -> " "ShowDesignatorRange=false` or per SuperWeaponType with `[SuperWeapon] -> " @@ -1132,16 +1133,16 @@ msgstr "" "可以通过全局的 `[AudioVisual] -> ShowDesignatorRange=false` 或超级武器类型上的 " "`[SuperWeapon] -> ShowDesignatorRange=false` 来禁用此功能。" -#: ../../User-Interface.md:352 +#: ../../User-Interface.md:351 msgid "" "This feature can be toggled *by the player* (if enabled in the mod) with " "`ShowDesignatorRange` in `RA2MD.INI` or with [\"Toggle Designator Range\"" " hotkey](#toggle-designator-range) in \"Interface\" category." msgstr "" -"此功能可以 **由玩家** 通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` 或 “界面” 类别中的 " -"[“开启指示者范围显示” 快捷键](#toggle-designator-range)来切换(如果在 mod 中启用)。" +"此功能可以 **由玩家** 通过在 `RA2MD.INI` 中设置 `ShowDesignatorRange` 或「界面」类别中的 " +"[「开启指示者范围显示」快捷键](#toggle-designator-range) 来切换(如果在 mod 中启用)。" -#: ../../User-Interface.md:355 +#: ../../User-Interface.md:354 msgid "" "[AudioVisual]\n" "ShowDesignatorRange=true ; boolean\n" @@ -1155,7 +1156,7 @@ msgstr "" "[SOMESW] ; SuperWeaponType\n" "ShowDesignatorRange=true ; boolean\n" -#: ../../User-Interface.md:364 +#: ../../User-Interface.md:363 msgid "" "[Phobos]\n" "ShowDesignatorRange=false ; boolean\n" @@ -1163,17 +1164,17 @@ msgstr "" "[Phobos]\n" "ShowDesignatorRange=false ; boolean\n" -#: ../../User-Interface.md:369 +#: ../../User-Interface.md:368 msgid "SuperWeapon ShowTimer sorting" msgstr "超级武器计时器优先级" -#: ../../User-Interface.md:371 +#: ../../User-Interface.md:370 msgid "" "You can now sort the timers of superweapons in ascending order from top " "to bottom according to a given priority value." msgstr "现在你可以根据给定的优先级数值将超级武器的计时器从上到下按升序排列。" -#: ../../User-Interface.md:374 +#: ../../User-Interface.md:373 msgid "" "[SOMESW] ; SuperWeaponType, with ShowTimer=yes\n" "ShowTimer.Priority=0 ; integer\n" @@ -1181,17 +1182,22 @@ msgstr "" "[SOMESW] ; SuperWeaponType, with ShowTimer=yes\n" "ShowTimer.Priority=0 ; integer\n" -#: ../../User-Interface.md:379 +#: ../../User-Interface.md:378 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../User-Interface.md:381 -msgid "![Message Display In Center](_static/images/messagedisplayincenter.png)" -msgstr "![显示在中间的任务信息](_static/images/messagedisplayincenter.png)" +#: ../../User-Interface.md:380 +msgid "" +"![Message Display In Center](_static/images/messagedisplayincenter.gif) " +"*Taking a campaign in [Mental Omega](https://www.mentalomega.com) as an " +"example to display messages in center*" +msgstr "" +"![字幕居中](_static/images/messagedisplayincenter.gif) " +"*以 [心灵终结](https://www.mentalomega.com) 中的一个战役为例展示字幕居中*" -#: ../../User-Interface.md:381 +#: ../../User-Interface.md:380 msgid "Message Display In Center" -msgstr "显示在中间的任务信心" +msgstr "字幕居中" #: ../../User-Interface.md:383 msgid "" @@ -1204,35 +1210,70 @@ msgid "" "You can also let task subtitles (created by trigger 11) to display " "directly in the middle area of the screen instead of the upper left " "corner, with a semi transparent background, by setting " -"`MessageDisplayInCenter` to true." +"`MessageDisplayInCenter` to true. In this case, all messages within this " +"game can be saved, even after being s/l. The storage capacity of messages" +" can reach thousands." msgstr "" "你还可以设置 `MessageDisplayInCenter` 为 true 以使得(由 `11 文本触发事件...` " -"创建的)任务消息直接显示在屏幕中间而不是左上角,并自带半透明背景。" +"创建的)任务信息直接显示在屏幕中间而不是左上角,并自带半透明背景。" +"这种情况下游戏中的所有字幕均可被保留,即便在存读档后。存储上限可达几千条。" #: ../../User-Interface.md:385 msgid "" "If you also set `MessageApplyHoverState` to true, when the mouse hovers " "over the subtitle area (simply judged as a rectangle), its opacity will " -"increase and it will not disappear during this period." +"increase and it will not disappear during this period. If the area is " +"expanded, disabling this option will not prevent mouse clicking behavior " +"from being restricted to this area." msgstr "" "若你同时设置了 `MessageApplyHoverState` 为 true " -"那么当鼠标选停在消息区域时(系统会将其按矩形范围判定),其不透明度会提高且在此期间不会消失。" +"那么当鼠标选停在字幕区域时(系统会将其按矩形范围判定),其不透明度会提高且在此期间不会消失。" +"若该区域被展开为列表,禁用此选项也不会阻止鼠标点击行为被限制在该区域内。" + +#: ../../User-Interface.md:386 +msgid "" +"`MessageDisplayInCenter.LabelsCount` controls the maximum number of " +"subtitle labels that can automatically pop up at a same time in the " +"middle area of the screen. At least 1." +msgstr "" +"`MessageDisplayInCenter.LabelsCount` 控制屏幕中央区域可同时自动弹出的字幕条数上限。至少为 1。" + +#: ../../User-Interface.md:387 +msgid "" +"`MessageDisplayInCenter.RecordsCount` controls the maximum number of " +"historical messages displayed when this middle area is expanded (not the " +"maximum number that can be stored). At least 4, and it is 8 in the " +"demonstration gif." +msgstr "" +"`MessageDisplayInCenter.RecordsCount` 控制展开中央区域后可显示的历史字幕条数上限(不是存储数量上限)。至少为 4,GIF 中使用了 8。" #: ../../User-Interface.md:388 msgid "" +"The label can be toggled by [\"Toggle Message Label\" hotkey](#toggle-" +"message-label) in \"Interface\" category." +msgstr "" +"可通过「界面」类别中的 [「开关字幕居中」快捷键](#toggle-" +"message-label) 来切换标签的显示状态。" + +#: ../../User-Interface.md:391 +msgid "" "[Phobos]\n" -"MessageApplyHoverState=false ; boolean\n" -"MessageDisplayInCenter=false ; boolean\n" +"MessageApplyHoverState=false ; boolean\n" +"MessageDisplayInCenter=false ; boolean\n" +"MessageDisplayInCenter.LabelsCount=6 ; integer\n" +"MessageDisplayInCenter.RecordsCount=12 ; integer\n" msgstr "" "[Phobos]\n" -"MessageApplyHoverState=false ; boolean\n" -"MessageDisplayInCenter=false ; boolean\n" +"MessageApplyHoverState=false ; boolean\n" +"MessageDisplayInCenter=false ; boolean\n" +"MessageDisplayInCenter.LabelsCount=6 ; integer\n" +"MessageDisplayInCenter.RecordsCount=12 ; integer\n" -#: ../../User-Interface.md:394 +#: ../../User-Interface.md:399 msgid "Type select for buildings" msgstr "建筑同类选择" -#: ../../User-Interface.md:396 +#: ../../User-Interface.md:401 msgid "" "In vanilla game, type select can almost only be used on 1x1 buildings " "with `UndeploysInto`. Now it's possible to use it on all buildings if " @@ -1241,7 +1282,7 @@ msgstr "" "在原本的游戏中,类型选择几乎只能用于拥有 `UndeploysInto` 的 1x1 建筑。现在如果将 " "`BuildingTypeSelectable` 设为 true,那么也可以对所有建筑使用类型选择。" -#: ../../User-Interface.md:399 +#: ../../User-Interface.md:404 msgid "" "In Vanilla, you can type select a building by holding down the T key in " "advance and then clicking on the building. However, other type selection " @@ -1252,7 +1293,7 @@ msgstr "" "在原版中,你可以通过提前按住 `T` 键然后点击建筑来进行类型选择。然而,其他类型选择方法(例如先选择建筑再按 `T` " "键,或者先选择建筑再按底边栏的类型选择按钮)对建筑无效。" -#: ../../User-Interface.md:403 +#: ../../User-Interface.md:408 msgid "" "[General]\n" "BuildingTypeSelectable=false ; boolean\n" @@ -1260,36 +1301,36 @@ msgstr "" "[General]\n" "BuildingTypeSelectable=false ; boolean\n" -#: ../../User-Interface.md:409 +#: ../../User-Interface.md:414 msgid "" "Due to technical limitations, this feature is forcibly disabled without " "Ares." msgstr "由于技术限制,没有 Ares 的情况此功能将被强制禁用。" -#: ../../User-Interface.md:412 +#: ../../User-Interface.md:417 msgid "Visual indication of income from grinders and refineries" msgstr "从回收站和矿场获得收入的视觉提示" -#: ../../User-Interface.md:414 +#: ../../User-Interface.md:419 msgid "" "`DisplayIncome` can be set to display the amount of credits acquired when" " a building is grinding units / receiving ore dump from harvesters or " "slaves." msgstr "`DisplayIncome` 可以设置为显示建筑在回收单位或从矿车或奴隶接受矿石时获得的资金点数。" -#: ../../User-Interface.md:415 +#: ../../User-Interface.md:420 msgid "" "Multiple income within less than one in-game second have their amounts " "coalesced into single display." msgstr "在游戏内不到一秒的时间内多次收入的金额将会合并成一个来显示。" -#: ../../User-Interface.md:416 +#: ../../User-Interface.md:421 msgid "" "`DisplayIncome.Houses` determines which houses can see the credits " "display." msgstr "`DisplayIncome.Houses` 决定哪些所属方可以看到资金点数显示。" -#: ../../User-Interface.md:417 +#: ../../User-Interface.md:422 msgid "" "If you don't want players to see how AI cheats with `VirtualPurifiers` " "for example, `DisplayIncome.AllowAI` can be set to false to disable the " @@ -1298,19 +1339,19 @@ msgstr "" "例如如果你不希望玩家看到 AI 如何通过 `VirtualPurifiers` 作弊,可以将 `DisplayIncome.AllowAI` 设为" " false 以禁用。覆盖上一条选项。" -#: ../../User-Interface.md:418 +#: ../../User-Interface.md:423 msgid "" "`DisplayIncome.Offset` is additional pixel offset for the center of the " "credits display, by default `0,0` at building's center." msgstr "`DisplayIncome.Offset` 是资金点数显示中心以像素为单位的额外偏移,默认为 `0,0` 即建筑的中心。" -#: ../../User-Interface.md:419 +#: ../../User-Interface.md:424 msgid "" "`[AudioVisual] -> DisplayIncome` also allows to display the amount of " "credits when selling a unit on a repair bay." msgstr "`[AudioVisual] -> DisplayIncome` 还允许在维修厂出售单位时显示资金点数。" -#: ../../User-Interface.md:422 +#: ../../User-Interface.md:427 msgid "" "[AudioVisual]\n" "DisplayIncome=false ; boolean\n" @@ -1338,37 +1379,37 @@ msgstr "" "[AudioVisual] -> DisplayIncome.Houses\n" "DisplayIncome.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../User-Interface.md:434 +#: ../../User-Interface.md:439 msgid "Hotkey Commands" msgstr "快捷键命令" -#: ../../User-Interface.md:436 +#: ../../User-Interface.md:441 msgid "`[ ]` Display Damage Numbers" msgstr "`[ ]` 显示伤害数字" -#: ../../User-Interface.md:438 +#: ../../User-Interface.md:443 msgid "" "Switches on/off floating numbers when dealing damage. See " "[this](Miscellanous.md#display-damage-numbers) for details." msgstr "切换在造成杀伤时显示/隐藏浮动数字。详见 [此处](Miscellanous.md#display-damage-numbers) 以了解。" -#: ../../User-Interface.md:439 +#: ../../User-Interface.md:444 msgid "" "For localization add `TXT_DISPLAY_DAMAGE` and `TXT_DISPLAY_DAMAGE_DESC` " "into your `.csf` file." msgstr "为了本地化请将 `TXT_DISPLAY_DAMAGE` 和 `TXT_DISPLAY_DAMAGE_DESC` 添加到你的 `.csf` 文件。" -#: ../../User-Interface.md:441 +#: ../../User-Interface.md:446 msgid "`[ ]` Dump Object Info" msgstr "`[ ]` 输出对象信息" -#: ../../User-Interface.md:443 +#: ../../User-Interface.md:448 msgid "" "Writes currently hovered or last selected object info in log and shows a " "message. See [this](Miscellanous.md#dump-object-info) for details." msgstr "将当前悬停或最后选中的对象的信息写入日志并显示消息。详见 [此处](Miscellanous.md#dump-object-info) 以了解。" -#: ../../User-Interface.md:444 +#: ../../User-Interface.md:449 msgid "" "For localization add `TXT_DUMP_OBJECT_INFO` and " "`TXT_DUMP_OBJECT_INFO_DESC` into your `.csf` file." @@ -1376,15 +1417,15 @@ msgstr "" "为了本地化请将 `TXT_DUMP_OBJECT_INFO` 和 `TXT_DUMP_OBJECT_INFO_DESC` 添加到你的 `.csf`" " 文件。" -#: ../../User-Interface.md:446 +#: ../../User-Interface.md:451 msgid "`[ ]` Toggle Frame By Frame Mode" msgstr "`[ ]` 开关逐帧模式" -#: ../../User-Interface.md:448 +#: ../../User-Interface.md:453 msgid "Switches on/off [frame by frame mode](Miscellanous.md#frame-step-in)." msgstr "开关[逐帧模式](Miscellanous.md#frame-step-in)。" -#: ../../User-Interface.md:449 +#: ../../User-Interface.md:454 msgid "" "For localization add `TXT_FRAME_BY_FRAME` and `TXT_FRAME_BY_FRAME_DESC` " "into your `.csf` file." @@ -1392,11 +1433,11 @@ msgstr "" "为了本地化,请将 `TXT_FRAME_BY_FRAME` 和 `TXT_FRAME_BY_FRAME_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:451 +#: ../../User-Interface.md:456 msgid "`[ ]` Save Variables" msgstr "`[ ]` 保存变量" -#: ../../User-Interface.md:453 +#: ../../User-Interface.md:458 msgid "" "Save local & global variables to an INI file. See [this](Miscellanous.md" "#save-variables-to-file) for details." @@ -1404,7 +1445,7 @@ msgstr "" "将局部变量和全局变量保存到一个 INI 文件。参见 [此处](Miscellanous.md#save-variables-to-file) " "以了解。" -#: ../../User-Interface.md:454 +#: ../../User-Interface.md:459 msgid "" "For localization add `TXT_SAVE_VARIABLES` and `TXT_SAVE_VARIABLES_DESC` " "into your `.csf` file." @@ -1412,17 +1453,17 @@ msgstr "" "为了本地化,请将 `TXT_SAVE_VARIABLES` 和 `TXT_SAVE_VARIABLES_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:456 +#: ../../User-Interface.md:461 msgid "`[ ]` Toggle Designator Range" msgstr "`[ ]` 切换指示范围" -#: ../../User-Interface.md:458 +#: ../../User-Interface.md:463 msgid "" "Switches on/off super weapon designator range indicator. See [this" "](#show-designator--inhibitor-range) for details." msgstr "切换超级武器指示者范围指示器开关。参见 [此处](#show-designator--inhibitor-range) 以了解。" -#: ../../User-Interface.md:459 +#: ../../User-Interface.md:464 msgid "" "For localization add `TXT_DESIGNATOR_RANGE` and " "`TXT_DESIGNATOR_RANGE_DESC` into your `.csf` file." @@ -1430,15 +1471,15 @@ msgstr "" "为了本地化,请将 `TXT_DESIGNATOR_RANGE` 和 `TXT_DESIGNATOR_RANGE_DESC` 添加到你的 " "`.csf` 文件中。" -#: ../../User-Interface.md:461 +#: ../../User-Interface.md:466 msgid "`[ ]` Toggle Digital Display" msgstr "`[ ]` 开关数字化显示" -#: ../../User-Interface.md:463 +#: ../../User-Interface.md:468 msgid "Switches on/off [digital display types](#digital-display)." -msgstr "开关[数字化显示类型](#digital-display)。" +msgstr "开关 [数字化显示类型](#digital-display)。" -#: ../../User-Interface.md:464 +#: ../../User-Interface.md:469 msgid "" "For localization add `TXT_DIGITAL_DISPLAY` and `TXT_DIGITAL_DISPLAY_DESC`" " into your `.csf` file." @@ -1446,17 +1487,17 @@ msgstr "" "为了本地化,请将 `TXT_DIGITAL_DISPLAY` 和 `TXT_DIGITAL_DISPLAY_DESC` 添加到你的 `.csf` " "文件中。" -#: ../../User-Interface.md:466 +#: ../../User-Interface.md:471 msgid "`[ ]` Next Idle Harvester" msgstr "`[ ]` 下一个空闲矿车" -#: ../../User-Interface.md:468 +#: ../../User-Interface.md:473 msgid "" "Selects and centers the camera on the next TechnoType that is counted via" " the [harvester counter](#harvester-counter) and is currently idle." msgstr "选择并将镜头中心转移到下一个被 [矿车计数器](#harvester-counter) 计入且处于空闲状态的科技类型。" -#: ../../User-Interface.md:469 +#: ../../User-Interface.md:474 msgid "" "For localization add `TXT_NEXT_IDLE_HARVESTER` and " "`TXT_NEXT_IDLE_HARVESTER_DESC` into your `.csf` file." @@ -1464,15 +1505,15 @@ msgstr "" "为了本地化请将 `TXT_NEXT_IDLE_HARVESTER` 和 `TXT_NEXT_IDLE_HARVESTER_DESC` 添加到你的 " "`.csf` 文件。" -#: ../../User-Interface.md:471 +#: ../../User-Interface.md:476 msgid "`[ ]` Quicksave" msgstr "`[ ]` 快速保存" -#: ../../User-Interface.md:473 +#: ../../User-Interface.md:478 msgid "Saves the current game." msgstr "保存当前游戏" -#: ../../User-Interface.md:476 +#: ../../User-Interface.md:481 msgid "" "For this command to work in multiplayer - you need to use a version of " "[YRpp spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer " @@ -1481,7 +1522,7 @@ msgstr "" "要让此命令用于多人游戏,你必须使用支持多人存档后的 [YRpp spawner](https://github.com/CnCNet/yrpp-" "spawner) 版本。" -#: ../../User-Interface.md:479 +#: ../../User-Interface.md:484 msgid "" "For localization, add `TXT_QUICKSAVE`, `TXT_QUICKSAVE_DESC`, " "`TXT_QUICKSAVE_SUFFIX` and `MSG:NotAvailableInMultiplayer` into your " @@ -1490,7 +1531,7 @@ msgstr "" "为了本地化,请将 `TXT_QUICKSAVE`、`TXT_QUICKSAVE_DESC`、`TXT_QUICKSAVE_SUFFIX` 和 " "`MSG:NotAvailableInMultiplayer` 添加到你的 `.csf` 文件中。" -#: ../../User-Interface.md:480 +#: ../../User-Interface.md:485 msgid "" "These vanilla CSF entries will be used: `TXT_SAVING_GAME`, " "`TXT_GAME_WAS_SAVED` and `TXT_ERROR_SAVING_GAME`." @@ -1498,43 +1539,62 @@ msgstr "" "这些原有 CSF 条目将会被使用:`TXT_SAVING_GAME`、`TXT_GAME_WAS_SAVED` 和 " "`TXT_ERROR_SAVING_GAME`。" -#: ../../User-Interface.md:481 +#: ../../User-Interface.md:486 msgid "" "The save should be looks like `Allied Mission 25: Esther's Money - " "QuickSaved`." msgstr "保存的文件名应当类似于 `Allied Mission 25: Esther's Money - QuickSaved`。" -#: ../../User-Interface.md:483 +#: ../../User-Interface.md:488 +msgid "`[ ]` Toggle Message Label" +msgstr "`[ ]` 开关字幕居中" + +#: ../../User-Interface.md:490 +msgid "" +"Switches on/off [Task subtitles' label in the middle of the screen" +"](#task-subtitles-display-in-the-middle-of-the-screen)." +msgstr "" +"开关 [字幕居中](#task-subtitles-display-in-the-middle-of-the-screen) 显示。" + +#: ../../User-Interface.md:491 +msgid "" +"For localization add `TXT_TOGGLE_MESSAGE` and `TXT_TOGGLE_MESSAGE_DESC` " +"into your `.csf` file." +msgstr "" +"为了本地化请将 `TXT_TOGGLE_MESSAGE` 和 `TXT_TOGGLE_MESSAGE_DESC` 添加到你的 " +"`.csf` 文件。" + +#: ../../User-Interface.md:493 msgid "Loading screen" msgstr "载入图" -#: ../../User-Interface.md:485 +#: ../../User-Interface.md:495 msgid "PCX files can now be used as loadscreen images." msgstr "现在可以使用 PCX 文件作为载入图图像。" -#: ../../User-Interface.md:486 +#: ../../User-Interface.md:496 msgid "You can specify custom loadscreen with Ares tag `File.LoadScreen`." msgstr "你可以使用 Ares 标签 `File.LoadScreen` 指定自定义载入图。" -#: ../../User-Interface.md:487 +#: ../../User-Interface.md:497 msgid "" "Campaign loading screen (`missionmd.ini -> [LS800BkgdName]`) can also use" " PCX image." msgstr "战役载入图(`missionmd.ini -> [LS800BkgdName]`) 也可以使用 PCX 图像。" -#: ../../User-Interface.md:488 +#: ../../User-Interface.md:498 msgid "" "Observer loading screen can use `ls800obs.pcx` *(or `ls640obs.pcx` when " "screen width is 640)* for this feature." msgstr "观察者载入图可以使用 `ls800obs.pcx`(当屏幕宽度为 640 时使用 `ls640obs.pcx`)。" -#: ../../User-Interface.md:489 +#: ../../User-Interface.md:499 msgid "" "The loadscreen size can now be different from the default `800x600` one; " "if the image is bigger than the screen it's centered and cropped." msgstr "载入图的大小现在可以与默认的 `800x600` 不同;如果图像比屏幕大,它将被居中并裁剪。" -#: ../../User-Interface.md:490 +#: ../../User-Interface.md:500 msgid "" "This feature works in conjunction with CnCNet5 spawner DLL which resizes " "loadscreen window to actual monitor size and places the image in center. " @@ -1544,27 +1604,27 @@ msgstr "" "此功能与 CnCNet5 Spawner DLL 相结合,它将把载入界面固定为当前游戏分辨率大小并把载入图置于中间。如果没有 CnCNet5 " "Spanwer,那么载入分辨率将被锁定为 `800x600`。" -#: ../../User-Interface.md:491 +#: ../../User-Interface.md:501 msgid "" "Same applies to campaign loading screen (`missionmd.ini -> " "[LS800BkgdName]`)." msgstr "同样适用于战役载入图(`missionmd.ini -> [LS800BkgdName]`)。" -#: ../../User-Interface.md:492 +#: ../../User-Interface.md:502 msgid "" "You can now disable hardcoded black dots that YR engine shows over empty " "spawn locations, which allows to use prettier and more correctly placed " "markers that are produced by Map Renderer instead." msgstr "现在你可以禁用 YR 引擎在空置出生点显示的黑点,这允许使用由地图渲染器生成的更没关且位置正确的标记。" -#: ../../User-Interface.md:494 ../../User-Interface.md:547 -#: ../../User-Interface.md:576 ../../User-Interface.md:622 -#: ../../User-Interface.md:659 ../../User-Interface.md:711 -#: ../../User-Interface.md:762 ../../User-Interface.md:799 +#: ../../User-Interface.md:504 ../../User-Interface.md:557 +#: ../../User-Interface.md:586 ../../User-Interface.md:632 +#: ../../User-Interface.md:669 ../../User-Interface.md:721 +#: ../../User-Interface.md:772 ../../User-Interface.md:809 msgid "In `uimd.ini`:" msgstr "在 `uimd.ini`:" -#: ../../User-Interface.md:495 +#: ../../User-Interface.md:505 msgid "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" @@ -1572,21 +1632,21 @@ msgstr "" "[LoadingScreen]\n" "DisableEmptySpawnPositions=false ; boolean\n" -#: ../../User-Interface.md:500 +#: ../../User-Interface.md:510 msgid "Miscellanous" msgstr "杂项" -#: ../../User-Interface.md:502 +#: ../../User-Interface.md:512 msgid "Skip saving game on starting a new campaign" msgstr "开始新战役时跳过保存游戏" -#: ../../User-Interface.md:504 +#: ../../User-Interface.md:514 msgid "" "When starting a new campaign, the game automatically saves the game. Now " "you can decide whether you want that to happen or not." msgstr "在开始新战役时游戏会自动保存游戏。