diff --git a/CREDITS.md b/CREDITS.md index 50a681f3b9..8b69902c54 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -321,7 +321,7 @@ This page lists all the individual contributions to the project by their author. - `ImmuneToCrit` for shields - Forbidding parallel AI queues by type - The option to allow `DieSound/VoiceDie` being played when grinding - - Allow iron-curtain effects on infantries + - Allow iron-curtain effects on infantry - Break the mindcontrol link when capturing a mind-controlled building with engineer - Remove sound events when mind-controlled vehicles deploy into buildings or when buildings considered as vehicles get captured - Building LightSource tint S/L fix @@ -352,7 +352,7 @@ This page lists all the individual contributions to the project by their author. - Fix `AltNextScenario` not taking effect - Fix `Hospital=yes` building can't kick out infantry after loading a save - `600 The shield of the attached object is broken` bug fix for the triggered event - - Fixed an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully + - Fix an issue where a portion of Ares's trigger event 75/77 was determined unsuccessfully - Second weapon with `ElectricAssault=yes` will not unconditionally attack your building with `Overpowerable=yes` - Fix the issue where some units crashed after the deployment transformation - Engineers can enter buildings normally when they don't need to be repaired (or you can force it by pressing Alt) @@ -399,7 +399,7 @@ This page lists all the individual contributions to the project by their author. - **Apollo** - Translucent SHP drawing patches - **ststl**: - Customizable `ShowTimer` priority of superweapons - - Iron Curtain effects customization on infantries and organic units + - Iron Curtain effects customization on infantry and organic units - Use `CustomPalette` for animations with `Tiled=yes` - Unlimited `AlternateFLH` entries - Build limit group diff --git a/README.md b/README.md index 04d0d41674..4b60e3dbd0 100644 --- a/README.md +++ b/README.md @@ -59,7 +59,7 @@ Documentation You can switch between versions (displays latest develop nightly version by default) in the bottom right corner, as well as download a PDF version. -The documentation is split by a few major categories, each represented with a page on the sidebar. Each page has its contents grouped into multiple subcategories, be it buildings, technotypes, infantries, superweapons or something else. +The documentation is split by a few major categories, each represented with a page on the sidebar. Each page has its contents grouped into multiple subcategories, be it buildings, technotypes, infantry, superweapons or something else. ### How to read code snippets diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 041f0f255d..5102e804b6 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -126,8 +126,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - It is now possible to enable `Verses` and `PercentAtMax` to be applied on negative damage by setting `ApplyModifiersOnNegativeDamage` to true on the Warhead. - Attached animations on flying units now have their layer updated immediately after the parent unit, if on same layer they always draw above the parent. - Fixed an issue where the powered anims of `Powered` / `PoweredSpecial` buildings cease to update when being captured by enemies. -- Fix a glitch related to incorrect target setting for missiles. -- Fix [EIP 00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14) when attempting to read `[Header]` section of campaign maps. +- Fixed a glitch related to incorrect target setting for missiles. +- Fixed [EIP 00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14) when attempting to read `[Header]` section of campaign maps. - Units will no longer rotate its turret under EMP. - Jumpjets will no longer wobble under EMP. - Removed jumpjet units' deceleration when crashing onto buildings. @@ -139,7 +139,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed units with Teleport, Tunnel or Fly locomotor being unable to be visually flipped like other locomotors do. - Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction. - Spawned aircraft now align with the spawner's