diff --git a/CREDITS.md b/CREDITS.md index 5a508b272e..ad5da09b58 100644 --- a/CREDITS.md +++ b/CREDITS.md @@ -342,7 +342,7 @@ 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 @@ -453,11 +453,11 @@ This page lists all the individual contributions to the project by their author. - Fix the bug that techno unit will draw with ironcurtain and airstrike color and intensity who disguised as terrain or overlay - Iron Curtain/Custom Tint Support for SHP Turreted Vehicles - Allow setting whether `AlternateFLH` applies to vehicle passengers in the transport unit - - Fix the bug that vehicle fall on infantries will make all cell content has been removed + - Fix the bug that vehicle fall on infantry will make all cell content has been removed - **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 @@ -624,8 +624,8 @@ This page lists all the individual contributions to the project by their author. - Fix an issue that jumpjets in air can not correctly spawn missiles - Customize the chained damage of the wall - Fix an issue that jumpjet vehicles can not stop correctly when assigned a target in range - - Fix an issue that jumpjet infantries stop incorrectly when assigned a target out of range - - Fix an issue that jumpjet infantries' shadow is always drawn even if they are cloaked + - Fix an issue that jumpjet infantry stop incorrectly when assigned a target out of range + - Fix an issue that jumpjet infantry' shadow is always drawn even if they are cloaked - Fix an issue that technos head to building's dock even they are not going to dock - Fix an issue that the jumpjet vehicles cannot stop correctly after going berserk - Attack and damage technos underground diff --git a/README.md b/README.md index f0bab17c8d..fc501e3eb1 100644 --- a/README.md +++ b/README.md @@ -61,7 +61,7 @@ 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 a2cda760cc..c2c9bcf7d3 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -125,8 +125,8 @@ 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. @@ -138,7 +138,7 @@ 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. @@ -159,7 +159,7 @@ 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. @@ -269,7 +269,7 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that the techno with weapon with `AA=yes` and `AG=no` would not auto targeting units that are falling, such as paratroopers. - Iron Curtain/Custom Tint Support for SHP Turreted Vehicles. - Reactivate unused trigger events 2, 53, and 54. -- Fixed the bug that vehicle fall on infantries will make all cell content has been removed. +- Fixed the bug that vehicle fall on infantry will make all cell content has been removed. ## Fixes / interactions with other extensions @@ -298,8 +298,8 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - The game also automatically copies `spawn.ini` to the save folder as `spawnSG.ini` when saving a game. - Fixed an issue that Ares' Type Conversion not resetting barrel's direction by `FireAngle`. - Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range. -- Fixed an issue that jumpjet infantries stop incorrectly when assigned a target out of range. -- Fixed an issue that jumpjet infantries' shadow is always drawn even if they are cloaked. +- Fixed an issue that jumpjet infantry stop incorrectly when assigned a target out of range. +- Fixed an issue that jumpjet infantry' shadow is always drawn even if they are cloaked. - Fixed an issue that technos head to building's dock even they are not going to dock. - Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk. - Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's repair flash effect. @@ -1373,8 +1373,8 @@ 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 058b236e44..4fab9a74c3 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -292,7 +292,7 @@ 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 @@ -869,7 +869,7 @@ Trajectory.Speed=100.0 ; floating point value - `Trajectory.Straight.ProximityMedial` controls whether to detonate `Trajectory.Straight.ProximityWarhead` at the bullet's location rather than the proximity target's location. If `Trajectory.Straight.ProximityDirect` is set to true, this will only affect the calculation result of `Trajectory.Straight.EdgeAttenuation`. - `Trajectory.Straight.ProximityAllies` controls whether allies will also trigger the proximity fuse. - `Trajectory.Straight.ProximityFlight` controls whether to count units in the air. - - `Trajectory.Straight.ThroughVehicles` controls whether the projectile will not be obstructed by vehicles or aircrafts on the ground. When it is obstructed, it will be directly detonated at its location. If it still have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle. + - `Trajectory.Straight.ThroughVehicles` controls whether the projectile will not be obstructed by vehicles or aircraft on the ground. When it is obstructed, it will be directly detonated at its location. If it still have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle. - `Trajectory.Straight.ThroughBuilding` controls whether the projectile will not be obstructed by buildings. When it is obstructed, it will be directly detonated at its location. If it still have `Trajectory.Straight.ProximityImpact` times, it will also detonate a `Trajectory.Straight.ProximityImpact` at the location of the obstacle. - `Trajectory.Straight.SubjectToGround` controls whether the projectile should explode when it hits the ground. Note that this will not make AI search for suitable attack locations. - `Trajectory.Straight.ConfineAtHeight` controls the height above ground that projectile will try to travel as it can. It can not move down from the cliff by setting `SubjectToCliffs=true`. It can be cancelled by setting as a non positive integer. It will be forcibly cancelled by setting `Trajectory.Speed` above 256. @@ -1020,7 +1020,7 @@ Trajectory.Parabola.AxisOfRotation=0,0,1 ; integer - Forward,Lateral,Heig ``` ```{note} -- Compared to vanilla `Arcing`, this can also be used for aircrafts and airburst weapon. +- Compared to vanilla `Arcing`, this can also be used for aircraft and airburst weapon. - Certainly, `Gravity` can also affect the trajectory. ``` @@ -2594,7 +2594,7 @@ Burst.FireWithinSequence=false ; boolean ### Burst without delay -- 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 to fire all bursts in one frame by setting the `Burst.NoDelay` to true. +- In vanilla, vehicles and infantry will only fire once in one frame, even if their `ROF` or `BurstDelay` is set to 0. Now you can force units to fire all bursts in one frame by setting the `Burst.NoDelay` to true. In `rulesmd.ini`: ```ini diff --git a/docs/Whats-New.md b/docs/Whats-New.md index ce89f81c75..c1c8b73012 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -478,7 +478,7 @@ Vanilla fixes: - `DeployingAnim` using unit drawer now also tint accordingly with the unit (by Starkku) - Jumpjets in air now can correctly spawn missiles (by TaranDahl) - Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos (by CrimRecya) -- Fixed an issue that jumpjet infantries' shadow is always drawn even if they are cloaked (by TaranDahl) +- Fixed an issue that jumpjet infantry' shadow is always drawn even if they are cloaked (by TaranDahl) - Fixed an issue that technos head to building's dock even they are not going to dock (by TaranDahl) - Fixed an issue that the jumpjet vehicles cannot stop correctly after going berserk (by TaranDahl) - Fixed an issue that infantry walking through a cell containing a tree would cause it to be impassable to other houses (by TaranDahl) @@ -487,7 +487,7 @@ Vanilla fixes: - Fixed an issue that the techno with weapon with `AA=yes` and `AG=no` would not auto targeting units that are falling, such as paratroopers (by TaranDahl) - Iron Curtain/Custom Tint Support for SHP Turreted Vehicles (by NetsuNegi & FlyStar) - Reactivate unused trigger events 2, 53, and 54 (by FlyStar) -- Fixed the bug that vehicle fall on infantries will make all cell content has been removed (by NetsuNegi) +- Fixed the bug that vehicle fall on infantry will make all cell content has been removed (by NetsuNegi) Phobos fixes: - Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it (by NetsuNegi) @@ -503,7 +503,7 @@ Phobos fixes: - 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 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 infantry stop incorrectly when assigned a target out of range (by TaranDahl) - Fixed an issue where the 77 trigger event in Ares was not functioning properly (by NetsuNegi) - Fixed an interaction error between the engineer and the Ares rubble (by FlyStar) - Fixed the projection location of selectbox when over elevated bridge (by NetsuNegi) @@ -535,7 +535,7 @@ 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) @@ -743,7 +743,7 @@ 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) @@ -761,7 +761,7 @@ 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) @@ -998,7 +998,7 @@ 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) @@ -1127,8 +1127,8 @@ 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) ``` @@ -1224,7 +1224,7 @@ 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 52ac14ea2a..ce12cd7c93 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: 2025-10-26 00:40+0800\n" +"POT-Creation-Date: 2025-10-29 19:59+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -185,7 +185,7 @@ msgstr "VSCode 配置" msgid "Code style" msgstr "代码样式" -#: ../../../CREDITS.md:48 ../../../CREDITS.md:479 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:480 msgid "Customizable ElectricBolt Arcs" msgstr "自定义 EBolt 电弧" @@ -502,7 +502,7 @@ 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:132 ../../../CREDITS.md:572 +#: ../../../CREDITS.md:132 ../../../CREDITS.md:573 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" @@ -1168,7 +1168,7 @@ msgstr "`601 所属方存在科技类型...` 与 `602 所属方不·存在科技 msgid "Extending `Power` to all TechnoTypes" msgstr "将 `Power` 扩展到所有科技类型" -#: ../../../CREDITS.md:302 ../../../CREDITS.md:465 +#: ../../../CREDITS.md:302 ../../../CREDITS.md:466 msgid "Display banner by triggers" msgstr "横幅相关触发" @@ -1344,7 +1344,7 @@ 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:346 -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:347 @@ -1505,9 +1505,9 @@ msgid "" "your building with `Overpowerable=yes`" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑" -#: ../../../CREDITS.md:383 ../../../CREDITS.md:467 +#: ../../../CREDITS.md:383 ../../../CREDITS.md:468 msgid "Fix the issue where some units crashed after the deployment transformation" -msgstr "" +msgstr "修复了某些单位部署变形后崩溃的问题" #: ../../../CREDITS.md:384 msgid "Turretless vehicles with `Voxel=no` support use `FireUp` like infantry" @@ -1648,7 +1648,7 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:412 ../../../CREDITS.md:565 +#: ../../../CREDITS.md:412 ../../../CREDITS.md:566 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" @@ -1682,7 +1682,7 @@ msgid "" "anymore when lifting by `IsLocomotor=yes` warhead" msgstr "修复了矿车被 `IsLocomotor=yes` 的弹头抬起也不会停止卸载状态且无法继续正常卸载的 Bug" -#: ../../../CREDITS.md:419 ../../../CREDITS.md:524 +#: ../../../CREDITS.md:419 ../../../CREDITS.md:525 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" @@ -1755,7 +1755,7 @@ msgid "" "aircraft or some unit try crush it" msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug" -#: ../../../CREDITS.md:435 ../../../CREDITS.md:535 +#: ../../../CREDITS.md:435 ../../../CREDITS.md:536 msgid "Exclusive SuperWeapon Sidebar" msgstr "超武侧边栏" @@ -1853,705 +1853,711 @@ msgstr "修复了单位在伪装成地形对象或覆盖物时铁幕与空袭染 #: ../../../CREDITS.md:456 msgid "" -"Allow setting whether `AlternateFLH` applies to vehicle passengers in the " -"transport unit" -msgstr "" -"允许设定 `AlternateFLH` 是否作用于运输工具中的载具类载员" +"Allow setting whether `AlternateFLH` applies to vehicle passengers in the" +" transport unit" +msgstr "允许设定 `AlternateFLH` 是否作用于运输工具中的载具类载员" #: ../../../CREDITS.md:457 +msgid "" +"Fix the bug that vehicle fall on infantry will make all cell content " +"has been removed" +msgstr "" +"修复了载具落到有步兵的单元格上时会将格内所有对象全部移除的 Bug" + +#: ../../../CREDITS.md:458 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:458 +#: ../../../CREDITS.md:459 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:459 +#: ../../../CREDITS.md:460 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:460 -msgid "Iron Curtain effects customization on infantries and organic units" +#: ../../../CREDITS.md:461 +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:461 +#: ../../../CREDITS.md:462 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:462 +#: ../../../CREDITS.md:463 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:463 +#: ../../../CREDITS.md:464 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:464 +#: ../../../CREDITS.md:465 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:466 +#: ../../../CREDITS.md:467 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:468 +#: ../../../CREDITS.md:469 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:470 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:471 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:472 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:472 +#: ../../../CREDITS.md:473 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:473 ../../../CREDITS.md:560 +#: ../../../CREDITS.md:474 ../../../CREDITS.md:561 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:475 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:476 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:476 +#: ../../../CREDITS.md:477 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:477 +#: ../../../CREDITS.md:478 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:478 +#: ../../../CREDITS.md:479 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:481 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:482 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:483 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:483 +#: ../../../CREDITS.md:484 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:484 +#: ../../../CREDITS.md:485 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:486 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:486 +#: ../../../CREDITS.md:487 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:488 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:488 +#: ../../../CREDITS.md:489 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:489 +#: ../../../CREDITS.md:490 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:490 +#: ../../../CREDITS.md:491 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:492 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:492 +#: ../../../CREDITS.md:493 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:494 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:494 +#: ../../../CREDITS.md:495 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:495 +#: ../../../CREDITS.md:496 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:497 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:497 +#: ../../../CREDITS.md:498 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:498 +#: ../../../CREDITS.md:499 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:499 +#: ../../../CREDITS.md:500 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:500 +#: ../../../CREDITS.md:501 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:501 +#: ../../../CREDITS.md:502 msgid "Enhanced Straight trajectory" msgstr "增强的直线弹道" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:503 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:503 +#: ../../../CREDITS.md:504 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:504 +#: ../../../CREDITS.md:505 msgid "New Parabola trajectory" msgstr "新的抛物线弹道" -#: ../../../CREDITS.md:505 ../../../CREDITS.md:563 +#: ../../../CREDITS.md:506 ../../../CREDITS.md:564 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击弹道" -#: ../../../CREDITS.md:506 ../../../CREDITS.md:594 +#: ../../../CREDITS.md:507 ../../../CREDITS.md:595 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:508 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:508 +#: ../../../CREDITS.md:509 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:509 +#: ../../../CREDITS.md:510 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:510 +#: ../../../CREDITS.md:511 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:511 +#: ../../../CREDITS.md:512 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:512 +#: ../../../CREDITS.md:513 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:513 +#: ../../../CREDITS.md:514 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:514 +#: ../../../CREDITS.md:515 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:515 +#: ../../../CREDITS.md:516 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:516 +#: ../../../CREDITS.md:517 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:517 +#: ../../../CREDITS.md:518 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:518 +#: ../../../CREDITS.md:519 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:519 ../../../CREDITS.md:604 +#: ../../../CREDITS.md:520 ../../../CREDITS.md:605 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:520 +#: ../../../CREDITS.md:521 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:521 +#: ../../../CREDITS.md:522 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:522 +#: ../../../CREDITS.md:523 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:523 +#: ../../../CREDITS.md:524 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:525 +#: ../../../CREDITS.md:526 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:526 +#: ../../../CREDITS.md:527 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:527 +#: ../../../CREDITS.md:528 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:528 +#: ../../../CREDITS.md:529 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:529 +#: ../../../CREDITS.md:530 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:530 +#: ../../../CREDITS.md:531 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:531 +#: ../../../CREDITS.md:532 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:532 +#: ../../../CREDITS.md:533 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../../CREDITS.md:533 +#: ../../../CREDITS.md:534 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../../CREDITS.md:534 +#: ../../../CREDITS.md:535 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:536 +#: ../../../CREDITS.md:537 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:537 +#: ../../../CREDITS.md:538 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:538 +#: ../../../CREDITS.md:539 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:539 +#: ../../../CREDITS.md:540 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:540 +#: ../../../CREDITS.md:541 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../../CREDITS.md:541 +#: ../../../CREDITS.md:542 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:542 +#: ../../../CREDITS.md:543 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:543 +#: ../../../CREDITS.md:544 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:544 +#: ../../../CREDITS.md:545 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:545 ../../../CREDITS.md:617 +#: ../../../CREDITS.md:546 ../../../CREDITS.md:618 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../../CREDITS.md:546 +#: ../../../CREDITS.md:547 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:547 +#: ../../../CREDITS.md:548 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:548 +#: ../../../CREDITS.md:549 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../../CREDITS.md:549 +#: ../../../CREDITS.md:550 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../../CREDITS.md:550 +#: ../../../CREDITS.md:551 msgid "Restore turret recoil effect" msgstr "复原炮塔制退" -#: ../../../CREDITS.md:551 +#: ../../../CREDITS.md:552 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:552 +#: ../../../CREDITS.md:553 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:553 +#: ../../../CREDITS.md:554 msgid "Jumpjet Climbing Logic Enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../../CREDITS.md:554 +#: ../../../CREDITS.md:555 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:555 +#: ../../../CREDITS.md:556 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:556 +#: ../../../CREDITS.md:557 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:557 +#: ../../../CREDITS.md:558 msgid "" "Allow the aircraft to enter area guard mission and not crash immediately " "without any airport" 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" -#: ../../../CREDITS.md:558 +#: ../../../CREDITS.md:559 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:559 +#: ../../../CREDITS.md:560 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:561 +#: ../../../CREDITS.md:562 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:562 +#: ../../../CREDITS.md:563 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:564 +#: ../../../CREDITS.md:565 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:566 +#: ../../../CREDITS.md:567 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:567 +#: ../../../CREDITS.md:568 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:568 +#: ../../../CREDITS.md:569 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:569 +#: ../../../CREDITS.md:570 msgid "Passenger-based insignias" msgstr "根据乘客切换军衔" -#: ../../../CREDITS.md:570 +#: ../../../CREDITS.md:571 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:571 +#: ../../../CREDITS.md:572 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:573 +#: ../../../CREDITS.md:574 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:574 +#: ../../../CREDITS.md:575 msgid "Display banner improvement and doc" msgstr "横幅的改进与文档" -#: ../../../CREDITS.md:575 +#: ../../../CREDITS.md:576 msgid "Damage multiplier for health percentage" msgstr "对不同剩余血量的伤害修正比" -#: ../../../CREDITS.md:576 +#: ../../../CREDITS.md:577 msgid "Linked superweapons tweak" msgstr "对联动超武的调整" -#: ../../../CREDITS.md:577 +#: ../../../CREDITS.md:578 msgid "Randomized anims for several behaviors" msgstr "几种行为的随机动画" -#: ../../../CREDITS.md:578 +#: ../../../CREDITS.md:579 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:579 +#: ../../../CREDITS.md:580 msgid "Shield respawn animation and weapon" msgstr "护盾重生动画与武器" -#: ../../../CREDITS.md:580 +#: ../../../CREDITS.md:581 msgid "Toggle off laser trail and shake effects" msgstr "关闭激光尾焰与屏幕抖动效果" -#: ../../../CREDITS.md:581 +#: ../../../CREDITS.md:582 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星弹道雏形" -#: ../../../CREDITS.md:582 +#: ../../../CREDITS.md:583 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:583 +#: ../../../CREDITS.md:584 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:584 +#: ../../../CREDITS.md:585 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:585 +#: ../../../CREDITS.md:586 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:586 +#: ../../../CREDITS.md:587 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:587 +#: ../../../CREDITS.md:588 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:588 +#: ../../../CREDITS.md:589 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:589 +#: ../../../CREDITS.md:590 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:590 +#: ../../../CREDITS.md:591 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:591 +#: ../../../CREDITS.md:592 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:592 +#: ../../../CREDITS.md:593 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:593 +#: ../../../CREDITS.md:594 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:595 +#: ../../../CREDITS.md:596 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:596 +#: ../../../CREDITS.md:597 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:597 +#: ../../../CREDITS.md:598 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:599 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:599 +#: ../../../CREDITS.md:600 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:600 +#: ../../../CREDITS.md:601 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:601 +#: ../../../CREDITS.md:602 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:602 +#: ../../../CREDITS.md:603 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:604 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:605 +#: ../../../CREDITS.md:606 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:606 +#: ../../../CREDITS.md:607 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:607 +#: ../../../CREDITS.md:608 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:608 +#: ../../../CREDITS.md:609 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:609 +#: ../../../CREDITS.md:610 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:610 +#: ../../../CREDITS.md:611 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:611 +#: ../../../CREDITS.md:612 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:612 +#: ../../../CREDITS.md:613 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:613 +#: ../../../CREDITS.md:614 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:615 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:615 +#: ../../../CREDITS.md:616 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:616 +#: ../../../CREDITS.md:617 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:618 +#: ../../../CREDITS.md:619 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:619 +#: ../../../CREDITS.md:620 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:620 +#: ../../../CREDITS.md:621 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:621 +#: ../../../CREDITS.md:622 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2559,155 +2565,155 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:622 +#: ../../../CREDITS.md:623 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:623 +#: ../../../CREDITS.md:624 msgid "" "Fix an issue that Ares' Type Conversion not resetting barrel's direction " "by `FireAngle`" msgstr "修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题" -#: ../../../CREDITS.md:624 +#: ../../../CREDITS.md:625 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:625 +#: ../../../CREDITS.md:626 msgid "Customize the chained damage of the wall" msgstr "自定义墙的连锁伤害" -#: ../../../CREDITS.md:626 +#: ../../../CREDITS.md:627 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:627 +#: ../../../CREDITS.md:628 msgid "" -"Fix an issue that jumpjet infantries stop incorrectly when assigned a " +"Fix an issue that jumpjet infantry 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:628 +#: ../../../CREDITS.md:629 msgid "" -"Fix an issue that jumpjet infantries' shadow is always drawn even if they" +"Fix an issue that jumpjet infantry' shadow is always drawn even if they" " are cloaked" msgstr "修复了 Jumpjet 步兵隐形时依然绘制影子的问题" -#: ../../../CREDITS.md:629 +#: ../../../CREDITS.md:630 msgid "" "Fix an issue that technos head to building's dock even they are not going" " to dock" msgstr "修复了单位不执行停靠命令的情况下也会前往停靠位置的问题" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:631 msgid "" "Fix an issue that the jumpjet vehicles cannot stop correctly after going " "berserk" msgstr "修复了被混乱的 Jumpjet 载具无法正确停止的问题" -#: ../../../CREDITS.md:631 +#: ../../../CREDITS.md:632 msgid "Attack and damage technos underground" msgstr "攻击和杀伤地下单位" -#: ../../../CREDITS.md:632 +#: ../../../CREDITS.md:633 msgid "" "Fix an issue that infantry walking through a cell containing a tree would" " cause it to be impassable to other houses" msgstr "修复了步兵占据包含树木的单元格会导致该单元格对其他所属方不可通行的问题" -#: ../../../CREDITS.md:633 +#: ../../../CREDITS.md:634 msgid "" "Fix an issue that the AI would enter a combat state when its building " "receiving damage from friendly units or damage not greater than 0" msgstr "修复了 AI 在建筑受到的伤害即便来自友军单位或不大于 