现在你可以自行决定是否要进行保存。" -#: ../../User-Interface.md:507 +#: ../../User-Interface.md:517 msgid "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" @@ -1594,27 +1654,27 @@ msgstr "" "[Phobos]\n" "SaveGameOnScenarioStart=true ; boolean\n" -#: ../../User-Interface.md:512 +#: ../../User-Interface.md:522 msgid "Sidebar / Battle UI" msgstr "侧边栏/战斗界面 UI" -#: ../../User-Interface.md:515 ../../User-Interface.md:517 +#: ../../User-Interface.md:525 ../../User-Interface.md:527 msgid "Building Production Queue" msgstr "建筑生产队列" -#: ../../User-Interface.md:517 +#: ../../User-Interface.md:527 msgid "" "![Building Production Queue](_static/images/buildingQueue.png) *Queueing " "multiple buildings*" msgstr "![Building Production Queue](_static/images/buildingQueue.png) *列队多个建筑*" -#: ../../User-Interface.md:520 +#: ../../User-Interface.md:530 msgid "" "Buildings can now be queued for construction like other units if " "`BuildingProductionQueue` is set to true." msgstr "现在如果 `BuildingProductionQueue` 设置为 true 那么建筑可以像其他单位一样列队建造。" -#: ../../User-Interface.md:523 +#: ../../User-Interface.md:533 msgid "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" @@ -1622,40 +1682,40 @@ msgstr "" "[General]\n" "BuildingProductionQueue=false ; boolean\n" -#: ../../User-Interface.md:529 +#: ../../User-Interface.md:539 msgid "" "When the building becomes ready to be placed, the next building's " "construction will not begin until the player places the current building." msgstr "只有等玩家摆下当前建筑以后序列中的下一个建筑才会开始生产。" -#: ../../User-Interface.md:532 +#: ../../User-Interface.md:542 msgid "Cameo Sorting" msgstr "图标排序" -#: ../../User-Interface.md:534 +#: ../../User-Interface.md:544 msgid "" "You can now specify Cameo Priority for any TechnoType/SuperWeaponType. " "Vanilla sorting rules are " "[here](https://modenc.renegadeprojects.com/Cameo_Sorting)." msgstr "现在你可以为任何科技类型/超级武器类型指定图标优先级。原版排序规则可见[此处](https://modenc.renegadeprojects.com/Cameo_Sorting)。" -#: ../../User-Interface.md:535 +#: ../../User-Interface.md:545 msgid "" "The Cameo Priority is checked just before evevything vanilla. Greater " "`CameoPriority` wins." msgstr "图标优先级在原版所有内容之前检查。更高的 `CameoPriority` 具有更高优先级。" -#: ../../User-Interface.md:538 +#: ../../User-Interface.md:548 msgid "" "[SOMENAME] ; TechnoType / SuperWeaponType\n" "CameoPriority=0 ; integer\n" msgstr "" -#: ../../User-Interface.md:543 +#: ../../User-Interface.md:553 msgid "Center pause menu background" msgstr "暂停菜单背景居中" -#: ../../User-Interface.md:545 +#: ../../User-Interface.md:555 msgid "" "Pause menu background (`bkgdXX(y).shp`) can now optionally be centered on" " the center of the available space instead of top-left corner. This " @@ -1663,7 +1723,7 @@ msgid "" " `1024x768` in mind." msgstr "现在可以选择将暂停菜单背景(`bkgdXX(y).shp`) 居中而不是丢在左上角。这允许背景在分辨率大于 `1024x768` 的时候更好地设计。" -#: ../../User-Interface.md:548 +#: ../../User-Interface.md:558 msgid "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" @@ -1671,15 +1731,15 @@ msgstr "" "[Sidebar]\n" "CenterPauseMenuBackground=false ; boolean\n" -#: ../../User-Interface.md:553 +#: ../../User-Interface.md:563 msgid "Custom Missing Cameo (`XXICON.SHP`)" msgstr "自定义缺省图标(`XXICON.SHP`)" -#: ../../User-Interface.md:555 +#: ../../User-Interface.md:565 msgid "You can now specify any SHP/PCX file as `XXICON.SHP` for missing cameo." msgstr "现在你可以指定任何 SHP/PCX 文件作为缺省图标使用的 `XXICON.SHP` 。" -#: ../../User-Interface.md:558 +#: ../../User-Interface.md:568 msgid "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" @@ -1687,11 +1747,11 @@ msgstr "" "[AudioVisual]\n" "MissingCameo=XXICON.SHP ; filename - including the .shp/.pcx extension\n" -#: ../../User-Interface.md:563 +#: ../../User-Interface.md:573 msgid "Harvester counter" msgstr "矿车计数器" -#: ../../User-Interface.md:565 +#: ../../User-Interface.md:575 msgid "" "![image](_static/images/harvestercounter-01.gif) *Harvester Counter in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -1699,13 +1759,13 @@ msgstr "" "![image](_static/images/harvestercounter-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的矿车计数器*" -#: ../../User-Interface.md:568 +#: ../../User-Interface.md:578 msgid "" "An additional counter for your active / total harvesters can be added " "near the credits indicator." msgstr "可以在资金示数器附近添加一个额外的计数器用于显示你的活动(工作中)矿车的数量/总矿车数量。" -#: ../../User-Interface.md:569 +#: ../../User-Interface.md:579 msgid "" "You can specify which TechnoType should be counted as a Harvester with " "`Harvester.Counted`. If not set, the techno with `Harvester=yes` or " @@ -1714,25 +1774,25 @@ msgstr "" "你可以使用 `Harvester.Counted` 指定哪些科技类型被视为矿车。若未设置,带有 `Harvester=yes` 或 " "`Enslaves=SOMESLAVE` 的单位将被计入。" -#: ../../User-Interface.md:570 +#: ../../User-Interface.md:580 msgid "" "Can be set to true on buildings with `ProduceCashAmount` to count them as" " active 'harvesters' while generating credits." msgstr "可以在使用 `ProduceCashAmount` 的建筑上设置为 true 以便在其生成资金时计为工作中的 “矿车”。" -#: ../../User-Interface.md:571 +#: ../../User-Interface.md:581 msgid "" "The counter is displayed with the format of `Label(Active " "Harvesters)/(Total Harvesters)`. The label is `⛏ U+26CF` by default." msgstr "计数器以 `标签(活动矿车数/总矿车数)` 的格式显示,标签默认为 `⛏ U+26CF`。" -#: ../../User-Interface.md:572 +#: ../../User-Interface.md:582 msgid "" "You can adjust counter position by `Sidebar.HarvesterCounter.Offset`, " "negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.HarvesterCounter.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:573 +#: ../../User-Interface.md:583 msgid "" "By setting `HarvesterCounter.ConditionYellow` and " "`HarvesterCounter.ConditionRed`, the game will warn player by changing " @@ -1744,13 +1804,13 @@ msgstr "" "`HarvesterCounter.ConditionRed`,当矿车活动百分比小于或等于它们时,游戏将通过改变计数器颜色来警告玩家,就像 HP " "达到 `ConditionYellow` 和 `ConditionRed` 改变颜色一样。" -#: ../../User-Interface.md:574 +#: ../../User-Interface.md:584 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowHarvesterCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowHarvesterCounter` 来由用户自行开关。" -#: ../../User-Interface.md:577 +#: ../../User-Interface.md:587 msgid "" "[Sidebar]\n" "HarvesterCounter.Show=false ; boolean\n" @@ -1764,7 +1824,7 @@ msgstr "" "HarvesterCounter.ConditionYellow=99% ; floating point value, percents\n" "HarvesterCounter.ConditionRed=50% ; floating point value, percents\n" -#: ../../User-Interface.md:586 +#: ../../User-Interface.md:596 msgid "" "[SOMETECHNO] ; TechnoType\n" "Harvester.Counted= ; boolean\n" @@ -1784,7 +1844,7 @@ msgstr "" "Sidebar.HarvesterCounter.ColorYellow=255,255,0 ; integer - R,G,B\n" "Sidebar.HarvesterCounter.ColorRed=255,0,0 ; integer - R,G,B\n" -#: ../../User-Interface.md:597 +#: ../../User-Interface.md:607 msgid "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" @@ -1792,7 +1852,7 @@ msgstr "" "[Phobos]\n" "ShowHarvesterCounter=true ; boolean\n" -#: ../../User-Interface.md:603 ../../User-Interface.md:648 +#: ../../User-Interface.md:613 ../../User-Interface.md:658 msgid "" "If you use the vanilla font in your mod, you can use the improved font " "(v4 and higher; can be found on [Phobos supplementaries " @@ -1808,17 +1868,17 @@ msgstr "" ".arsaneus-design.com/project_stuff/2016/WWFontEditor/release/?C=M;O=D) " "绘制它们。" -#: ../../User-Interface.md:605 +#: ../../User-Interface.md:615 msgid "" "Additionally, default position for harvester counter overlaps with [weeds" " counter](#weeds-counter)." msgstr "此外,默认的矿车计数器位置与[废矿计数器](#weeds-counter)重叠。" -#: ../../User-Interface.md:608 +#: ../../User-Interface.md:618 msgid "Power delta counter" msgstr "电力差值计数器" -#: ../../User-Interface.md:610 +#: ../../User-Interface.md:620 msgid "" "![image](_static/images/powerdelta-01.gif) *Power delta Counter in " "[Assault Amerika](https://www.moddb.com/mods/assault-amerika)*" @@ -1826,19 +1886,19 @@ msgstr "" "![image](_static/images/powerdelta-01.gif) *[Assault " "Amerika](https://www.moddb.com/mods/assault-amerika) 中的电力差值计数器*" -#: ../../User-Interface.md:613 +#: ../../User-Interface.md:623 msgid "" "An additional counter for your power delta (surplus) can be added near " "the credits indicator." msgstr "可以在资金示数器旁边追加一个电力差值计数器以显示你的电力差值(盈余)。" -#: ../../User-Interface.md:614 +#: ../../User-Interface.md:624 msgid "" "The counter is displayed with the format of `Label(sign)(Power Delta)`. " "The label is `PowerLabel` used in `ToolTips` (by default `⚡ U+26A1`)." msgstr "计数器以 `Label(sign)(电力差值)` 的格式显示,标签默认为 `PowerLabel`(在 `ToolTips` 中使用)。" -#: ../../User-Interface.md:615 +#: ../../User-Interface.md:625 msgid "" "When the power of the player is blacked-out by a spy or force-shield, " "`PowerBlackoutLabel` in `ToolTips` is displayed instead (by default ⚡❌ " @@ -1847,13 +1907,13 @@ msgstr "" "当玩家的电力被间谍或力场护盾中断时,在 `ToolTips` 中显示的会换成 `PowerBlackoutLabel` (默认为 `⚡❌ " "U+26A1 U+274C`),文本颜色为 `Sidebar.PowerDelta.ColorGrey`。" -#: ../../User-Interface.md:616 +#: ../../User-Interface.md:626 msgid "" "You can adjust counter position by `Sidebar.PowerDelta.Offset`, negative " "means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.PowerDelta.Offset` 调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:617 +#: ../../User-Interface.md:627 msgid "" "You can adjust counter text alignment by `Sidebar.PowerDelta.Align`, " "acceptable values are left, right, center/centre." @@ -1861,7 +1921,7 @@ msgstr "" "你可以通过 `Sidebar.PowerDelta.Align` " "调整计数器对齐方式,可接受的值为左对齐(`left`)、右对齐(`right`)或居中对齐(`center`/`centre`)。" -#: ../../User-Interface.md:618 +#: ../../User-Interface.md:628 msgid "" "By setting `PowerDelta.ConditionYellow` and `PowerDelta.ConditionRed`, " "the game will warn player by changing the color of counter whenever the " @@ -1872,19 +1932,19 @@ msgstr "" "`PowerDelta.ConditionRed`,当电力使用率超过指定值时,游戏将通过改变计数器颜色来警告玩家(例如,当负载与输出功率之比大于 " "100% 时,计数器会变为红色)。" -#: ../../User-Interface.md:619 +#: ../../User-Interface.md:629 msgid "" "The exception for this rule is when both power output and drain are 0 - " "in this case the counter will default to yellow." msgstr "此规则的例外情况是当负载和输出功率均为 0 时 - 这种情况下计数器将默认为黄色。" -#: ../../User-Interface.md:620 +#: ../../User-Interface.md:630 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowPowerDelta` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowPowerDelta` 来由用户自行开关。" -#: ../../User-Interface.md:623 +#: ../../User-Interface.md:633 msgid "" "[Sidebar]\n" "PowerDelta.Show=false ; boolean\n" @@ -1896,7 +1956,7 @@ msgstr "" "PowerDelta.ConditionYellow=75% ; floating point value, percents\n" "PowerDelta.ConditionRed=100% ; floating point value, percents\n" -#: ../../User-Interface.md:631 +#: ../../User-Interface.md:641 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.PowerDelta.Offset=0,0 ; X,Y, pixels relative to " @@ -1918,7 +1978,7 @@ msgstr "" "Sidebar.PowerDelta.Align=left ; Alignment enumeration - left " "| center/centre | right\n" -#: ../../User-Interface.md:642 +#: ../../User-Interface.md:652 msgid "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" @@ -1926,11 +1986,11 @@ msgstr "" "[Phobos]\n" "ShowPowerDelta=true ; boolean\n" -#: ../../User-Interface.md:651 +#: ../../User-Interface.md:661 msgid "Producing Progress" msgstr "生产进度" -#: ../../User-Interface.md:653 +#: ../../User-Interface.md:663 msgid "" "![image](_static/images/producing-progress-01.gif) *Producing Progress " "bars in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -1939,17 +1999,17 @@ msgstr "" "![image](_static/images/producing-progress-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的生产进度条*" -#: ../../User-Interface.md:656 +#: ../../User-Interface.md:666 msgid "You can now know your factories' status via sidebar!" msgstr "现在你可以通过侧边栏了解到你的工厂的状态了!" -#: ../../User-Interface.md:657 +#: ../../User-Interface.md:667 msgid "" "You need to draw your own assets (`tab0xpp.shp`, x is replaced by 0-3) " "and put them into `sidec0x.mix`." msgstr "你需要自己绘制资源(`tab0xpp.shp`,x 替换为 0-3)并将它们放入 `sidec0x.mix` 中。" -#: ../../User-Interface.md:660 +#: ../../User-Interface.md:670 msgid "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" @@ -1957,17 +2017,17 @@ msgstr "" "[Sidebar]\n" "ProducingProgress.Show=false ; boolean\n" -#: ../../User-Interface.md:666 +#: ../../User-Interface.md:676 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.ProducingProgress.Offset=0,0 ; X,Y, pixels relative to default\n" msgstr "" -#: ../../User-Interface.md:671 +#: ../../User-Interface.md:681 msgid "Specify Sidebar style" msgstr "指定侧边栏样式" -#: ../../User-Interface.md:673 +#: ../../User-Interface.md:683 msgid "" "It's now possible to switch hardcoded sidebar button coords to use GDI " "sidebar coords by setting `Sidebar.GDIPosition`. Defaults to true for " @@ -1976,17 +2036,17 @@ msgstr "" "现在可以通过设置 `Sidebar.GDIPosition` 来切换硬编码的侧边栏按钮坐标为 GDI " "阵营(原版盟军)侧边栏坐标。默认情况下,第一个阵营为 true,其他阵营为 false。" -#: ../../User-Interface.md:676 +#: ../../User-Interface.md:686 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.GDIPositions= ; boolean\n" msgstr "" -#: ../../User-Interface.md:681 +#: ../../User-Interface.md:691 msgid "SuperWeapon Sidebar" msgstr "超武侧边栏" -#: ../../User-Interface.md:683 +#: ../../User-Interface.md:693 msgid "" "![image](_static/images/sw_sidebar.png) *SuperWeapon Sidebar used with " "vanilla-like assets for from [Phobos supplementaries](https://github.com" @@ -1996,23 +2056,23 @@ msgstr "" "补充仓库](https://github.com/Phobos-developers/PhobosSupplementaries) 中类原版 UI" " 资产的超武侧边栏*" -#: ../../User-Interface.md:686 +#: ../../User-Interface.md:696 msgid "" "It is possible to put superweapon cameos on the left of screen like C&C3 " "when `SuperWeaponSidebar` is true." msgstr "当 `SuperWeaponSidebar` 为 true 时可以把超级武器的图标像 C&C3 那样放置在屏幕左侧。" -#: ../../User-Interface.md:687 +#: ../../User-Interface.md:697 msgid "Superweapon Sidebar is compatible with Ares superweapons." msgstr "超武侧边栏兼容 Ares 新增的超武类别。" -#: ../../User-Interface.md:688 +#: ../../User-Interface.md:698 msgid "" "`SuperWeaponSidebar.Pyramid` controls whether cameos are arranged in a " "pyramid or rectangle." msgstr "`SuperWeaponSidebar.Pyramid` 决定图标以金字塔形而不是矩形排列。" -#: ../../User-Interface.md:689 +#: ../../User-Interface.md:699 msgid "" "`SuperWeaponSidebar.Interval` controls the distance between two column " "cameos (excluding the background). When you need to make a background, " @@ -2022,7 +2082,7 @@ msgstr "" "`SuperWeaponSidebar.Interval` 控制两列图标之间的间距(不包括背景)。如果你需要制作背景那么背景图像的宽度应当为 " "`SuperWeaponSidebar.Interval` + 60(图标固定宽度)。" -#: ../../User-Interface.md:690 +#: ../../User-Interface.md:700 msgid "" "`SuperWeaponSidebar.LeftOffset` controls the distance between the left " "side of cameo and the left side of its column (background). This should " @@ -2031,7 +2091,7 @@ msgstr "" "`SuperWeaponSidebar.LeftOffset` 控制图标左侧与其所在列(背景)左侧的距离,该值不应大于 " "`SuperWeaponSidebar.Interval`。" -#: ../../User-Interface.md:691 +#: ../../User-Interface.md:701 msgid "" "`SuperWeaponSidebar.CameoHeight` controls the distance from the top of " "the previous cameo to the top of the next cameo. That is, the space " @@ -2043,17 +2103,17 @@ msgstr "" "`SuperWeaponSidebar.CameoHeight` - 48(图标固定高度)。该值不应小于 " "48。如果你需要制作背景那么此值即为背景图像的高度。" -#: ../../User-Interface.md:692 +#: ../../User-Interface.md:702 msgid "" "`SuperWeaponSidebar.Max` controls the maximum number of cameos on the " "leftmost column, which also depends on the current game resolution." msgstr "`SuperWeaponSidebar.Max` 控制左侧每列最多显示的图标数量,这也取决于游戏分辨率。" -#: ../../User-Interface.md:693 +#: ../../User-Interface.md:703 msgid "`SuperWeaponSidebar.MaxColumns` controls that maximum count of columns." msgstr "`SuperWeaponSidebar.MaxColumns` 控制最多有多少列。" -#: ../../User-Interface.md:694 +#: ../../User-Interface.md:704 msgid "" "`SuperWeaponSidebar.Significance` is needed for user to control which " "superweapons appear on the sidebar. Only superweapons with " @@ -2065,7 +2125,7 @@ msgstr "" "`SuperWeaponSidebar.Significance` 不低于用户定义的 " "`SuperWeaponSidebar.RequiredSignificance` 时才会出现。" -#: ../../User-Interface.md:697 +#: ../../User-Interface.md:707 msgid "" "While a mod maker can \"ban\" certain superweapons from appearing on a " "sidebar completely using `SuperWeaponSidebar.Allow=false` and " @@ -2087,37 +2147,37 @@ msgstr "" "来控制哪些超武出现在侧边栏上。