facing when landing. -- Fixed the bug that waypointing unarmed infantries with agent/engineer/occupier to a spyable/capturable/occupiable building triggers `EnteredBy` event by executing capture mission. +- Fixed the bug that waypointing unarmed infantry with agent/engineer/occupier to a spyable/capturable/occupiable building triggers `EnteredBy` event by executing capture mission. - `PowerUpN` building animations can now use `Powered` & `PoweredLight/Effect/Special` keys. - Fixed a desync potentially caused by displaying of cursor over selected `DeploysInto` units. - Skipped drawing rally point line when undeploying a factory. @@ -160,7 +160,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed `Temporal=true` Warheads potentially crashing game if used to attack `Slaved=true` infantry. - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast. - Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them. -- Removed 0 damage effect on jumpjet infantries from `InfDeath=9` warhead. +- Removed 0 damage effect on jumpjet infantry from `InfDeath=9` warhead. - Fixed Nuke & Dominator Level lighting not applying to AircraftTypes. - Skip target scanning function calling for unarmed technos. - Projectiles created from `AirburstWeapon` now remember the WeaponType and can apply radiation etc. @@ -967,8 +967,8 @@ This may subject to further changes. ### Kill spawns on low power -- `Powered=yes` structures that spawns aircraft like Aircrafts Carriers will stop targeting the enemy if low power. -- Spawned aircrafts self-destruct if they are flying. +- `Powered=yes` structures that spawn aircraft like Aircraft Carriers will stop targeting the enemy if low power. +- Spawned aircraft self-destruct if they are flying. In `rulesmd.ini`: ```ini diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index d7ea976d4f..caf5db6c3a 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -262,7 +262,7 @@ Laser trails are very resource intensive! Due to the game not utilizing GPU havi ### Shields ![image](_static/images/technoshield-01.gif) -*Buildings, Infantries and Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)* +*Buildings, Infantry and Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)* In `rulesmd.ini`: ```ini diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 9a30044098..bae3fd024b 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -327,7 +327,7 @@ New: - Shields can inherit Techno ArmorType (by Starkku) - Income money flying-string display when harvesters or slaves are docking to refineries or when spies steal credits (by Trsdy) - Allow random crates to be generated only on lands (by Trsdy) -- Iron-curtain effects on infantries and organic units (by ststl) +- Iron-curtain effects on infantry and organic units (by ststl) - Custom `SlavesFreeSound` (by TwinkleStar) - Allows jumpjet to crash without rotation (by TwinkleStar) - Customizable priority of superweapons timer sorting(by ststl) @@ -535,7 +535,7 @@ Vanilla fixes: - Fixed teleport and drill units being unable to be visually flipped (by Trsdy) - Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as the default setting and do not always land facing north or in case of pre-placed buildings, the building's direction (by Starkku) - Spawned aircraft now align with the spawner's facing when landing (by Starkku) -- Fixed infantries attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy) +- Fixed infantry attempted to entering buildings when waypointing together with engineer/agent/occupier/etc (by Trsdy) - Fixed jumpjet crash speed when crashing onto buildings (by NetsuNegi) - Fixed a desync potentially caused by displaying of cursor over selected `DeploysInto` units (by Starkku) - Skipped drawing the rally point line when undeploying a factory (by Trsdy) @@ -553,7 +553,7 @@ Vanilla fixes: - Fixed some locomotors (Tunnel, Walk, Mech) getting stuck when moving too fast (by NetsuNegi) - Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn in unit palette will now have cell lighting changes applied on them (by Starkku) - Fixed Nuke & Dominator Level lighting not applying to AircraftTypes (by Starkku) -- Removed the 0 damage effect from `InfDeath=9` warheads to in-air infantries (by