0 点也依然进入防御状态的问题" -#: ../../../CREDITS.md:634 +#: ../../../CREDITS.md:635 msgid "" "Fix an issue that the techno with weapon with `AA=yes` and `AG=no` would " "not auto targeting units that are falling, such as paratroopers" msgstr "修复了所用武器 `AA=yes` 且 `AG=no` 的单位不会主动攻击坠落中的单位(例如伞兵)的问题" -#: ../../../CREDITS.md:635 +#: ../../../CREDITS.md:636 msgid "Dehardcode the `ZAdjust` of warhead anim" msgstr "弹头动画 `ZAdjust` 去硬编码" -#: ../../../CREDITS.md:636 +#: ../../../CREDITS.md:637 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:637 +#: ../../../CREDITS.md:638 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:638 +#: ../../../CREDITS.md:639 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:639 +#: ../../../CREDITS.md:640 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:640 +#: ../../../CREDITS.md:641 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:641 +#: ../../../CREDITS.md:642 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:642 +#: ../../../CREDITS.md:643 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:643 +#: ../../../CREDITS.md:644 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:644 +#: ../../../CREDITS.md:645 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:645 +#: ../../../CREDITS.md:646 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:646 +#: ../../../CREDITS.md:647 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:647 +#: ../../../CREDITS.md:648 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:648 +#: ../../../CREDITS.md:649 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:649 +#: ../../../CREDITS.md:650 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:650 +#: ../../../CREDITS.md:651 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:651 +#: ../../../CREDITS.md:652 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:652 +#: ../../../CREDITS.md:653 msgid "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "Digital Display" @@ -2715,23 +2721,23 @@ msgstr "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "数字化显示" -#: ../../../CREDITS.md:653 +#: ../../../CREDITS.md:654 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:654 +#: ../../../CREDITS.md:655 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:655 +#: ../../../CREDITS.md:656 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:656 +#: ../../../CREDITS.md:657 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:657 +#: ../../../CREDITS.md:658 msgid "" "**Noble Fish** - some minor improvements and fixes, established Community" " Chinese docs, took over and completely rewrite the Official Chinese docs" @@ -2740,36 +2746,36 @@ 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:658 +#: ../../../CREDITS.md:659 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:659 +#: ../../../CREDITS.md:660 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:660 +#: ../../../CREDITS.md:661 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:661 +#: ../../../CREDITS.md:662 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:662 +#: ../../../CREDITS.md:663 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:663 +#: ../../../CREDITS.md:664 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:664 +#: ../../../CREDITS.md:665 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2777,33 +2783,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:665 +#: ../../../CREDITS.md:666 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:666 +#: ../../../CREDITS.md:667 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:667 +#: ../../../CREDITS.md:668 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:668 +#: ../../../CREDITS.md:669 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:669 +#: ../../../CREDITS.md:670 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:670 +#: ../../../CREDITS.md:671 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:671 +#: ../../../CREDITS.md:672 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2811,7 +2817,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:672 +#: ../../../CREDITS.md:673 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2825,15 +2831,15 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:673 +#: ../../../CREDITS.md:674 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:674 +#: ../../../CREDITS.md:675 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:675 +#: ../../../CREDITS.md:676 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 f3d186ce93..f0ca03e78d 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: 2025-10-26 00:40+0800\n" +"POT-Creation-Date: 2025-10-29 19:59+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -173,17 +173,17 @@ msgstr "" #: ../../Fixed-or-Improved-Logics.md:30 ../../Fixed-or-Improved-Logics.md:40 #: ../../Fixed-or-Improved-Logics.md:50 ../../Fixed-or-Improved-Logics.md:79 -#: ../../Fixed-or-Improved-Logics.md:635 ../../Fixed-or-Improved-Logics.md:913 -#: ../../Fixed-or-Improved-Logics.md:1041 -#: ../../Fixed-or-Improved-Logics.md:1066 -#: ../../Fixed-or-Improved-Logics.md:1189 -#: ../../Fixed-or-Improved-Logics.md:1535 -#: ../../Fixed-or-Improved-Logics.md:1551 -#: ../../Fixed-or-Improved-Logics.md:1625 -#: ../../Fixed-or-Improved-Logics.md:1823 -#: ../../Fixed-or-Improved-Logics.md:2252 -#: ../../Fixed-or-Improved-Logics.md:2297 -#: ../../Fixed-or-Improved-Logics.md:2322 +#: ../../Fixed-or-Improved-Logics.md:636 ../../Fixed-or-Improved-Logics.md:914 +#: ../../Fixed-or-Improved-Logics.md:1042 +#: ../../Fixed-or-Improved-Logics.md:1067 +#: ../../Fixed-or-Improved-Logics.md:1190 +#: ../../Fixed-or-Improved-Logics.md:1536 +#: ../../Fixed-or-Improved-Logics.md:1552 +#: ../../Fixed-or-Improved-Logics.md:1626 +#: ../../Fixed-or-Improved-Logics.md:1824 +#: ../../Fixed-or-Improved-Logics.md:2253 +#: ../../Fixed-or-Improved-Logics.md:2298 +#: ../../Fixed-or-Improved-Logics.md:2323 msgid "image" msgstr "图像" @@ -792,12 +792,12 @@ 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:128 -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:129 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 "" @@ -860,7 +860,7 @@ 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:141 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。" @@ -996,7 +996,7 @@ 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:162 -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:163 @@ -1649,17 +1649,24 @@ msgstr "修复了铁幕/自定义染色无法将 SHP 有炮塔载具染色的 msgid "Reactivate unused trigger events 2, 53, and 54." msgstr "重新激活无效的 2、53 和 54 号触发条件。" -#: ../../Fixed-or-Improved-Logics.md:273 +#: ../../Fixed-or-Improved-Logics.md:272 +msgid "" +"Fixed the bug that vehicle fall on infantry will make all cell content " +"has been removed." +msgstr "" +"修复了载具落到有步兵的单元格上时会将格内所有对象全部移除的 Bug" + +#: ../../Fixed-or-Improved-Logics.md:274 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:275 +#: ../../Fixed-or-Improved-Logics.md:276 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:276 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1667,57 +1674,57 @@ 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:277 +#: ../../Fixed-or-Improved-Logics.md:278 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:278 +#: ../../Fixed-or-Improved-Logics.md:279 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:279 +#: ../../Fixed-or-Improved-Logics.md:280 msgid "" "`Convert.Deploy` displays 'NoDeploy' cursor if the new type is not " "allowed to move to the cell due to `SpeedType` etc." msgstr "当 `Convert.Deploy` 转换的目标单位由于 `SpeedType` 等原因无法移动到目标单元格时将会显示 `NoDeploy` 光标。" -#: ../../Fixed-or-Improved-Logics.md:280 +#: ../../Fixed-or-Improved-Logics.md:281 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:281 +#: ../../Fixed-or-Improved-Logics.md:282 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:282 +#: ../../Fixed-or-Improved-Logics.md:283 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:283 +#: ../../Fixed-or-Improved-Logics.md:284 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:284 +#: ../../Fixed-or-Improved-Logics.md:285 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:285 +#: ../../Fixed-or-Improved-Logics.md:286 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1726,54 +1733,54 @@ 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:286 +#: ../../Fixed-or-Improved-Logics.md:287 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:287 +#: ../../Fixed-or-Improved-Logics.md:288 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:288 +#: ../../Fixed-or-Improved-Logics.md:289 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:289 +#: ../../Fixed-or-Improved-Logics.md:290 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:290 +#: ../../Fixed-or-Improved-Logics.md:291 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:291 +#: ../../Fixed-or-Improved-Logics.md:292 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:292 +#: ../../Fixed-or-Improved-Logics.md:293 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:293 +#: ../../Fixed-or-Improved-Logics.md:294 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:294 +#: ../../Fixed-or-Improved-Logics.md:295 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 " @@ -1783,13 +1790,13 @@ 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:295 +#: ../../Fixed-or-Improved-Logics.md:296 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:296 +#: ../../Fixed-or-Improved-Logics.md:297 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 " @@ -1798,61 +1805,61 @@ 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:297 +#: ../../Fixed-or-Improved-Logics.md:298 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:298 +#: ../../Fixed-or-Improved-Logics.md:299 msgid "" "Fixed an issue that Ares' Type Conversion not resetting barrel's " "direction by `FireAngle`." msgstr "修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题。" -#: ../../Fixed-or-Improved-Logics.md:299 +#: ../../Fixed-or-Improved-Logics.md:300 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:300 +#: ../../Fixed-or-Improved-Logics.md:301 msgid "" -"Fixed an issue that jumpjet infantries stop incorrectly when assigned a " +"Fixed an issue that jumpjet infantry 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:301 +#: ../../Fixed-or-Improved-Logics.md:302 msgid "" -"Fixed an issue that jumpjet infantries' shadow is always drawn even if " +"Fixed an issue that jumpjet infantry' shadow is always drawn even if " "they are cloaked." msgstr "修复了 Jumpjet 步兵隐形时依然绘制影子的问题。" -#: ../../Fixed-or-Improved-Logics.md:302 +#: ../../Fixed-or-Improved-Logics.md:303 msgid "" "Fixed an issue that technos head to building's dock even they are not " "going to dock." msgstr "修复了单位不执行停靠命令的情况下也会前往停靠位置的问题。" -#: ../../Fixed-or-Improved-Logics.md:303 +#: ../../Fixed-or-Improved-Logics.md:304 msgid "" "Fixed an issue that the jumpjet vehicles cannot stop correctly after " "going berserk." msgstr "修复了被混乱的 Jumpjet 载具无法正确停止的问题。" -#: ../../Fixed-or-Improved-Logics.md:304 +#: ../../Fixed-or-Improved-Logics.md:305 msgid "" "Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's" " repair flash effect." msgstr "修复了 Ares 的 `[WarheadType] -> Flash.Duration=` 无法覆盖维修武器闪光效果的问题。" -#: ../../Fixed-or-Improved-Logics.md:307 +#: ../../Fixed-or-Improved-Logics.md:308 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:311 +#: ../../Fixed-or-Improved-Logics.md:312 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 " @@ -1863,119 +1870,119 @@ 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:314 +#: ../../Fixed-or-Improved-Logics.md:315 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:316 +#: ../../Fixed-or-Improved-Logics.md:317 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:318 +#: ../../Fixed-or-Improved-Logics.md:319 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:320 ../../Fixed-or-Improved-Logics.md:330 -#: ../../Fixed-or-Improved-Logics.md:350 ../../Fixed-or-Improved-Logics.md:369 -#: ../../Fixed-or-Improved-Logics.md:381 ../../Fixed-or-Improved-Logics.md:448 -#: ../../Fixed-or-Improved-Logics.md:527 ../../Fixed-or-Improved-Logics.md:542 -#: ../../Fixed-or-Improved-Logics.md:563 ../../Fixed-or-Improved-Logics.md:585 -#: ../../Fixed-or-Improved-Logics.md:601 ../../Fixed-or-Improved-Logics.md:612 -#: ../../Fixed-or-Improved-Logics.md:627 ../../Fixed-or-Improved-Logics.md:649 -#: ../../Fixed-or-Improved-Logics.md:666 ../../Fixed-or-Improved-Logics.md:684 -#: ../../Fixed-or-Improved-Logics.md:694 ../../Fixed-or-Improved-Logics.md:705 -#: ../../Fixed-or-Improved-Logics.md:735 ../../Fixed-or-Improved-Logics.md:748 -#: ../../Fixed-or-Improved-Logics.md:760 ../../Fixed-or-Improved-Logics.md:773 -#: ../../Fixed-or-Improved-Logics.md:790 ../../Fixed-or-Improved-Logics.md:802 -#: ../../Fixed-or-Improved-Logics.md:814 ../../Fixed-or-Improved-Logics.md:843 -#: ../../Fixed-or-Improved-Logics.md:872 ../../Fixed-or-Improved-Logics.md:884 -#: ../../Fixed-or-Improved-Logics.md:894 ../../Fixed-or-Improved-Logics.md:904 -#: ../../Fixed-or-Improved-Logics.md:920 ../../Fixed-or-Improved-Logics.md:936 -#: ../../Fixed-or-Improved-Logics.md:952 ../../Fixed-or-Improved-Logics.md:984 -#: ../../Fixed-or-Improved-Logics.md:1013 -#: ../../Fixed-or-Improved-Logics.md:1024 -#: ../../Fixed-or-Improved-Logics.md:1046 -#: ../../Fixed-or-Improved-Logics.md:1058 -#: ../../Fixed-or-Improved-Logics.md:1075 -#: ../../Fixed-or-Improved-Logics.md:1097 -#: ../../Fixed-or-Improved-Logics.md:1126 -#: ../../Fixed-or-Improved-Logics.md:1179 -#: ../../Fixed-or-Improved-Logics.md:1197 -#: ../../Fixed-or-Improved-Logics.md:1209 -#: ../../Fixed-or-Improved-Logics.md:1220 -#: ../../Fixed-or-Improved-Logics.md:1232 -#: ../../Fixed-or-Improved-Logics.md:1246 -#: ../../Fixed-or-Improved-Logics.md:1267 -#: ../../Fixed-or-Improved-Logics.md:1282 -#: ../../Fixed-or-Improved-Logics.md:1302 -#: ../../Fixed-or-Improved-Logics.md:1320 -#: ../../Fixed-or-Improved-Logics.md:1339 -#: ../../Fixed-or-Improved-Logics.md:1352 -#: ../../Fixed-or-Improved-Logics.md:1363 -#: ../../Fixed-or-Improved-Logics.md:1378 -#: ../../Fixed-or-Improved-Logics.md:1405 -#: ../../Fixed-or-Improved-Logics.md:1435 -#: ../../Fixed-or-Improved-Logics.md:1448 -#: ../../Fixed-or-Improved-Logics.md:1459 -#: ../../Fixed-or-Improved-Logics.md:1479 -#: ../../Fixed-or-Improved-Logics.md:1493 -#: ../../Fixed-or-Improved-Logics.md:1514 -#: ../../Fixed-or-Improved-Logics.md:1564 -#: ../../Fixed-or-Improved-Logics.md:1582 -#: ../../Fixed-or-Improved-Logics.md:1603 -#: ../../Fixed-or-Improved-Logics.md:1632 -#: ../../Fixed-or-Improved-Logics.md:1650 -#: ../../Fixed-or-Improved-Logics.md:1669 -#: ../../Fixed-or-Improved-Logics.md:1681 -#: ../../Fixed-or-Improved-Logics.md:1694 -#: ../../Fixed-or-Improved-Logics.md:1707 -#: ../../Fixed-or-Improved-Logics.md:1719 -#: ../../Fixed-or-Improved-Logics.md:1734 -#: ../../Fixed-or-Improved-Logics.md:1751 -#: ../../Fixed-or-Improved-Logics.md:1766 -#: ../../Fixed-or-Improved-Logics.md:1778 -#: ../../Fixed-or-Improved-Logics.md:1795 -#: ../../Fixed-or-Improved-Logics.md:1812 -#: ../../Fixed-or-Improved-Logics.md:1830 -#: ../../Fixed-or-Improved-Logics.md:1849 -#: ../../Fixed-or-Improved-Logics.md:1863 -#: ../../Fixed-or-Improved-Logics.md:1881 -#: ../../Fixed-or-Improved-Logics.md:1906 -#: ../../Fixed-or-Improved-Logics.md:1923 -#: ../../Fixed-or-Improved-Logics.md:1954 -#: ../../Fixed-or-Improved-Logics.md:1985 -#: ../../Fixed-or-Improved-Logics.md:2009 -#: ../../Fixed-or-Improved-Logics.md:2028 -#: ../../Fixed-or-Improved-Logics.md:2041 -#: ../../Fixed-or-Improved-Logics.md:2053 -#: ../../Fixed-or-Improved-Logics.md:2069 -#: ../../Fixed-or-Improved-Logics.md:2081 -#: ../../Fixed-or-Improved-Logics.md:2094 -#: ../../Fixed-or-Improved-Logics.md:2112 -#: ../../Fixed-or-Improved-Logics.md:2136 -#: ../../Fixed-or-Improved-Logics.md:2149 -#: ../../Fixed-or-Improved-Logics.md:2160 -#: ../../Fixed-or-Improved-Logics.md:2175 -#: ../../Fixed-or-Improved-Logics.md:2189 -#: ../../Fixed-or-Improved-Logics.md:2206 -#: ../../Fixed-or-Improved-Logics.md:2220 -#: ../../Fixed-or-Improved-Logics.md:2232 -#: ../../Fixed-or-Improved-Logics.md:2244 -#: ../../Fixed-or-Improved-Logics.md:2255 -#: ../../Fixed-or-Improved-Logics.md:2266 -#: ../../Fixed-or-Improved-Logics.md:2279 -#: ../../Fixed-or-Improved-Logics.md:2289 -#: ../../Fixed-or-Improved-Logics.md:2305 -#: ../../Fixed-or-Improved-Logics.md:2327 -#: ../../Fixed-or-Improved-Logics.md:2338 -#: ../../Fixed-or-Improved-Logics.md:2354 -#: ../../Fixed-or-Improved-Logics.md:2379 +#: ../../Fixed-or-Improved-Logics.md:321 ../../Fixed-or-Improved-Logics.md:331 +#: ../../Fixed-or-Improved-Logics.md:351 ../../Fixed-or-Improved-Logics.md:370 +#: ../../Fixed-or-Improved-Logics.md:382 ../../Fixed-or-Improved-Logics.md:449 +#: ../../Fixed-or-Improved-Logics.md:528 ../../Fixed-or-Improved-Logics.md:543 +#: ../../Fixed-or-Improved-Logics.md:564 ../../Fixed-or-Improved-Logics.md:586 +#: ../../Fixed-or-Improved-Logics.md:602 ../../Fixed-or-Improved-Logics.md:613 +#: ../../Fixed-or-Improved-Logics.md:628 ../../Fixed-or-Improved-Logics.md:650 +#: ../../Fixed-or-Improved-Logics.md:667 ../../Fixed-or-Improved-Logics.md:685 +#: ../../Fixed-or-Improved-Logics.md:695 ../../Fixed-or-Improved-Logics.md:706 +#: ../../Fixed-or-Improved-Logics.md:736 ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:761 ../../Fixed-or-Improved-Logics.md:774 +#: ../../Fixed-or-Improved-Logics.md:791 ../../Fixed-or-Improved-Logics.md:803 +#: ../../Fixed-or-Improved-Logics.md:815 ../../Fixed-or-Improved-Logics.md:844 +#: ../../Fixed-or-Improved-Logics.md:873 ../../Fixed-or-Improved-Logics.md:885 +#: ../../Fixed-or-Improved-Logics.md:895 ../../Fixed-or-Improved-Logics.md:905 +#: ../../Fixed-or-Improved-Logics.md:921 ../../Fixed-or-Improved-Logics.md:937 +#: ../../Fixed-or-Improved-Logics.md:953 ../../Fixed-or-Improved-Logics.md:985 +#: ../../Fixed-or-Improved-Logics.md:1014 +#: ../../Fixed-or-Improved-Logics.md:1025 +#: ../../Fixed-or-Improved-Logics.md:1047 +#: ../../Fixed-or-Improved-Logics.md:1059 +#: ../../Fixed-or-Improved-Logics.md:1076 +#: ../../Fixed-or-Improved-Logics.md:1098 +#: ../../Fixed-or-Improved-Logics.md:1127 +#: ../../Fixed-or-Improved-Logics.md:1180 +#: ../../Fixed-or-Improved-Logics.md:1198 +#: ../../Fixed-or-Improved-Logics.md:1210 +#: ../../Fixed-or-Improved-Logics.md:1221 +#: ../../Fixed-or-Improved-Logics.md:1233 +#: ../../Fixed-or-Improved-Logics.md:1247 +#: ../../Fixed-or-Improved-Logics.md:1268 +#: ../../Fixed-or-Improved-Logics.md:1283 +#: ../../Fixed-or-Improved-Logics.md:1303 +#: ../../Fixed-or-Improved-Logics.md:1321 +#: ../../Fixed-or-Improved-Logics.md:1340 +#: ../../Fixed-or-Improved-Logics.md:1353 +#: ../../Fixed-or-Improved-Logics.md:1364 +#: ../../Fixed-or-Improved-Logics.md:1379 +#: ../../Fixed-or-Improved-Logics.md:1406 +#: ../../Fixed-or-Improved-Logics.md:1436 +#: ../../Fixed-or-Improved-Logics.md:1449 +#: ../../Fixed-or-Improved-Logics.md:1460 +#: ../../Fixed-or-Improved-Logics.md:1480 +#: ../../Fixed-or-Improved-Logics.md:1494 +#: ../../Fixed-or-Improved-Logics.md:1515 +#: ../../Fixed-or-Improved-Logics.md:1565 +#: ../../Fixed-or-Improved-Logics.md:1583 +#: ../../Fixed-or-Improved-Logics.md:1604 +#: ../../Fixed-or-Improved-Logics.md:1633 +#: ../../Fixed-or-Improved-Logics.md:1651 +#: ../../Fixed-or-Improved-Logics.md:1670 +#: ../../Fixed-or-Improved-Logics.md:1682 +#: ../../Fixed-or-Improved-Logics.md:1695 +#: ../../Fixed-or-Improved-Logics.md:1708 +#: ../../Fixed-or-Improved-Logics.md:1720 +#: ../../Fixed-or-Improved-Logics.md:1735 +#: ../../Fixed-or-Improved-Logics.md:1752 +#: ../../Fixed-or-Improved-Logics.md:1767 +#: ../../Fixed-or-Improved-Logics.md:1779 +#: ../../Fixed-or-Improved-Logics.md:1796 +#: ../../Fixed-or-Improved-Logics.md:1813 +#: ../../Fixed-or-Improved-Logics.md:1831 +#: ../../Fixed-or-Improved-Logics.md:1850 +#: ../../Fixed-or-Improved-Logics.md:1864 +#: ../../Fixed-or-Improved-Logics.md:1882 +#: ../../Fixed-or-Improved-Logics.md:1907 +#: ../../Fixed-or-Improved-Logics.md:1924 +#: ../../Fixed-or-Improved-Logics.md:1955 +#: ../../Fixed-or-Improved-Logics.md:1986 +#: ../../Fixed-or-Improved-Logics.md:2010 +#: ../../Fixed-or-Improved-Logics.md:2029 +#: ../../Fixed-or-Improved-Logics.md:2042 +#: ../../Fixed-or-Improved-Logics.md:2054 +#: ../../Fixed-or-Improved-Logics.md:2070 +#: ../../Fixed-or-Improved-Logics.md:2082 +#: ../../Fixed-or-Improved-Logics.md:2095 +#: ../../Fixed-or-Improved-Logics.md:2113 +#: ../../Fixed-or-Improved-Logics.md:2137 +#: ../../Fixed-or-Improved-Logics.md:2150 +#: ../../Fixed-or-Improved-Logics.md:2161 +#: ../../Fixed-or-Improved-Logics.md:2176 +#: ../../Fixed-or-Improved-Logics.md:2190 +#: ../../Fixed-or-Improved-Logics.md:2207 +#: ../../Fixed-or-Improved-Logics.md:2221 +#: ../../Fixed-or-Improved-Logics.md:2233 +#: ../../Fixed-or-Improved-Logics.md:2245 +#: ../../Fixed-or-Improved-Logics.md:2256 +#: ../../Fixed-or-Improved-Logics.md:2267 +#: ../../Fixed-or-Improved-Logics.md:2280 +#: ../../Fixed-or-Improved-Logics.md:2290 +#: ../../Fixed-or-Improved-Logics.md:2306 +#: ../../Fixed-or-Improved-Logics.md:2328 +#: ../../Fixed-or-Improved-Logics.md:2339 +#: ../../Fixed-or-Improved-Logics.md:2355 +#: ../../Fixed-or-Improved-Logics.md:2380 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:321 +#: ../../Fixed-or-Improved-Logics.md:322 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -1983,18 +1990,18 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:326 +#: ../../Fixed-or-Improved-Logics.md:327 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:328 +#: ../../Fixed-or-Improved-Logics.md:329 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:331 +#: ../../Fixed-or-Improved-Logics.md:332 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" @@ -2002,15 +2009,15 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:336 +#: ../../Fixed-or-Improved-Logics.md:337 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:338 +#: ../../Fixed-or-Improved-Logics.md:339 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:339 +#: ../../Fixed-or-Improved-Logics.md:340 msgid "" "When a `guard` command (`[G]` by default) or a `area guard` command " "(`[Ctrl]+[Alt]`) is issued, the aircraft will search for targets around " @@ -2021,13 +2028,13 @@ msgstr "" "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:340 +#: ../../Fixed-or-Improved-Logics.md:341 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:341 +#: ../../Fixed-or-Improved-Logics.md:342 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -2037,18 +2044,18 @@ 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:342 +#: ../../Fixed-or-Improved-Logics.md:343 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:343 +#: ../../Fixed-or-Improved-Logics.md:344 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:344 +#: ../../Fixed-or-Improved-Logics.md:345 msgid "" "`ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft " "will return to the airport when the distance to the destination is less " @@ -2057,7 +2064,7 @@ 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:345 +#: ../../Fixed-or-Improved-Logics.md:346 msgid "" "`ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft not" " have to fly directly above the airport before starting to descend when " @@ -2067,7 +2074,7 @@ 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:346 +#: ../../Fixed-or-Improved-Logics.md:347 msgid "" "`ExtendedAircraftMissions.RearApproach` controls whether the aircraft " "should start landing at the airport from the opposite direction of " @@ -2076,13 +2083,13 @@ 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:347 +#: ../../Fixed-or-Improved-Logics.md:348 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:348 +#: ../../Fixed-or-Improved-Logics.md:349 msgid "" "`ExtendedAircraftMissions.UnlandDamage` controls the damage suffered by " "the aircraft every 4 frames when there is no airport for the aircraft to " @@ -2092,7 +2099,7 @@ 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:351 +#: ../../Fixed-or-Improved-Logics.md:352 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -2126,11 +2133,11 @@ msgstr "" "ExtendedAircraftMissions.UnlandDamage= ; integer, default to [General]" " -> ExtendedAircraftMissions.UnlandDamage\n" -#: ../../Fixed-or-Improved-Logics.md:364 +#: ../../Fixed-or-Improved-Logics.md:365 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:366 +#: ../../Fixed-or-Improved-Logics.md:367 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -2140,7 +2147,7 @@ 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:367 +#: ../../Fixed-or-Improved-Logics.md:368 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -2149,18 +2156,18 @@ 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:370 +#: ../../Fixed-or-Improved-Logics.md:371 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:376 +#: ../../Fixed-or-Improved-Logics.md:377 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:378 +#: ../../Fixed-or-Improved-Logics.md:379 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -2172,13 +2179,13 @@ 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:379 +#: ../../Fixed-or-Improved-Logics.md:380 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:382 +#: ../../Fixed-or-Improved-Logics.md:383 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -2188,15 +2195,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:387 +#: ../../Fixed-or-Improved-Logics.md:388 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:389 +#: ../../Fixed-or-Improved-Logics.md:390 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:391 +#: ../../Fixed-or-Improved-Logics.md:392 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -2205,7 +2212,7 @@ 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:392 +#: ../../Fixed-or-Improved-Logics.md:393 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 " @@ -2216,7 +2223,7 @@ 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:393 +#: ../../Fixed-or-Improved-Logics.md:394 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 " @@ -2233,14 +2240,14 @@ 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:394 +#: ../../Fixed-or-Improved-Logics.md:395 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:395 +#: ../../Fixed-or-Improved-Logics.md:396 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -2252,19 +2259,19 @@ 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:397 ../../Fixed-or-Improved-Logics.md:418 -#: ../../Fixed-or-Improved-Logics.md:433 ../../Fixed-or-Improved-Logics.md:454 -#: ../../Fixed-or-Improved-Logics.md:475 ../../Fixed-or-Improved-Logics.md:499 -#: ../../Fixed-or-Improved-Logics.md:509 ../../Fixed-or-Improved-Logics.md:552 -#: ../../Fixed-or-Improved-Logics.md:574 ../../Fixed-or-Improved-Logics.md:716 -#: ../../Fixed-or-Improved-Logics.md:966 ../../Fixed-or-Improved-Logics.md:1103 -#: ../../Fixed-or-Improved-Logics.md:1541 -#: ../../Fixed-or-Improved-Logics.md:1613 -#: ../../Fixed-or-Improved-Logics.md:1929 +#: ../../Fixed-or-Improved-Logics.md:398 ../../Fixed-or-Improved-Logics.md:419 +#: ../../Fixed-or-Improved-Logics.md:434 ../../Fixed-or-Improved-Logics.md:455 +#: ../../Fixed-or-Improved-Logics.md:476 ../../Fixed-or-Improved-Logics.md:500 +#: ../../Fixed-or-Improved-Logics.md:510 ../../Fixed-or-Improved-Logics.md:553 +#: ../../Fixed-or-Improved-Logics.md:575 ../../Fixed-or-Improved-Logics.md:717 +#: ../../Fixed-or-Improved-Logics.md:967 ../../Fixed-or-Improved-Logics.md:1104 +#: ../../Fixed-or-Improved-Logics.md:1542 +#: ../../Fixed-or-Improved-Logics.md:1614 +#: ../../Fixed-or-Improved-Logics.md:1930 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:398 +#: ../../Fixed-or-Improved-Logics.md:399 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -2280,7 +2287,7 @@ msgstr "" "Damage.ApplyOncePerLoop=false ; boolean\n" "Damage.