这样一来具有不同偏好和不同显示分辨率的用户就可以通过客户端设置来控制他们希望在侧边栏上看到多少超武而无需编辑 Mod" " 文件,并且你可以通过默认的 Significance 值来精确指定你的预期效果。" -#: ../../User-Interface.md:700 +#: ../../User-Interface.md:710 msgid "" "There is a hotkey to toggle the sidebar on/off, which can be bound to a " "key in the hotkey settings." msgstr "快捷键设置中新增了一个快捷键条目以用于开关超武侧边栏。" -#: ../../User-Interface.md:701 +#: ../../User-Interface.md:711 msgid "" "`TXT_TOGGLE_SW_SIDEBAR` and `TXT_TOGGLE_SW_SIDEBAR_DESC` are used for " "localization of the hotkey." msgstr "`TXT_TOGGLE_SW_SIDEBAR` 与 `TXT_TOGGLE_SW_SIDEBAR_DESC` 用于该快捷键的本地化。" -#: ../../User-Interface.md:702 +#: ../../User-Interface.md:712 msgid "" "`SuperWeaponSidebarKeysEnabled` enables users to use hotkeys for " "superweapons displayed on the sidebar." msgstr "`SuperWeaponSidebarKeysEnabled` 允许用户使用快捷键拉起侧边栏上显示的超武。" -#: ../../User-Interface.md:703 +#: ../../User-Interface.md:713 msgid "" "The hotkeys are positional and are only provided for the first 10 " "superweapons." msgstr "这些快捷键的位置是定死仅对应前 10 个超武的。" -#: ../../User-Interface.md:704 +#: ../../User-Interface.md:714 msgid "" "If assigned, a hotkey will be displayed on a superweapon instead of the " "`Ready` (or its alternative) text." msgstr "如果已分配快捷键,则对应的按键会替代 `就绪` 等文本显示在超武图标上。" -#: ../../User-Interface.md:705 +#: ../../User-Interface.md:715 msgid "" "For localization of those hotkeys, add `TXT_FIRE_TACTICAL_SW_XX` and " "`TXT_FIRE_TACTICAL_SW_XX_DESC` into your `.csf` file." @@ -2125,7 +2185,7 @@ msgstr "" "为了本地化,请将 `TXT_FIRE_TACTICAL_SW_XX` 和 `TXT_FIRE_TACTICAL_SW_XX_DESC` 添加到你的" " `.csf` 文件中。" -#: ../../User-Interface.md:708 +#: ../../User-Interface.md:718 msgid "" "Positional superweapon hotkeys are an experimental feature and currently " "the user experience may be not polished enough, due to superweapon " @@ -2133,7 +2193,7 @@ msgid "" " default." msgstr "超武快捷键属于实验性功能并且由于超武在侧边栏上的位置并不固定所以当前用户体验可能不够完善,因此该功默认处于禁用状态。" -#: ../../User-Interface.md:712 +#: ../../User-Interface.md:722 msgid "" "[Sidebar]\n" "SuperWeaponSidebar=false ; boolean\n" @@ -2153,7 +2213,7 @@ msgstr "" "SuperWeaponSidebar.Max=0 ; integer\n" "SuperWeaponSidebar.MaxColumns= ; integer\n" -#: ../../User-Interface.md:724 +#: ../../User-Interface.md:734 msgid "" "[GlobalControls]\n" "SuperWeaponSidebarKeysEnabled=false ; boolean\n" @@ -2203,7 +2263,7 @@ msgstr "" "SuperWeaponSidebar.RequiredHouses= ; List of house types\n" "SuperWeaponSidebar.Significance=0 ; integer\n" -#: ../../User-Interface.md:746 +#: ../../User-Interface.md:756 msgid "" "[Phobos]\n" "SuperWeaponSidebar.RequiredSignificance=0 ; integer\n" @@ -2211,7 +2271,7 @@ msgstr "" "[Phobos]\n" "SuperWeaponSidebar.RequiredSignificance=0 ; integer\n" -#: ../../User-Interface.md:752 +#: ../../User-Interface.md:762 msgid "" "While the feature is usable without any extra graphics, you can find " "example assets to use with vanilla graphics on [Phobos supplementaries " @@ -2220,11 +2280,11 @@ msgstr "" "虽然该功能可以在没有任何额外图像的情况下使用,但你可以在 [Phobos 补充仓库](https://github.com/Phobos-" "developers/PhobosSupplementaries) 找到数与原版界面 UI 图像搭配使用的示例资产。" -#: ../../User-Interface.md:755 +#: ../../User-Interface.md:765 msgid "Weeds counter" msgstr "废矿计数器" -#: ../../User-Interface.md:757 +#: ../../User-Interface.md:767 msgid "" "Counter for amount of [weeds in storage](Fixed-or-Improved-" "Logics.md#weeds--weed-eaters) can be added near the credits indicator." @@ -2232,25 +2292,25 @@ msgstr "" "你可以在资金示数器附近添加一个额外的计数器用于显示[存储的泰伯利亚废矿](Fixed-or-Improved-Logics.md#weeds" "--weed-eaters)的数量。" -#: ../../User-Interface.md:758 +#: ../../User-Interface.md:768 msgid "" "You can adjust counter position by `Sidebar.WeedsCounter.Offset` (per-" "side setting), negative means left/up, positive means right/down." msgstr "你可以通过 `Sidebar.WeedsCounter.Offset`(每个阵营的设置)调整计数器位置,负数表示左/上,正数表示右/下。" -#: ../../User-Interface.md:759 +#: ../../User-Interface.md:769 msgid "" "Counter is by default displayed in side's tooltip color, which can be " "overridden per side by setting `Sidebar.WeedsCounter.Color`." msgstr "计数器默认为每个阵营拓展工具条的颜色,可以通过设置 `Sidebar.WeedsCounter.Color` 来为每个阵营独立覆盖设置。" -#: ../../User-Interface.md:760 +#: ../../User-Interface.md:770 msgid "" "The feature can be toggled on/off by user if enabled in mod via " "`ShowWeedsCounter` setting in `RA2MD.INI`." msgstr "此逻辑可以在 mod 中于 `RA2MD.INI` 设置 `ShowWeedsCounter` 来由用户自行开关。" -#: ../../User-Interface.md:763 +#: ../../User-Interface.md:773 msgid "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" @@ -2258,7 +2318,7 @@ msgstr "" "[Sidebar]\n" "WeedsCounter.Show=false ; boolean\n" -#: ../../User-Interface.md:769 +#: ../../User-Interface.md:779 msgid "" "[SOMESIDE] ; Side\n" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" @@ -2268,7 +2328,7 @@ msgstr "" "Sidebar.WeedsCounter.Offset=0,0 ; X,Y, pixels relative to default\n" "Sidebar.WeedsCounter.Color= ; integer - R,G,B\n" -#: ../../User-Interface.md:776 +#: ../../User-Interface.md:786 msgid "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" @@ -2276,17 +2336,17 @@ msgstr "" "[Phobos]\n" "ShowWeedsCounter=true ; boolean\n" -#: ../../User-Interface.md:782 +#: ../../User-Interface.md:792 msgid "" "Default position for weeds counter overlaps with [harvester counter" "](#harvester-counter)." msgstr "默认的废矿计数器位置与[矿车计数器](#harvester-counter)重叠。" -#: ../../User-Interface.md:785 +#: ../../User-Interface.md:795 msgid "Tooltips" msgstr "拓展工具条" -#: ../../User-Interface.md:787 +#: ../../User-Interface.md:797 msgid "" "![image](_static/images/tooltips-01.png) *Extended tooltips used in [CnC:" " Final War](https://www.moddb.com/mods/cncfinalwar)*" @@ -2294,7 +2354,7 @@ msgstr "" "![image](_static/images/tooltips-01.png) *[CnC: Final " "War](https://www.moddb.com/mods/cncfinalwar) 中的拓展拓展工具条*" -#: ../../User-Interface.md:790 +#: ../../User-Interface.md:800 msgid "" "Sidebar tooltips can now display extended information about the " "TechnoType/SWType when hovered over it's cameo. In addition the low " @@ -2304,19 +2364,19 @@ msgstr "" "现在当鼠标悬停在图标上时侧边栏拓展工具条提示可以显示关于科技类型/超级武器类型的拓展信息。此外当通过相应标签启用此功能时低字符限制将被取消从而允许长达" " 1024 字符长度的工具提示信息。" -#: ../../User-Interface.md:791 +#: ../../User-Interface.md:801 msgid "" "TechnoType's tooltip would display it's name, cost, power, build time and" " description (when applicable)." msgstr "科技类型的拓展工具条将显示其名称、成本、电力、建造时间和描述(如果适用)。" -#: ../../User-Interface.md:792 +#: ../../User-Interface.md:802 msgid "" "SWType's tooltip would display it's name, cost, and recharge time (when " "applicable)." msgstr "超级武器类型的拓展工具条将显示其名称、成本和充能时间(如果适用)。" -#: ../../User-Interface.md:793 +#: ../../User-Interface.md:803 #, python-format msgid "" "If `SW.Shots` from Ares is used, a C-style format string default to " @@ -2327,7 +2387,7 @@ msgstr "" "如果使用了 Ares 的 `SW.Shots`,那么将会附加一个 C 语言风格的格式化字符,默认为 `Shots: %d`。格式可以在 csf " "中自定义。如果使用双参数格式(例如 `还剩 %d/%d 发`),第二个整数是 `SW.Shots`。" -#: ../../User-Interface.md:794 +#: ../../User-Interface.md:804 msgid "" "Extended tooltips don't use `TXT_MONEY_FORMAT_1` and " "`TXT_MONEY_FORMAT_2`. Instead you can specify cost, power and time labels" @@ -2338,20 +2398,20 @@ msgstr "" "`TXT_MONEY_FORMAT_2`。但你可以使用对应的标签指定成本、电力和时间标签(在对应值前显示)。默认为 `$ U+0024`,`⚡ " "U+26A1` 和 `⌚ U+231A`。" -#: ../../User-Interface.md:795 +#: ../../User-Interface.md:805 msgid "" "Fixed a bug when switching build queue tabs via QWER didn't make tooltips" " disappear as they should, resulting in stuck tooltips." msgstr "修复了一个通过 QWER 切换建造队列标签时拓展工具条没有消失的问题,这导致拓展工具条卡住。" -#: ../../User-Interface.md:796 +#: ../../User-Interface.md:806 msgid "" "The tooltips can now go over the sidebar bounds to accommodate for longer" " contents. You can control maximum text width with a new tag (paddings " "are excluded from the number you specify)." msgstr "现在拓展工具条可以超出侧边栏边界以容纳更长的内容。你可以使用新增的标签控制最大文本宽度(不包括边框)。" -#: ../../User-Interface.md:797 +#: ../../User-Interface.md:807 msgid "" "`AnchoredToolTips` positions the tooltip always to the left of sidebar, " "only applies to if `ExtendedToolTips` is set to true and they are enabled" @@ -2360,7 +2420,7 @@ msgstr "" "`AnchoredToolTips` 将拓展工具条始终定到侧边栏左侧,仅在 `ExtendedToolTips` 设置为 true " "且用户启用时生效。" -#: ../../User-Interface.md:800 +#: ../../User-Interface.md:810 msgid "" "[ToolTips]\n" "ExtendedToolTips=false ; boolean\n" @@ -2382,7 +2442,7 @@ msgstr "" "SWShotsFormat= ; CSF entry key\n" "MaxWidth=0 ; integer, pixels\n" -#: ../../User-Interface.md:812 +#: ../../User-Interface.md:822 msgid "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" @@ -2390,13 +2450,13 @@ msgstr "" "[SOMENAME] ; TechnoType or SWType\n" "UIDescription= ; CSF entry key\n" -#: ../../User-Interface.md:817 +#: ../../User-Interface.md:827 msgid "" "The descriptions are designed to be toggleable by users. For now you can " "only do that externally via client or manually." msgstr "描述设计可由用户自行切换。目前你只能通过客户端或进行手动设置。" -#: ../../User-Interface.md:820 +#: ../../User-Interface.md:830 msgid "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" @@ -2404,7 +2464,7 @@ msgstr "" "[Phobos]\n" "ToolTipDescriptions=true ; boolean\n" -#: ../../User-Interface.md:826 +#: ../../User-Interface.md:836 msgid "" "Same as with harvester counter, you can download the improved font (v4 " "and higher; can be found on [Phobos supplementaries " @@ -2414,13 +2474,13 @@ msgstr "" "与矿车计数器相同,你可以下载改进的字体(v4 或更高版本;可以在 [Phobos 补充仓库](https://github.com/Phobos-" "developers/PhobosSupplementaries) 中找到)否则你需要自己编辑字库文件。" -#: ../../User-Interface.md:829 +#: ../../User-Interface.md:839 msgid "" "The background color and opacity of tooltips can now be customized " "globally or per side." msgstr "现在可以全局或按阵营自定义拓展工具条的背景色和不透明度。" -#: ../../User-Interface.md:832 +#: ../../User-Interface.md:842 msgid "" "[SOMESIDE] ; Side\n" "ToolTip.Background.Color=0,0,0 ; integer - R,G,B, defaults to " @@ -2440,13 +2500,13 @@ msgstr "" "ToolTip.Background.BlurSize=0.0 ; float, defaults to [AudioVisual] ->" " ToolTip.Background.BlurSize, which defaults to 0.0\n" -#: ../../User-Interface.md:840 +#: ../../User-Interface.md:850 msgid "" "The blur effect is resource intensive. Please make sure you really want " "to enable this effect, otherwise leave it to 0.0 so it stays disabled." msgstr "模糊效果非常占用资源,请确保你的确想要启用此效果,否则请保持 0.0 以禁用。" -#: ../../User-Interface.md:844 +#: ../../User-Interface.md:854 msgid "" "[Phobos]\n" "ToolTipBlur=false ; boolean, whether the blur effect of tooltips will be" @@ -2464,3 +2524,15 @@ msgstr "" #~ "HealthBar.Hide=false ; boolean\n" #~ msgstr "" +#~ msgid "![Message Display In Center](_static/images/messagedisplayincenter.png)" +#~ msgstr "![显示在中间的任务信息](_static/images/messagedisplayincenter.png)" + +#~ msgid "" +#~ "[Phobos]\n" +#~ "MessageApplyHoverState=false ; boolean\n" +#~ "MessageDisplayInCenter=false ; boolean\n" +#~ msgstr "" +#~ "[Phobos]\n" +#~ "MessageApplyHoverState=false ; boolean\n" +#~ "MessageDisplayInCenter=false ; boolean\n" + diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index a436fa3ea6..748696e263 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-09-08 00:53+0800\n" +"POT-Creation-Date: 2025-09-14 23:42+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -48,13 +48,24 @@ msgstr "由原版" #: ../../Whats-New.md:13 msgid "" +"Map trigger action `125 Build At...` now plays buildup by default if " +"available, this can be toggled off using the third parameter (values " +"other than 0). See [required changes for `fadata.ini`](#for-map-editor-" +"final-alert-2) on how to enable the parameter in map editor." +msgstr "" +"地图触发结果 `125 将建筑建于...` 现在默认播放建筑建造动画,可通过将第三个参数设为非 0 值来禁用。参见 [对地图编辑器(Final " +"Alert 2)的更改](#for-map-editor-final-alert-2) 以了解如何在地图编辑器中启用该参数。" + +#: ../../Whats-New.md:14 +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。" +"`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 +#: ../../Whats-New.md:15 msgid "" "`Vertical=true` projectiles now default to completely downwards initial " "trajectory/facing regardless of if their projectile image has " @@ -64,7 +75,7 @@ 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:15 +#: ../../Whats-New.md:16 msgid "" "`Vertical=true` projectiles no longer move horizontally if fired by " "aircraft by default. To re-enable this behaviour set " @@ -73,7 +84,7 @@ 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:16 +#: ../../Whats-New.md:17 msgid "" "Weapons with `Airstrike=true` on Warhead will now check target " "eligibility for airstrikes regardless of weapon slot. Use " @@ -83,7 +94,7 @@ 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:17 +#: ../../Whats-New.md:18 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" @@ -98,7 +109,7 @@ 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:18 +#: ../../Whats-New.md:19 msgid "" "`[CrateRules] -> FreeMCV` now controls whether or not player is forced to" " receive unit from `[General] -> BaseUnit` from goodie crate if they own " @@ -110,7 +121,7 @@ msgstr "" "`[CrateRules] -> FreeMCV.CreditsThreshold`(默认为 1500)时强制获得一个 `[General] ->" " BaseUnit` 中的单位。" -#: ../../Whats-New.md:19 +#: ../../Whats-New.md:20 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 " @@ -119,7 +130,7 @@ 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:20 +#: ../../Whats-New.md:21 msgid "" "Iron Curtain status is now preserved by default when converting between " "TechnoTypes via `DeploysInto` / `UndeploysInto`. This behavior can be " @@ -129,7 +140,7 @@ 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:21 +#: ../../Whats-New.md:22 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 " @@ -138,7 +149,7 @@ 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:22 +#: ../../Whats-New.md:23 msgid "" "Vehicles with `Crusher=true` + `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -152,15 +163,15 @@ 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:24 +#: ../../Whats-New.md:25 msgid "From older Phobos versions" msgstr "由旧版本 Phobos" -#: ../../Whats-New.md:26 +#: ../../Whats-New.md:27 msgid "From post-0.3 devbuilds" msgstr "由 post-0.3 开发版" -#: ../../Whats-New.md:28 +#: ../../Whats-New.md:29 msgid "" "`UseCenterCoordsWhenAttached` has been replaced by enumeration key " "`AttachedAnimPosition`. Set `AttachedAnimPosition=center` to replicate " @@ -170,7 +181,7 @@ msgstr "" "`AttachedAnimPosition=center` 以达到原先 `UseCenterCoordsWhenAttached=true` " "的效果。" -#: ../../Whats-New.md:29 +#: ../../Whats-New.md:30 msgid "" "Parsing priority of `ShowBriefing` and `BriefingTheme` between map file " "and `missionmd.ini` has been switched (from latter taking priority over " @@ -180,13 +191,13 @@ 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:30 +#: ../../Whats-New.md:31 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:31 +#: ../../Whats-New.md:32 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" @@ -196,7 +207,7 @@ 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:32 +#: ../../Whats-New.md:33 msgid "" "Selecting weapons other than primary against walls based on `Wall=true` " "on Warhead etc. now requires `[CombatDamage] -> " @@ -205,7 +216,7 @@ 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:33 +#: ../../Whats-New.md:34 msgid "" "Lunar theater tileset parsing unhardcoding is now only applied if " "`lunarmd.ini` has `[General] -> ApplyLunarFixes` set to true." @@ -213,7 +224,7 @@ 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:34 +#: ../../Whats-New.md:35 msgid "" "`Units.DisableRepairCost` was changed to `Units.UseRepairCost` (note " "inverted expected value) as it no longer has discrete default value and " @@ -224,7 +235,7 @@ 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:35 +#: ../../Whats-New.md:36 msgid "" "Critical hit animations created by `Crit.AnimOnAffectedTargets=true` " "Warheads no longer default to `AnimList.PickRandom` if " @@ -233,13 +244,13 @@ 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:36 +#: ../../Whats-New.md:37 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:37 +#: ../../Whats-New.md:38 msgid "" "Affected target enum (`CanTarget`, `Crit.Affects` et al) now considers " "buildings considered vehicles (`ConsideredVehicle=true` or not set in " @@ -250,7 +261,7 @@ 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:38 +#: ../../Whats-New.md:39 msgid "" "If `CreateUnit.AlwaysSpawnOnGround` is set to false, jumpjet vehicles " "created will now automatically take off instead of staying on ground. Set" @@ -259,7 +270,7 @@ 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:39 +#: ../../Whats-New.md:40 msgid "" "Digital display `Offset` and `Offset.ShieldDelta` Y-axis coordinates now " "work in inverted fashion (negative goes up, positive goes down) to be " @@ -268,7 +279,7 @@ 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:40 +#: ../../Whats-New.md:41 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-" @@ -277,7 +288,7 @@ 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:41 +#: ../../Whats-New.md:42 msgid "" "`ExtraWarheads.DamageOverrides` now falls back to last listed value if " "list is shorter than `ExtraWarheads` for all Warhead detonations " @@ -286,7 +297,7 @@ 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:42 +#: ../../Whats-New.md:43 msgid "" "Air and Top layer contents are no longer sorted, animations in these " "layers no longer respect `YSortAdjust`. Animations attached to flying " @@ -296,7 +307,7 @@ 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:43 +#: ../../Whats-New.md:44 msgid "" "`AnimList.ShowOnZeroDamage` has been renamed to `CreateAnimsOnZeroDamage`" " to make it more clear it applies to both `AnimList` and splash " @@ -305,13 +316,13 @@ 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:44 +#: ../../Whats-New.md:45 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:45 +#: ../../Whats-New.md:46 msgid "" "`Level=true` projectiles no longer attempt to do reposition against " "targets that are behind non-water tiles by default. Use " @@ -320,26 +331,24 @@ msgstr "" "`Level=true` 的抛射体现在不再在对被非水地块阻隔的目标时移动自己的位置(恢复原版规则)。现在需要使用 " "`SubjectToLand=true` 来启用这一行为。" -#: ../../Whats-New.md:46 +#: ../../Whats-New.md:47 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 " +"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)。" +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 +#: ../../Whats-New.md:49 msgid "From 0.3" msgstr "由 0.3" -#: ../../Whats-New.md:50 +#: ../../Whats-New.md:51 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。" +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 +#: ../../Whats-New.md:52 msgid "" "Phobos-introduced Warhead effects like shield modifiers, critical hits, " "disguise & mind control removal now require Warhead `Verses` to affect " @@ -350,7 +359,7 @@ 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:52 +#: ../../Whats-New.md:53 msgid "" "`Trajectory=Straight` projectiles can now snap on targets within 0.5 " "cells from their detonation point, this distance can be customized via " @@ -359,13 +368,13 @@ 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:53 +#: ../../Whats-New.md:54 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:54 +#: ../../Whats-New.md:55 msgid "" "`CreateUnit` now creates the units by default at animation's height (even" " if `CreateUnit.ConsiderPathfinding` is enabled) instead of always at " @@ -376,7 +385,7 @@ 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:55 +#: ../../Whats-New.md:56 msgid "" "Phobos-introduced attack scripts now consider potential target's current " "map zone when evaluating targets. [TargetZoneScanType](Fixed-or-Improved-" @@ -387,7 +396,7 @@ msgstr "" "Improved-Logics.md#customizable-target-evaluation-map-zone-check-" "behaviour) 来自定义该行为。" -#: ../../Whats-New.md:56 +#: ../../Whats-New.md:57 msgid "" "`Artillary`, `ICBMLauncher`, `TickTank` or `SensorArray` no longer affect" " whether or not building is considered as vehicle for AI attack scripts. " @@ -400,7 +409,7 @@ msgstr "" "[ConsideredVehicle](Fixed-or-Improved-Logics.md#buildings-considered-as-" "vehicles)。" -#: ../../Whats-New.md:57 +#: ../../Whats-New.md:58 msgid "" "`PassengerDeletion.SoylentFriendlies` has been replaced by " "`PassengerDeletion.SoylentAllowedHouses`. Current default value of " @@ -412,7 +421,7 @@ msgstr "" "`PassengerDeletion.SoylentAllowedHouses=enemies` 对应原本默认为 " "`PassengerDeletion.SoylentFriendlies=false` 的行为。" -#: ../../Whats-New.md:58 +#: ../../Whats-New.md:59 msgid "" "`Grinding.DisplayRefund` is changed to `DisplayIncome`, " "`Grinding.DisplayRefund.Houses` is changed to `DisplayIncome.Houses`, " @@ -423,7 +432,7 @@ msgstr "" "`DisplayIncome.Houses`,`Grinding.DisplayRefund.Offset` 更名为 " "`DisplayIncome.Offset`。" -#: ../../Whats-New.md:59 +#: ../../Whats-New.md:60 msgid "" "`[JumpjetControls] -> AllowLayerDeviation` and " "`JumpjetAllowLayerDeviation` have been deprecated as the animation " @@ -432,7 +441,7 @@ 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:60 +#: ../../Whats-New.md:61 msgid "" "`[JumpjetControls] -> TurnToTarget` and `JumpjetTurnToTarget` are " "obsolete. Jumpjet units who fire `OmniFire=no` weapons **always** turn to" @@ -441,25 +450,25 @@ 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:61 +#: ../../Whats-New.md:62 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:62 +#: ../../Whats-New.md:63 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:64 +#: ../../Whats-New.md:65 msgid "From pre-0.3 devbuilds" msgstr "由 pre-0.3 开发版" -#: ../../Whats-New.md:66 +#: ../../Whats-New.md:67 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:67 +#: ../../Whats-New.md:68 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 " @@ -469,7 +478,7 @@ 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:68 +#: ../../Whats-New.md:69 msgid "" "Automatic self-destruction logic logic has been reimplemented, " "`Death.NoAmmo`, `Death.Countdown` and `Death.Peaceful` tags have been " @@ -478,19 +487,19 @@ 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:69 +#: ../../Whats-New.md:70 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:70 +#: ../../Whats-New.md:71 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:71 +#: ../../Whats-New.md:72 msgid "" "[Placement Preview](User-Interface.md#placement-preview) logic has been " "adjusted, `BuildingPlacementPreview.DefaultTranslucentLevel`, " @@ -505,23 +514,23 @@ 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:72 ../../Whats-New.md:80 +#: ../../Whats-New.md:73 ../../Whats-New.md:81 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:73 +#: ../../Whats-New.md:74 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:75 +#: ../../Whats-New.md:76 msgid "From 0.2.2.2" msgstr "由 0.2.2.2" -#: ../../Whats-New.md:77 +#: ../../Whats-New.md:78 msgid "" "Keys `rulesmd.ini -> [WarheadType] -> PenetratesShield` and `rulesmd.ini " "-> [WarheadType] -> BreaksShield` have been changed to `Shield.Penetrate`" @@ -531,7 +540,7 @@ msgstr "" "[WarheadType] -> BreaksShield` 已分别更名为 `Shield.Penetrate` 和 " "`Shield.Break`。" -#: ../../Whats-New.md:78 +#: ../../Whats-New.md:79 msgid "" "`Rad.NoOwner` on weapons is deprecated. This has been replaced by " "`RadHasOwner` key on radiation types itself. It also defaults to no, so " @@ -540,7 +549,7 @@ 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:79 +#: ../../Whats-New.md:80 msgid "" "`RadApplicationDelay` and `RadApplicationDelay.Building` on custom " "radiation types are now only used if `[Radiation] -> " @@ -550,11 +559,11 @@ 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:82 +#: ../../Whats-New.md:83 msgid "From 0.1.1" msgstr "由 0.1.1" -#: ../../Whats-New.md:84 +#: ../../Whats-New.md:85 msgid "" "Key `rulesmd.ini -> [TechnoType] -> Deployed.RememberTarget` is " "deprecated and can be removed now, the bugfix for `DeployToFire` " @@ -563,11 +572,11 @@ 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:86 +#: ../../Whats-New.md:87 msgid "New user settings in RA2MD.INI" msgstr "RA2MD.INI 中新增的用户设置项" -#: ../../Whats-New.md:88 +#: ../../Whats-New.md:89 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 " @@ -577,7 +586,7 @@ 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:89 +#: ../../Whats-New.md:90 msgid "" "[Phobos]\n" "CampaignDefaultGameSpeed=4 ; integer\n" @@ -613,7 +622,7 @@ msgstr "" "SaveGameOnScenarioStart=true ; boolean\n" "HideLightFlashEffects=false ; boolean\n" -#: ../../Whats-New.md:108 +#: ../../Whats-New.md:109 msgid "For Map Editor (Final Alert 2)" msgstr "对地图编辑器(Final Alert 2)的更改" @@ -621,11 +630,11 @@ 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:112 +#: ../../Whats-New.md:113 msgid "In `FAData.ini`:" msgstr "在 `FAData.ini`:" -#: ../../Whats-New.md:113 +#: ../../Whats-New.md:114 msgid "" "[ParamTypes]\n" "47=Structures,28\n" @@ -645,6 +654,7 @@ msgid "" "102=Horizontal position,0\n" "103=Vertical position,0\n" "104=Banner ID,0\n" +"105=No buildup,0\n" "\n" "[EventsRA2]\n" "500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1\n" @@ -722,7 +732,7 @@ msgid "" "[ActionsRA2]\n" "41=Play animation at a waypoint...,0,25,69,0,0,0,1,0,0,[LONG " "DESC].,0,1,41\n" -"125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125\n" +"125=Build at...,-10,47,105,65,0,0,1,0,0,[LONG DESC],0,1,125\n" "500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1\n" "501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1\n" "502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1\n" @@ -906,6 +916,7 @@ msgstr "" "102=Horizontal position,0\n" "103=Vertical position,0\n" "104=Banner ID,0\n" +"105=No buildup,0\n" "\n" "[EventsRA2]\n" "500=Local variable is greater than,48,6,0,0,[LONG DESC],0,1,500,1\n" @@ -983,7 +994,7 @@ msgstr "" "[ActionsRA2]\n" "41=Play animation at a waypoint...,0,25,69,0,0,0,1,0,0,[LONG " "DESC].,0,1,41\n" -"125=Build at...,-10,47,0,65,0,0,1,0,0,[LONG DESC],0,1,125\n" +"125=Build at...,-10,47,105,65,0,0,1,0,0,[LONG DESC],0,1,125\n" "500=Save game,-4,13,0,0,0,0,0,0,0,[LONG DESC],0,1,500,1\n" "501=Edit variable,0,56,55,6,54,0,0,0,0,[LONG DESC],0,1,501,1\n" "502=Generate random number,0,56,57,58,54,0,0,0,0,[LONG DESC],0,1,502,1\n" @@ -1149,21 +1160,21 @@ msgstr "" "26=Global variables,-5\n" "27=Global variables,-6\n" -#: ../../Whats-New.md:327 +#: ../../Whats-New.md:329 msgid "Changelog" msgstr "更新日志" -#: ../../Whats-New.md:329 +#: ../../Whats-New.md:331 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: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 +#: ../../Whats-New.md:336 ../../Whats-New.md:501 ../../Whats-New.md:894 +#: ../../Whats-New.md:925 ../../Whats-New.md:1128 ../../Whats-New.md:1156 +#: ../../Whats-New.md:1173 ../../Whats-New.md:1231 msgid "New:" msgstr "新增内容:" -#: ../../Whats-New.md:335 +#: ../../Whats-New.md:337 msgid "" "[Allow using waypoints, area guard and attack move with aircraft](Fixed-" "or-Improved-Logics.md#extended-aircraft-missions) (by CrimRecya)" @@ -1171,19 +1182,19 @@ 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:336 +#: ../../Whats-New.md:338 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:337 +#: ../../Whats-New.md:339 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:338 +#: ../../Whats-New.md:340 msgid "" "[Custom exit cell for infantry factory](Fixed-or-Improved-Logics.md" "#custom-exit-cell-for-infantry-factory) (by Starkku)" @@ -1191,7 +1202,7 @@ 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:339 +#: ../../Whats-New.md:341 msgid "" "[Option for vehicles to keep target when issued move command](Fixed-or-" "Improved-Logics.md#retain-target-on-movement-command) (by Starkku)" @@ -1199,7 +1210,7 @@ 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:340 +#: ../../Whats-New.md:342 msgid "" "[Skip anim delay for burst fire](Fixed-or-Improved-Logics.md#skip-anim-" "delay-for-burst-fire) (by TaranDahl)" @@ -1207,7 +1218,7 @@ 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:341 +#: ../../Whats-New.md:343 msgid "" "[Extending `Power` to all TechnoTypes](Fixed-or-Improved-Logics.md#power-" "drain-for-units) (by Morton)" @@ -1215,13 +1226,13 @@ 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:342 +#: ../../Whats-New.md:344 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:343 +#: ../../Whats-New.md:345 msgid "" "[Type select for buildings](User-Interface.md#type-select-for-buildings) " "(code by TaranDahl, doc by Ollerus)" @@ -1229,7 +1240,7 @@ 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:344 +#: ../../Whats-New.md:346 msgid "" "[Raise alert when technos are taking damage](New-or-Enhanced-Logics.md" "#raise-alert-when-technos-are-taking-damage) (by TaranDahl)" @@ -1237,7 +1248,7 @@ 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:345 +#: ../../Whats-New.md:347 msgid "" "[Enhanced Bombard trajectory](New-or-Enhanced-Logics.md#bombard-" "trajectory) (by CrimRecya & Ollerus, based on knowledge of NaotoYuuki)" @@ -1245,7 +1256,7 @@ 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:346 +#: ../../Whats-New.md:348 msgid "" "[Toggle waypoint for building](Fixed-or-Improved-Logics.md#waypoints-for-" "buildings) (by TaranDahl)" @@ -1253,7 +1264,7 @@ msgstr "" "[建筑路径点开关](Fixed-or-Improved-Logics.md#waypoints-for-buildings)(by " "TaranDahl)" -#: ../../Whats-New.md:347 +#: ../../Whats-New.md:349 msgid "" "[Bunkerable checks dehardcode](Fixed-or-Improved-Logics.md#bunker-" "entering-check-dehardcode) (by TaranDahl)" @@ -1261,7 +1272,7 @@ 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:348 +#: ../../Whats-New.md:350 msgid "" "[No turret unit turn to the target](Fixed-or-Improved-Logics.md#unit-" "without-turret-always-turn-to-target) (by CrimRecya & TaranDahl)" @@ -1269,7 +1280,7 @@ 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:349 +#: ../../Whats-New.md:351 msgid "" "[Damage multipliers](New-or-Enhanced-Logics.md#damage-multipliers) (by " "CrimRecya & Ollerus)" @@ -1277,15 +1288,15 @@ msgstr "" "[伤害修正比](New-or-Enhanced-Logics.md#damage-multipliers)(by CrimRecya & " "Ollerus)" -#: ../../Whats-New.md:350 +#: ../../Whats-New.md:352 msgid "Customizable duration for electric bolts (by Starkku)" msgstr "自定义 EBolt 电弧持续时间(by Starkku)" -#: ../../Whats-New.md:351 +#: ../../Whats-New.md:353 msgid "Customizable FLH tracking for electric bolts (by Starkku)" msgstr "自定义 EBolt 跟随 FLH(by Starkku)" -#: ../../Whats-New.md:352 +#: ../../Whats-New.md:354 msgid "" "[Extended gattling rate down logic](New-or-Enhanced-Logics.md#extended-" "gattling-rate-down-logic) (by CrimRecya)" @@ -1293,7 +1304,7 @@ 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:353 +#: ../../Whats-New.md:355 msgid "" "[Sell or undeploy building on impact](New-or-Enhanced-Logics.md#sell-or-" "undeploy-building-on-impact) (by CrimRecya)" @@ -1301,7 +1312,7 @@ 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:354 +#: ../../Whats-New.md:356 msgid "" "[No rearm and reload in EMP or temporal](New-or-Enhanced-Logics.md#no-" "rearm-and-reload-in-emp-or-temporal) (by CrimRecya)" @@ -1309,7 +1320,7 @@ 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:355 +#: ../../Whats-New.md:357 msgid "" "[Technos recount current burst index when change the firing weapon](New-" "or-Enhanced-Logics.md#recount-burst-index) (by CrimRecya)" @@ -1317,11 +1328,11 @@ 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:356 +#: ../../Whats-New.md:358 msgid "Shield armor inheritance customization (by Ollerus)" msgstr "自定义护盾继承单位护甲(by Ollerus)" -#: ../../Whats-New.md:357 +#: ../../Whats-New.md:359 msgid "" "[Damaged unit image changes](New-or-Enhanced-Logics.md#damaged-unit-" "image-changes) (by Fryone)" @@ -1329,7 +1340,7 @@ msgstr "" "[载具伤残更换图像](New-or-Enhanced-Logics.md#damaged-unit-image-changes)(by " "Fryone)" -#: ../../Whats-New.md:358 +#: ../../Whats-New.md:360 msgid "" "[Customizable spawns queue](New-or-Enhanced-Logics.md#customizable-" "spawns-queue) (by TwinkleStar)" @@ -1337,13 +1348,13 @@ msgstr "" "[自定义子机序列](New-or-Enhanced-Logics.md#customizable-spawns-queue)(by " "TwinkleStar)" -#: ../../Whats-New.md:359 +#: ../../Whats-New.md:361 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:360 +#: ../../Whats-New.md:362 msgid "" "[Override target under EMP attack behavior](New-or-Enhanced-Logics.md" "#forcing-specific-weapon-against-certain-targets) (By FS-21)" @@ -1351,7 +1362,7 @@ 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:361 +#: ../../Whats-New.md:363 msgid "" "[Aircraft spawner recycling improvements (custom offset, animation etc" ".)](New-or-Enhanced-Logics.md#aircraft-spawner-customizations) (by " @@ -1360,7 +1371,7 @@ 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:362 +#: ../../Whats-New.md:364 msgid "" "[Technos can maintain a suitable distance after firing](New-or-Enhanced-" "Logics.md#keep-range-after-firing) (by CrimRecya)" @@ -1368,7 +1379,7 @@ 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:363 +#: ../../Whats-New.md:365 msgid "" "[Projectile subject to ground check before firing](New-or-Enhanced-" "Logics.md#projectiles-blocked-by-land-or-water) (by CrimRecya)" @@ -1376,7 +1387,7 @@ 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:364 +#: ../../Whats-New.md:366 msgid "" "[Delay automatic attack on the controlled unit](Fixed-or-Improved-" "Logics.md#delay-automatic-attack-on-the-controlled-unit) (by CrimRecya)" @@ -1384,11 +1395,11 @@ 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:365 +#: ../../Whats-New.md:367 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:366 +#: ../../Whats-New.md:368 msgid "" "[Sinkablity and sinking speed customization](Fixed-or-Improved-Logics.md" "#sinking-behavior-dehardcode) (by TaranDahl)" @@ -1396,23 +1407,23 @@ 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:367 +#: ../../Whats-New.md:369 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:368 +#: ../../Whats-New.md:370 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:369 +#: ../../Whats-New.md:371 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:370 +#: ../../Whats-New.md:372 msgid "" "[AlternateFLH on-turret toggle](Fixed-or-Improved-Logics.md#alternate-" "flh-customizations) (by Starkku)" @@ -1420,7 +1431,7 @@ msgstr "" "[AlternateFLH 跟随炮塔开关](Fixed-or-Improved-Logics.md#alternate-flh-" "customizations)(by Starkku)" -#: ../../Whats-New.md:371 +#: ../../Whats-New.md:373 msgid "" "[Fire weapon when Warhead kills something](New-or-Enhanced-Logics.md" "#fire-weapon-when-warhead-kills-something) (by Ollerus)" @@ -1428,7 +1439,7 @@ msgstr "" "[击杀武器](New-or-Enhanced-Logics.md#fire-weapon-when-warhead-kills-" "something)(by Ollerus)" -#: ../../Whats-New.md:372 +#: ../../Whats-New.md:374 msgid "" "[Prone speed customization](Fixed-or-Improved-Logics.md#prone-speed-" "customization) (by TaranDahl)" @@ -1436,7 +1447,7 @@ msgstr "" "[自定义匍匐速度](Fixed-or-Improved-Logics.md#prone-speed-customization)(by " "TaranDahl)" -#: ../../Whats-New.md:373 +#: ../../Whats-New.md:375 msgid "" "[Customize damaged speed ratio of drive/ship loco](Fixed-or-Improved-" "Logics.md#damaged-speed-customization) (by NetsuNegi)" @@ -1444,7 +1455,7 @@ 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:374 +#: ../../Whats-New.md:376 msgid "" "[Customize overpower logic](Fixed-or-Improved-Logics.md#customize-" "overpower-logic) (by NetsuNegi)" @@ -1452,13 +1463,13 @@ msgstr "" "[自定义磁暴线圈充能](Fixed-or-Improved-Logics.md#customize-overpower-logic)(by " "NetsuNegi)" -#: ../../Whats-New.md:375 +#: ../../Whats-New.md:377 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:376 +#: ../../Whats-New.md:378 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-" @@ -1468,7 +1479,7 @@ 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:377 +#: ../../Whats-New.md:379 msgid "" "[Forcing specific weapon by range and target type](New-or-Enhanced-" "Logics.md#forcing-specific-weapon-against-certain-targets) (by Ollerus)" @@ -1476,7 +1487,7 @@ 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:378 +#: ../../Whats-New.md:380 msgid "" "[Jumpjet Tilts While Moving](New-or-Enhanced-Logics.md#jumpjet-tilts-" "while-moving) (by CrimRecya)" @@ -1484,7 +1495,7 @@ msgstr "" "[Jumpjet 在移动时倾斜](New-or-Enhanced-Logics.md#jumpjet-tilts-while-moving)(by" " CrimRecya)" -#: ../../Whats-New.md:379 +#: ../../Whats-New.md:381 msgid "" "[Spawned aircraft facing to match turret toggle](New-or-Enhanced-" "Logics.md#aircraft-spawner-customizations) (by Starkku)" @@ -1492,19 +1503,19 @@ 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:380 +#: ../../Whats-New.md:382 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:381 +#: ../../Whats-New.md:383 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:382 +#: ../../Whats-New.md:384 msgid "" "[Customize parasite culling targets](Fixed-or-Improved-Logics.md" "#customizing-parasite-culling-targets) (by NetsuNegi)" @@ -1512,7 +1523,7 @@ msgstr "" "[自定义寄生秒杀目标](Fixed-or-Improved-Logics.md#customizing-parasite-culling-" "targets)(by NetsuNegi)" -#: ../../Whats-New.md:383 +#: ../../Whats-New.md:385 msgid "" "[Overload characteristic dehardcoded](New-or-Enhanced-Logics.md#overload-" "characteristic-dehardcoded) (by Otamaa)" @@ -1520,7 +1531,7 @@ msgstr "" "[自定义脑车过载](New-or-Enhanced-Logics.md#overload-characteristic-" "dehardcoded)(by Otamaa)" -#: ../../Whats-New.md:384 +#: ../../Whats-New.md:386 msgid "" "[RadarInvisible for non-enemy house](Fixed-or-Improved-Logics.md" "#radarinvisible-for-non-enemy-house) (By TaranDahl)" @@ -1528,13 +1539,13 @@ msgstr "" "[不仅限于敌方的 `RadarInvisible`](Fixed-or-Improved-Logics.md#radarinvisible-" "for-non-enemy-house)(By TaranDahl)" -#: ../../Whats-New.md:385 +#: ../../Whats-New.md:387 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:386 +#: ../../Whats-New.md:388 msgid "" "[Customize harvester dump amount](Fixed-or-Improved-Logics.md#customize-" "harvester-dump-amount) (by NetsuNegi)" @@ -1542,11 +1553,11 @@ 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:387 +#: ../../Whats-New.md:389 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:388 +#: ../../Whats-New.md:390 msgid "" "[Customize airstrike targets](Fixed-or-Improved-Logics.md#airstrike-" "target-eligibility) (by NetsuNegi)" @@ -1554,7 +1565,7 @@ msgstr "" "[自定义空袭目标](Fixed-or-Improved-Logics.md#airstrike-target-eligibility)(by " "NetsuNegi)" -#: ../../Whats-New.md:389 +#: ../../Whats-New.md:391 msgid "" "[Aggressive attack move mission](New-or-Enhanced-Logics.md#aggressive-" "attack-move-mission) (by CrimRecya)" @@ -1562,7 +1573,7 @@ msgstr "" "[侵略性移动攻击命令](New-or-Enhanced-Logics.md#aggressive-attack-move-mission)(by " "CrimRecya)" -#: ../../Whats-New.md:390 +#: ../../Whats-New.md:392 msgid "" "[Amphibious access vehicle](New-or-Enhanced-Logics.md#amphibious-access-" "vehicle) (by CrimRecya)" @@ -1570,7 +1581,7 @@ msgstr "" "[两栖载具装载拓展](New-or-Enhanced-Logics.md#amphibious-access-vehicle)(by " "CrimRecya)" -#: ../../Whats-New.md:391 +#: ../../Whats-New.md:393 msgid "" "[Allow miners do area guard](Fixed-or-Improved-Logics.md#allow-miners-do-" "area-guard) (by TaranDahl)" @@ -1578,7 +1589,7 @@ msgstr "" "[允许矿车区域警戒](Fixed-or-Improved-Logics.md#allow-miners-do-area-guard)(by " "TaranDahl)" -#: ../../Whats-New.md:392 +#: ../../Whats-New.md:394 msgid "" "[Make harvesters do addtional scan after unload](Fixed-or-Improved-" "Logics.md#make-harvesters-do-addtional-scan-after-unload) (by TaranDahl)" @@ -1586,7 +1597,7 @@ 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:393 +#: ../../Whats-New.md:395 msgid "" "[Passenger-based insignias](Fixed-or-Improved-Logics.md#customizable-" "veterancy-insignias) (by Ollerus)" @@ -1594,19 +1605,19 @@ msgstr "" "[根据乘客切换军衔](Fixed-or-Improved-Logics.md#customizable-veterancy-" "insignias)(by Ollerus)" -#: ../../Whats-New.md:394 +#: ../../Whats-New.md:396 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:395 +#: ../../Whats-New.md:397 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:396 +#: ../../Whats-New.md:398 msgid "" "[Customize the damage taken when falling from a bridge](Fixed-or-" "Improved-Logics.md#customize-bridge-falling-down-damage) (by FlyStar)" @@ -1614,11 +1625,11 @@ 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:397 +#: ../../Whats-New.md:399 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:398 +#: ../../Whats-New.md:400 msgid "" "[Customizable airstrike flare colors](Fixed-or-Improved-Logics.md" "#airstrike-flare-customizations) (by Starkku)" @@ -1626,19 +1637,19 @@ msgstr "" "[自定义空袭引导效果](Fixed-or-Improved-Logics.md#airstrike-flare-visual-" "customizations)(by Starkku)" -#: ../../Whats-New.md:399 +#: ../../Whats-New.md:401 