Trsdy) +- Removed the 0 damage effect from `InfDeath=9` warheads to in-air infantry (by Trsdy) - Projectiles created from `AirburstWeapon` now remember their WeaponType and can apply radiation etc. (by Starkku) - Fixed damaged aircraft not repairing on `UnitReload=true` docks unless they land on the dock first (by Starkku) - Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, `WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be toggled to be parsed for lunar theater (by Starkku) @@ -786,7 +786,7 @@ New: - Customizable projectile gravity (by secsome) - Gates can now link with walls correctly via `NSGates` or `EWGates` (by Uranusian) - Per-warhead toggle for decloak of damaged targets (by Starkku) -- `DeployFireWeapon=-1` now allows the deployed infantries using both weapons as undeployed (by Uranusian) +- `DeployFireWeapon=-1` now allows the deployed infantry using both weapons as undeployed (by Uranusian) - Power delta (surplus) counter for sidebar (by Morton) - Added Production and Money to Dump Object Info command (by FS-21) - `EnemyUIName=` Now also works for other TechnoTypes (by Otamaa) @@ -914,8 +914,8 @@ Non-DLL: Phobos fixes: - Fixed shield type info not saving properly (by Uranusian) - Fixed extended building upgrades logic not properly interacting with Ares' BuildLimit check (by Uranusian) -- Fix more random crashes for `CameoPriority` (by Uranusian) -- Fix aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku) +- Fixed more random crashes for `CameoPriority` (by Uranusian) +- Fixed aircraft weapons causing game freeze when burst index was not correctly reset after firing (by Starkku) ``` @@ -1010,7 +1010,7 @@ Vanilla fixes: - Map previews with zero size won't crash the game anymore (by Kerbiter & Belonit) - Tileset 255+ bridge fix (by E1 Elite) - Fixed fatal errors when `Blowfish.dll` couldn't be registered in the system properly due to missing admin rights (by Belonit) -- Fix to take Burst into account for aircraft weapon shots beyond the first one (by Starkku) +- Fixed to take Burst into account for aircraft weapon shots beyond the first one (by Starkku) - Fixed the bug when units are already dead but still in map (for sinking, crashing, dying animation, etc.), they could die again (by Uranusian) - Fixed the bug when cloaked Desolator was unable to fire his deploy weapon (by Otamaa) - Fixed the bug when `InfiniteMindControl` with `Damage=1` will auto-release the victim to control new one (by Uranusian) diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index b6098eab42..c26bfafaca 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po +++ b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po @@ -1258,7 +1258,7 @@ 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:325 -msgid "Allow iron-curtain effects on infantries" +msgid "Allow iron-curtain effects on infantry" msgstr "允许在步兵上使用铁幕效果" #: ../../../CREDITS.md:326 @@ -1391,7 +1391,7 @@ msgstr "对 `600 对象护盾被摧毁...` 触发条件的修复" #: ../../../CREDITS.md:356 msgid "" -"Fixed an issue where a portion of Ares's trigger event 75/77 was " +"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" @@ -1631,7 +1631,7 @@ msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" #: ../../../CREDITS.md:403 -msgid "Iron Curtain effects customization on infantries and organic units" +msgid "Iron Curtain effects customization on infantry and organic units" msgstr "自定义对步兵和有机体的铁幕效果" #: ../../../CREDITS.md:404 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 873ae4c2d1..1702a71dc0 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 @@ -799,12 +799,12 @@ msgid "" msgstr "修复了 `Powered`/`PoweredSpecial` 的建筑在被敌人占领时其受电力影响的动画不再更新的问题。" #: ../../Fixed-or-Improved-Logics.md:129 -msgid "Fix a glitch related to incorrect target setting for missiles." +msgid "Fixed a glitch related to incorrect target setting for missiles." msgstr "修复了有关于导弹目标设置不正确的问题。" #: ../../Fixed-or-Improved-Logics.md:130 msgid "" -"Fix [EIP " +"Fixed [EIP " "00529A14](https://modenc.renegadeprojects.com/Internal_Error/YR#eip_00529A14)" " when attempting to read `[Header]` section of campaign maps." msgstr "" @@ -867,7 +867,7 @@ msgstr "现在生成的子机在降落时会与其母舰的朝向对正。" #: ../../Fixed-or-Improved-Logics.md:142 msgid "" -"Fixed the bug that waypointing unarmed infantries with " +"Fixed the bug that waypointing unarmed infantry with " "agent/engineer/occupier to a spyable/capturable/occupiable building " "triggers `EnteredBy` event by executing capture mission." msgstr "修复了在路径点中为间谍/工程师/可驻军步兵设置目标为可渗透/占领/驻军的建筑执行行为时会触发 `被...