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:408 +#: ../../Fixed-or-Improved-Logics.md:409 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -2289,27 +2296,27 @@ 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:411 +#: ../../Fixed-or-Improved-Logics.md:412 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:413 +#: ../../Fixed-or-Improved-Logics.md:414 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:414 +#: ../../Fixed-or-Improved-Logics.md:415 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:415 +#: ../../Fixed-or-Improved-Logics.md:416 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:416 +#: ../../Fixed-or-Improved-Logics.md:417 msgid "" "`ground`: Animation shows up at the parent object's visual center but " "forced to ground level. Note that the animations is still considered " @@ -2317,7 +2324,7 @@ 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:419 +#: ../../Fixed-or-Improved-Logics.md:420 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedAnimPosition=default ; Attached animation position enumeration " @@ -2327,11 +2334,11 @@ msgstr "" "AttachedAnimPosition=default ; Attached animation position enumeration " "(default|center|ground)\n" -#: ../../Fixed-or-Improved-Logics.md:424 ../../Fixed-or-Improved-Logics.md:2020 +#: ../../Fixed-or-Improved-Logics.md:425 ../../Fixed-or-Improved-Logics.md:2021 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:426 +#: ../../Fixed-or-Improved-Logics.md:427 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -2340,7 +2347,7 @@ 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:427 +#: ../../Fixed-or-Improved-Logics.md:428 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 " @@ -2349,7 +2356,7 @@ 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:428 +#: ../../Fixed-or-Improved-Logics.md:429 msgid "" "`WakeAnim` contains wake animations to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -2359,13 +2366,13 @@ 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:429 +#: ../../Fixed-or-Improved-Logics.md:430 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:430 +#: ../../Fixed-or-Improved-Logics.md:431 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -2374,13 +2381,13 @@ 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:431 +#: ../../Fixed-or-Improved-Logics.md:432 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:434 +#: ../../Fixed-or-Improved-Logics.md:435 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -2400,18 +2407,18 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:444 +#: ../../Fixed-or-Improved-Logics.md:445 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:446 +#: ../../Fixed-or-Improved-Logics.md:447 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:449 +#: ../../Fixed-or-Improved-Logics.md:450 msgid "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" @@ -2419,7 +2426,7 @@ msgstr "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:455 +#: ../../Fixed-or-Improved-Logics.md:456 msgid "" "[SOMEANIM] ; AnimationType\n" "Crater.DestroyTiberium= ; boolean, default to [General] -> " @@ -2429,11 +2436,11 @@ msgstr "" "Crater.DestroyTiberium= ; boolean, default to [General] -> " "AnimCraterDestroyTiberium\n" -#: ../../Fixed-or-Improved-Logics.md:460 +#: ../../Fixed-or-Improved-Logics.md:461 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:462 +#: ../../Fixed-or-Improved-Logics.md:463 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -2442,14 +2449,14 @@ 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:463 +#: ../../Fixed-or-Improved-Logics.md:464 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:464 +#: ../../Fixed-or-Improved-Logics.md:465 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -2458,7 +2465,7 @@ 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:465 +#: ../../Fixed-or-Improved-Logics.md:466 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -2467,7 +2474,7 @@ 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:466 +#: ../../Fixed-or-Improved-Logics.md:467 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -2476,13 +2483,13 @@ 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:467 +#: ../../Fixed-or-Improved-Logics.md:468 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:468 +#: ../../Fixed-or-Improved-Logics.md:469 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -2493,7 +2500,7 @@ 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:469 +#: ../../Fixed-or-Improved-Logics.md:470 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2505,19 +2512,19 @@ 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:470 +#: ../../Fixed-or-Improved-Logics.md:471 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:471 +#: ../../Fixed-or-Improved-Logics.md:472 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:472 +#: ../../Fixed-or-Improved-Logics.md:473 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -2526,7 +2533,7 @@ 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:473 +#: ../../Fixed-or-Improved-Logics.md:474 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -2536,7 +2543,7 @@ 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:476 +#: ../../Fixed-or-Improved-Logics.md:477 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -2576,25 +2583,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:492 +#: ../../Fixed-or-Improved-Logics.md:493 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:495 +#: ../../Fixed-or-Improved-Logics.md:496 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:497 +#: ../../Fixed-or-Improved-Logics.md:498 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:500 +#: ../../Fixed-or-Improved-Logics.md:501 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -2602,11 +2609,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:505 +#: ../../Fixed-or-Improved-Logics.md:506 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:507 +#: ../../Fixed-or-Improved-Logics.md:508 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -2615,7 +2622,7 @@ 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:510 +#: ../../Fixed-or-Improved-Logics.md:511 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -2623,38 +2630,38 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:515 +#: ../../Fixed-or-Improved-Logics.md:516 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:517 +#: ../../Fixed-or-Improved-Logics.md:518 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../Fixed-or-Improved-Logics.md:519 +#: ../../Fixed-or-Improved-Logics.md:520 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:520 +#: ../../Fixed-or-Improved-Logics.md:521 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:521 +#: ../../Fixed-or-Improved-Logics.md:522 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:522 +#: ../../Fixed-or-Improved-Logics.md:523 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:523 +#: ../../Fixed-or-Improved-Logics.md:524 msgid "" "`AIForbidConYard` controls whether AI cannot place buildings with " "`ConstructionYard=true`. AI will try to build one after a construction " @@ -2665,13 +2672,13 @@ 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:524 +#: ../../Fixed-or-Improved-Logics.md:525 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:525 +#: ../../Fixed-or-Improved-Logics.md:526 msgid "" "`AICleanWallNode` controls whether AI cannot place walls when there are " "no `ProtectWithWall` buildings around. If it cannot be placed, this base " @@ -2680,7 +2687,7 @@ 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:528 +#: ../../Fixed-or-Improved-Logics.md:529 msgid "" "[AI]\n" "AIAutoDeployMCV=true ; boolean\n" @@ -2698,11 +2705,11 @@ msgstr "" "AINodeWallsOnly=false ; boolean\n" "AICleanWallNode=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:538 +#: ../../Fixed-or-Improved-Logics.md:539 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:540 +#: ../../Fixed-or-Improved-Logics.md:541 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -2717,7 +2724,7 @@ 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:543 +#: ../../Fixed-or-Improved-Logics.md:544 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -2725,18 +2732,18 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:548 +#: ../../Fixed-or-Improved-Logics.md:549 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:550 +#: ../../Fixed-or-Improved-Logics.md:551 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:553 +#: ../../Fixed-or-Improved-Logics.md:554 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" @@ -2744,11 +2751,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:558 +#: ../../Fixed-or-Improved-Logics.md:559 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:560 +#: ../../Fixed-or-Improved-Logics.md:561 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -2757,13 +2764,13 @@ 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:561 +#: ../../Fixed-or-Improved-Logics.md:562 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:564 +#: ../../Fixed-or-Improved-Logics.md:565 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -2773,11 +2780,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:570 +#: ../../Fixed-or-Improved-Logics.md:571 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:572 +#: ../../Fixed-or-Improved-Logics.md:573 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" @@ -2789,7 +2796,7 @@ 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:575 +#: ../../Fixed-or-Improved-Logics.md:576 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -2797,11 +2804,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:580 +#: ../../Fixed-or-Improved-Logics.md:581 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:582 +#: ../../Fixed-or-Improved-Logics.md:583 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -2813,13 +2820,13 @@ 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:583 +#: ../../Fixed-or-Improved-Logics.md:584 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:586 +#: ../../Fixed-or-Improved-Logics.md:587 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -2827,11 +2834,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:591 +#: ../../Fixed-or-Improved-Logics.md:592 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:593 +#: ../../Fixed-or-Improved-Logics.md:594 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -2843,39 +2850,39 @@ 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:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:491 +#: ../../Fixed-or-Improved-Logics.md:492 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:602 +#: ../../Fixed-or-Improved-Logics.md:603 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -2883,21 +2890,21 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:607 +#: ../../Fixed-or-Improved-Logics.md:608 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:609 +#: ../../Fixed-or-Improved-Logics.md:610 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:610 +#: ../../Fixed-or-Improved-Logics.md:611 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:613 +#: ../../Fixed-or-Improved-Logics.md:614 msgid "" "[SOMEBUILDING] ; BuildingType\n" "OccupyDamageMultiplier= ; floating point value, default to " @@ -2927,13 +2934,13 @@ msgstr "" "BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> " "BunkerWallsDownSound\n" -#: ../../Fixed-or-Improved-Logics.md:623 +#: ../../Fixed-or-Improved-Logics.md:624 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:625 +#: ../../Fixed-or-Improved-Logics.md:626 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -2943,7 +2950,7 @@ 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:628 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -2951,11 +2958,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:633 +#: ../../Fixed-or-Improved-Logics.md:634 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:635 +#: ../../Fixed-or-Improved-Logics.md:636 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -2964,50 +2971,50 @@ 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:638 +#: ../../Fixed-or-Improved-Logics.md:639 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:639 +#: ../../Fixed-or-Improved-Logics.md:640 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:640 +#: ../../Fixed-or-Improved-Logics.md:641 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:641 +#: ../../Fixed-or-Improved-Logics.md:642 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:642 +#: ../../Fixed-or-Improved-Logics.md:643 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:643 +#: ../../Fixed-or-Improved-Logics.md:644 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:644 +#: ../../Fixed-or-Improved-Logics.md:645 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:645 +#: ../../Fixed-or-Improved-Logics.md:646 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` " @@ -3016,14 +3023,14 @@ 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:646 +#: ../../Fixed-or-Improved-Logics.md:647 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:647 +#: ../../Fixed-or-Improved-Logics.md:648 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -3032,7 +3039,7 @@ 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:650 +#: ../../Fixed-or-Improved-Logics.md:651 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -3060,15 +3067,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:662 +#: ../../Fixed-or-Improved-Logics.md:663 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../Fixed-or-Improved-Logics.md:664 +#: ../../Fixed-or-Improved-Logics.md:665 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:667 +#: ../../Fixed-or-Improved-Logics.md:668 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ElectricAssaultLevel=1 ; integer\n" @@ -3088,7 +3095,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:677 +#: ../../Fixed-or-Improved-Logics.md:678 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -3096,15 +3103,15 @@ 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:680 +#: ../../Fixed-or-Improved-Logics.md:681 msgid "Disable `DamageSound`" msgstr "禁用 `DamageSound`" -#: ../../Fixed-or-Improved-Logics.md:682 +#: ../../Fixed-or-Improved-Logics.md:683 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:685 +#: ../../Fixed-or-Improved-Logics.md:686 msgid "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" @@ -3112,17 +3119,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:690 +#: ../../Fixed-or-Improved-Logics.md:691 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:692 +#: ../../Fixed-or-Improved-Logics.md:693 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:695 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -3130,11 +3137,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:700 +#: ../../Fixed-or-Improved-Logics.md:701 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../Fixed-or-Improved-Logics.md:702 +#: ../../Fixed-or-Improved-Logics.md:703 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` " @@ -3145,13 +3152,13 @@ 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:703 +#: ../../Fixed-or-Improved-Logics.md:704 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:706 +#: ../../Fixed-or-Improved-Logics.md:707 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" @@ -3159,22 +3166,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:711 +#: ../../Fixed-or-Improved-Logics.md:712 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:713 +#: ../../Fixed-or-Improved-Logics.md:714 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:714 +#: ../../Fixed-or-Improved-Logics.md:715 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:717 +#: ../../Fixed-or-Improved-Logics.md:718 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -3182,17 +3189,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:723 +#: ../../Fixed-or-Improved-Logics.md:724 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:726 +#: ../../Fixed-or-Improved-Logics.md:727 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:728 +#: ../../Fixed-or-Improved-Logics.md:729 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -3200,7 +3207,7 @@ 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:729 +#: ../../Fixed-or-Improved-Logics.md:730 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -3212,17 +3219,17 @@ 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:730 +#: ../../Fixed-or-Improved-Logics.md:731 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:731 +#: ../../Fixed-or-Improved-Logics.md:732 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:732 +#: ../../Fixed-or-Improved-Logics.md:733 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 " @@ -3231,13 +3238,13 @@ 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:733 +#: ../../Fixed-or-Improved-Logics.md:734 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:736 +#: ../../Fixed-or-Improved-Logics.md:737 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -3253,17 +3260,17 @@ msgstr "" "default to [General] -> RepairPercent\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:744 +#: ../../Fixed-or-Improved-Logics.md:745 msgid "Waypoints for buildings" msgstr "建筑路径点" -#: ../../Fixed-or-Improved-Logics.md:746 +#: ../../Fixed-or-Improved-Logics.md:747 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:749 +#: ../../Fixed-or-Improved-Logics.md:750 msgid "" "[General]\n" "BuildingWaypoints=false ; boolean\n" @@ -3271,15 +3278,15 @@ msgstr "" "[General]\n" "BuildingWaypoints=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:754 +#: ../../Fixed-or-Improved-Logics.md:755 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:756 +#: ../../Fixed-or-Improved-Logics.md:757 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../Fixed-or-Improved-Logics.md:758 +#: ../../Fixed-or-Improved-Logics.md:759 msgid "" "In RA2, the GI-like infantry controlled by the AI will automatically " "deploy to use their more powerful secondary weapons when engaging the " @@ -3289,7 +3296,7 @@ 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:761 +#: ../../Fixed-or-Improved-Logics.md:762 msgid "" "[General]\n" "InfantryAutoDeploy=false ; boolean\n" @@ -3305,15 +3312,15 @@ msgstr "" "InfantryAutoDeploy= ; boolean, default to [General] -> " "InfantryAutoDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:769 +#: ../../Fixed-or-Improved-Logics.md:770 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:771 +#: ../../Fixed-or-Improved-Logics.md:772 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:774 +#: ../../Fixed-or-Improved-Logics.md:775 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -3331,15 +3338,15 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:783 +#: ../../Fixed-or-Improved-Logics.md:784 msgid "Overlays" msgstr "覆盖物" -#: ../../Fixed-or-Improved-Logics.md:785 +#: ../../Fixed-or-Improved-Logics.md:786 msgid "Customize the chained damage of the wall" msgstr "自定义墙的连锁伤害" -#: ../../Fixed-or-Improved-Logics.md:787 +#: ../../Fixed-or-Improved-Logics.md:788 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 " @@ -3348,11 +3355,11 @@ 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:788 +#: ../../Fixed-or-Improved-Logics.md:789 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:791 +#: ../../Fixed-or-Improved-Logics.md:792 msgid "" "[CombatDamage]\n" "AdjacentWallDamage=200 ; integer\n" @@ -3360,15 +3367,15 @@ msgstr "" "[CombatDamage]\n" "AdjacentWallDamage=200 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:796 +#: ../../Fixed-or-Improved-Logics.md:797 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:798 +#: ../../Fixed-or-Improved-Logics.md:799 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:800 +#: ../../Fixed-or-Improved-Logics.md:801 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -3378,7 +3385,7 @@ 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:803 +#: ../../Fixed-or-Improved-Logics.md:804 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -3386,19 +3393,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:808 +#: ../../Fixed-or-Improved-Logics.md:809 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:810 +#: ../../Fixed-or-Improved-Logics.md:811 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:812 +#: ../../Fixed-or-Improved-Logics.md:813 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:815 +#: ../../Fixed-or-Improved-Logics.md:816 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -3406,53 +3413,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:820 +#: ../../Fixed-or-Improved-Logics.md:821 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:822 +#: ../../Fixed-or-Improved-Logics.md:823 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:824 +#: ../../Fixed-or-Improved-Logics.md:825 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:825 +#: ../../Fixed-or-Improved-Logics.md:826 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:826 +#: ../../Fixed-or-Improved-Logics.md:827 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:827 +#: ../../Fixed-or-Improved-Logics.md:828 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:828 +#: ../../Fixed-or-Improved-Logics.md:829 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:829 +#: ../../Fixed-or-Improved-Logics.md:830 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:830 +#: ../../Fixed-or-Improved-Logics.md:831 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -3461,7 +3468,7 @@ 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:831 +#: ../../Fixed-or-Improved-Logics.md:832 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -3475,7 +3482,7 @@ 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:832 +#: ../../Fixed-or-Improved-Logics.md:833 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -3485,31 +3492,31 @@ 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:833 +#: ../../Fixed-or-Improved-Logics.md:834 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:834 +#: ../../Fixed-or-Improved-Logics.md:835 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:835 +#: ../../Fixed-or-Improved-Logics.md:836 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:836 +#: ../../Fixed-or-Improved-Logics.md:837 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:837 +#: ../../Fixed-or-Improved-Logics.md:838 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -3518,13 +3525,13 @@ 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:838 +#: ../../Fixed-or-Improved-Logics.md:839 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:839 +#: ../../Fixed-or-Improved-Logics.md:840 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -3534,7 +3541,7 @@ 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:840 +#: ../../Fixed-or-Improved-Logics.md:841 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -3543,7 +3550,7 @@ 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:841 +#: ../../Fixed-or-Improved-Logics.md:842 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -3552,7 +3559,7 @@ 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:844 +#: ../../Fixed-or-Improved-Logics.md:845 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -3602,7 +3609,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:865 +#: ../../Fixed-or-Improved-Logics.md:866 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -3613,11 +3620,11 @@ 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:868 +#: ../../Fixed-or-Improved-Logics.md:869 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:870 +#: ../../Fixed-or-Improved-Logics.md:871 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -3627,7 +3634,7 @@ 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:873 +#: ../../Fixed-or-Improved-Logics.md:874 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -3637,15 +3644,15 @@ 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:879 +#: ../../Fixed-or-Improved-Logics.md:880 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:881 +#: ../../Fixed-or-Improved-Logics.md:882 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:882 +#: ../../Fixed-or-Improved-Logics.md:883 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 " @@ -3655,7 +3662,7 @@ 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 [直线弹道" "](New-or-Enhanced-Logics.md#projectile-trajectories) 替代。" -#: ../../Fixed-or-Improved-Logics.md:885 +#: ../../Fixed-or-Improved-Logics.md:886 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -3663,11 +3670,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:890 +#: ../../Fixed-or-Improved-Logics.md:891 msgid "Customizing initial facing behavior" msgstr "自定义初始朝向行为" -#: ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:893 msgid "" "Previously projectiles that had `Voxel=true` images were hardcoded to " "have downwards initial trajectory. This behavior can now be toggled on " @@ -3678,7 +3685,7 @@ 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:895 +#: ../../Fixed-or-Improved-Logics.md:896 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" @@ -3686,11 +3693,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:900 +#: ../../Fixed-or-Improved-Logics.md:901 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:902 +#: ../../Fixed-or-Improved-Logics.md:903 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -3708,7 +3715,7 @@ 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:905 +#: ../../Fixed-or-Improved-Logics.md:906 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -3718,11 +3725,11 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:911 +#: ../../Fixed-or-Improved-Logics.md:912 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:913 +#: ../../Fixed-or-Improved-Logics.md:914 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -3731,13 +3738,13 @@ 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:916 +#: ../../Fixed-or-Improved-Logics.md:917 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:917 +#: ../../Fixed-or-Improved-Logics.md:918 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " @@ -3749,14 +3756,14 @@ 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:918 +#: ../../Fixed-or-Improved-Logics.md:919 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:921 +#: ../../Fixed-or-Improved-Logics.md:922 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -3768,34 +3775,34 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:928 +#: ../../Fixed-or-Improved-Logics.md:929 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:930 +#: ../../Fixed-or-Improved-Logics.md:931 msgid "Airstrike flare visual customizations" msgstr "自定义空袭引导效果" -#: ../../Fixed-or-Improved-Logics.md:932 +#: ../../Fixed-or-Improved-Logics.md:933 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:933 +#: ../../Fixed-or-Improved-Logics.md:934 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:934 +#: ../../Fixed-or-Improved-Logics.md:935 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:937 +#: ../../Fixed-or-Improved-Logics.md:938 msgid "" "[AudioVisual]\n" "AirstrikeLineColor=255,0,0 ; integer - Red,Green,Blue\n" @@ -3815,11 +3822,11 @@ msgstr "" "AirstrikeLineColor= ; integer - Red,Green,Blue, default to " "[AudioVisual] -> AirstrikeLineColor\n" -#: ../../Fixed-or-Improved-Logics.md:946 +#: ../../Fixed-or-Improved-Logics.md:947 msgid "Airstrike target eligibility" msgstr "空袭目标筛选" -#: ../../Fixed-or-Improved-Logics.md:948 +#: ../../Fixed-or-Improved-Logics.md:949 msgid "" "By default whether or not a building can be targeted by airstrikes " "(`Airstrike=true` Warhead) depends on value of `CanC4`, which also " @@ -3830,20 +3837,20 @@ 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:949 +#: ../../Fixed-or-Improved-Logics.md:950 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:950 +#: ../../Fixed-or-Improved-Logics.md:951 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:953 +#: ../../Fixed-or-Improved-Logics.md:954 msgid "" "[SOMETECHNO] ; TechnoType\n" "AllowAirstrike= ; boolean\n" @@ -3859,11 +3866,11 @@ msgstr "" "AirstrikeTargets=buildings ; List of Affected Target Enumeration " "(none|infantry|units|buildings|all)\n" -#: ../../Fixed-or-Improved-Logics.md:961 +#: ../../Fixed-or-Improved-Logics.md:962 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:963 +#: ../../Fixed-or-Improved-Logics.md:964 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLH` used for `OpenTopped` transport firing coordinates, " @@ -3873,16 +3880,17 @@ msgstr "" "`AlternateFLH.OnTurret` 可自定义 `AlternateFLH` 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:964 +#: ../../Fixed-or-Improved-Logics.md:965 msgid "" "`AlternateFLH.ApplyVehicle` can be used to customize whether or not a " "transport applies its `AlternateFLH` to passengers of the VehicleType, " "who by default use their own FLH, as opposed to passengers of the " "InfantryType who adhere to `AlternateFLH`." msgstr "" -"`AlternateFLH.ApplyVehicle` 可用于自定义运输工具的 `AlternateFLH` 是否作用于载具类载员,它们默认使用自身的 FLH 而不像步兵类载员那样遵照 `AlternateFLH`。" +"`AlternateFLH.ApplyVehicle` 可用于自定义运输工具的 `AlternateFLH` " +"是否作用于载具类载员,它们默认使用自身的 FLH 而不像步兵类载员那样遵照 `AlternateFLH`。" -#: ../../Fixed-or-Improved-Logics.md:967 +#: ../../Fixed-or-Improved-Logics.md:968 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -3892,11 +3900,11 @@ msgstr "" "AlternateFLH.OnTurret=true ; boolean\n" "AlternateFLH.ApplyVehicle=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:973 +#: ../../Fixed-or-Improved-Logics.md:974 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:975 +#: ../../Fixed-or-Improved-Logics.md:976 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -3907,7 +3915,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:976 +#: ../../Fixed-or-Improved-Logics.md:977 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -3915,7 +3923,7 @@ 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:977 +#: ../../Fixed-or-Improved-Logics.md:978 msgid "" "In campaign, whether or not these effects for player can be benefited by " "houses with `PlayerControl=true` can be controlled via " @@ -3924,13 +3932,13 @@ 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:978 +#: ../../Fixed-or-Improved-Logics.md:979 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:979 +#: ../../Fixed-or-Improved-Logics.md:980 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 " @@ -3941,7 +3949,7 @@ 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:980 +#: ../../Fixed-or-Improved-Logics.md:981 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -3950,7 +3958,7 @@ 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:981 +#: ../../Fixed-or-Improved-Logics.md:982 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -3959,7 +3967,7 @@ 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:982 +#: ../../Fixed-or-Improved-Logics.md:983 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -3970,7 +3978,7 @@ 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:985 +#: ../../Fixed-or-Improved-Logics.md:986 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -4026,11 +4034,11 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:1005 +#: ../../Fixed-or-Improved-Logics.md:1006 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:1007 +#: ../../Fixed-or-Improved-Logics.md:1008 msgid "" "It is now possible to customize the frame delay between instances of " "`[General] -> ChronoSparkle1` animations created on objects being warped " @@ -4039,7 +4047,7 @@ 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:1008 +#: ../../Fixed-or-Improved-Logics.md:1009 msgid "" "By default on buildings with `MaxNumberOccupants` higher than 0, chrono " "sparkle animation would be shown at each of the `MuzzleFlashX` " @@ -4049,7 +4057,7 @@ 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:1009 +#: ../../Fixed-or-Improved-Logics.md:1010 msgid "" "`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " "the sparkle animation on the building (`building`), muzzle flash " @@ -4060,7 +4068,7 @@ 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:1010 +#: ../../Fixed-or-Improved-Logics.md:1011 msgid "" "If `occupants` or `occupantslots` is listed without `building`, a single " "chrono sparkle animation is still displayed on building if it doesn't " @@ -4070,14 +4078,14 @@ 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:1011 +#: ../../Fixed-or-Improved-Logics.md:1012 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:1014 +#: ../../Fixed-or-Improved-Logics.md:1015 msgid "" "[General]\n" "ChronoSparkleDisplayDelay=24 ; integer, game " @@ -4091,18 +4099,18 @@ msgstr "" "ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " "sparkle position enum (building | occupants | occupantslots | all)\n" -#: ../../Fixed-or-Improved-Logics.md:1020 +#: ../../Fixed-or-Improved-Logics.md:1021 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:1022 +#: ../../Fixed-or-Improved-Logics.md:1023 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:1025 +#: ../../Fixed-or-Improved-Logics.md:1026 msgid "" "[General]\n" "ChronoSphereDelay=0 ; integer, game frames\n" @@ -4124,7 +4132,7 @@ msgstr "" "ChronoSpherePreDelay= ; integer, game frames, default to [General] -> " "ChronoSpherePreDelay\n" -#: ../../Fixed-or-Improved-Logics.md:1036 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -4133,11 +4141,11 @@ 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:1039 +#: ../../Fixed-or-Improved-Logics.md:1040 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:1041 +#: ../../Fixed-or-Improved-Logics.md:1042 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -4145,13 +4153,13 @@ 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:1044 +#: ../../Fixed-or-Improved-Logics.md:1045 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:1047 +#: ../../Fixed-or-Improved-Logics.md:1048 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -4163,11 +4171,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:1054 +#: ../../Fixed-or-Improved-Logics.md:1055 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:1056 +#: ../../Fixed-or-Improved-Logics.md:1057 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -4183,7 +4191,7 @@ 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:1059 +#: ../../Fixed-or-Improved-Logics.md:1060 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -4193,11 +4201,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:1064 +#: ../../Fixed-or-Improved-Logics.md:1065 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:1066 +#: ../../Fixed-or-Improved-Logics.md:1067 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -4207,20 +4215,20 @@ 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:1069 +#: ../../Fixed-or-Improved-Logics.md:1070 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:1070 +#: ../../Fixed-or-Improved-Logics.md:1071 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:1071 +#: ../../Fixed-or-Improved-Logics.md:1072 msgid "" "`Chronoshift.WarpOut` and `Chronoshift.WarpIn` will override `WarpOut` " "and `WarpIn` respectively when the techno is being chronowarped by " @@ -4229,7 +4237,7 @@ 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:1072 +#: ../../Fixed-or-Improved-Logics.md:1073 msgid "" "`WarpAway` specify the anim when the techno is being erased by " "`Temporal=yes` warhead. Will override Ares' `Temporal.WarpAway` tag on " @@ -4238,13 +4246,13 @@ 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:1073 +#: ../../Fixed-or-Improved-Logics.md:1074 msgid "" "If more than one animation is listed in `WarpOut`, `WarpIn` or " "`WarpAway`, a random one is selected." msgstr "如果 `WarpOut`、`WarpIn` 或 `WarpAway` 中列出了多个动画,则将随机选择一个。" -#: ../../Fixed-or-Improved-Logics.md:1076 +#: ../../Fixed-or-Improved-Logics.md:1077 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; List of AnimationTypes (played when Techno " @@ -4288,18 +4296,18 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:1090 +#: ../../Fixed-or-Improved-Logics.md:1091 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:1092 +#: ../../Fixed-or-Improved-Logics.md:1093 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:1093 +#: ../../Fixed-or-Improved-Logics.md:1094 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 " @@ -4308,19 +4316,19 @@ 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:1094 +#: ../../Fixed-or-Improved-Logics.md:1095 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:1095 +#: ../../Fixed-or-Improved-Logics.md:1096 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:1098 +#: ../../Fixed-or-Improved-Logics.md:1099 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -4328,7 +4336,7 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:1104 +#: ../../Fixed-or-Improved-Logics.md:1105 msgid "" "[SOMETECHNO] ; TechnoType\n" "Image= ; name of the file that will be used as image, " @@ -4338,15 +4346,15 @@ msgstr "" "Image= ; name of the file that will be used as image, " "without extension\n" -#: ../../Fixed-or-Improved-Logics.md:1109 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:1111 +#: ../../Fixed-or-Improved-Logics.md:1112 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:1112 +#: ../../Fixed-or-Improved-Logics.md:1113 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -4355,7 +4363,7 @@ 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:1113 +#: ../../Fixed-or-Improved-Logics.md:1114 msgid "" "`InsigniaFrame(.Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -4365,7 +4373,7 @@ 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:1114 +#: ../../Fixed-or-Improved-Logics.md:1115 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -4374,7 +4382,7 @@ 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:1115 +#: ../../Fixed-or-Improved-Logics.md:1116 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType` is set." @@ -4382,7 +4390,7 @@ 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:1116 +#: ../../Fixed-or-Improved-Logics.md:1117 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia(.Frame/.Frames).WeaponN` where " @@ -4392,7 +4400,7 @@ 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:1117 +#: ../../Fixed-or-Improved-Logics.md:1118 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType.WeaponN` " @@ -4401,7 +4409,7 @@ 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:1118 +#: ../../Fixed-or-Improved-Logics.md:1119 msgid "" "Normal insignia can be overridden when its current passenger size reaches" " a certain amount by setting `Insignia(.Frame/.Frames).PassengersN` where" @@ -4414,7 +4422,7 @@ 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:1119 +#: ../../Fixed-or-Improved-Logics.md:1120 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if " @@ -4423,19 +4431,19 @@ 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:1120 +#: ../../Fixed-or-Improved-Logics.md:1121 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:1121 +#: ../../Fixed-or-Improved-Logics.md:1122 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:1122 +#: ../../Fixed-or-Improved-Logics.md:1123 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -4446,7 +4454,7 @@ 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:1123 +#: ../../Fixed-or-Improved-Logics.md:1124 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -4456,7 +4464,7 @@ 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:1124 +#: ../../Fixed-or-Improved-Logics.md:1125 msgid "" "`DrawInsignia.UsePixelSelectionBracketDelta` can be set to use techno's " "`PixelSelectionBracketDelta` to additionally adjust insignias vertically." @@ -4464,7 +4472,7 @@ 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:1127 +#: ../../Fixed-or-Improved-Logics.md:1128 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -4612,7 +4620,7 @@ msgstr "" "Insignia.ShowEnemy= ; boolean, " "defaults to [General] -> EnemyInsignia\n" -#: ../../Fixed-or-Improved-Logics.md:1171 +#: ../../Fixed-or-Improved-Logics.md:1172 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -4621,23 +4629,23 @@ 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:1174 +#: ../../Fixed-or-Improved-Logics.md:1175 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:1176 +#: ../../Fixed-or-Improved-Logics.md:1177 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:1177 +#: ../../Fixed-or-Improved-Logics.md:1178 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:1180 +#: ../../Fixed-or-Improved-Logics.md:1181 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -4655,11 +4663,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:1187 +#: ../../Fixed-or-Improved-Logics.md:1188 msgid "Customize bridge falling down damage" msgstr "自定义桥上坠落伤害" -#: ../../Fixed-or-Improved-Logics.md:1189 +#: ../../Fixed-or-Improved-Logics.md:1190 msgid "" "![image](_static/images/fallingdowndamage.gif) *Use different fall damage" " depending on whether it lands in water in **Zero Boundary** by " @@ -4669,31 +4677,31 @@ 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:1192 +#: ../../Fixed-or-Improved-Logics.md:1193 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:1193 +#: ../../Fixed-or-Improved-Logics.md:1194 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:1194 +#: ../../Fixed-or-Improved-Logics.md:1195 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:1195 +#: ../../Fixed-or-Improved-Logics.md:1196 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:1198 +#: ../../Fixed-or-Improved-Logics.md:1199 msgid "" "[SOMETECHNO] ; TechnoType\n" "FallingDownDamage= ; integer / percentage\n" @@ -4703,11 +4711,11 @@ msgstr "" "FallingDownDamage= ; integer / percentage\n" "FallingDownDamage.Water= ; integer / percentage\n" -#: ../../Fixed-or-Improved-Logics.md:1204 +#: ../../Fixed-or-Improved-Logics.md:1205 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:1206 +#: ../../Fixed-or-Improved-Logics.md:1207 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -4716,11 +4724,11 @@ 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:1207 +#: ../../Fixed-or-Improved-Logics.md:1208 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:1210 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -4728,18 +4736,18 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:1215 +#: ../../Fixed-or-Improved-Logics.md:1216 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:1217 +#: ../../Fixed-or-Improved-Logics.md:1218 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:1218 +#: ../../Fixed-or-Improved-Logics.md:1219 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -4748,7 +4756,7 @@ 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:1221 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -4762,23 +4770,23 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:1227 +#: ../../Fixed-or-Improved-Logics.md:1228 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:1229 +#: ../../Fixed-or-Improved-Logics.md:1230 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:1230 +#: ../../Fixed-or-Improved-Logics.md:1231 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:1233 +#: ../../Fixed-or-Improved-Logics.md:1234 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -4792,12 +4800,12 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:1241 +#: ../../Fixed-or-Improved-Logics.md:1242 msgid "Debris voxel animations limitation" msgstr "Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1243 -#: ../../Fixed-or-Improved-Logics.md:2078 +#: ../../Fixed-or-Improved-Logics.md:1244 +#: ../../Fixed-or-Improved-Logics.md:2079 msgid "" "Now, the original `DebrisMaximums` can be used in conjunction with new " "`DebrisMinimums` to limit the quantity of `DebrisTypes` when " @@ -4806,15 +4814,15 @@ 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:1244 -#: ../../Fixed-or-Improved-Logics.md:2079 +#: ../../Fixed-or-Improved-Logics.md:1245 +#: ../../Fixed-or-Improved-Logics.md:2080 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:1247 +#: ../../Fixed-or-Improved-Logics.md:1248 msgid "" "[SOMETECHNO] ; TechnoType\n" "DebrisTypes.Limit= ; boolean\n" @@ -4826,40 +4834,40 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1255 +#: ../../Fixed-or-Improved-Logics.md:1256 msgid "How to generate `DebrisTypes` in the game:" msgstr "游戏如何生成 `DebrisTypes`:" -#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1257 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:1257 +#: ../../Fixed-or-Improved-Logics.md:1258 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:1258 +#: ../../Fixed-or-Improved-Logics.md:1259 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:1259 +#: ../../Fixed-or-Improved-Logics.md:1260 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:1262 +#: ../../Fixed-or-Improved-Logics.md:1263 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:1264 +#: ../../Fixed-or-Improved-Logics.md:1265 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -4868,7 +4876,7 @@ 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:1265 +#: ../../Fixed-or-Improved-Logics.md:1266 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -4879,7 +4887,7 @@ 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:1268 +#: ../../Fixed-or-Improved-Logics.md:1269 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -4893,30 +4901,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1276 +#: ../../Fixed-or-Improved-Logics.md:1277 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1278 +#: ../../Fixed-or-Improved-Logics.md:1279 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:1279 +#: ../../Fixed-or-Improved-Logics.md:1280 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:1280 +#: ../../Fixed-or-Improved-Logics.md:1281 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:1283 +#: ../../Fixed-or-Improved-Logics.md:1284 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -4942,11 +4950,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1296 +#: ../../Fixed-or-Improved-Logics.md:1297 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:1298 +#: ../../Fixed-or-Improved-Logics.md:1299 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 " @@ -4955,7 +4963,7 @@ 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:1299 +#: ../../Fixed-or-Improved-Logics.md:1300 msgid "" "It is now possible to force them to seek targets separately. If " "`DistributeTargetingFrame=true` is set, techno's targeting timer will be " @@ -4967,13 +4975,13 @@ 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:1300 +#: ../../Fixed-or-Improved-Logics.md:1301 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:1303 +#: ../../Fixed-or-Improved-Logics.md:1304 msgid "" "[General]\n" "DistributeTargetingFrame=false ; boolean\n" @@ -4989,11 +4997,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DistributeTargetingFrame= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1312 +#: ../../Fixed-or-Improved-Logics.md:1313 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:1314 +#: ../../Fixed-or-Improved-Logics.md:1315 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -5005,28 +5013,28 @@ 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:1315 +#: ../../Fixed-or-Improved-Logics.md:1316 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:1316 +#: ../../Fixed-or-Improved-Logics.md:1317 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:1317 +#: ../../Fixed-or-Improved-Logics.md:1318 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:1318 +#: ../../Fixed-or-Improved-Logics.md:1319 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:1321 +#: ../../Fixed-or-Improved-Logics.md:1322 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -5068,17 +5076,17 @@ msgstr "" "ForceShield.KillWarhead= ; WarheadType, default to " "[CombatDamage] -> ForceShield.KillOrganicsWarhead\n" -#: ../../Fixed-or-Improved-Logics.md:1335 +#: ../../Fixed-or-Improved-Logics.md:1336 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:1337 +#: ../../Fixed-or-Improved-Logics.md:1338 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:1340 +#: ../../Fixed-or-Improved-Logics.md:1341 msgid "" "[AudioVisual]\n" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" @@ -5088,11 +5096,11 @@ msgstr "" "IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" "ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1346 +#: ../../Fixed-or-Improved-Logics.md:1347 msgid "Jumpjet climbing logic enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../Fixed-or-Improved-Logics.md:1348 +#: ../../Fixed-or-Improved-Logics.md:1349 msgid "" "You can now let the jumpjets increase their height earlier by set " "`JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 " @@ -5102,7 +5110,7 @@ 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:1349 +#: ../../Fixed-or-Improved-Logics.md:1350 msgid "" "You can also let them simply skip the stop check by set " "`JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving " @@ -5112,7 +5120,7 @@ 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:1350 +#: ../../Fixed-or-Improved-Logics.md:1351 msgid "" "When `JumpjetClimbPredictHeight` is enabled, if the height raised five " "grids in advance is still not enough to cross cliffs or buildings, it " @@ -5122,7 +5130,7 @@ 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:1353 +#: ../../Fixed-or-Improved-Logics.md:1354 msgid "" "[General]\n" "JumpjetClimbPredictHeight=false ; boolean\n" @@ -5132,17 +5140,17 @@ msgstr "" "JumpjetClimbPredictHeight=false ; boolean\n" "JumpjetClimbWithoutCutOut=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1359 +#: ../../Fixed-or-Improved-Logics.md:1360 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1361 +#: ../../Fixed-or-Improved-Logics.md:1362 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:1364 +#: ../../Fixed-or-Improved-Logics.md:1365 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -5150,25 +5158,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1370 +#: ../../Fixed-or-Improved-Logics.md:1371 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:1373 +#: ../../Fixed-or-Improved-Logics.md:1374 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1375 +#: ../../Fixed-or-Improved-Logics.md:1376 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 "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:1376 -msgid "Spawned aircrafts self-destruct if they are flying." +#: ../../Fixed-or-Improved-Logics.md:1377 +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:1379 +#: ../../Fixed-or-Improved-Logics.md:1380 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -5176,17 +5184,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1384 +#: ../../Fixed-or-Improved-Logics.md:1385 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1386 +#: ../../Fixed-or-Improved-Logics.md:1387 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:1387 +#: ../../Fixed-or-Improved-Logics.md:1388 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -5196,17 +5204,17 @@ 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:1388 +#: ../../Fixed-or-Improved-Logics.md:1389 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:1389 +#: ../../Fixed-or-Improved-Logics.md:1390 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:1390 +#: ../../Fixed-or-Improved-Logics.md:1391 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -5215,7 +5223,7 @@ 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:1391 +#: ../../Fixed-or-Improved-Logics.md:1392 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -5225,21 +5233,21 @@ 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:1392 +#: ../../Fixed-or-Improved-Logics.md:1393 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:1393 +#: ../../Fixed-or-Improved-Logics.md:1394 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:1394 +#: ../../Fixed-or-Improved-Logics.md:1395 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:1395 +#: ../../Fixed-or-Improved-Logics.md:1396 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -5248,7 +5256,7 @@ 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:1396 +#: ../../Fixed-or-Improved-Logics.md:1397 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -5256,19 +5264,19 @@ 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:1397 +#: ../../Fixed-or-Improved-Logics.md:1398 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:1398 +#: ../../Fixed-or-Improved-Logics.md:1399 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:1399 +#: ../../Fixed-or-Improved-Logics.md:1400 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 " @@ -5278,13 +5286,13 @@ 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:1400 +#: ../../Fixed-or-Improved-Logics.md:1401 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:1401 +#: ../../Fixed-or-Improved-Logics.md:1402 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -5294,7 +5302,7 @@ 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:1402 +#: ../../Fixed-or-Improved-Logics.md:1403 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` " @@ -5303,13 +5311,13 @@ 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:1403 +#: ../../Fixed-or-Improved-Logics.md:1404 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:1406 +#: ../../Fixed-or-Improved-Logics.md:1407 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -5389,17 +5397,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1431 +#: ../../Fixed-or-Improved-Logics.md:1432 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1433 +#: ../../Fixed-or-Improved-Logics.md:1434 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:1436 +#: ../../Fixed-or-Improved-Logics.md:1437 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -5415,17 +5423,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1444 +#: ../../Fixed-or-Improved-Logics.md:1445 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1446 +#: ../../Fixed-or-Improved-Logics.md:1447 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:1449 +#: ../../Fixed-or-Improved-Logics.md:1450 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -5437,21 +5445,21 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " RadarInvisible=true, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1454 +#: ../../Fixed-or-Improved-Logics.md:1455 msgid "Re-enable obsolete [JumpjetControls]" msgstr "重启废弃的 [JumpjetControls]" -#: ../../Fixed-or-Improved-Logics.md:1456 +#: ../../Fixed-or-Improved-Logics.md:1457 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:1457 +#: ../../Fixed-or-Improved-Logics.md:1458 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:1460 +#: ../../Fixed-or-Improved-Logics.md:1461 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -5461,7 +5469,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1467 +#: ../../Fixed-or-Improved-Logics.md:1468 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -5472,18 +5480,18 @@ 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:1470 +#: ../../Fixed-or-Improved-Logics.md:1471 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:1472 +#: ../../Fixed-or-Improved-Logics.md:1473 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:1473 +#: ../../Fixed-or-Improved-Logics.md:1474 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -5491,7 +5499,7 @@ 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:1474 +#: ../../Fixed-or-Improved-Logics.md:1475 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -5501,23 +5509,23 @@ 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:1475 +#: ../../Fixed-or-Improved-Logics.md:1476 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:1476 +#: ../../Fixed-or-Improved-Logics.md:1477 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:1477 +#: ../../Fixed-or-Improved-Logics.md:1478 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:1480 +#: ../../Fixed-or-Improved-Logics.md:1481 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -5531,17 +5539,17 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1488 +#: ../../Fixed-or-Improved-Logics.md:1489 msgid "Subterranean unit travel height and speed" msgstr "钻地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1490 +#: ../../Fixed-or-Improved-Logics.md:1491 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:1491 +#: ../../Fixed-or-Improved-Logics.md:1492 