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:400 +#: ../../Whats-New.md:402 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:401 +#: ../../Whats-New.md:403 msgid "" "[Customize the scatter caused by aircraft attack mission](Fixed-or-" "Improved-Logics.md#customize-the-scatter-caused-by-aircraft-attack-" @@ -1647,7 +1658,7 @@ 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:402 +#: ../../Whats-New.md:404 msgid "" "[Customizable garrison and bunker properties](Fixed-or-Improved-Logics.md" "#customizable-garrison-and-bunker-properties) (by Otamaa)" @@ -1655,7 +1666,7 @@ 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:403 +#: ../../Whats-New.md:405 msgid "" "[Disable `DamageSound` for buildings](Fixed-or-Improved-Logics.md" "#disable-damagesound) (by Otamaa)" @@ -1663,7 +1674,7 @@ msgstr "" "[禁用 `DamageSound`](Fixed-or-Improved-Logics.md#disable-damagesound)(by " "Otamaa)" -#: ../../Whats-New.md:404 +#: ../../Whats-New.md:406 msgid "" "[Power plant damage factor](Fixed-or-Improved-Logics.md#power-plant-" "damage-factor) (by Otamaa and Ollerus)" @@ -1671,7 +1682,7 @@ 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:405 +#: ../../Whats-New.md:407 msgid "" "[Customize whether `Crater=yes` animation would destroy tiberium](Fixed-" "or-Improved-Logics.md#customize-whether-crater-yes-animation-would-" @@ -1680,11 +1691,11 @@ 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:406 +#: ../../Whats-New.md:408 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:407 +#: ../../Whats-New.md:409 msgid "" "[Turretless vehicles with `Voxel=no` support use `FireUp` like infantry" "](New-or-Enhanced-Logics.md#turretless-shape-vehicle-fireup) (by FlyStar)" @@ -1692,11 +1703,11 @@ 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:408 +#: ../../Whats-New.md:410 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:409 +#: ../../Whats-New.md:411 msgid "" "[Several new Infotypes, no display in specific status and a new single " "frame display method](User-Interface.md#digital-display) (by CrimRecya)" @@ -1704,7 +1715,7 @@ 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:410 +#: ../../Whats-New.md:412 msgid "" "[Targeting limitation for berzerk technos](New-or-Enhanced-Logics.md" "#targeting-limitation-for-berzerk-technos) (by TaranDahl)" @@ -1712,13 +1723,13 @@ msgstr "" "[狂暴单位索敌限制](New-or-Enhanced-Logics.md#targeting-limitation-for-berzerk-" "technos)(by TaranDahl)" -#: ../../Whats-New.md:411 +#: ../../Whats-New.md:413 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:412 +#: ../../Whats-New.md:414 msgid "" "[Warhead activation target health thresholds](Fixed-or-Improved-Logics.md" "#customizable-warhead-trigger-conditions) (by FS-21 & Kerbiter)" @@ -1726,7 +1737,7 @@ 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:413 +#: ../../Whats-New.md:415 msgid "" "[Customize limit and sound when engineer repair a building](New-or-" "Enhanced-Logics.md#engineer-repair-customization) (by NetsuNegi)" @@ -1734,7 +1745,7 @@ 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:414 +#: ../../Whats-New.md:416 msgid "" "[Customizable debris trailer anim spawn delay](Fixed-or-Improved-" "Logics.md#customizable-debris-trailer-anim-spawn-delay) (by CrimRecya)" @@ -1742,13 +1753,13 @@ 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:415 +#: ../../Whats-New.md:417 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:416 +#: ../../Whats-New.md:418 msgid "" "[Allows refineries to use multiple ActiveAnim simultaneously](Fixed-or-" "Improved-Logics.md#allows-refineries-to-use-multiple-activeanim-" @@ -1757,17 +1768,17 @@ 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:417 +#: ../../Whats-New.md:419 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:418 +#: ../../Whats-New.md:420 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:419 +#: ../../Whats-New.md:421 msgid "" "[Several attackmove related enhancement](New-or-Enhanced-Logics.md" "#attack-move-behavior-when-target-acquired) (by TaranDahl)" @@ -1775,17 +1786,17 @@ 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:420 +#: ../../Whats-New.md:422 msgid "Ground line for select box (by NetsuNegi)" msgstr "为选择框添加了投影线(by NetsuNegi)" -#: ../../Whats-New.md:421 +#: ../../Whats-New.md:423 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:422 +#: ../../Whats-New.md:424 msgid "" "[Task subtitles display in the middle of the screen](User-Interface.md" "#task-subtitles-display-in-the-middle-of-the-screen) (by CrimRecya)" @@ -1793,7 +1804,7 @@ msgstr "" "[字幕居中](User-Interface.md#task-subtitles-display-in-the-middle-of-the-" "screen)(by CrimRecya)" -#: ../../Whats-New.md:423 +#: ../../Whats-New.md:425 msgid "" "[Event 606: AttachEffect is attaching to a Techno](AI-Scripting-and-" "Mapping.md#attacheffect-is-attaching-to-a-techno) (by FS-21)" @@ -1801,19 +1812,19 @@ 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:424 +#: ../../Whats-New.md:426 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:425 +#: ../../Whats-New.md:427 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:426 +#: ../../Whats-New.md:428 msgid "" "[Burst without delay](New-or-Enhanced-Logics.md#burst-without-delay) (by " "CrimRecya & TaranDahl)" @@ -1821,7 +1832,7 @@ msgstr "" "[无间隔连发](New-or-Enhanced-Logics.md#burst-without-delay)(by CrimRecya & " "TaranDahl)" -#: ../../Whats-New.md:427 +#: ../../Whats-New.md:429 msgid "" "[Target scanning delay customization](Fixed-or-Improved-Logics.md#target-" "scanning-delay-optimization) (by TaranDahl & solar-III)" @@ -1829,7 +1840,7 @@ msgstr "" "[自定义索敌间隔](Fixed-or-Improved-Logics.md#target-scanning-delay-" "optimization)(by TaranDahl & solar-III)" -#: ../../Whats-New.md:428 +#: ../../Whats-New.md:430 msgid "" "[Force techno targeting in distributed frames to improve performance" "](Fixed-or-Improved-Logics.md#force-techno-targeting-in-distributed-" @@ -1838,7 +1849,7 @@ 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:429 +#: ../../Whats-New.md:431 msgid "" "[Damaged aircraft image changes](New-or-Enhanced-Logics.md#damaged-" "aircraft-image-changes) (by Fryone)" @@ -1846,7 +1857,7 @@ msgstr "" "[战机伤残更换图像](New-or-Enhanced-Logics.md#damaged-aircraft-image-changes)(by " "Fryone)" -#: ../../Whats-New.md:430 +#: ../../Whats-New.md:432 msgid "" "[Additional attached animation position customizations](Fixed-or-" "Improved-Logics.md#attached-animation-position-customization) (by " @@ -1855,7 +1866,7 @@ 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:431 +#: ../../Whats-New.md:433 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll` (by TaranDahl)" @@ -1863,7 +1874,7 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug(by TaranDahl)" -#: ../../Whats-New.md:432 +#: ../../Whats-New.md:434 msgid "" "[Units can customize the attack voice that plays when using more weapons" "](New-or-Enhanced-Logics.md#multi-voiceattack) (by FlyStar)" @@ -1871,11 +1882,11 @@ 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:433 +#: ../../Whats-New.md:435 msgid "Customize squid grapple animation (by NetsuNegi)" msgstr "自定义乌贼拖拽动画(by NetsuNegi)" -#: ../../Whats-New.md:434 +#: ../../Whats-New.md:436 msgid "" "[Auto deploy for GI-like infantry](Fixed-or-Improved-Logics.md#auto-" "deploy-for-gi-like-infantry) (by TaranDahl)" @@ -1883,7 +1894,7 @@ 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:435 +#: ../../Whats-New.md:437 msgid "" "[Vehicles that have lost their target can customize the turret direction " "to align with the vehicle body](New-or-Enhanced-Logics.md#turret-" @@ -1892,13 +1903,13 @@ 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:436 +#: ../../Whats-New.md:438 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:437 +#: ../../Whats-New.md:439 msgid "" "[AI base construction modification](Fixed-or-Improved-Logics.md#ai-base-" "construction-modification) (by CrimRecya)" @@ -1906,7 +1917,7 @@ msgstr "" "[AI 基地建设机制更改](Fixed-or-Improved-Logics.md#ai-base-construction-" "modification)(by CrimRecya)" -#: ../../Whats-New.md:438 +#: ../../Whats-New.md:440 msgid "" "[Jumpjet Climbing Logic Enhancement](Fixed-or-Improved-Logics.md#jumpjet-" "climbing-logic-enhancement) (by CrimRecya)" @@ -1914,13 +1925,13 @@ msgstr "" "[Jumpjet 爬升逻辑增强](Fixed-or-Improved-Logics.md#jumpjet-climbing-logic-" "enhancement)(by CrimRecya)" -#: ../../Whats-New.md:439 +#: ../../Whats-New.md:441 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:440 +#: ../../Whats-New.md:442 msgid "" "[Customize hardcoded projectile initial facing behavior](Fixed-or-" "Improved-Logics.md#customizing-initial-facing-behavior) (by Starkku)" @@ -1928,59 +1939,80 @@ msgstr "" "[自定义初始朝向行为](Fixed-or-Improved-Logics.md#customizing-initial-facing-" "behavior)(by Starkku)" -#: ../../Whats-New.md:441 +#: ../../Whats-New.md:443 msgid "Health bar permanently displayed (by FlyStar)" msgstr "血条恒显(by FlyStar)" -#: ../../Whats-New.md:442 +#: ../../Whats-New.md:444 msgid "" -"[`IsSimpleDeployer` facing customization & directional deploy animations" -"](Fixed-or-Improved-Logics.md#issimpleDeployer-facing-and-animation-" -"customization) (by Starkku)" +"[`IsSimpleDeployer` facing and deploy check, customization & directional " +"deploy animations](Fixed-or-Improved-Logics.md#issimpledeployer-" +"customizations) (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)" +"[自定义 IsSimpleDeployer 载具部署朝向和部署检查,以及多方向部署动画](Fixed-or-Improved-Logics.md" +"#issimpledeployer-customizations)(by Starkku)" -#: ../../Whats-New.md:443 +#: ../../Whats-New.md:445 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)" +"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)" +"[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 +#: ../../Whats-New.md:446 msgid "Randomized anims for several behaviors (by Ollerus)" msgstr "几种行为的随机动画(by Ollerus)" -#: ../../Whats-New.md:445 +#: ../../Whats-New.md:447 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 +#: ../../Whats-New.md:448 +msgid "" +"[Customize the chained damage of the wall](Fixed-or-Improved-Logics.md" +"#customize-the-chained-damage-of-the-wall) (by TaranDahl)" +msgstr "" +"[自定义墙的连锁伤害](Fixed-or-Improved-Logics.md#customize-the-chained-damage-of-" +"the-wall)(by TaranDahl)" + +#: ../../Whats-New.md:449 +msgid "" +"Allow the aircraft to enter area guard mission and not crash immediately " +"without any airport (by CrimRecya)" +msgstr "" +"允许战机执行区域警戒任务且在无机场的情况下不会立即坠毁(by CrimRecya)" + +#: ../../Whats-New.md:450 +msgid "[Unlimbo Detonate warhead](New-or-Enhanced-Logics.md#unlimbo-detonate-warhead) (by FlyStar)" +msgstr "[去虚拟化引爆弹头](New-or-Enhanced-Logics.md#unlimbo-detonate-warhead)(by Starkku)" + +#: ../../Whats-New.md:452 ../../Whats-New.md:667 ../../Whats-New.md:1025 +#: ../../Whats-New.md:1134 ../../Whats-New.md:1159 ../../Whats-New.md:1198 +#: ../../Whats-New.md:1243 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:448 +#: ../../Whats-New.md:453 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:449 +#: ../../Whats-New.md:454 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:450 +#: ../../Whats-New.md:455 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:451 +#: ../../Whats-New.md:456 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -1989,7 +2021,7 @@ 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:452 +#: ../../Whats-New.md:457 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -1998,43 +2030,43 @@ 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:453 +#: ../../Whats-New.md:458 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:454 +#: ../../Whats-New.md:459 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:455 +#: ../../Whats-New.md:460 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:456 +#: ../../Whats-New.md:461 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:457 +#: ../../Whats-New.md:462 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:458 +#: ../../Whats-New.md:463 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:459 +#: ../../Whats-New.md:464 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -2044,65 +2076,71 @@ 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:460 +#: ../../Whats-New.md:465 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:461 +#: ../../Whats-New.md:466 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)" +"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 +#: ../../Whats-New.md:467 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)" +"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 +#: ../../Whats-New.md:468 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)" +msgstr "`DeployingAnim` 现已支持 `Normalized=true` 与 `Reverse=true`(by Starkku)" -#: ../../Whats-New.md:464 +#: ../../Whats-New.md:469 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)" +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 +#: ../../Whats-New.md:470 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 +#: ../../Whats-New.md:471 +msgid "" +"Fixed an issue that the currently hovered planning node not update up-to-" +"date, such as using hotkeys to select technos (by CrimRecya)" +msgstr "修复了所谓的高等路径学(by CrimRecya)" + +#: ../../Whats-New.md:473 ../../Whats-New.md:813 ../../Whats-New.md:897 +#: ../../Whats-New.md:1061 ../../Whats-New.md:1102 ../../Whats-New.md:1114 +#: ../../Whats-New.md:1137 ../../Whats-New.md:1147 ../../Whats-New.md:1163 +#: ../../Whats-New.md:1211 ../../Whats-New.md:1222 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:468 +#: ../../Whats-New.md:474 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:469 +#: ../../Whats-New.md:475 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:470 +#: ../../Whats-New.md:476 msgid "" "Fixed a bug that sometimes caused weapon/warhead detonations from " "features such as `ExtraWarheads`, animation damage or `Crit.Warhead` to " @@ -2111,281 +2149,329 @@ 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)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:477 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)" +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 +#: ../../Whats-New.md:478 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)" +msgstr "修复了单位的 `LaserTrails` 总会滞后一帧的问题(by CrimRecya)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:479 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:480 +msgid "Fixed parsing of `DropPodTrailer` from INI (by Starkku)" +msgstr "修复了 `DropPodTrailer` 未从 INI 解析的问题(by Starkku)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:481 +msgid "" +"Fixed issue with `ReturnWeapon` not always firing off correctly (by " +"CrimRecya)" +msgstr "修复了 `ReturnWeapon` 有时不能正确触发的问题(by CrimRecya)" + +#: ../../Whats-New.md:482 +msgid "" +"Fixed animation damage logic applying invoker/owner inconsistently " +"between weapon & warhead (by Ollerus & Starkku)" +msgstr "修复了动画在使用武器与弹头造成伤害时的调用者/所属方不一致问题(by Ollerus & Starkku)" + +#: ../../Whats-New.md:483 +msgid "" +"Fixed an edge-case issue with Phobos' selection handling code crashing " +"with Veinholes (by Starkku)" +msgstr "修复了一个 Phobos 的选取代码在处理泰伯利亚藤蔓洞时崩溃的罕见问题(by Starkku)" + +#: ../../Whats-New.md:484 +msgid "Fixed `AmbientDamage.Warhead` not working for waves (by Starkku)" +msgstr "修复了 `AmbientDamage.Warhead` 对波逻辑无效的问题(by Starkku)" + +#: ../../Whats-New.md:485 msgid "" -"`Convert.Deploy` displays 'NoDeploy' cursor if the new type is not " -"allowed to move to the cell due to `SpeedType` etc. (by Starkku)" +"Fixed `SkirmishUnlimitedColors` not being checked if Phobos runs without " +"Ares active (by Starkku)" +msgstr "修复了 `SkirmishUnlimitedColors` 在无 Ares 下运行 Phobos 不会被检查的问题(by Starkku)" + +#: ../../Whats-New.md:486 +msgid "" +"Fixed number of `*.ApplyFirepowerMult` options (f.ex anim damage, crit) " +"ignoring veterancy firepower modifier (by Starkku)" +msgstr "修复了若干 `*.ApplyFirepowerMult` 选项(如动画伤害、暴击)忽略老兵火力修正的问题(by Starkku)" + +#: ../../Whats-New.md:487 +msgid "" +"Fixed map trigger action `125 Build At...` not always playing buildups " +"correctly (by Starkku)" +msgstr "修复了触发结果 `125 将建筑建于...` 有时不能正确播放建造动画的 Bug(by Starkku)" + +#: ../../Whats-New.md:488 +msgid "" +"Fixed an issue that jumpjet vehicles can not stop correctly when assigned" +" a target in range (by TaranDahl)" 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)" +"修复了 Jumpjet 载具在指定射程内目标时无法正确停止的问题(by TaranDahl)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:489 +msgid "" +"Fixed an issue that jumpjet infantries stop incorrectly when assigned a " +"target out of range (by TaranDahl)" +msgstr "" +"修复了 Jumpjet 步兵在指定超出射程的目标时停止不正确的问题(by TaranDahl)" + +#: ../../Whats-New.md:491 ../../Whats-New.md:867 ../../Whats-New.md:1090 +msgid "Fixes / interactions with other extensions:" +msgstr "其他扩展引擎相关的修复/交互:" + +#: ../../Whats-New.md:492 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:478 ../../Whats-New.md:865 +#: ../../Whats-New.md:493 ../../Whats-New.md:881 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:479 +#: ../../Whats-New.md:494 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)" +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 +#: ../../Whats-New.md:497 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:502 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:503 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:489 +#: ../../Whats-New.md:504 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:505 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:491 +#: ../../Whats-New.md:506 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:492 +#: ../../Whats-New.md:507 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:493 +#: ../../Whats-New.md:508 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:494 +#: ../../Whats-New.md:509 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:510 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:496 +#: ../../Whats-New.md:511 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:497 +#: ../../Whats-New.md:512 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:498 +#: ../../Whats-New.md:513 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:499 +#: ../../Whats-New.md:514 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:500 +#: ../../Whats-New.md:515 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:501 +#: ../../Whats-New.md:516 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:517 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:518 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:504 +#: ../../Whats-New.md:519 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:505 +#: ../../Whats-New.md:520 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:506 +#: ../../Whats-New.md:521 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:522 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:508 +#: ../../Whats-New.md:523 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:524 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:510 +#: ../../Whats-New.md:525 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:511 +#: ../../Whats-New.md:526 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:512 +#: ../../Whats-New.md:527 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:528 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:514 +#: ../../Whats-New.md:529 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:515 +#: ../../Whats-New.md:530 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:516 +#: ../../Whats-New.md:531 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:517 +#: ../../Whats-New.md:532 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:518 +#: ../../Whats-New.md:533 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:534 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:520 +#: ../../Whats-New.md:535 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:521 +#: ../../Whats-New.md:536 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:522 +#: ../../Whats-New.md:537 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:523 +#: ../../Whats-New.md:538 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:539 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:540 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:526 +#: ../../Whats-New.md:541 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:542 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:543 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:529 +#: ../../Whats-New.md:544 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:530 +#: ../../Whats-New.md:545 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:531 +#: ../../Whats-New.md:546 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:532 +#: ../../Whats-New.md:547 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:533 +#: ../../Whats-New.md:548 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:534 +#: ../../Whats-New.md:549 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:535 +#: ../../Whats-New.md:550 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:536 +#: ../../Whats-New.md:551 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:537 +#: ../../Whats-New.md:552 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2394,35 +2480,35 @@ 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:538 +#: ../../Whats-New.md:553 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:539 +#: ../../Whats-New.md:554 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:555 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:541 +#: ../../Whats-New.md:556 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:542 +#: ../../Whats-New.md:557 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:543 +#: ../../Whats-New.md:558 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:559 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2430,37 +2516,37 @@ 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:545 +#: ../../Whats-New.md:560 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:546 +#: ../../Whats-New.md:561 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:547 +#: ../../Whats-New.md:562 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:563 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:549 +#: ../../Whats-New.md:564 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:550 +#: ../../Whats-New.md:565 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:551 +#: ../../Whats-New.md:566 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2468,39 +2554,39 @@ 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:552 +#: ../../Whats-New.md:567 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:568 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:554 +#: ../../Whats-New.md:569 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:555 +#: ../../Whats-New.md:570 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:556 +#: ../../Whats-New.md:571 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:572 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:558 +#: ../../Whats-New.md:573 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:559 +#: ../../Whats-New.md:574 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2508,23 +2594,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:560 +#: ../../Whats-New.md:575 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:561 +#: ../../Whats-New.md:576 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:562 +#: ../../Whats-New.md:577 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:563 +#: ../../Whats-New.md:578 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2533,250 +2619,250 @@ 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:564 +#: ../../Whats-New.md:579 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:565 +#: ../../Whats-New.md:580 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:566 +#: ../../Whats-New.md:581 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:567 +#: ../../Whats-New.md:582 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:568 +#: ../../Whats-New.md:583 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:569 +#: ../../Whats-New.md:584 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:585 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:571 +#: ../../Whats-New.md:586 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:587 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:573 +#: ../../Whats-New.md:588 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:574 +#: ../../Whats-New.md:589 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:575 +#: ../../Whats-New.md:590 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:591 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:577 +#: ../../Whats-New.md:592 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:578 +#: ../../Whats-New.md:593 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:579 +#: ../../Whats-New.md:594 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:580 +#: ../../Whats-New.md:595 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:581 +#: ../../Whats-New.md:596 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:582 +#: ../../Whats-New.md:597 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:583 +#: ../../Whats-New.md:598 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:584 +#: ../../Whats-New.md:599 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:600 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:586 +#: ../../Whats-New.md:601 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:587 +#: ../../Whats-New.md:602 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:588 +#: ../../Whats-New.md:603 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:604 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:605 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:606 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:592 +#: ../../Whats-New.md:607 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:593 +#: ../../Whats-New.md:608 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:594 +#: ../../Whats-New.md:609 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:595 +#: ../../Whats-New.md:610 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:596 +#: ../../Whats-New.md:611 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:597 +#: ../../Whats-New.md:612 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:598 +#: ../../Whats-New.md:613 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:599 +#: ../../Whats-New.md:614 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:600 +#: ../../Whats-New.md:615 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:601 +#: ../../Whats-New.md:616 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:602 +#: ../../Whats-New.md:617 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:618 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:604 +#: ../../Whats-New.md:619 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:620 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:606 +#: ../../Whats-New.md:621 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:607 +#: ../../Whats-New.md:622 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:623 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:624 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:610 +#: ../../Whats-New.md:625 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:611 +#: ../../Whats-New.md:626 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -2784,286 +2870,286 @@ 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:612 +#: ../../Whats-New.md:627 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:613 +#: ../../Whats-New.md:628 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:614 +#: ../../Whats-New.md:629 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:615 +#: ../../Whats-New.md:630 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:616 +#: ../../Whats-New.md:631 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:617 +#: ../../Whats-New.md:632 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:618 +#: ../../Whats-New.md:633 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:619 +#: ../../Whats-New.md:634 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:620 +#: ../../Whats-New.md:635 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:621 +#: ../../Whats-New.md:636 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:622 +#: ../../Whats-New.md:637 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:623 +#: ../../Whats-New.md:638 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:624 +#: ../../Whats-New.md:639 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:625 +#: ../../Whats-New.md:640 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:626 +#: ../../Whats-New.md:641 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:627 +#: ../../Whats-New.md:642 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:628 +#: ../../Whats-New.md:643 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:629 +#: ../../Whats-New.md:644 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:630 +#: ../../Whats-New.md:645 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:646 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:632 +#: ../../Whats-New.md:647 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:648 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:634 +#: ../../Whats-New.md:649 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:635 +#: ../../Whats-New.md:650 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:636 +#: ../../Whats-New.md:651 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:637 +#: ../../Whats-New.md:652 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:638 +#: ../../Whats-New.md:653 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:639 +#: ../../Whats-New.md:654 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:640 +#: ../../Whats-New.md:655 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:641 +#: ../../Whats-New.md:656 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:642 +#: ../../Whats-New.md:657 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:658 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:659 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:645 +#: ../../Whats-New.md:660 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:646 +#: ../../Whats-New.md:661 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:647 +#: ../../Whats-New.md:662 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:648 +#: ../../Whats-New.md:663 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:649 +#: ../../Whats-New.md:664 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:650 +#: ../../Whats-New.md:665 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:653 +#: ../../Whats-New.md:668 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:654 +#: ../../Whats-New.md:669 #, 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:655 +#: ../../Whats-New.md:670 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:656 +#: ../../Whats-New.md:671 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:657 +#: ../../Whats-New.md:672 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:658 +#: ../../Whats-New.md:673 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:659 +#: ../../Whats-New.md:674 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:660 +#: ../../Whats-New.md:675 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:661 +#: ../../Whats-New.md:676 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:662 +#: ../../Whats-New.md:677 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:663 +#: ../../Whats-New.md:678 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:664 +#: ../../Whats-New.md:679 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:665 +#: ../../Whats-New.md:680 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:666 +#: ../../Whats-New.md:681 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:667 +#: ../../Whats-New.md:682 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:668 +#: ../../Whats-New.md:683 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:669 +#: ../../Whats-New.md:684 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -3072,22 +3158,22 @@ 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:670 +#: ../../Whats-New.md:685 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:671 +#: ../../Whats-New.md:686 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:672 +#: ../../Whats-New.md:687 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:673 +#: ../../Whats-New.md:688 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -3095,13 +3181,13 @@ 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:674 +#: ../../Whats-New.md:689 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:675 +#: ../../Whats-New.md:690 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -3110,23 +3196,23 @@ 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:676 +#: ../../Whats-New.md:691 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:677 +#: ../../Whats-New.md:692 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:678 +#: ../../Whats-New.md:693 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:679 +#: ../../Whats-New.md:694 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -3135,59 +3221,59 @@ 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:680 +#: ../../Whats-New.md:695 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:681 +#: ../../Whats-New.md:696 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:682 +#: ../../Whats-New.md:697 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:683 +#: ../../Whats-New.md:698 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:684 +#: ../../Whats-New.md:699 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:685 +#: ../../Whats-New.md:700 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:686 +#: ../../Whats-New.md:701 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:687 +#: ../../Whats-New.md:702 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:688 +#: ../../Whats-New.md:703 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:689 +#: ../../Whats-New.md:704 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" @@ -3197,14 +3283,14 @@ 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:690 +#: ../../Whats-New.md:705 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:691 +#: ../../Whats-New.md:706 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3213,13 +3299,13 @@ 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:692 +#: ../../Whats-New.md:707 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:693 +#: ../../Whats-New.md:708 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3227,67 +3313,67 @@ 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:694 +#: ../../Whats-New.md:709 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:695 +#: ../../Whats-New.md:710 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:696 +#: ../../Whats-New.md:711 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:697 +#: ../../Whats-New.md:712 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:698 +#: ../../Whats-New.md:713 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:699 +#: ../../Whats-New.md:714 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:700 +#: ../../Whats-New.md:715 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:701 +#: ../../Whats-New.md:716 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:702 +#: ../../Whats-New.md:717 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:703 +#: ../../Whats-New.md:718 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:704 +#: ../../Whats-New.md:719 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:705 +#: ../../Whats-New.md:720 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3296,89 +3382,89 @@ 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:706 +#: ../../Whats-New.md:721 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:707 +#: ../../Whats-New.md:722 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:708 +#: ../../Whats-New.md:723 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:709 +#: ../../Whats-New.md:724 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:710 +#: ../../Whats-New.md:725 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:711 +#: ../../Whats-New.md:726 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:712 +#: ../../Whats-New.md:727 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:713 +#: ../../Whats-New.md:728 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:714 +#: ../../Whats-New.md:729 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:715 +#: ../../Whats-New.md:730 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:716 +#: ../../Whats-New.md:731 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:717 +#: ../../Whats-New.md:732 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:718 +#: ../../Whats-New.md:733 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:719 +#: ../../Whats-New.md:734 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:720 +#: ../../Whats-New.md:735 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3388,19 +3474,19 @@ 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:721 +#: ../../Whats-New.md:736 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:722 +#: ../../Whats-New.md:737 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:723 +#: ../../Whats-New.md:738 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3409,31 +3495,31 @@ 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:724 +#: ../../Whats-New.md:739 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:725 +#: ../../Whats-New.md:740 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:726 +#: ../../Whats-New.md:741 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:727 +#: ../../Whats-New.md:742 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:728 +#: ../../Whats-New.md:743 