diff --git a/docs/Fixed-or-Improved-Logics.md b/docs/Fixed-or-Improved-Logics.md index 6a845e7e3d..7febedd38d 100644 --- a/docs/Fixed-or-Improved-Logics.md +++ b/docs/Fixed-or-Improved-Logics.md @@ -217,7 +217,6 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - Fixed an issue that game crashes when spawnee has been removed and is not real dead. - Separated the AirstrikeClass pointer between the attacker/aircraft and the target to avoid erroneous overwriting issues. - Fixed the bug that buildings will always be tinted as airstrike owner. -- Fixed the bug that `AllowAirstrike=no` cannot completely prevent air strikes from being launched against it. - Fixed an issue where computer players did not search for new enemies after defeating them or forming alliances with them. - Fixed the bug that infantry ignored `Passengers` and `SizeLimit` when entering buildings. - Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar. @@ -260,6 +259,11 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - `DeployingAnim` using unit drawer now also tint accordingly with the unit. - Fixed an issue that jumpjets in air can not correctly spawn missiles. - Fixed an issue that the currently hovered planning node not update up-to-date, such as using hotkeys to select technos. +- Fixed an issue that jumpjet vehicles can not stop correctly when assigned a target in range. +- 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 an issue that infantry walking through a cell containing a tree would cause it to be impassable to other houses. - Fixed the bug that techno unit will draw with ironcurtain and airstrike color and intensity who disguised as terrain or overlay. - Fixed an issue that the AI would enter a combat state when its building receiving damage from friendly units or damage not greater than 0. @@ -302,24 +306,20 @@ This page describes all ingame logics that are fixed or improved in Phobos witho - 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. - 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 found and the index is incremented, if possible. - The game also automatically copies `spawn.ini` to the save folder as `spawnSG.ini` when saving a game. + + ```{note} + The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support. + ``` + + ```{note} + At the moment this is only useful if you use a version of [YRpp Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-cncnet-client)). + ``` + - 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 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. - Fixed the bug that building with `CloningFacility=true` and `WeaponsFactory=true` may cloning multiple vehicles and then they get stuck. - Fixed a bug introduced by Ares where building types that have `UndeploysInto` cannot display `AltCameo` or `AltCameoPCX` even when you infiltrate enemy buildings with `Factory=UnitType`. -```{note} -The described behavior is a replica of and is compliant with XNA CnCNet Client's multiplayer save game support. -``` - -```{note} -At the moment this is only useful if you use a version of [YRpp Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-cncnet-client)). -``` - ## Newly added global settings ```{note} @@ -1131,9 +1131,11 @@ ProneSpeed.NoCrawls=1.5 ; floating point value, multiplier [SOMEINFANTRY] ; InfantryType ProneSpeed= ; floating point value, multiplier, by default, use the corresponding global value according to Crawls ``` + + ## Particle systems ### Fire particle target coordinate adjustment when firer rotates @@ -1255,7 +1257,7 @@ BallisticScatter.Max= ; floating point value, distance in cells *Shrapnel appearing against ground & buildings in [Project Phantom](https://www.moddb.com/mods/project-phantom)* - `ShrapnelWeapon` can now be triggered against ground & buildings via `Shrapnel.AffectsGround` and `Shrapnel.AffectsBuildings`. -- Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](#weapon-targeting-filter) & [AttachEffect filters](#attached-effects) will be checked. +- Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon targeting filters](New-or-Enhanced-Logics.md#weapon-targeting-filter) & [AttachEffect filters](New-or-Enhanced-Logics.md#attached-effects) will be checked. - 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. In `rulesmd.ini`: diff --git a/docs/New-or-Enhanced-Logics.md b/docs/New-or-Enhanced-Logics.md index 01d26904d5..ce473c13a8 100644 --- a/docs/New-or-Enhanced-Logics.md +++ b/docs/New-or-Enhanced-Logics.md @@ -1484,7 +1484,7 @@ Convert.ComputerToHuman= ; TechnoType ### Custom tint on TechnoTypes -- A tint effect similar to that used by Iron Curtain / Force Shield or `Psychedelic=true` Warheads can be applied to TechnoTypes naturally by setting `Tint.Color` and/or `Tint Intensity`. +- A tint effect similar to that used by Iron Curtain / Force Shield or `Psychedelic=true` Warheads can be applied to TechnoTypes naturally by setting `Tint.Color` and/or `Tint.Intensity`. - `Tint.Intensity` is additive lighting increase/decrease - 1.0 is the default object lighting. - `Tint.VisibleToHouses` can be used to customize which houses can see the tint effect. - Tint effects can also be applied by [attached effects](#attached-effects) and on [shields](#shields). @@ -1503,10 +1503,10 @@ Tint.VisibleToHouses=all ; List of Affected House Enumeration (none|owner/self| - `OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` transport rangefinding behaviour where smallest weapon range between transport and all passengers is used when approaching targets that are out of range and when scanning for potential targets. - `OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or not passengers can fire out when the transport is deactivated (EMP, powered unit etc). - `OpenTopped.ShareTransportTarget` controls whether or not the current target of the transport itself is passed to the passengers as well. -- You can also customize range bonus and damage multiplier for passenger inside the transport with `OpenTransport.RangeBonus/DamageMultiplier`, which works independently from transport's `OpenTopped.RangeBonus/DamageMultiplier`. +- You can also customize range bonus and damage multiplier for passenger inside the transport with `OpenTransport.RangeBonus/DamageMultiplier`, which works independently from transport's `OpenTopped.RangeBonus/DamageMultiplier`. ```ini -[SOMETECHNO] ; TechnoType, OpenTopped transport +[SOMETECHNO] ; TechnoType, transport with OpenTopped=yes OpenTopped.RangeBonus= ; integer, default to [CombatDamage] -> OpenToppedRangeBonus OpenTopped.DamageMultiplier= ; floating point value, default to [CombatDamage] -> OpenToppedDamageMultiplier OpenTopped.WarpDistance= ; integer, default to [CombatDamage] -> OpenToppedWarpDistance @@ -2230,8 +2230,6 @@ RemoveMindControl=false ; boolean - In vanilla, the damage area of an AOE warhead is spherical. In some case, e.g. you want to make a warhead superweapon buff all units in an area, the affectted range for air units is always smaller than ground units. Now you can use a new flag `CellSpread.Cylinder` to overcome this problem. - `AffectsAir` allow you to make a warhead only damage the units with height more than 208. - `AffectsGround` allow you to make a warhead only damage the units with height less than 208. -- Note that these features work independently of the Ares flag `DamageAirThreshold`. A warhead with `CellSpread.Cylinder` detonating on floor will not affect units in air, unless it has `DamageAirThreshold = -1`. -- These will also affect application of Phobos' Warhead effects where relevant. Due to technical constraints Ares' Warhead effects such as EMP and Iron Curtain are excluded. In `rulesmd.ini`: ```ini @@ -2241,6 +2239,11 @@ AffectsAir=true ; boolean AffectsGround=true ; boolean ``` +```{note} +- These features do not override the effects of the ares flag `DamageAirThreshold`: A warhead with `CellSpread.Cylinder` detonating on floor will not affect units in air, unless it has `DamageAirThreshold=-1`. +- These will also affect application of Phobos' Warhead effects where relevant. Due to technical constraints Ares' Warhead effects such as EMP and Iron Curtain are excluded. +``` + ### Chance-based extra damage or Warhead detonation / 'critical hits' - Warheads can now apply additional chance-based damage or Warhead detonation ('critical hits') with the ability to customize chance, damage, affected targets, affected target HP threshold and animations of critical hit. diff --git a/docs/Whats-New.md b/docs/Whats-New.md index 34bcbbdcc2..776be07258 100644 --- a/docs/Whats-New.md +++ b/docs/Whats-New.md @@ -464,8 +464,8 @@ New: - [Customize if cloning need power](Fixed-or-Improved-Logics.md#customize-if-cloning-need-power) (by NetsuNegi) - [Added Target Filtering Options to AttachEffect System](New-or-Enhanced-Logics.md#attached-effects) (by