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -5552,7 +5560,7 @@ 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:1494 +#: ../../Fixed-or-Improved-Logics.md:1495 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -5574,17 +5582,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1505 +#: ../../Fixed-or-Improved-Logics.md:1506 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:1508 +#: ../../Fixed-or-Improved-Logics.md:1509 msgid "Target scanning delay optimization" msgstr "索敌间隔优化" -#: ../../Fixed-or-Improved-Logics.md:1510 +#: ../../Fixed-or-Improved-Logics.md:1511 msgid "" "In vanilla, the game used `NormalTargetingDelay` and " "`GuardAreaTargetingDelay` to globally control the target searching " @@ -5594,20 +5602,20 @@ 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:1511 +#: ../../Fixed-or-Improved-Logics.md:1512 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:1512 +#: ../../Fixed-or-Improved-Logics.md:1513 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:1515 +#: ../../Fixed-or-Improved-Logics.md:1516 msgid "" "[General]\n" "AINormalTargetingDelay= ; integer, game frames\n" @@ -5641,11 +5649,11 @@ msgstr "" "AIAttackMoveTargetingDelay= ; integer, game frames\n" "PlayerAttackMoveTargetingDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1533 +#: ../../Fixed-or-Improved-Logics.md:1534 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1535 +#: ../../Fixed-or-Improved-Logics.md:1536 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -5654,7 +5662,7 @@ 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:1538 +#: ../../Fixed-or-Improved-Logics.md:1539 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 " @@ -5666,7 +5674,7 @@ 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:1539 +#: ../../Fixed-or-Improved-Logics.md:1540 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -5678,7 +5686,7 @@ 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:1542 +#: ../../Fixed-or-Improved-Logics.md:1543 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -5690,11 +5698,11 @@ 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:1549 +#: ../../Fixed-or-Improved-Logics.md:1550 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:1551 +#: ../../Fixed-or-Improved-Logics.md:1552 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:1555 +#: ../../Fixed-or-Improved-Logics.md:1556 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:1556 +#: ../../Fixed-or-Improved-Logics.md:1557 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:1557 +#: ../../Fixed-or-Improved-Logics.md:1558 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 " @@ -5730,7 +5738,7 @@ 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:1558 +#: ../../Fixed-or-Improved-Logics.md:1559 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -5738,7 +5746,7 @@ 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:1561 +#: ../../Fixed-or-Improved-Logics.md:1562 msgid "" "Please note that enabling this will remove the vertical offset vanilla " "engine applies to the light source position. Assuming vanilla lighting " @@ -5749,7 +5757,7 @@ 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:1565 +#: ../../Fixed-or-Improved-Logics.md:1566 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -5761,7 +5769,7 @@ 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:1572 +#: ../../Fixed-or-Improved-Logics.md:1573 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -5774,18 +5782,18 @@ 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:1574 +#: ../../Fixed-or-Improved-Logics.md:1575 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:1577 +#: ../../Fixed-or-Improved-Logics.md:1578 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1579 +#: ../../Fixed-or-Improved-Logics.md:1580 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -5795,7 +5803,7 @@ 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:1580 +#: ../../Fixed-or-Improved-Logics.md:1581 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -5812,7 +5820,7 @@ 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:1583 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -5830,15 +5838,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1593 +#: ../../Fixed-or-Improved-Logics.md:1594 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1595 +#: ../../Fixed-or-Improved-Logics.md:1596 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1597 +#: ../../Fixed-or-Improved-Logics.md:1598 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -5846,11 +5854,11 @@ 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:1597 +#: ../../Fixed-or-Improved-Logics.md:1598 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1600 +#: ../../Fixed-or-Improved-Logics.md:1601 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -5859,7 +5867,7 @@ 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:1601 +#: ../../Fixed-or-Improved-Logics.md:1602 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -5869,7 +5877,7 @@ 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:1604 +#: ../../Fixed-or-Improved-Logics.md:1605 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -5877,17 +5885,17 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1609 +#: ../../Fixed-or-Improved-Logics.md:1610 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1611 +#: ../../Fixed-or-Improved-Logics.md:1612 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:1614 +#: ../../Fixed-or-Improved-Logics.md:1615 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" @@ -5897,18 +5905,18 @@ msgstr "" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" -#: ../../Fixed-or-Improved-Logics.md:1620 +#: ../../Fixed-or-Improved-Logics.md:1621 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:1623 +#: ../../Fixed-or-Improved-Logics.md:1624 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1625 +#: ../../Fixed-or-Improved-Logics.md:1626 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -5916,18 +5924,18 @@ 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:1628 +#: ../../Fixed-or-Improved-Logics.md:1629 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:1629 +#: ../../Fixed-or-Improved-Logics.md:1630 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:1630 +#: ../../Fixed-or-Improved-Logics.md:1631 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" @@ -5935,7 +5943,7 @@ 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:1633 +#: ../../Fixed-or-Improved-Logics.md:1634 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -5949,11 +5957,11 @@ 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:1641 +#: ../../Fixed-or-Improved-Logics.md:1642 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1643 +#: ../../Fixed-or-Improved-Logics.md:1644 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 " @@ -5963,7 +5971,7 @@ 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:1644 +#: ../../Fixed-or-Improved-Logics.md:1645 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -5972,7 +5980,7 @@ 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:1645 +#: ../../Fixed-or-Improved-Logics.md:1646 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -5981,25 +5989,25 @@ 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:1646 +#: ../../Fixed-or-Improved-Logics.md:1647 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:1647 +#: ../../Fixed-or-Improved-Logics.md:1648 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:1648 +#: ../../Fixed-or-Improved-Logics.md:1649 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:1651 +#: ../../Fixed-or-Improved-Logics.md:1652 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value, default to " @@ -6019,7 +6027,7 @@ msgstr "" "HasCrumblingFrames=false ; boolean\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1662 +#: ../../Fixed-or-Improved-Logics.md:1663 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -6031,18 +6039,18 @@ 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:1665 -#: ../../Fixed-or-Improved-Logics.md:1690 +#: ../../Fixed-or-Improved-Logics.md:1666 +#: ../../Fixed-or-Improved-Logics.md:1691 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1667 +#: ../../Fixed-or-Improved-Logics.md:1668 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:1670 +#: ../../Fixed-or-Improved-Logics.md:1671 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -6050,29 +6058,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1675 +#: ../../Fixed-or-Improved-Logics.md:1676 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:1677 +#: ../../Fixed-or-Improved-Logics.md:1678 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:1678 +#: ../../Fixed-or-Improved-Logics.md:1679 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:1679 +#: ../../Fixed-or-Improved-Logics.md:1680 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:1682 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -6082,17 +6090,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1688 +#: ../../Fixed-or-Improved-Logics.md:1689 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1692 +#: ../../Fixed-or-Improved-Logics.md:1693 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:1695 +#: ../../Fixed-or-Improved-Logics.md:1696 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -6100,15 +6108,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1700 +#: ../../Fixed-or-Improved-Logics.md:1701 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1702 +#: ../../Fixed-or-Improved-Logics.md:1703 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../Fixed-or-Improved-Logics.md:1704 +#: ../../Fixed-or-Improved-Logics.md:1705 msgid "" "In vanilla, when miners enter area guard mission, they immediately switch" " to harvest mission. Now you can make them perform area guard mission " @@ -6117,13 +6125,13 @@ 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:1705 +#: ../../Fixed-or-Improved-Logics.md:1706 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:1708 +#: ../../Fixed-or-Improved-Logics.md:1709 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" @@ -6131,11 +6139,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1713 +#: ../../Fixed-or-Improved-Logics.md:1714 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:1715 +#: ../../Fixed-or-Improved-Logics.md:1716 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -6145,17 +6153,17 @@ 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:1716 +#: ../../Fixed-or-Improved-Logics.md:1717 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:1717 +#: ../../Fixed-or-Improved-Logics.md:1718 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:1720 +#: ../../Fixed-or-Improved-Logics.md:1721 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -6163,7 +6171,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1726 +#: ../../Fixed-or-Improved-Logics.md:1727 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -6174,23 +6182,23 @@ 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:1729 +#: ../../Fixed-or-Improved-Logics.md:1730 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1731 +#: ../../Fixed-or-Improved-Logics.md:1732 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:1732 +#: ../../Fixed-or-Improved-Logics.md:1733 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:1735 +#: ../../Fixed-or-Improved-Logics.md:1736 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -6204,11 +6212,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1743 +#: ../../Fixed-or-Improved-Logics.md:1744 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1745 +#: ../../Fixed-or-Improved-Logics.md:1746 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -6222,7 +6230,7 @@ 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:1746 +#: ../../Fixed-or-Improved-Logics.md:1747 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -6232,13 +6240,13 @@ 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:1747 +#: ../../Fixed-or-Improved-Logics.md:1748 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:1748 +#: ../../Fixed-or-Improved-Logics.md:1749 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -6247,7 +6255,7 @@ 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:1749 +#: ../../Fixed-or-Improved-Logics.md:1750 msgid "" "You can also disable the slowdown completely by using the flag " "`SkipCrushSlowdown`. This is not the same as " @@ -6259,7 +6267,7 @@ 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:1752 +#: ../../Fixed-or-Improved-Logics.md:1753 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -6277,11 +6285,11 @@ msgstr "" "CrushSlowdownMultiplier=0.2 ; floating point value\n" "SkipCrushSlowdown=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1762 +#: ../../Fixed-or-Improved-Logics.md:1763 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1764 +#: ../../Fixed-or-Improved-Logics.md:1765 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -6292,7 +6300,7 @@ 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:1767 +#: ../../Fixed-or-Improved-Logics.md:1768 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -6302,24 +6310,24 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1773 +#: ../../Fixed-or-Improved-Logics.md:1774 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:1775 +#: ../../Fixed-or-Improved-Logics.md:1776 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:1776 +#: ../../Fixed-or-Improved-Logics.md:1777 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)。" -#: ../../Fixed-or-Improved-Logics.md:1779 +#: ../../Fixed-or-Improved-Logics.md:1780 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -6327,11 +6335,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:1784 +#: ../../Fixed-or-Improved-Logics.md:1785 msgid "IsSimpleDeployer customizations" msgstr "自定义 IsSimpleDeployer" -#: ../../Fixed-or-Improved-Logics.md:1786 +#: ../../Fixed-or-Improved-Logics.md:1787 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 " @@ -6342,7 +6350,7 @@ 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:1787 +#: ../../Fixed-or-Improved-Logics.md:1788 msgid "" "You can explicitly disable deploying on cells of specified land types " "using `IsSimpleDeployer.DisallowedLandTypes`. Defaults to `water,beach` " @@ -6353,7 +6361,7 @@ msgstr "" "`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:1788 +#: ../../Fixed-or-Improved-Logics.md:1789 msgid "" "In vanilla game only units with `DeployingAnim` were constrained to a " "specific deploy facing and it was not customizable per unit. `DeployDir` " @@ -6362,14 +6370,14 @@ msgid "" " 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`(对于拥有 `DeployingAnim` 的单位默认为 `[AudioVisual] -> DeployDir`,否则为 -1)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。" +"`DeployDir`(对于拥有 `DeployingAnim` 的单位默认为 `[AudioVisual] -> DeployDir`,否则为 " +"-1)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:1789 +#: ../../Fixed-or-Improved-Logics.md:1790 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:1790 +#: ../../Fixed-or-Improved-Logics.md:1791 msgid "" "`DeployingAnims` can be used instead of `DeployingAnim` (if both are set," " `DeployingAnims` takes precedence) to define a list of direction-" @@ -6382,26 +6390,26 @@ msgstr "" "`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:1791 +#: ../../Fixed-or-Improved-Logics.md:1792 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:1792 +#: ../../Fixed-or-Improved-Logics.md:1793 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:1793 +#: ../../Fixed-or-Improved-Logics.md:1794 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:1796 +#: ../../Fixed-or-Improved-Logics.md:1797 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "IsSimpleDeployer.ConsiderPathfinding=false ; boolean\n" @@ -6427,25 +6435,25 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1807 +#: ../../Fixed-or-Improved-Logics.md:1808 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:1809 +#: ../../Fixed-or-Improved-Logics.md:1810 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:1810 +#: ../../Fixed-or-Improved-Logics.md:1811 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:1813 +#: ../../Fixed-or-Improved-Logics.md:1814 msgid "" "[General]\n" "HarvesterScanAfterUnload=false ; boolean\n" @@ -6461,32 +6469,32 @@ msgstr "" "HarvesterScanAfterUnload= ; boolean, default to [General] -> " "HarvesterScanAfterUnload\n" -#: ../../Fixed-or-Improved-Logics.md:1821 +#: ../../Fixed-or-Improved-Logics.md:1822 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:1823 +#: ../../Fixed-or-Improved-Logics.md:1824 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:1826 +#: ../../Fixed-or-Improved-Logics.md:1827 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:1827 +#: ../../Fixed-or-Improved-Logics.md:1828 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:1828 +#: ../../Fixed-or-Improved-Logics.md:1829 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:1831 +#: ../../Fixed-or-Improved-Logics.md:1832 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -6510,36 +6518,36 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1841 +#: ../../Fixed-or-Improved-Logics.md:1842 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:1843 +#: ../../Fixed-or-Improved-Logics.md:1844 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:1844 +#: ../../Fixed-or-Improved-Logics.md:1845 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:1845 +#: ../../Fixed-or-Improved-Logics.md:1846 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:1846 +#: ../../Fixed-or-Improved-Logics.md:1847 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:1847 +#: ../../Fixed-or-Improved-Logics.md:1848 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from target (it is added to weapon range), " @@ -6548,7 +6556,7 @@ 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:1850 +#: ../../Fixed-or-Improved-Logics.md:1851 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -6562,25 +6570,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:1857 +#: ../../Fixed-or-Improved-Logics.md:1858 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:1859 +#: ../../Fixed-or-Improved-Logics.md:1860 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:1860 +#: ../../Fixed-or-Improved-Logics.md:1861 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:1861 +#: ../../Fixed-or-Improved-Logics.md:1862 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 " @@ -6590,7 +6598,7 @@ 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:1864 +#: ../../Fixed-or-Improved-Logics.md:1865 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -6602,11 +6610,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1871 +#: ../../Fixed-or-Improved-Logics.md:1872 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:1873 +#: ../../Fixed-or-Improved-Logics.md:1874 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -6616,27 +6624,27 @@ 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:1875 +#: ../../Fixed-or-Improved-Logics.md:1876 msgid "Turret recoil" msgstr "炮塔制退" -#: ../../Fixed-or-Improved-Logics.md:1877 +#: ../../Fixed-or-Improved-Logics.md:1878 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:1878 +#: ../../Fixed-or-Improved-Logics.md:1879 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:1879 +#: ../../Fixed-or-Improved-Logics.md:1880 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:1882 +#: ../../Fixed-or-Improved-Logics.md:1883 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretRecoil=no ; boolean\n" @@ -6666,18 +6674,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "TurretRecoil.Suppress=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1899 +#: ../../Fixed-or-Improved-Logics.md:1900 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:1902 +#: ../../Fixed-or-Improved-Logics.md:1903 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:1904 +#: ../../Fixed-or-Improved-Logics.md:1905 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 " @@ -6686,7 +6694,7 @@ 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:1907 +#: ../../Fixed-or-Improved-Logics.md:1908 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -6702,7 +6710,7 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:1916 +#: ../../Fixed-or-Improved-Logics.md:1917 msgid "" "Jumpjet can also be affected by this if firing an `OmniFire` weapon with " "`OmniFire.TurnToTarget` set to true." @@ -6710,11 +6718,11 @@ 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:1919 +#: ../../Fixed-or-Improved-Logics.md:1920 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:1921 +#: ../../Fixed-or-Improved-Logics.md:1922 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -6723,7 +6731,7 @@ 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:1924 +#: ../../Fixed-or-Improved-Logics.md:1925 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -6731,7 +6739,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1930 +#: ../../Fixed-or-Improved-Logics.md:1931 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -6739,44 +6747,44 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1935 +#: ../../Fixed-or-Improved-Logics.md:1936 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:1937 +#: ../../Fixed-or-Improved-Logics.md:1938 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:1939 +#: ../../Fixed-or-Improved-Logics.md:1940 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:1940 +#: ../../Fixed-or-Improved-Logics.md:1941 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:1941 +#: ../../Fixed-or-Improved-Logics.md:1942 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:1942 +#: ../../Fixed-or-Improved-Logics.md:1943 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:1943 +#: ../../Fixed-or-Improved-Logics.md:1944 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:1944 +#: ../../Fixed-or-Improved-Logics.md:1945 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:1945 +#: ../../Fixed-or-Improved-Logics.md:1946 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -6785,7 +6793,7 @@ 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:1948 +#: ../../Fixed-or-Improved-Logics.md:1949 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -6808,7 +6816,7 @@ 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:1955 +#: ../../Fixed-or-Improved-Logics.md:1956 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -6858,7 +6866,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:1982 +#: ../../Fixed-or-Improved-Logics.md:1983 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 " @@ -6869,7 +6877,7 @@ 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:1986 +#: ../../Fixed-or-Improved-Logics.md:1987 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -6881,55 +6889,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:1993 +#: ../../Fixed-or-Improved-Logics.md:1994 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:1995 +#: ../../Fixed-or-Improved-Logics.md:1996 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:1996 +#: ../../Fixed-or-Improved-Logics.md:1997 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:1997 +#: ../../Fixed-or-Improved-Logics.md:1998 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:1998 +#: ../../Fixed-or-Improved-Logics.md:1999 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:1999 +#: ../../Fixed-or-Improved-Logics.md:2000 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:2001 +#: ../../Fixed-or-Improved-Logics.md:2002 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:2003 +#: ../../Fixed-or-Improved-Logics.md:2004 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:2006 +#: ../../Fixed-or-Improved-Logics.md:2007 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:2010 +#: ../../Fixed-or-Improved-Logics.md:2011 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -6954,11 +6962,11 @@ 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:2018 +#: ../../Fixed-or-Improved-Logics.md:2019 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:2022 +#: ../../Fixed-or-Improved-Logics.md:2023 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -6970,17 +6978,17 @@ 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:2024 +#: ../../Fixed-or-Improved-Logics.md:2025 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:2026 +#: ../../Fixed-or-Improved-Logics.md:2027 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:2029 +#: ../../Fixed-or-Improved-Logics.md:2030 msgid "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" @@ -6988,15 +6996,15 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2034 +#: ../../Fixed-or-Improved-Logics.md:2035 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:2036 +#: ../../Fixed-or-Improved-Logics.md:2037 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:2038 +#: ../../Fixed-or-Improved-Logics.md:2039 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -7006,14 +7014,14 @@ 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:2039 +#: ../../Fixed-or-Improved-Logics.md:2040 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:2042 +#: ../../Fixed-or-Improved-Logics.md:2043 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -7021,11 +7029,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2047 +#: ../../Fixed-or-Improved-Logics.md:2048 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:2049 +#: ../../Fixed-or-Improved-Logics.md:2050 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -7034,20 +7042,20 @@ 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:2050 +#: ../../Fixed-or-Improved-Logics.md:2051 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:2051 +#: ../../Fixed-or-Improved-Logics.md:2052 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:2054 +#: ../../Fixed-or-Improved-Logics.md:2055 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -7069,11 +7077,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2064 +#: ../../Fixed-or-Improved-Logics.md:2065 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:2066 +#: ../../Fixed-or-Improved-Logics.md:2067 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -7083,7 +7091,7 @@ 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:2067 +#: ../../Fixed-or-Improved-Logics.md:2068 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -7091,7 +7099,7 @@ 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:2070 +#: ../../Fixed-or-Improved-Logics.md:2071 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -7101,11 +7109,11 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2076 +#: ../../Fixed-or-Improved-Logics.md:2077 msgid "Custom debris voxel animations limitation" msgstr "自定义 Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:2082 +#: ../../Fixed-or-Improved-Logics.md:2083 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisTypes.Limit= ; boolean\n" @@ -7117,22 +7125,22 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:2089 +#: ../../Fixed-or-Improved-Logics.md:2090 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:2091 +#: ../../Fixed-or-Improved-Logics.md:2092 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:2092 +#: ../../Fixed-or-Improved-Logics.md:2093 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:2095 +#: ../../Fixed-or-Improved-Logics.md:2096 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -7142,11 +7150,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:2101 +#: ../../Fixed-or-Improved-Logics.md:2102 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:2103 +#: ../../Fixed-or-Improved-Logics.md:2104 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -7158,7 +7166,7 @@ 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:2104 +#: ../../Fixed-or-Improved-Logics.md:2105 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 " @@ -7168,7 +7176,7 @@ 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:2105 +#: ../../Fixed-or-Improved-Logics.md:2106 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 " @@ -7183,20 +7191,20 @@ 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:2106 +#: ../../Fixed-or-Improved-Logics.md:2107 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:2107 +#: ../../Fixed-or-Improved-Logics.md:2108 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:2108 +#: ../../Fixed-or-Improved-Logics.md:2109 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -7205,7 +7213,7 @@ 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:2109 +#: ../../Fixed-or-Improved-Logics.md:2110 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -7214,7 +7222,7 @@ 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:2110 +#: ../../Fixed-or-Improved-Logics.md:2111 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -7226,7 +7234,7 @@ 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:2113 +#: ../../Fixed-or-Improved-Logics.md:2114 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -7268,11 +7276,11 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2130 +#: ../../Fixed-or-Improved-Logics.md:2131 msgid "Customizable Warhead trigger conditions" msgstr "自定义弹头效果触发条件" -#: ../../Fixed-or-Improved-Logics.md:2132 +#: ../../Fixed-or-Improved-Logics.md:2133 msgid "" "`AffectsBelowPercent` and `AffectsAbovePercent` can be used to set the " "health percentage thresholds that target needs to be below/equal and/or " @@ -7282,13 +7290,13 @@ 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:2133 +#: ../../Fixed-or-Improved-Logics.md:2134 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:2134 +#: ../../Fixed-or-Improved-Logics.md:2135 #, python-format msgid "" "If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced " @@ -7298,7 +7306,7 @@ 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:2137 +#: ../../Fixed-or-Improved-Logics.md:2138 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsBelowPercent=1.0 ; floating point value, percents or absolute\n" @@ -7312,17 +7320,17 @@ msgstr "" "AffectsNeutral=true ; boolean\n" "EffectsRequireVerses=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2145 +#: ../../Fixed-or-Improved-Logics.md:2146 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:2147 +#: ../../Fixed-or-Improved-Logics.md:2148 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:2150 +#: ../../Fixed-or-Improved-Logics.md:2151 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -7330,21 +7338,21 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2155 +#: ../../Fixed-or-Improved-Logics.md:2156 msgid "Customizing parasite" msgstr "自定义寄生" -#: ../../Fixed-or-Improved-Logics.md:2157 +#: ../../Fixed-or-Improved-Logics.md:2158 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:2158 +#: ../../Fixed-or-Improved-Logics.md:2159 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:2161 +#: ../../Fixed-or-Improved-Logics.md:2162 msgid "" "[AudioVisual]\n" "Parasite.GrappleAnim= ; animation\n" @@ -7362,25 +7370,23 @@ msgstr "" "(none|aircraft|infantry|units|all)\n" "Parasite.GrappleAnim= ; animation\n" -#: ../../Fixed-or-Improved-Logics.md:2170 +#: ../../Fixed-or-Improved-Logics.md:2171 msgid "Dehardcode the `ZAdjust` of warhead anim" msgstr "弹头动画 `ZAdjust` 去硬编码" -#: ../../Fixed-or-Improved-Logics.md:2172 +#: ../../Fixed-or-Improved-Logics.md:2173 msgid "" "In vanilla, the animations generated by `AnimList` have a hard-coded " "`ZAdjust=-15`. Now you can customize it in the following ways." -msgstr "" -"在原版中由 `AnimList` 声称的动画被硬编码为 `ZAdjust=-15`。