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3443,7 +3529,7 @@ 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:729 +#: ../../Whats-New.md:744 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3451,13 +3537,13 @@ 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:730 +#: ../../Whats-New.md:745 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:731 +#: ../../Whats-New.md:746 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" @@ -3467,42 +3553,42 @@ 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:732 +#: ../../Whats-New.md:747 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:733 +#: ../../Whats-New.md:748 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:734 +#: ../../Whats-New.md:749 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:735 +#: ../../Whats-New.md:750 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:736 +#: ../../Whats-New.md:751 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:737 +#: ../../Whats-New.md:752 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:738 +#: ../../Whats-New.md:753 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3513,38 +3599,38 @@ 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:739 +#: ../../Whats-New.md:754 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:740 +#: ../../Whats-New.md:755 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:741 +#: ../../Whats-New.md:756 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:742 +#: ../../Whats-New.md:757 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:743 +#: ../../Whats-New.md:758 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:744 +#: ../../Whats-New.md:759 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -3553,32 +3639,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:745 +#: ../../Whats-New.md:760 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:746 +#: ../../Whats-New.md:761 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:747 +#: ../../Whats-New.md:762 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:748 +#: ../../Whats-New.md:763 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:749 +#: ../../Whats-New.md:764 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 " @@ -3587,57 +3673,57 @@ 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:750 +#: ../../Whats-New.md:765 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:751 +#: ../../Whats-New.md:766 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:752 +#: ../../Whats-New.md:767 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:753 +#: ../../Whats-New.md:768 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:754 +#: ../../Whats-New.md:769 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:755 +#: ../../Whats-New.md:770 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:756 +#: ../../Whats-New.md:771 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:757 +#: ../../Whats-New.md:772 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:758 +#: ../../Whats-New.md:773 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -3645,231 +3731,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:759 +#: ../../Whats-New.md:774 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:760 +#: ../../Whats-New.md:775 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:761 +#: ../../Whats-New.md:776 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:762 +#: ../../Whats-New.md:777 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:763 +#: ../../Whats-New.md:778 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:764 +#: ../../Whats-New.md:779 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:765 +#: ../../Whats-New.md:780 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:766 +#: ../../Whats-New.md:781 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:767 +#: ../../Whats-New.md:782 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:768 +#: ../../Whats-New.md:783 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:769 +#: ../../Whats-New.md:784 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:770 +#: ../../Whats-New.md:785 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:771 +#: ../../Whats-New.md:786 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:772 +#: ../../Whats-New.md:787 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:773 +#: ../../Whats-New.md:788 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:774 +#: ../../Whats-New.md:789 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:775 +#: ../../Whats-New.md:790 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:776 +#: ../../Whats-New.md:791 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:777 +#: ../../Whats-New.md:792 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:778 +#: ../../Whats-New.md:793 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:779 +#: ../../Whats-New.md:794 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:780 +#: ../../Whats-New.md:795 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:781 +#: ../../Whats-New.md:796 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:782 +#: ../../Whats-New.md:797 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:783 +#: ../../Whats-New.md:798 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:784 +#: ../../Whats-New.md:799 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:785 +#: ../../Whats-New.md:800 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:786 +#: ../../Whats-New.md:801 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:787 +#: ../../Whats-New.md:802 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:788 +#: ../../Whats-New.md:803 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:789 +#: ../../Whats-New.md:804 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:790 +#: ../../Whats-New.md:805 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:791 +#: ../../Whats-New.md:806 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:792 +#: ../../Whats-New.md:807 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:793 +#: ../../Whats-New.md:808 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:794 +#: ../../Whats-New.md:809 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:795 +#: ../../Whats-New.md:810 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:796 +#: ../../Whats-New.md:811 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -3878,35 +3964,35 @@ 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:799 +#: ../../Whats-New.md:814 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:800 +#: ../../Whats-New.md:815 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:801 +#: ../../Whats-New.md:816 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:802 +#: ../../Whats-New.md:817 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:803 +#: ../../Whats-New.md:818 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:804 +#: ../../Whats-New.md:819 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -3915,68 +4001,68 @@ 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:805 +#: ../../Whats-New.md:820 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:806 +#: ../../Whats-New.md:821 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:807 +#: ../../Whats-New.md:822 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:808 +#: ../../Whats-New.md:823 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:809 +#: ../../Whats-New.md:824 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:810 +#: ../../Whats-New.md:825 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:811 +#: ../../Whats-New.md:826 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:812 +#: ../../Whats-New.md:827 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:813 +#: ../../Whats-New.md:828 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:814 +#: ../../Whats-New.md:829 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:815 +#: ../../Whats-New.md:830 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -3984,13 +4070,13 @@ 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:816 +#: ../../Whats-New.md:831 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:817 +#: ../../Whats-New.md:832 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 " @@ -3999,42 +4085,42 @@ 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:818 +#: ../../Whats-New.md:833 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:819 +#: ../../Whats-New.md:834 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:820 +#: ../../Whats-New.md:835 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:821 +#: ../../Whats-New.md:836 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:822 +#: ../../Whats-New.md:837 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:823 +#: ../../Whats-New.md:838 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:824 +#: ../../Whats-New.md:839 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -4043,67 +4129,67 @@ 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:825 +#: ../../Whats-New.md:840 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:826 +#: ../../Whats-New.md:841 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:827 +#: ../../Whats-New.md:842 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:828 +#: ../../Whats-New.md:843 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:829 +#: ../../Whats-New.md:844 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:830 +#: ../../Whats-New.md:845 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:831 +#: ../../Whats-New.md:846 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:832 +#: ../../Whats-New.md:847 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:833 +#: ../../Whats-New.md:848 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:834 +#: ../../Whats-New.md:849 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:835 +#: ../../Whats-New.md:850 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -4112,7 +4198,7 @@ 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:836 +#: ../../Whats-New.md:851 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -4121,29 +4207,29 @@ 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:837 +#: ../../Whats-New.md:852 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:838 +#: ../../Whats-New.md:853 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:839 +#: ../../Whats-New.md:854 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:840 +#: ../../Whats-New.md:855 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:841 +#: ../../Whats-New.md:856 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -4152,14 +4238,14 @@ 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:842 +#: ../../Whats-New.md:857 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:843 +#: ../../Whats-New.md:858 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -4168,45 +4254,49 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:844 +#: ../../Whats-New.md:859 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:845 +#: ../../Whats-New.md:860 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:846 +#: ../../Whats-New.md:861 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:847 +#: ../../Whats-New.md:862 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:848 +#: ../../Whats-New.md:863 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:849 +#: ../../Whats-New.md:864 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:852 +#: ../../Whats-New.md:865 +msgid "Fixed a read bug when setting the SHP file name in INI (By Noble_Fish)" +msgstr "修复了一个在 INI 中设置 SHP 文件名的读取 Bug(by Noble_Fish)" + +#: ../../Whats-New.md:868 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:853 +#: ../../Whats-New.md:869 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -4214,7 +4304,7 @@ 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:854 +#: ../../Whats-New.md:870 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4223,7 +4313,7 @@ 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:855 +#: ../../Whats-New.md:871 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4232,26 +4322,26 @@ 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:856 +#: ../../Whats-New.md:872 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:857 +#: ../../Whats-New.md:873 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:858 +#: ../../Whats-New.md:874 msgid "" "Infantry type conversion from `Deployer=yes` to `no` now correctly update" " the sequence anim (by Trsdy)" msgstr "现在从由于单位转换导致 `Deployer=yes` 变为 `no` 的步兵能够正确更新序列动画(by Trsdy)" -#: ../../Whats-New.md:859 +#: ../../Whats-New.md:875 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4260,23 +4350,23 @@ 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:860 +#: ../../Whats-New.md:876 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:861 +#: ../../Whats-New.md:877 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:862 +#: ../../Whats-New.md:878 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:863 +#: ../../Whats-New.md:879 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4285,80 +4375,80 @@ 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:864 +#: ../../Whats-New.md:880 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:866 +#: ../../Whats-New.md:882 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:867 +#: ../../Whats-New.md:883 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:868 +#: ../../Whats-New.md:884 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:869 +#: ../../Whats-New.md:885 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:870 +#: ../../Whats-New.md:886 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:871 +#: ../../Whats-New.md:887 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:874 +#: ../../Whats-New.md:890 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:879 +#: ../../Whats-New.md:895 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:882 +#: ../../Whats-New.md:898 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:883 +#: ../../Whats-New.md:899 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:884 +#: ../../Whats-New.md:900 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:885 +#: ../../Whats-New.md:901 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:886 +#: ../../Whats-New.md:902 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4366,23 +4456,23 @@ 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:887 +#: ../../Whats-New.md:903 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:888 +#: ../../Whats-New.md:904 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:889 +#: ../../Whats-New.md:905 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:890 +#: ../../Whats-New.md:906 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4391,561 +4481,561 @@ 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:891 +#: ../../Whats-New.md:907 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:892 +#: ../../Whats-New.md:908 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:893 +#: ../../Whats-New.md:909 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:894 +#: ../../Whats-New.md:910 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:895 +#: ../../Whats-New.md:911 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:896 +#: ../../Whats-New.md:912 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:897 +#: ../../Whats-New.md:913 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:898 +#: ../../Whats-New.md:914 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:899 +#: ../../Whats-New.md:915 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:900 +#: ../../Whats-New.md:916 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:901 +#: ../../Whats-New.md:917 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:905 +#: ../../Whats-New.md:921 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:910 +#: ../../Whats-New.md:926 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:911 +#: ../../Whats-New.md:927 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:912 +#: ../../Whats-New.md:928 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:913 +#: ../../Whats-New.md:929 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:914 +#: ../../Whats-New.md:930 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:915 +#: ../../Whats-New.md:931 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:916 +#: ../../Whats-New.md:932 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:917 +#: ../../Whats-New.md:933 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:918 +#: ../../Whats-New.md:934 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:935 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:920 +#: ../../Whats-New.md:936 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:921 +#: ../../Whats-New.md:937 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:922 +#: ../../Whats-New.md:938 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:939 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:924 +#: ../../Whats-New.md:940 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:925 +#: ../../Whats-New.md:941 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:926 +#: ../../Whats-New.md:942 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:927 +#: ../../Whats-New.md:943 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:928 +#: ../../Whats-New.md:944 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:929 +#: ../../Whats-New.md:945 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:930 +#: ../../Whats-New.md:946 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:931 +#: ../../Whats-New.md:947 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:932 +#: ../../Whats-New.md:948 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:933 +#: ../../Whats-New.md:949 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:934 +#: ../../Whats-New.md:950 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:935 +#: ../../Whats-New.md:951 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:936 +#: ../../Whats-New.md:952 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:937 +#: ../../Whats-New.md:953 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:938 +#: ../../Whats-New.md:954 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:939 +#: ../../Whats-New.md:955 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:940 +#: ../../Whats-New.md:956 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:941 +#: ../../Whats-New.md:957 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:942 +#: ../../Whats-New.md:958 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:943 +#: ../../Whats-New.md:959 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:944 +#: ../../Whats-New.md:960 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:945 +#: ../../Whats-New.md:961 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:946 +#: ../../Whats-New.md:962 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:947 +#: ../../Whats-New.md:963 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:948 +#: ../../Whats-New.md:964 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:949 +#: ../../Whats-New.md:965 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:950 +#: ../../Whats-New.md:966 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:951 +#: ../../Whats-New.md:967 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:952 +#: ../../Whats-New.md:968 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:969 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:954 +#: ../../Whats-New.md:970 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:971 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:972 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:973 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:958 +#: ../../Whats-New.md:974 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:959 +#: ../../Whats-New.md:975 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:960 +#: ../../Whats-New.md:976 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:961 +#: ../../Whats-New.md:977 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:962 +#: ../../Whats-New.md:978 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:963 +#: ../../Whats-New.md:979 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:964 +#: ../../Whats-New.md:980 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:965 +#: ../../Whats-New.md:981 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:966 +#: ../../Whats-New.md:982 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:967 +#: ../../Whats-New.md:983 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:984 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:985 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:970 +#: ../../Whats-New.md:986 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:971 +#: ../../Whats-New.md:987 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:972 +#: ../../Whats-New.md:988 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:973 +#: ../../Whats-New.md:989 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:974 +#: ../../Whats-New.md:990 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:975 +#: ../../Whats-New.md:991 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:976 +#: ../../Whats-New.md:992 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:977 +#: ../../Whats-New.md:993 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:978 +#: ../../Whats-New.md:994 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:979 +#: ../../Whats-New.md:995 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:980 +#: ../../Whats-New.md:996 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:981 +#: ../../Whats-New.md:997 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:982 +#: ../../Whats-New.md:998 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:983 +#: ../../Whats-New.md:999 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体轨迹(by secsome)" -#: ../../Whats-New.md:984 +#: ../../Whats-New.md:1000 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:985 +#: ../../Whats-New.md:1001 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:986 +#: ../../Whats-New.md:1002 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:987 +#: ../../Whats-New.md:1003 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:988 +#: ../../Whats-New.md:1004 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:989 +#: ../../Whats-New.md:1005 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:990 +#: ../../Whats-New.md:1006 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:991 +#: ../../Whats-New.md:1007 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:1008 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:993 +#: ../../Whats-New.md:1009 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:994 +#: ../../Whats-New.md:1010 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:995 +#: ../../Whats-New.md:1011 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:996 +#: ../../Whats-New.md:1012 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:997 +#: ../../Whats-New.md:1013 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:998 +#: ../../Whats-New.md:1014 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:999 +#: ../../Whats-New.md:1015 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:1000 +#: ../../Whats-New.md:1016 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:1001 +#: ../../Whats-New.md:1017 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:1018 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:1003 +#: ../../Whats-New.md:1019 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:1004 +#: ../../Whats-New.md:1020 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:1005 +#: ../../Whats-New.md:1021 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:1006 +#: ../../Whats-New.md:1022 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:1007 +#: ../../Whats-New.md:1023 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:1010 +#: ../../Whats-New.md:1026 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:1011 +#: ../../Whats-New.md:1027 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:1012 +#: ../../Whats-New.md:1028 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:1013 +#: ../../Whats-New.md:1029 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:1014 +#: ../../Whats-New.md:1030 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:1015 +#: ../../Whats-New.md:1031 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:1016 +#: ../../Whats-New.md:1032 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:1017 +#: ../../Whats-New.md:1033 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:1018 +#: ../../Whats-New.md:1034 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:1019 +#: ../../Whats-New.md:1035 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -4953,13 +5043,13 @@ 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:1020 +#: ../../Whats-New.md:1036 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:1021 +#: ../../Whats-New.md:1037 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -4967,85 +5057,85 @@ 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:1022 +#: ../../Whats-New.md:1038 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:1023 +#: ../../Whats-New.md:1039 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:1024 +#: ../../Whats-New.md:1040 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:1025 +#: ../../Whats-New.md:1041 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:1026 +#: ../../Whats-New.md:1042 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:1027 +#: ../../Whats-New.md:1043 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:1028 +#: ../../Whats-New.md:1044 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:1029 +#: ../../Whats-New.md:1045 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:1030 +#: ../../Whats-New.md:1046 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:1031 +#: ../../Whats-New.md:1047 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:1032 +#: ../../Whats-New.md:1048 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:1033 +#: ../../Whats-New.md:1049 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:1034 +#: ../../Whats-New.md:1050 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:1035 +#: ../../Whats-New.md:1051 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 " @@ -5053,21 +5143,21 @@ 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:1036 +#: ../../Whats-New.md:1052 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:1037 +#: ../../Whats-New.md:1053 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:1038 +#: ../../Whats-New.md:1054 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -5076,56 +5166,56 @@ 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:1039 +#: ../../Whats-New.md:1055 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:1040 +#: ../../Whats-New.md:1056 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:1041 +#: ../../Whats-New.md:1057 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:1042 +#: ../../Whats-New.md:1058 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:1043 +#: ../../Whats-New.md:1059 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:1046 +#: ../../Whats-New.md:1062 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:1047 +#: ../../Whats-New.md:1063 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:1048 +#: ../../Whats-New.md:1064 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:1049 +#: ../../Whats-New.md:1065 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:1050 +#: ../../Whats-New.md:1066 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -5133,13 +5223,13 @@ 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:1051 +#: ../../Whats-New.md:1067 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:1052 +#: ../../Whats-New.md:1068 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -5147,47 +5237,47 @@ 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:1053 +#: ../../Whats-New.md:1069 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:1054 +#: ../../Whats-New.md:1070 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:1055 +#: ../../Whats-New.md:1071 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:1056 +#: ../../Whats-New.md:1072 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:1057 +#: ../../Whats-New.md:1073 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:1058 +#: ../../Whats-New.md:1074 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:1059 +#: ../../Whats-New.md:1075 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:1060 +#: ../../Whats-New.md:1076 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -5196,75 +5286,75 @@ 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:1061 +#: ../../Whats-New.md:1077 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:1062 +#: ../../Whats-New.md:1078 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:1063 +#: ../../Whats-New.md:1079 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:1064 +#: ../../Whats-New.md:1080 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:1065 +#: ../../Whats-New.md:1081 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:1066 +#: ../../Whats-New.md:1082 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:1067 +#: ../../Whats-New.md:1083 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:1068 +#: ../../Whats-New.md:1084 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:1069 +#: ../../Whats-New.md:1085 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:1070 +#: ../../Whats-New.md:1086 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:1071 +#: ../../Whats-New.md:1087 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:1072 +#: ../../Whats-New.md:1088 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:1075 +#: ../../Whats-New.md:1091 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5272,57 +5362,57 @@ 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:1077 +#: ../../Whats-New.md:1093 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1078 +#: ../../Whats-New.md:1094 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:1082 +#: ../../Whats-New.md:1098 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1087 +#: ../../Whats-New.md:1103 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:1088 +#: ../../Whats-New.md:1104 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:1089 +#: ../../Whats-New.md:1105 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:1090 +#: ../../Whats-New.md:1106 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:1094 +#: ../../Whats-New.md:1110 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1099 +#: ../../Whats-New.md:1115 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:1100 +#: ../../Whats-New.md:1116 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:1101 +#: ../../Whats-New.md:1117 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:1102 +#: ../../Whats-New.md:1118 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5330,83 +5420,83 @@ 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:1103 +#: ../../Whats-New.md:1119 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:1104 +#: ../../Whats-New.md:1120 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:1108 +#: ../../Whats-New.md:1124 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1113 +#: ../../Whats-New.md:1129 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:1114 +#: ../../Whats-New.md:1130 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1115 +#: ../../Whats-New.md:1131 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:1116 +#: ../../Whats-New.md:1132 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:1119 +#: ../../Whats-New.md:1135 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:1122 +#: ../../Whats-New.md:1138 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:1123 +#: ../../Whats-New.md:1139 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:1127 +#: ../../Whats-New.md:1143 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1132 +#: ../../Whats-New.md:1148 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:1136 +#: ../../Whats-New.md:1152 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1141 +#: ../../Whats-New.md:1157 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:1144 +#: ../../Whats-New.md:1160 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:1145 +#: ../../Whats-New.md:1161 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5414,189 +5504,189 @@ 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:1148 +#: ../../Whats-New.md:1164 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:1153 +#: ../../Whats-New.md:1169 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1158 +#: ../../Whats-New.md:1174 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:1159 +#: ../../Whats-New.md:1175 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1160 +#: ../../Whats-New.md:1176 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:1161 +#: ../../Whats-New.md:1177 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:1162 +#: ../../Whats-New.md:1178 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:1163 +#: ../../Whats-New.md:1179 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:1164 +#: ../../Whats-New.md:1180 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:1165 +#: ../../Whats-New.md:1181 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:1166 +#: ../../Whats-New.md:1182 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:1167 +#: ../../Whats-New.md:1183 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1168 +#: ../../Whats-New.md:1184 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:1169 +#: ../../Whats-New.md:1185 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:1170 +#: ../../Whats-New.md:1186 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:1171 +#: ../../Whats-New.md:1187 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:1172 +#: ../../Whats-New.md:1188 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:1173 +#: ../../Whats-New.md:1189 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:1174 +#: ../../Whats-New.md:1190 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:1175 +#: ../../Whats-New.md:1191 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:1176 +#: ../../Whats-New.md:1192 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:1177 +#: ../../Whats-New.md:1193 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:1178 +#: ../../Whats-New.md:1194 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:1179 +#: ../../Whats-New.md:1195 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:1180 +#: ../../Whats-New.md:1196 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1183 +#: ../../Whats-New.md:1199 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:1184 +#: ../../Whats-New.md:1200 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1185 +#: ../../Whats-New.md:1201 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:1186 +#: ../../Whats-New.md:1202 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:1187 +#: ../../Whats-New.md:1203 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:1188 +#: ../../Whats-New.md:1204 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:1189 +#: ../../Whats-New.md:1205 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:1190 +#: ../../Whats-New.md:1206 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:1191 +#: ../../Whats-New.md:1207 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:1192 +#: ../../Whats-New.md:1208 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:1193 +#: ../../Whats-New.md:1209 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -5604,13 +5694,13 @@ 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:1196 +#: ../../Whats-New.md:1212 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:1197 +#: ../../Whats-New.md:1213 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -5618,97 +5708,97 @@ 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:1198 +#: ../../Whats-New.md:1214 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:1202 +#: ../../Whats-New.md:1218 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1207 +#: ../../Whats-New.md:1223 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:1211 +#: ../../Whats-New.md:1227 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1216 +#: ../../Whats-New.md:1232 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1217 +#: ../../Whats-New.md:1233 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:1218 +#: ../../Whats-New.md:1234 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:1219 +#: ../../Whats-New.md:1235 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1220 +#: ../../Whats-New.md:1236 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1221 +#: ../../Whats-New.md:1237 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:1222 +#: ../../Whats-New.md:1238 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:1223 +#: ../../Whats-New.md:1239 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:1224 +#: ../../Whats-New.md:1240 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:1225 +#: ../../Whats-New.md:1241 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:1228 +#: ../../Whats-New.md:1244 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:1229 +#: ../../Whats-New.md:1245 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:1230 +#: ../../Whats-New.md:1246 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:1231 +#: ../../Whats-New.md:1247 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:1232 +#: ../../Whats-New.md:1248 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:1233 +#: ../../Whats-New.md:1249 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)"