进入` 条件的 Bug。" @@ -1003,7 +1003,7 @@ msgid "" msgstr "现在使用 `MakeInfantry` 和 `UseNormalLight=false` 并使用单位色盘绘制的动画将正常应用单元格的亮度变化。" #: ../../Fixed-or-Improved-Logics.md:163 -msgid "Removed 0 damage effect on jumpjet infantries from `InfDeath=9` warhead." +msgid "Removed 0 damage effect on jumpjet infantry from `InfDeath=9` warhead." msgstr "移除了 `InfDeath=9` 的弹头对 Jumpjet 步兵只能造成 0 伤害的效果。" #: ../../Fixed-or-Improved-Logics.md:164 @@ -3072,12 +3072,12 @@ msgstr "断电时击杀子机" #: ../../Fixed-or-Improved-Logics.md:970 msgid "" -"`Powered=yes` structures that spawns aircraft like Aircrafts Carriers " +"`Powered=yes` structures that spawn aircraft like Aircraft Carriers " "will stop targeting the enemy if low power." msgstr "像航空母舰那样生成子机的 `Powered=yes` 结构将在断电时停止攻击敌人。" #: ../../Fixed-or-Improved-Logics.md:971 -msgid "Spawned aircrafts self-destruct if they are flying." +msgid "Spawned aircraft 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:979 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 1b8f62c4df..b1debf58d3 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 @@ -786,7 +786,7 @@ msgstr "护盾" #: ../../New-or-Enhanced-Logics.md:264 msgid "" -"![image](_static/images/technoshield-01.gif) *Buildings, Infantries and " +"![image](_static/images/technoshield-01.gif) *Buildings, Infantry and " "Vehicles with Shield in [Fantasy ADVENTURE](https://www.moddb.com/mods" "/fantasy-adventure)*" msgstr "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 2e3bcb72a4..1fa3e65892 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po +++ b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po @@ -603,7 +603,7 @@ 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:330 -msgid "Iron-curtain effects on infantries and organic units (by ststl)" +msgid "Iron-curtain effects on infantry 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:331 @@ -1701,7 +1701,7 @@ msgstr "现在生成的子机在降落时会与其母舰的朝向对正(by Sta #: ../../Whats-New.md:538 msgid "" -"Fixed infantries attempted to entering buildings when waypointing " +"Fixed infantry 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)" @@ -1815,7 +1815,7 @@ 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 #: ../../Whats-New.md:556 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air " -"infantries (by Trsdy)" +"infantry (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:557 @@ -3086,7 +3086,7 @@ msgstr "自定义被伤害目标解除隐形(by Starkku)" #: ../../Whats-New.md:789 msgid "" -"`DeployFireWeapon=-1` now allows the deployed infantries using both " +"`DeployFireWeapon=-1` now allows the deployed infantry 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)" @@ -3698,12 +3698,12 @@ msgid "" 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:917 -msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" +msgid "Fixed 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:918 msgid "" -"Fix aircraft weapons causing game freeze when burst index was not " +"Fixed 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)" @@ -3957,7 +3957,7 @@ msgstr "修复了由于确实管理员权限导致 `Blowfish.dll` 无法正确 #: ../../Whats-New.md:1013 msgid "" -"Fix to take Burst into account for aircraft weapon shots beyond the first" +"Fixed 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)" diff --git a/docs/locale/zh_CN/LC_MESSAGES/index.po b/docs/locale/zh_CN/LC_MESSAGES/index.po index 416a85e607..5c0a6271ac 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/index.po +++ b/docs/locale/zh_CN/LC_MESSAGES/index.po @@ -358,7 +358,7 @@ msgstr "你可以在右下角切换版本(默认显示最新开发的每夜构 msgid "" "The documentation is split by a few major categories, each represented " "with a page on the sidebar. Each page has its contents grouped into " -"multiple subcategories, be it buildings, technotypes, infantries, " +"multiple subcategories, be it buildings, technotypes, infantry, " "superweapons or something else." msgstr "文档分为几个大类,每类在侧边栏上都有一个页面。每个页面的内容又分为多个子类别,包括建筑、科技类型、步兵、超级武器或其他。"