现在你可以通过下述方式进行自定义。" +msgstr "在原版中由 `AnimList` 声称的动画被硬编码为 `ZAdjust=-15`。现在你可以通过下述方式进行自定义。" -#: ../../Fixed-or-Improved-Logics.md:2173 +#: ../../Fixed-or-Improved-Logics.md:2174 msgid "" "If these flags are set to 0, the `ZAdjust` defined by the anim will be " "used." -msgstr "" -"若这些语句设为 0 则将会使用动画自身的 `ZAdjust` 值。" +msgstr "若这些语句设为 0 则将会使用动画自身的 `ZAdjust` 值。" -#: ../../Fixed-or-Improved-Logics.md:2176 +#: ../../Fixed-or-Improved-Logics.md:2177 msgid "" "[AudioVisual]\n" "WarheadAnimZAdjust=-15 ; Integer\n" @@ -7396,11 +7402,11 @@ msgstr "" "AnimZAdjust= ; Integer, default to [AudioVisual] -> " "WarheadAnimZAdjust\n" -#: ../../Fixed-or-Improved-Logics.md:2184 +#: ../../Fixed-or-Improved-Logics.md:2185 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:2186 +#: ../../Fixed-or-Improved-Logics.md:2187 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 " @@ -7409,13 +7415,13 @@ 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:2187 +#: ../../Fixed-or-Improved-Logics.md:2188 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:2190 +#: ../../Fixed-or-Improved-Logics.md:2191 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -7431,41 +7437,41 @@ msgstr "" "MindControl.ThreatDelay= ; integer, game frames, default to " "[General] -> MindControl.ThreatDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2198 +#: ../../Fixed-or-Improved-Logics.md:2199 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:2200 +#: ../../Fixed-or-Improved-Logics.md:2201 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:2201 +#: ../../Fixed-or-Improved-Logics.md:2202 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:2202 +#: ../../Fixed-or-Improved-Logics.md:2203 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:2203 +#: ../../Fixed-or-Improved-Logics.md:2204 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:2204 +#: ../../Fixed-or-Improved-Logics.md:2205 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:2207 +#: ../../Fixed-or-Improved-Logics.md:2208 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -7473,24 +7479,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2213 +#: ../../Fixed-or-Improved-Logics.md:2214 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:2216 +#: ../../Fixed-or-Improved-Logics.md:2217 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:2218 +#: ../../Fixed-or-Improved-Logics.md:2219 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:2221 +#: ../../Fixed-or-Improved-Logics.md:2222 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -7498,15 +7504,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2226 +#: ../../Fixed-or-Improved-Logics.md:2227 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:2228 +#: ../../Fixed-or-Improved-Logics.md:2229 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:2230 +#: ../../Fixed-or-Improved-Logics.md:2231 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -7515,7 +7521,7 @@ 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:2233 +#: ../../Fixed-or-Improved-Logics.md:2234 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -7525,11 +7531,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2239 +#: ../../Fixed-or-Improved-Logics.md:2240 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:2241 +#: ../../Fixed-or-Improved-Logics.md:2242 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -7543,13 +7549,13 @@ 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:2242 +#: ../../Fixed-or-Improved-Logics.md:2243 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:2245 +#: ../../Fixed-or-Improved-Logics.md:2246 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -7557,19 +7563,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2250 +#: ../../Fixed-or-Improved-Logics.md:2251 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:2252 +#: ../../Fixed-or-Improved-Logics.md:2253 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:2253 +#: ../../Fixed-or-Improved-Logics.md:2254 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:2256 +#: ../../Fixed-or-Improved-Logics.md:2257 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; integer\n" @@ -7579,18 +7585,18 @@ msgstr "" "DiskLaser.Radius=240 ; integer\n" "; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:2262 +#: ../../Fixed-or-Improved-Logics.md:2263 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:2264 +#: ../../Fixed-or-Improved-Logics.md:2265 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:2267 +#: ../../Fixed-or-Improved-Logics.md:2268 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -7608,17 +7614,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game " "frames), default to [CombatDamage] -> ROF.RandomDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2275 +#: ../../Fixed-or-Improved-Logics.md:2276 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:2277 +#: ../../Fixed-or-Improved-Logics.md:2278 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:2280 +#: ../../Fixed-or-Improved-Logics.md:2281 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -7626,11 +7632,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2285 +#: ../../Fixed-or-Improved-Logics.md:2286 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:2287 +#: ../../Fixed-or-Improved-Logics.md:2288 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -7640,7 +7646,7 @@ 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:2290 +#: ../../Fixed-or-Improved-Logics.md:2291 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -7648,11 +7654,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2295 +#: ../../Fixed-or-Improved-Logics.md:2296 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:2297 +#: ../../Fixed-or-Improved-Logics.md:2298 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -7661,13 +7667,13 @@ 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:2300 +#: ../../Fixed-or-Improved-Logics.md:2301 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:2301 +#: ../../Fixed-or-Improved-Logics.md:2302 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" @@ -7676,14 +7682,14 @@ 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:2302 +#: ../../Fixed-or-Improved-Logics.md:2303 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:2303 +#: ../../Fixed-or-Improved-Logics.md:2304 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 " @@ -7693,7 +7699,7 @@ 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:2306 +#: ../../Fixed-or-Improved-Logics.md:2307 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -7711,7 +7717,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2317 +#: ../../Fixed-or-Improved-Logics.md:2318 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -7722,11 +7728,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:2320 +#: ../../Fixed-or-Improved-Logics.md:2321 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:2322 +#: ../../Fixed-or-Improved-Logics.md:2323 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -7736,7 +7742,7 @@ 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:2325 +#: ../../Fixed-or-Improved-Logics.md:2326 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -7746,7 +7752,7 @@ 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:2328 +#: ../../Fixed-or-Improved-Logics.md:2329 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -7754,18 +7760,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2333 +#: ../../Fixed-or-Improved-Logics.md:2334 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:2335 +#: ../../Fixed-or-Improved-Logics.md:2336 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:2339 +#: ../../Fixed-or-Improved-Logics.md:2340 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -7775,28 +7781,28 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:2344 +#: ../../Fixed-or-Improved-Logics.md:2345 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:2346 +#: ../../Fixed-or-Improved-Logics.md:2347 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:2347 +#: ../../Fixed-or-Improved-Logics.md:2348 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:2348 +#: ../../Fixed-or-Improved-Logics.md:2349 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:2349 +#: ../../Fixed-or-Improved-Logics.md:2350 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -7805,7 +7811,7 @@ 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:2350 +#: ../../Fixed-or-Improved-Logics.md:2351 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -7815,13 +7821,13 @@ 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:2351 +#: ../../Fixed-or-Improved-Logics.md:2352 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:2352 +#: ../../Fixed-or-Improved-Logics.md:2353 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -7831,7 +7837,7 @@ 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:2355 +#: ../../Fixed-or-Improved-Logics.md:2356 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -7853,55 +7859,55 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:2366 +#: ../../Fixed-or-Improved-Logics.md:2367 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:2368 +#: ../../Fixed-or-Improved-Logics.md:2369 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:2369 +#: ../../Fixed-or-Improved-Logics.md:2370 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:2370 +#: ../../Fixed-or-Improved-Logics.md:2371 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:2371 +#: ../../Fixed-or-Improved-Logics.md:2372 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:2372 +#: ../../Fixed-or-Improved-Logics.md:2373 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:2373 +#: ../../Fixed-or-Improved-Logics.md:2374 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:2376 +#: ../../Fixed-or-Improved-Logics.md:2377 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:2380 +#: ../../Fixed-or-Improved-Logics.md:2381 msgid "" "[SOMETECHNO] ; TechnoType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -7949,7 +7955,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:2397 +#: ../../Fixed-or-Improved-Logics.md:2398 msgid "" "`[General] -> DropPodTrailer` is [Ares feature](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." 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 184c3eb48e..974e95d24f 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 @@ -1342,7 +1342,7 @@ msgstr "护盾" #: ../../New-or-Enhanced-Logics.md:294 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 "" @@ -3577,7 +3577,7 @@ msgstr "`Trajectory.Straight.ProximityFlight` 控制是否考虑空中的单位 #: ../../New-or-Enhanced-Logics.md:872 msgid "" "`Trajectory.Straight.ThroughVehicles` controls whether the projectile " -"will not be obstructed by vehicles or aircrafts on the ground. When it is" +"will not be obstructed by vehicles or aircraft on the ground. When it is" " obstructed, it will be directly detonated at its location. If it still " "have `Trajectory.Straight.ProximityImpact` times, it will also detonate a" " `Trajectory.Straight.ProximityImpact` at the location of the obstacle." @@ -4290,7 +4290,7 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:1023 msgid "" -"Compared to vanilla `Arcing`, this can also be used for aircrafts and " +"Compared to vanilla `Arcing`, this can also be used for aircraft and " "airburst weapon." msgstr "与原有的 `Arcing` 相比,它还可以用于战机和空爆武器。" @@ -7696,7 +7696,7 @@ msgstr "" #: ../../New-or-Enhanced-Logics.md:2131 msgid "`Voxel=no` turretless vehicles now support the use of `FireUp`." -msgstr "现在 `Voxel=no` 的无炮塔载具现在已经支持 `FireUp`。" +msgstr "现在 `Voxel=no` 的无炮塔载具已经支持 `FireUp`。" #: ../../New-or-Enhanced-Logics.md:2132 msgid "" @@ -9080,7 +9080,7 @@ msgstr "无间隔连发" #: ../../New-or-Enhanced-Logics.md:2597 msgid "" -"In vanilla, vehicles and infantries will only fire once in one frame, " +"In vanilla, vehicles and infantry will only fire once in one frame, " "even if their `ROF` or `BurstDelay` is set to 0. Now you can force units " "to fire all bursts in one frame by setting the `Burst.NoDelay` to true." msgstr "" diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 795df32b19..29b4deb01a 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: 2025-10-26 00:40+0800\n" +"POT-Creation-Date: 2025-10-29 19:59+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -50,8 +50,7 @@ msgstr "由原版" msgid "" "`IsSimpleDeployer` units now obey deploying facing constraint even " "without deploying animation if `DeployDir` is explicitly set on the unit." -msgstr "" -"现在 `IsSimpleDeployer` 的单位只要设置了 `DeployDir` 那么即便没有部署动画也会遵守部署朝向的约束。" +msgstr "现在 `IsSimpleDeployer` 的单位只要设置了 `DeployDir` 那么即便没有部署动画也会遵守部署朝向的约束。" #: ../../Whats-New.md:14 msgid "" @@ -181,8 +180,7 @@ msgid "" "effects of `UseCenterCoordsIfAttached=true`." msgstr "" "语句 `UseCenterCoordsIfAttached` 现已被替换为 `AttachedAnimPosition`。你需要通过设置 " -"`AttachedAnimPosition=center` 以达到原先 `UseCenterCoordsIfAttached=true` " -"的效果。" +"`AttachedAnimPosition=center` 以达到原先 `UseCenterCoordsIfAttached=true` 的效果。" #: ../../Whats-New.md:31 msgid "From post-0.3 devbuilds" @@ -193,7 +191,8 @@ msgid "" "`AlternateFLH` no longer affects vehicle passengers by default. To re-" "enable it, set `AlternateFLH.ApplyVehicle=true` on the transport unit." msgstr "" -"`AlternateFLH` 已经不再默认对载具类载员生效,你可以通过在运输工具上设置 `AlternateFLH.ApplyVehicle=true` 来手动重新启用它。" +"`AlternateFLH` 已经不再默认对载具类载员生效,你可以通过在运输工具上设置 " +"`AlternateFLH.ApplyVehicle=true` 来手动重新启用它。" #: ../../Whats-New.md:34 msgid "" @@ -1184,9 +1183,9 @@ msgstr "更新日志" 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:341 ../../Whats-New.md:523 ../../Whats-New.md:918 -#: ../../Whats-New.md:949 ../../Whats-New.md:1152 ../../Whats-New.md:1180 -#: ../../Whats-New.md:1197 ../../Whats-New.md:1255 +#: ../../Whats-New.md:341 ../../Whats-New.md:524 ../../Whats-New.md:919 +#: ../../Whats-New.md:950 ../../Whats-New.md:1153 ../../Whats-New.md:1181 +#: ../../Whats-New.md:1198 ../../Whats-New.md:1256 msgid "New:" msgstr "新增内容:" @@ -2024,12 +2023,16 @@ msgid "Toggle off laser trail and shake effects (by Ollerus)" msgstr "关闭激光尾焰与屏幕抖动效果(by Ollerus)" #: ../../Whats-New.md:459 -msgid "[Dehardcode the `ZAdjust` of warhead anim](Fixed-or-Improved-Logics.md#dehardcode-the-zadjust-of-warhead-anim) (by TaranDahl)" -msgstr "[弹头动画 `ZAdjust` 去硬编码](Fixed-or-Improved-Logics.md#dehardcode-the-zadjust-of-warhead-anim)(by TaranDahl)" +msgid "" +"[Dehardcode the `ZAdjust` of warhead anim](Fixed-or-Improved-Logics.md" +"#dehardcode-the-zadjust-of-warhead-anim) (by TaranDahl)" +msgstr "" +"[弹头动画 `ZAdjust` 去硬编码](Fixed-or-Improved-Logics.md#dehardcode-the-zadjust-" +"of-warhead-anim)(by TaranDahl)" -#: ../../Whats-New.md:461 ../../Whats-New.md:690 ../../Whats-New.md:1049 -#: ../../Whats-New.md:1158 ../../Whats-New.md:1183 ../../Whats-New.md:1222 -#: ../../Whats-New.md:1267 +#: ../../Whats-New.md:461 ../../Whats-New.md:691 ../../Whats-New.md:1050 +#: ../../Whats-New.md:1159 ../../Whats-New.md:1184 ../../Whats-New.md:1223 +#: ../../Whats-New.md:1268 msgid "Vanilla fixes:" msgstr "原版问题修复:" @@ -2162,7 +2165,7 @@ msgstr "修复了所谓的高等路径学(by CrimRecya)" #: ../../Whats-New.md:481 msgid "" -"Fixed an issue that jumpjet infantries' shadow is always drawn even if " +"Fixed an issue that jumpjet infantry' shadow is always drawn even if " "they are cloaked (by TaranDahl)" msgstr "修复了 Jumpjet 步兵隐形时依然绘制影子的问题(by TaranDahl)" @@ -2214,26 +2217,33 @@ msgstr "修复了铁幕/自定义染色无法将 SHP 有炮塔载具染色的 msgid "Reactivate unused trigger events 2, 53, and 54 (by FlyStar)" msgstr "重新激活无效的 2、53 和 54 号触发条件(by FlyStar)" -#: ../../Whats-New.md:491 ../../Whats-New.md:836 ../../Whats-New.md:921 -#: ../../Whats-New.md:1085 ../../Whats-New.md:1126 ../../Whats-New.md:1138 -#: ../../Whats-New.md:1161 ../../Whats-New.md:1171 ../../Whats-New.md:1187 -#: ../../Whats-New.md:1235 ../../Whats-New.md:1246 +#: ../../Whats-New.md:490 +msgid "" +"Fixed the bug that vehicle fall on infantry will make all cell content " +"has been removed (by NetsuNegi)" +msgstr "" +"修复了载具落到有步兵的单元格上时会将格内所有对象全部移除的 Bug(by NetsuNegi)" + +#: ../../Whats-New.md:492 ../../Whats-New.md:837 ../../Whats-New.md:922 +#: ../../Whats-New.md:1086 ../../Whats-New.md:1127 ../../Whats-New.md:1139 +#: ../../Whats-New.md:1162 ../../Whats-New.md:1172 ../../Whats-New.md:1188 +#: ../../Whats-New.md:1236 ../../Whats-New.md:1247 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:493 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:493 +#: ../../Whats-New.md:494 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:494 +#: ../../Whats-New.md:495 msgid "" "Fixed a bug that sometimes caused weapon/warhead detonations from " "features such as `ExtraWarheads`, animation damage or `Crit.Warhead` to " @@ -2242,85 +2252,85 @@ 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:495 +#: ../../Whats-New.md:496 msgid "" "Fixed an issue that units' `LaserTrails` will always lags behind by one " "frame (by CrimRecya)" msgstr "修复了单位的 `LaserTrails` 总会滞后一帧的问题(by CrimRecya)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:497 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:497 +#: ../../Whats-New.md:498 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:498 +#: ../../Whats-New.md:499 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:499 +#: ../../Whats-New.md:500 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:500 +#: ../../Whats-New.md:501 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:501 +#: ../../Whats-New.md:502 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:502 +#: ../../Whats-New.md:503 msgid "" "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:503 +#: ../../Whats-New.md:504 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:504 +#: ../../Whats-New.md:505 msgid "" "Fixed an issue that jumpjet vehicles can not stop correctly when assigned" " a target in range (by TaranDahl)" 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(by TaranDahl)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:506 msgid "" -"Fixed an issue that jumpjet infantries stop incorrectly when assigned a " +"Fixed an issue that jumpjet infantry 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:506 +#: ../../Whats-New.md:507 msgid "" "Fixed an issue where the 77 trigger event in Ares was not functioning " "properly (by NetsuNegi)" msgstr "修复了 Ares 的 77 号触发无法正常运作的问题(by NetsuNegi)" -#: ../../Whats-New.md:507 +#: ../../Whats-New.md:508 msgid "" "Fixed an interaction error between the engineer and the Ares rubble (by " "FlyStar)" msgstr "修复了工程师和 Ares 废墟逻辑的交互错误(FlyStar)" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:509 msgid "" "Fixed the projection location of selectbox when over elevated bridge (by " "NetsuNegi)" msgstr "修复了处于高架桥上时的选择框投影位置不正确的问题(by NetsuNegi)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:510 msgid "" "Fixed an issue where the game would only use `Weapon1` and `Weapon2` for " "auto-targeting even when `MultiWeapon=yes` was set (by FlyStar)" @@ -2328,35 +2338,35 @@ msgstr "" "修复了即便设置了 `MultiWeapon=yes` 游戏也仍然只会使用 `Weapon1`、`Weapon2` 进行自动索敌的问题(by " "FlyStar)" -#: ../../Whats-New.md:510 +#: ../../Whats-New.md:511 msgid "" "Fixed a game load crash caused by `MultiWeapon.IsSecondary=-1` or non-" "projectile weapons (by FlyStar)" msgstr "修复了游戏加载过程中由于 `MultiWeapon.IsSecondary=-1` 或武器没有抛射体导致的崩溃问题(by FlyStar)" -#: ../../Whats-New.md:512 ../../Whats-New.md:891 ../../Whats-New.md:1114 +#: ../../Whats-New.md:513 ../../Whats-New.md:892 ../../Whats-New.md:1115 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:513 +#: ../../Whats-New.md:514 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:514 ../../Whats-New.md:905 +#: ../../Whats-New.md:515 ../../Whats-New.md:906 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:515 +#: ../../Whats-New.md:516 msgid "" "Fixed an issue that Ares' Type Conversion not resetting barrel's " "direction by `FireAngle` (by TaranDahl)" msgstr "修复了 Ares 的单位转换不会通过 `FireAngle` 重设炮管方向的问题(by TaranDahl)" -#: ../../Whats-New.md:516 +#: ../../Whats-New.md:517 msgid "" "Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's" " repair flash effect (by Sovietianqi, based on knowledge of DeathFish)" @@ -2364,233 +2374,233 @@ msgstr "" "修复了 Ares 的 `[WarheadType] -> Flash.Duration=` 无法覆盖维修武器闪光效果的问题(by " "Sovietianqi,基于 DeathFish 的知识)" -#: ../../Whats-New.md:519 +#: ../../Whats-New.md:520 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:524 +#: ../../Whats-New.md:525 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:525 +#: ../../Whats-New.md:526 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:526 +#: ../../Whats-New.md:527 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:527 +#: ../../Whats-New.md:528 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:528 +#: ../../Whats-New.md:529 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:529 +#: ../../Whats-New.md:530 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:530 +#: ../../Whats-New.md:531 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:531 +#: ../../Whats-New.md:532 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:532 +#: ../../Whats-New.md:533 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:533 +#: ../../Whats-New.md:534 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:534 +#: ../../Whats-New.md:535 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:535 +#: ../../Whats-New.md:536 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:536 +#: ../../Whats-New.md:537 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:537 -msgid "Iron-curtain effects on infantries and organic units (by ststl)" +#: ../../Whats-New.md:538 +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:538 +#: ../../Whats-New.md:539 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:540 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:540 +#: ../../Whats-New.md:541 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:541 +#: ../../Whats-New.md:542 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:542 +#: ../../Whats-New.md:543 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:544 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:544 +#: ../../Whats-New.md:545 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:545 +#: ../../Whats-New.md:546 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:547 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:547 +#: ../../Whats-New.md:548 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:548 +#: ../../Whats-New.md:549 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:549 +#: ../../Whats-New.md:550 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:551 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:552 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:552 +#: ../../Whats-New.md:553 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:553 +#: ../../Whats-New.md:554 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:554 +#: ../../Whats-New.md:555 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:555 +#: ../../Whats-New.md:556 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:557 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:557 +#: ../../Whats-New.md:558 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:558 +#: ../../Whats-New.md:559 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:559 +#: ../../Whats-New.md:560 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:560 +#: ../../Whats-New.md:561 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:562 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:563 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:563 +#: ../../Whats-New.md:564 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:565 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:565 +#: ../../Whats-New.md:566 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:566 +#: ../../Whats-New.md:567 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:568 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:568 +#: ../../Whats-New.md:569 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:569 +#: ../../Whats-New.md:570 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:570 +#: ../../Whats-New.md:571 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:571 +#: ../../Whats-New.md:572 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:572 +#: ../../Whats-New.md:573 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:573 +#: ../../Whats-New.md:574 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:574 +#: ../../Whats-New.md:575 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2599,35 +2609,35 @@ 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:575 +#: ../../Whats-New.md:576 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:576 +#: ../../Whats-New.md:577 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:578 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:578 +#: ../../Whats-New.md:579 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:579 +#: ../../Whats-New.md:580 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:580 +#: ../../Whats-New.md:581 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:582 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2635,37 +2645,37 @@ 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:582 +#: ../../Whats-New.md:583 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:583 +#: ../../Whats-New.md:584 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:584 +#: ../../Whats-New.md:585 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:586 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:586 +#: ../../Whats-New.md:587 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:587 +#: ../../Whats-New.md:588 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:588 +#: ../../Whats-New.md:589 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2673,39 +2683,39 @@ 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:589 +#: ../../Whats-New.md:590 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:590 +#: ../../Whats-New.md:591 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:592 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:592 +#: ../../Whats-New.md:593 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:593 +#: ../../Whats-New.md:594 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:595 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:595 +#: ../../Whats-New.md:596 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:596 +#: ../../Whats-New.md:597 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2713,23 +2723,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:597 +#: ../../Whats-New.md:598 msgid "" "Customizable straight trajectory detonation & snap distance and pass-" "through option (by Starkku)" msgstr "自定义直线弹道引爆和瞬移距离以及穿透选项(by Starkku)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:599 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:599 +#: ../../Whats-New.md:600 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:600 +#: ../../Whats-New.md:601 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2738,250 +2748,250 @@ 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:601 +#: ../../Whats-New.md:602 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:602 +#: ../../Whats-New.md:603 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:603 +#: ../../Whats-New.md:604 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:604 +#: ../../Whats-New.md:605 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:605 +#: ../../Whats-New.md:606 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:606 +#: ../../Whats-New.md:607 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:608 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:608 +#: ../../Whats-New.md:609 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:610 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:610 +#: ../../Whats-New.md:611 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:611 +#: ../../Whats-New.md:612 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:612 +#: ../../Whats-New.md:613 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:613 +#: ../../Whats-New.md:614 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:614 +#: ../../Whats-New.md:615 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:615 +#: ../../Whats-New.md:616 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:616 +#: ../../Whats-New.md:617 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:617 +#: ../../Whats-New.md:618 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:618 +#: ../../Whats-New.md:619 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:619 +#: ../../Whats-New.md:620 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:620 +#: ../../Whats-New.md:621 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:621 +#: ../../Whats-New.md:622 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:623 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:623 +#: ../../Whats-New.md:624 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:624 +#: ../../Whats-New.md:625 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:625 +#: ../../Whats-New.md:626 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:626 +#: ../../Whats-New.md:627 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:628 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:629 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:629 +#: ../../Whats-New.md:630 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:630 +#: ../../Whats-New.md:631 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:631 +#: ../../Whats-New.md:632 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:632 +#: ../../Whats-New.md:633 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:633 +#: ../../Whats-New.md:634 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:634 +#: ../../Whats-New.md:635 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:635 +#: ../../Whats-New.md:636 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:636 +#: ../../Whats-New.md:637 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:637 +#: ../../Whats-New.md:638 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:638 +#: ../../Whats-New.md:639 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:639 +#: ../../Whats-New.md:640 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:641 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:641 +#: ../../Whats-New.md:642 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:642 +#: ../../Whats-New.md:643 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:643 +#: ../../Whats-New.md:644 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:644 +#: ../../Whats-New.md:645 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:645 +#: ../../Whats-New.md:646 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:647 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:647 +#: ../../Whats-New.md:648 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:648 +#: ../../Whats-New.md:649 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -2989,193 +2999,193 @@ 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:649 +#: ../../Whats-New.md:650 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:650 +#: ../../Whats-New.md:651 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:651 +#: ../../Whats-New.md:652 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:652 +#: ../../Whats-New.md:653 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:653 +#: ../../Whats-New.md:654 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:654 +#: ../../Whats-New.md:655 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:655 +#: ../../Whats-New.md:656 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:656 +#: ../../Whats-New.md:657 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:657 +#: ../../Whats-New.md:658 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:658 +#: ../../Whats-New.md:659 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:659 +#: ../../Whats-New.md:660 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:660 +#: ../../Whats-New.md:661 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:661 +#: ../../Whats-New.md:662 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:662 +#: ../../Whats-New.md:663 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:663 +#: ../../Whats-New.md:664 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:664 +#: ../../Whats-New.md:665 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:665 +#: ../../Whats-New.md:666 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:666 +#: ../../Whats-New.md:667 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:667 +#: ../../Whats-New.md:668 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:668 +#: ../../Whats-New.md:669 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:670 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:671 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:671 +#: ../../Whats-New.md:672 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:672 +#: ../../Whats-New.md:673 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:673 +#: ../../Whats-New.md:674 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:674 +#: ../../Whats-New.md:675 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:675 +#: ../../Whats-New.md:676 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:676 +#: ../../Whats-New.md:677 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:677 +#: ../../Whats-New.md:678 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:678 +#: ../../Whats-New.md:679 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:679 +#: ../../Whats-New.md:680 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:681 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:681 +#: ../../Whats-New.md:682 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:682 +#: ../../Whats-New.md:683 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:683 +#: ../../Whats-New.md:684 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:684 +#: ../../Whats-New.md:685 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:685 +#: ../../Whats-New.md:686 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:686 +#: ../../Whats-New.md:687 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:687 +#: ../../Whats-New.md:688 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:688 +#: ../../Whats-New.md:689 msgid "" "Allow retint fix to be disabled with `[AudioVisual] -> UseRetintFix=no` " "in `rulesmd.ini` due to performance considerations (by Kerbiter)" @@ -3183,100 +3193,99 @@ msgstr "" "允许通过在 `rulesmd.ini` 中设置 `[AudioVisual] -> UseRetintFix=no` " "来禁用地图光照重绘时的建筑光源问题修复以优化性能(by Kerbiter)" -#: ../../Whats-New.md:691 +#: ../../Whats-New.md:692 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:692 +#: ../../Whats-New.md:693 msgid "" "Allow setting whether `AlternateFLH` applies to vehicle passengers in the" " transport unit (by Trsdy & NetsuNegi)" -msgstr "" -"允许设定 `AlternateFLH` 是否作用于运输工具中的载具类载员(by Trsdy & NetsuNegi)" +msgstr "允许设定 `AlternateFLH` 是否作用于运输工具中的载具类载员(by Trsdy & NetsuNegi)" -#: ../../Whats-New.md:693 +#: ../../Whats-New.md:694 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:694 +#: ../../Whats-New.md:695 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:695 +#: ../../Whats-New.md:696 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:696 +#: ../../Whats-New.md:697 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:697 +#: ../../Whats-New.md:698 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:698 +#: ../../Whats-New.md:699 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:699 +#: ../../Whats-New.md:700 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:700 +#: ../../Whats-New.md:701 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:701 +#: ../../Whats-New.md:702 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:702 +#: ../../Whats-New.md:703 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:703 +#: ../../Whats-New.md:704 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:704 +#: ../../Whats-New.md:705 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:705 +#: ../../Whats-New.md:706 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:706 +#: ../../Whats-New.md:707 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:707 +#: ../../Whats-New.md:708 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -3285,22 +3294,22 @@ 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:708 +#: ../../Whats-New.md:709 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:709 +#: ../../Whats-New.md:710 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:710 +#: ../../Whats-New.md:711 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:711 +#: ../../Whats-New.md:712 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -3308,13 +3317,13 @@ 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:712 +#: ../../Whats-New.md:713 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:713 +#: ../../Whats-New.md:714 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -3323,23 +3332,23 @@ 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:714 +#: ../../Whats-New.md:715 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:715 +#: ../../Whats-New.md:716 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:716 +#: ../../Whats-New.md:717 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:717 +#: ../../Whats-New.md:718 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -3348,59 +3357,59 @@ 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:718 +#: ../../Whats-New.md:719 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:719 +#: ../../Whats-New.md:720 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:720 +#: ../../Whats-New.md:721 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:721 +#: ../../Whats-New.md:722 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:722 +#: ../../Whats-New.md:723 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:723 +#: ../../Whats-New.md:724 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:724 +#: ../../Whats-New.md:725 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:725 +#: ../../Whats-New.md:726 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:726 +#: ../../Whats-New.md:727 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:727 +#: ../../Whats-New.md:728 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" @@ -3410,14 +3419,14 @@ 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:728 +#: ../../Whats-New.md:729 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:729 +#: ../../Whats-New.md:730 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3426,13 +3435,13 @@ 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:730 +#: ../../Whats-New.md:731 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:731 +#: ../../Whats-New.md:732 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3440,67 +3449,67 @@ 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:732 +#: ../../Whats-New.md:733 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:733 +#: ../../Whats-New.md:734 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:734 +#: ../../Whats-New.md:735 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:735 +#: ../../Whats-New.md:736 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:736 +#: ../../Whats-New.md:737 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:737 +#: ../../Whats-New.md:738 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:738 +#: ../../Whats-New.md:739 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:739 +#: ../../Whats-New.md:740 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:740 +#: ../../Whats-New.md:741 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:741 +#: ../../Whats-New.md:742 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:742 +#: ../../Whats-New.md:743 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:743 +#: ../../Whats-New.md:744 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3509,89 +3518,89 @@ 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:744 +#: ../../Whats-New.md:745 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:745 +#: ../../Whats-New.md:746 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)" -#: ../../Whats-New.md:746 +#: ../../Whats-New.md:747 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:747 +#: ../../Whats-New.md:748 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:748 +#: ../../Whats-New.md:749 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:749 +#: ../../Whats-New.md:750 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:750 +#: ../../Whats-New.md:751 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:751 +#: ../../Whats-New.md:752 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:752 +#: ../../Whats-New.md:753 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:753 +#: ../../Whats-New.md:754 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:754 +#: ../../Whats-New.md:755 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:755 +#: ../../Whats-New.md:756 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:756 +#: ../../Whats-New.md:757 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:757 +#: ../../Whats-New.md:758 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:758 +#: ../../Whats-New.md:759 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3601,19 +3610,19 @@ 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:759 +#: ../../Whats-New.md:760 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:760 +#: ../../Whats-New.md:761 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:761 +#: ../../Whats-New.md:762 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3622,31 +3631,31 @@ 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:762 +#: ../../Whats-New.md:763 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:763 +#: ../../Whats-New.md:764 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:764 +#: ../../Whats-New.md:765 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:765 +#: ../../Whats-New.md:766 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:766 +#: ../../Whats-New.md:767 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3656,7 +3665,7 @@ 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:767 +#: ../../Whats-New.md:768 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3664,13 +3673,13 @@ 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:768 +#: ../../Whats-New.md:769 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:769 +#: ../../Whats-New.md:770 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" @@ -3680,42 +3689,42 @@ 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:770 +#: ../../Whats-New.md:771 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:771 +#: ../../Whats-New.md:772 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:772 +#: ../../Whats-New.md:773 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:773 +#: ../../Whats-New.md:774 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:774 +#: ../../Whats-New.md:775 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:775 +#: ../../Whats-New.md:776 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:776 +#: ../../Whats-New.md:777 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3726,38 +3735,38 @@ 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:777 +#: ../../Whats-New.md:778 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:778 +#: ../../Whats-New.md:779 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:779 +#: ../../Whats-New.md:780 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:780 +#: ../../Whats-New.md:781 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:781 +#: ../../Whats-New.md:782 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:782 +#: ../../Whats-New.md:783 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -3766,32 +3775,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:783 +#: ../../Whats-New.md:784 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:784 +#: ../../Whats-New.md:785 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:785 +#: ../../Whats-New.md:786 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:786 +#: ../../Whats-New.md:787 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:787 +#: ../../Whats-New.md:788 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 " @@ -3800,57 +3809,57 @@ 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:788 +#: ../../Whats-New.md:789 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:789 +#: ../../Whats-New.md:790 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:790 +#: ../../Whats-New.md:791 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:791 +#: ../../Whats-New.md:792 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:792 +#: ../../Whats-New.md:793 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:793 +#: ../../Whats-New.md:794 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:794 +#: ../../Whats-New.md:795 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:795 +#: ../../Whats-New.md:796 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:796 +#: ../../Whats-New.md:797 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -3858,231 +3867,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:797 +#: ../../Whats-New.md:798 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:798 +#: ../../Whats-New.md:799 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:799 +#: ../../Whats-New.md:800 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:800 +#: ../../Whats-New.md:801 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:801 +#: ../../Whats-New.md:802 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:802 +#: ../../Whats-New.md:803 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:803 +#: ../../Whats-New.md:804 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:804 +#: ../../Whats-New.md:805 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:805 +#: ../../Whats-New.md:806 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:806 +#: ../../Whats-New.md:807 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:807 +#: ../../Whats-New.md:808 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:808 +#: ../../Whats-New.md:809 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:809 +#: ../../Whats-New.md:810 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:810 +#: ../../Whats-New.md:811 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:811 +#: ../../Whats-New.md:812 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:812 +#: ../../Whats-New.md:813 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:813 +#: ../../Whats-New.md:814 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:814 +#: ../../Whats-New.md:815 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:815 +#: ../../Whats-New.md:816 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:816 +#: ../../Whats-New.md:817 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:817 +#: ../../Whats-New.md:818 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:818 +#: ../../Whats-New.md:819 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:819 +#: ../../Whats-New.md:820 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:820 +#: ../../Whats-New.md:821 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:821 +#: ../../Whats-New.md:822 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:822 +#: ../../Whats-New.md:823 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:823 +#: ../../Whats-New.md:824 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:824 +#: ../../Whats-New.md:825 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:825 +#: ../../Whats-New.md:826 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:826 +#: ../../Whats-New.md:827 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:827 +#: ../../Whats-New.md:828 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:828 +#: ../../Whats-New.md:829 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:829 +#: ../../Whats-New.md:830 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:830 +#: ../../Whats-New.md:831 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:831 +#: ../../Whats-New.md:832 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:832 +#: ../../Whats-New.md:833 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:833 +#: ../../Whats-New.md:834 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:834 +#: ../../Whats-New.md:835 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -4091,35 +4100,35 @@ 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:837 +#: ../../Whats-New.md:838 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:838 +#: ../../Whats-New.md:839 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:839 +#: ../../Whats-New.md:840 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:840 +#: ../../Whats-New.md:841 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:841 +#: ../../Whats-New.md:842 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:842 +#: ../../Whats-New.md:843 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -4128,68 +4137,68 @@ 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:843 +#: ../../Whats-New.md:844 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:844 +#: ../../Whats-New.md:845 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:845 +#: ../../Whats-New.md:846 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:846 +#: ../../Whats-New.md:847 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:847 +#: ../../Whats-New.md:848 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:848 +#: ../../Whats-New.md:849 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:849 +#: ../../Whats-New.md:850 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:850 +#: ../../Whats-New.md:851 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:851 +#: ../../Whats-New.md:852 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:852 +#: ../../Whats-New.md:853 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:853 +#: ../../Whats-New.md:854 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -4197,13 +4206,13 @@ 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:854 +#: ../../Whats-New.md:855 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:855 +#: ../../Whats-New.md:856 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 " @@ -4212,42 +4221,42 @@ 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:856 +#: ../../Whats-New.md:857 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:857 +#: ../../Whats-New.md:858 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:858 +#: ../../Whats-New.md:859 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:859 +#: ../../Whats-New.md:860 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:860 +#: ../../Whats-New.md:861 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:861 +#: ../../Whats-New.md:862 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:862 +#: ../../Whats-New.md:863 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -4256,67 +4265,67 @@ 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:863 +#: ../../Whats-New.md:864 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:864 +#: ../../Whats-New.md:865 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:865 +#: ../../Whats-New.md:866 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:866 +#: ../../Whats-New.md:867 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:867 +#: ../../Whats-New.md:868 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:868 +#: ../../Whats-New.md:869 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:869 +#: ../../Whats-New.md:870 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:870 +#: ../../Whats-New.md:871 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:871 +#: ../../Whats-New.md:872 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:872 +#: ../../Whats-New.md:873 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:873 +#: ../../Whats-New.md:874 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -4325,7 +4334,7 @@ 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:874 +#: ../../Whats-New.md:875 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -4334,29 +4343,29 @@ 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:875 +#: ../../Whats-New.md:876 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:876 +#: ../../Whats-New.md:877 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:877 +#: ../../Whats-New.md:878 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:878 +#: ../../Whats-New.md:879 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:879 +#: ../../Whats-New.md:880 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -4365,14 +4374,14 @@ 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:880 +#: ../../Whats-New.md:881 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:881 +#: ../../Whats-New.md:882 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -4381,55 +4390,55 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:883 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:883 +#: ../../Whats-New.md:884 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:884 +#: ../../Whats-New.md:885 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:885 +#: ../../Whats-New.md:886 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:886 +#: ../../Whats-New.md:887 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:887 +#: ../../Whats-New.md:888 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:888 +#: ../../Whats-New.md:889 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:889 +#: ../../Whats-New.md:890 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:892 +#: ../../Whats-New.md:893 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:893 +#: ../../Whats-New.md:894 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -4437,7 +4446,7 @@ 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:894 +#: ../../Whats-New.md:895 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4446,7 +4455,7 @@ 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:895 +#: ../../Whats-New.md:896 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4455,26 +4464,26 @@ 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:896 +#: ../../Whats-New.md:897 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:897 +#: ../../Whats-New.md:898 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:898 +#: ../../Whats-New.md:899 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:899 +#: ../../Whats-New.md:900 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4483,23 +4492,23 @@ 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:900 +#: ../../Whats-New.md:901 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:901 +#: ../../Whats-New.md:902 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:902 +#: ../../Whats-New.md:903 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:903 +#: ../../Whats-New.md:904 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4508,80 +4517,80 @@ 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:904 +#: ../../Whats-New.md:905 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:906 +#: ../../Whats-New.md:907 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:907 +#: ../../Whats-New.md:908 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:908 +#: ../../Whats-New.md:909 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:909 +#: ../../Whats-New.md:910 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:910 +#: ../../Whats-New.md:911 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:911 +#: ../../Whats-New.md:912 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:914 +#: ../../Whats-New.md:915 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:920 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:922 +#: ../../Whats-New.md:923 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:924 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:924 +#: ../../Whats-New.md:925 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:925 +#: ../../Whats-New.md:926 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:926 +#: ../../Whats-New.md:927 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4589,23 +4598,23 @@ 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:927 +#: ../../Whats-New.md:928 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:928 +#: ../../Whats-New.md:929 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:929 +#: ../../Whats-New.md:930 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:930 +#: ../../Whats-New.md:931 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4614,561 +4623,561 @@ 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:931 +#: ../../Whats-New.md:932 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:932 +#: ../../Whats-New.md:933 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:933 +#: ../../Whats-New.md:934 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:934 +#: ../../Whats-New.md:935 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:935 +#: ../../Whats-New.md:936 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:936 +#: ../../Whats-New.md:937 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:937 +#: ../../Whats-New.md:938 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:938 +#: ../../Whats-New.md:939 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:939 +#: ../../Whats-New.md:940 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:940 +#: ../../Whats-New.md:941 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:941 +#: ../../Whats-New.md:942 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:945 +#: ../../Whats-New.md:946 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:950 +#: ../../Whats-New.md:951 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:951 +#: ../../Whats-New.md:952 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:952 +#: ../../Whats-New.md:953 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:954 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:954 +#: ../../Whats-New.md:955 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:955 +#: ../../Whats-New.md:956 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:956 +#: ../../Whats-New.md:957 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:957 +#: ../../Whats-New.md:958 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:958 +#: ../../Whats-New.md:959 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:959 +#: ../../Whats-New.md:960 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:960 +#: ../../Whats-New.md:961 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:961 +#: ../../Whats-New.md:962 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:962 +#: ../../Whats-New.md:963 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:963 +#: ../../Whats-New.md:964 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:964 +#: ../../Whats-New.md:965 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:965 +#: ../../Whats-New.md:966 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:966 +#: ../../Whats-New.md:967 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:967 +#: ../../Whats-New.md:968 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:968 +#: ../../Whats-New.md:969 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:969 +#: ../../Whats-New.md:970 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:970 +#: ../../Whats-New.md:971 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不透明度(by secsome)" -#: ../../Whats-New.md:971 +#: ../../Whats-New.md:972 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:972 +#: ../../Whats-New.md:973 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:973 +#: ../../Whats-New.md:974 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:974 +#: ../../Whats-New.md:975 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:975 +#: ../../Whats-New.md:976 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:976 +#: ../../Whats-New.md:977 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:977 +#: ../../Whats-New.md:978 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:978 +#: ../../Whats-New.md:979 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:979 +#: ../../Whats-New.md:980 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:980 +#: ../../Whats-New.md:981 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:981 +#: ../../Whats-New.md:982 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:982 +#: ../../Whats-New.md:983 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:983 +#: ../../Whats-New.md:984 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:984 +#: ../../Whats-New.md:985 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:985 +#: ../../Whats-New.md:986 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:986 +#: ../../Whats-New.md:987 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:987 +#: ../../Whats-New.md:988 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:988 +#: ../../Whats-New.md:989 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:989 +#: ../../Whats-New.md:990 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:990 +#: ../../Whats-New.md:991 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:991 +#: ../../Whats-New.md:992 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:993 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:993 +#: ../../Whats-New.md:994 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:994 +#: ../../Whats-New.md:995 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:995 +#: ../../Whats-New.md:996 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:997 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:997 +#: ../../Whats-New.md:998 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:999 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:999 +#: ../../Whats-New.md:1000 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:1000 +#: ../../Whats-New.md:1001 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)" -#: ../../Whats-New.md:1001 +#: ../../Whats-New.md:1002 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:1002 +#: ../../Whats-New.md:1003 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:1003 +#: ../../Whats-New.md:1004 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:1004 +#: ../../Whats-New.md:1005 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:1006 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:1006 +#: ../../Whats-New.md:1007 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:1007 +#: ../../Whats-New.md:1008 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:1008 +#: ../../Whats-New.md:1009 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:1009 +#: ../../Whats-New.md:1010 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:1010 +#: ../../Whats-New.md:1011 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:1011 +#: ../../Whats-New.md:1012 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:1012 +#: ../../Whats-New.md:1013 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:1013 +#: ../../Whats-New.md:1014 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:1014 +#: ../../Whats-New.md:1015 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:1015 +#: ../../Whats-New.md:1016 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:1016 +#: ../../Whats-New.md:1017 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:1017 +#: ../../Whats-New.md:1018 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:1018 +#: ../../Whats-New.md:1019 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:1019 +#: ../../Whats-New.md:1020 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:1020 +#: ../../Whats-New.md:1021 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:1021 +#: ../../Whats-New.md:1022 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:1022 +#: ../../Whats-New.md:1023 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:1023 +#: ../../Whats-New.md:1024 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体弹道(by secsome)" -#: ../../Whats-New.md:1024 +#: ../../Whats-New.md:1025 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:1025 +#: ../../Whats-New.md:1026 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:1026 +#: ../../Whats-New.md:1027 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:1027 +#: ../../Whats-New.md:1028 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:1028 +#: ../../Whats-New.md:1029 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:1029 +#: ../../Whats-New.md:1030 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:1030 +#: ../../Whats-New.md:1031 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:1031 +#: ../../Whats-New.md:1032 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:1032 +#: ../../Whats-New.md:1033 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:1033 +#: ../../Whats-New.md:1034 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:1034 +#: ../../Whats-New.md:1035 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:1035 +#: ../../Whats-New.md:1036 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:1036 +#: ../../Whats-New.md:1037 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:1037 +#: ../../Whats-New.md:1038 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:1038 +#: ../../Whats-New.md:1039 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:1039 +#: ../../Whats-New.md:1040 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1041 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1042 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:1042 +#: ../../Whats-New.md:1043 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:1043 +#: ../../Whats-New.md:1044 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:1044 +#: ../../Whats-New.md:1045 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:1045 +#: ../../Whats-New.md:1046 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:1046 +#: ../../Whats-New.md:1047 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:1047 +#: ../../Whats-New.md:1048 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:1050 +#: ../../Whats-New.md:1051 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:1051 +#: ../../Whats-New.md:1052 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:1052 +#: ../../Whats-New.md:1053 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:1053 +#: ../../Whats-New.md:1054 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:1054 +#: ../../Whats-New.md:1055 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:1055 +#: ../../Whats-New.md:1056 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:1056 +#: ../../Whats-New.md:1057 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:1057 +#: ../../Whats-New.md:1058 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:1058 +#: ../../Whats-New.md:1059 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:1059 +#: ../../Whats-New.md:1060 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -5176,13 +5185,13 @@ 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:1060 +#: ../../Whats-New.md:1061 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:1061 +#: ../../Whats-New.md:1062 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -5190,85 +5199,85 @@ 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:1062 +#: ../../Whats-New.md:1063 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:1063 +#: ../../Whats-New.md:1064 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:1064 +#: ../../Whats-New.md:1065 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:1065 +#: ../../Whats-New.md:1066 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:1066 +#: ../../Whats-New.md:1067 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:1067 +#: ../../Whats-New.md:1068 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:1068 +#: ../../Whats-New.md:1069 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:1069 +#: ../../Whats-New.md:1070 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:1070 +#: ../../Whats-New.md:1071 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:1071 +#: ../../Whats-New.md:1072 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:1072 +#: ../../Whats-New.md:1073 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:1073 +#: ../../Whats-New.md:1074 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:1074 +#: ../../Whats-New.md:1075 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:1075 +#: ../../Whats-New.md:1076 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 " @@ -5276,21 +5285,21 @@ 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:1076 +#: ../../Whats-New.md:1077 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:1077 +#: ../../Whats-New.md:1078 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:1078 +#: ../../Whats-New.md:1079 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -5299,56 +5308,56 @@ 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:1079 +#: ../../Whats-New.md:1080 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:1080 +#: ../../Whats-New.md:1081 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:1081 +#: ../../Whats-New.md:1082 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:1082 +#: ../../Whats-New.md:1083 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:1083 +#: ../../Whats-New.md:1084 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:1086 +#: ../../Whats-New.md:1087 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:1087 +#: ../../Whats-New.md:1088 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:1088 +#: ../../Whats-New.md:1089 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:1089 +#: ../../Whats-New.md:1090 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:1090 +#: ../../Whats-New.md:1091 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -5356,13 +5365,13 @@ 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:1091 +#: ../../Whats-New.md:1092 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:1092 +#: ../../Whats-New.md:1093 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -5370,47 +5379,47 @@ 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:1093 +#: ../../Whats-New.md:1094 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:1094 +#: ../../Whats-New.md:1095 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:1095 +#: ../../Whats-New.md:1096 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:1096 +#: ../../Whats-New.md:1097 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:1097 +#: ../../Whats-New.md:1098 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:1098 +#: ../../Whats-New.md:1099 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:1099 +#: ../../Whats-New.md:1100 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:1100 +#: ../../Whats-New.md:1101 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -5419,75 +5428,75 @@ 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:1101 +#: ../../Whats-New.md:1102 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:1102 +#: ../../Whats-New.md:1103 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:1103 +#: ../../Whats-New.md:1104 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:1104 +#: ../../Whats-New.md:1105 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:1105 +#: ../../Whats-New.md:1106 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:1106 +#: ../../Whats-New.md:1107 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:1107 +#: ../../Whats-New.md:1108 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:1108 +#: ../../Whats-New.md:1109 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:1109 +#: ../../Whats-New.md:1110 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:1110 +#: ../../Whats-New.md:1111 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:1111 +#: ../../Whats-New.md:1112 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:1112 +#: ../../Whats-New.md:1113 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:1115 +#: ../../Whats-New.md:1116 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5495,57 +5504,57 @@ 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:1117 +#: ../../Whats-New.md:1118 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1118 +#: ../../Whats-New.md:1119 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:1122 +#: ../../Whats-New.md:1123 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1127 +#: ../../Whats-New.md:1128 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:1128 +#: ../../Whats-New.md:1129 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:1129 -msgid "Fix more random crashes for `CameoPriority` (by Uranusian)" +#: ../../Whats-New.md:1130 +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:1130 +#: ../../Whats-New.md:1131 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)" -#: ../../Whats-New.md:1134 +#: ../../Whats-New.md:1135 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1139 +#: ../../Whats-New.md:1140 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:1140 +#: ../../Whats-New.md:1141 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:1141 +#: ../../Whats-New.md:1142 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:1142 +#: ../../Whats-New.md:1143 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5553,83 +5562,83 @@ 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:1143 +#: ../../Whats-New.md:1144 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:1144 +#: ../../Whats-New.md:1145 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:1148 +#: ../../Whats-New.md:1149 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1153 +#: ../../Whats-New.md:1154 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:1154 +#: ../../Whats-New.md:1155 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1155 +#: ../../Whats-New.md:1156 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:1156 +#: ../../Whats-New.md:1157 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:1159 +#: ../../Whats-New.md:1160 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:1162 +#: ../../Whats-New.md:1163 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:1163 +#: ../../Whats-New.md:1164 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:1167 +#: ../../Whats-New.md:1168 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1172 +#: ../../Whats-New.md:1173 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:1176 +#: ../../Whats-New.md:1177 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1181 +#: ../../Whats-New.md:1182 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:1184 +#: ../../Whats-New.md:1185 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:1185 +#: ../../Whats-New.md:1186 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5637,189 +5646,189 @@ 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:1188 +#: ../../Whats-New.md:1189 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:1193 +#: ../../Whats-New.md:1194 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1198 +#: ../../Whats-New.md:1199 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:1199 +#: ../../Whats-New.md:1200 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1200 +#: ../../Whats-New.md:1201 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:1201 +#: ../../Whats-New.md:1202 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:1202 +#: ../../Whats-New.md:1203 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:1203 +#: ../../Whats-New.md:1204 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:1204 +#: ../../Whats-New.md:1205 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:1205 +#: ../../Whats-New.md:1206 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:1206 +#: ../../Whats-New.md:1207 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:1207 +#: ../../Whats-New.md:1208 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1208 +#: ../../Whats-New.md:1209 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:1209 +#: ../../Whats-New.md:1210 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:1210 +#: ../../Whats-New.md:1211 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:1211 +#: ../../Whats-New.md:1212 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:1212 +#: ../../Whats-New.md:1213 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:1213 +#: ../../Whats-New.md:1214 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:1214 +#: ../../Whats-New.md:1215 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:1215 +#: ../../Whats-New.md:1216 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:1216 +#: ../../Whats-New.md:1217 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:1217 +#: ../../Whats-New.md:1218 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:1218 +#: ../../Whats-New.md:1219 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:1219 +#: ../../Whats-New.md:1220 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:1220 +#: ../../Whats-New.md:1221 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1223 +#: ../../Whats-New.md:1224 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:1224 +#: ../../Whats-New.md:1225 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1225 +#: ../../Whats-New.md:1226 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:1226 +#: ../../Whats-New.md:1227 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)" -#: ../../Whats-New.md:1227 +#: ../../Whats-New.md:1228 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:1228 +#: ../../Whats-New.md:1229 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:1229 +#: ../../Whats-New.md:1230 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:1230 +#: ../../Whats-New.md:1231 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:1231 +#: ../../Whats-New.md:1232 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:1232 +#: ../../Whats-New.md:1233 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:1233 +#: ../../Whats-New.md:1234 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -5827,13 +5836,13 @@ 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:1236 +#: ../../Whats-New.md:1237 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:1237 +#: ../../Whats-New.md:1238 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -5841,97 +5850,97 @@ 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:1238 +#: ../../Whats-New.md:1239 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:1242 +#: ../../Whats-New.md:1243 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1247 +#: ../../Whats-New.md:1248 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:1251 +#: ../../Whats-New.md:1252 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1256 +#: ../../Whats-New.md:1257 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1257 +#: ../../Whats-New.md:1258 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:1258 +#: ../../Whats-New.md:1259 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:1259 +#: ../../Whats-New.md:1260 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1260 +#: ../../Whats-New.md:1261 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1261 +#: ../../Whats-New.md:1262 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:1262 +#: ../../Whats-New.md:1263 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:1263 +#: ../../Whats-New.md:1264 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:1264 +#: ../../Whats-New.md:1265 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:1265 +#: ../../Whats-New.md:1266 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:1268 +#: ../../Whats-New.md:1269 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:1269 +#: ../../Whats-New.md:1270 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:1270 +#: ../../Whats-New.md:1271 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:1271 +#: ../../Whats-New.md:1272 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:1272 +#: ../../Whats-New.md:1273 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:1273 +#: ../../Whats-New.md:1274 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)" diff --git a/docs/locale/zh_CN/LC_MESSAGES/index.po b/docs/locale/zh_CN/LC_MESSAGES/index.po index dcc2e5e2cc..80afe4862b 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/index.po +++ b/docs/locale/zh_CN/LC_MESSAGES/index.po @@ -376,7 +376,7 @@ msgstr "你可以在右下角切换版本(默认显示开发分支最新一次 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(四大类通用)、步兵、超级武器或其他。"