Flactine) - [Customize type selection for IFV](Fixed-or-Improved-Logics.md#customize-type-selection-for-ifv) (by NetsuNegi) -- CellSpread in cylinder shape (by TaranDahl) -- CellSpread damage check if victim is in air or on floor (by TaranDahl) +- [CellSpread in cylinder shape](New-or-Enhanced-Logics.md#cellspread-enhancement) (by TaranDahl) +- [CellSpread damage check if victim is in air or on floor](New-or-Enhanced-Logics.md#cellspread-enhancement) (by TaranDahl) - OpenTopped range bonus and damage multiplier customization for passengers (by Ollerus) Vanilla fixes: diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index cb2af70354..bd6ebac37b 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: 2025-12-06 18:50+0800\n" +"POT-Creation-Date: 2025-12-12 18:22+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:490 +#: ../../../CREDITS.md:48 ../../../CREDITS.md:492 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:583 +#: ../../../CREDITS.md:132 ../../../CREDITS.md:585 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" @@ -1180,7 +1180,7 @@ 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:305 ../../../CREDITS.md:476 +#: ../../../CREDITS.md:305 ../../../CREDITS.md:478 msgid "Display banner by triggers" msgstr "横幅相关触发" @@ -1523,7 +1523,7 @@ msgid "" "your building with `Overpowerable=yes`" msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑" -#: ../../../CREDITS.md:387 ../../../CREDITS.md:478 +#: ../../../CREDITS.md:387 ../../../CREDITS.md:480 msgid "Fix the 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" @@ -1666,7 +1666,7 @@ msgstr "" "修复了 EBolt 相关的 [EIP " "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)" -#: ../../../CREDITS.md:416 ../../../CREDITS.md:576 +#: ../../../CREDITS.md:416 ../../../CREDITS.md:578 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" @@ -1700,7 +1700,7 @@ 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:423 ../../../CREDITS.md:535 +#: ../../../CREDITS.md:423 ../../../CREDITS.md:537 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" @@ -1773,7 +1773,7 @@ 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:439 ../../../CREDITS.md:546 +#: ../../../CREDITS.md:439 ../../../CREDITS.md:548 msgid "Exclusive SuperWeapon Sidebar" msgstr "超武侧边栏" @@ -1909,693 +1909,711 @@ msgid "Customize type selection for IFV" msgstr "自定义 IFV 的类型选择" #: ../../../CREDITS.md:468 +msgid "" +"Fix the issue that units will goto farest location if target is closer " +"than `MinimumRange`" +msgstr "修复了单位距离目标小于 `MinimumRange` 时会前往最远距离的问题" + +#: ../../../CREDITS.md:469 +msgid "" +"Fix a bug introduced by Ares where building types that have " +"`UndeploysInto` cannot display `AltCameo` or `AltCameoPCX` even when you " +"infiltrate enemy buildings with `Factory=UnitType`" +msgstr "" +"修复了 Ares 引入的渗透敌方重工后 `UndeploysInto` 建筑 `AltCameo` 或 `AltCameoPCX` 不显示 Bug" + +#: ../../../CREDITS.md:470 msgid "**Apollo** - Translucent SHP drawing patches" msgstr "**Apollo** - 半透明 SHP 绘制补丁" -#: ../../../CREDITS.md:469 +#: ../../../CREDITS.md:471 msgid "**ststl**:" msgstr "**ststl**:" -#: ../../../CREDITS.md:470 +#: ../../../CREDITS.md:472 msgid "Customizable `ShowTimer` priority of superweapons" msgstr "自定义超武 `ShowTimer` 优先级" -#: ../../../CREDITS.md:471 +#: ../../../CREDITS.md:473 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:472 +#: ../../../CREDITS.md:474 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:473 +#: ../../../CREDITS.md:475 msgid "Unlimited `AlternateFLH` entries" msgstr "无限制 `AlternateFLH` 条目" -#: ../../../CREDITS.md:474 +#: ../../../CREDITS.md:476 msgid "Build limit group" msgstr "建造限制组" -#: ../../../CREDITS.md:475 +#: ../../../CREDITS.md:477 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:477 +#: ../../../CREDITS.md:479 msgid "New SuperWeapon Type template" msgstr "新超武类型模版" -#: ../../../CREDITS.md:479 +#: ../../../CREDITS.md:481 msgid "**TwinkleStar**:" msgstr "**TwinkleStar**:" -#: ../../../CREDITS.md:480 +#: ../../../CREDITS.md:482 msgid "Custom slaves free sound" msgstr "自定义奴隶解放音效" -#: ../../../CREDITS.md:481 +#: ../../../CREDITS.md:483 msgid "Jumpjet crash rotation control" msgstr "Jumpjet 坠毁旋转控制" -#: ../../../CREDITS.md:482 +#: ../../../CREDITS.md:484 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:483 +#: ../../../CREDITS.md:485 msgid "`TurretOffset` support for SHP vehicles" msgstr "Shape 载具的 `TurretOffset` 支持" -#: ../../../CREDITS.md:484 ../../../CREDITS.md:571 +#: ../../../CREDITS.md:486 ../../../CREDITS.md:573 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../../CREDITS.md:485 +#: ../../../CREDITS.md:487 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../../CREDITS.md:486 +#: ../../../CREDITS.md:488 msgid "Initial effort on optimization for crates' random distribution" msgstr "对箱子随机分布的初步优化" -#: ../../../CREDITS.md:487 +#: ../../../CREDITS.md:489 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../../CREDITS.md:488 +#: ../../../CREDITS.md:490 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../../CREDITS.md:489 +#: ../../../CREDITS.md:491 msgid "**Fryone**:" msgstr "**Fryone**:" -#: ../../../CREDITS.md:491 +#: ../../../CREDITS.md:493 msgid "Sound entry on unit's creation" msgstr "单位创建时的音效条目" -#: ../../../CREDITS.md:492 +#: ../../../CREDITS.md:494 msgid "Auto-deploy/Deploy block on ammo change" msgstr "根据弹药自动部署/阻止部署" -#: ../../../CREDITS.md:493 +#: ../../../CREDITS.md:495 msgid "Flashing Technos on selecting" msgstr "闪烁选中的科技类型" -#: ../../../CREDITS.md:494 +#: ../../../CREDITS.md:496 msgid "Promotion animation" msgstr "升级动画" -#: ../../../CREDITS.md:495 +#: ../../../CREDITS.md:497 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../../CREDITS.md:496 +#: ../../../CREDITS.md:498 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:497 +#: ../../../CREDITS.md:499 msgid "Damaged aircraft image changes" msgstr "战机伤残更换图像" -#: ../../../CREDITS.md:498 +#: ../../../CREDITS.md:500 msgid "**ZivDero**:" msgstr "**ZivDero**:" -#: ../../../CREDITS.md:499 +#: ../../../CREDITS.md:501 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:500 +#: ../../../CREDITS.md:502 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:501 +#: ../../../CREDITS.md:503 msgid "Allow to change the speed of gas particles" msgstr "允许更改 gas 粒子的速度" -#: ../../../CREDITS.md:502 +#: ../../../CREDITS.md:504 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:503 +#: ../../../CREDITS.md:505 msgid "Replace `BLOWFISH.DLL` using Red Alert source code" msgstr "使用 RA 源码替代掉 `BLOWFISH.DLL`" -#: ../../../CREDITS.md:504 +#: ../../../CREDITS.md:506 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:505 +#: ../../../CREDITS.md:507 msgid "**CrimRecya**:" msgstr "**CrimRecya**:" -#: ../../../CREDITS.md:506 +#: ../../../CREDITS.md:508 msgid "Fix `LimboKill` not working reliably" msgstr "修复 `LimboKill` 未能可靠工作的问题" -#: ../../../CREDITS.md:507 +#: ../../../CREDITS.md:509 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:508 +#: ../../../CREDITS.md:510 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:509 +#: ../../../CREDITS.md:511 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:510 +#: ../../../CREDITS.md:512 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:511 +#: ../../../CREDITS.md:513 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../../CREDITS.md:512 +#: ../../../CREDITS.md:514 msgid "Enhanced Straight trajectory" msgstr "增强的直线弹道" -#: ../../../CREDITS.md:513 +#: ../../../CREDITS.md:515 msgid "Enable Building Production Queue" msgstr "启用建筑生产队列" -#: ../../../CREDITS.md:514 +#: ../../../CREDITS.md:516 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:515 +#: ../../../CREDITS.md:517 msgid "New Parabola trajectory" msgstr "新的抛物线弹道" -#: ../../../CREDITS.md:516 ../../../CREDITS.md:574 +#: ../../../CREDITS.md:518 ../../../CREDITS.md:576 msgid "Enhanced Bombard trajectory" msgstr "增强的轰击弹道" -#: ../../../CREDITS.md:517 ../../../CREDITS.md:605 +#: ../../../CREDITS.md:519 ../../../CREDITS.md:608 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" -#: ../../../CREDITS.md:518 +#: ../../../CREDITS.md:520 msgid "Damage multiplier for different houses" msgstr "对不同所属方的伤害修正比" -#: ../../../CREDITS.md:519 +#: ../../../CREDITS.md:521 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../../CREDITS.md:520 +#: ../../../CREDITS.md:522 msgid "Sell or undeploy building on impact" msgstr "弹头将建筑出售或反部署" -#: ../../../CREDITS.md:521 +#: ../../../CREDITS.md:523 msgid "Draw visual effects for airburst weapons" msgstr "空爆武器正常绘制武器特效" -#: ../../../CREDITS.md:522 +#: ../../../CREDITS.md:524 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:523 +#: ../../../CREDITS.md:525 msgid "Units will not always stuck in the factory" msgstr "单位将不再会被卡在工厂内" -#: ../../../CREDITS.md:524 +#: ../../../CREDITS.md:526 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:525 +#: ../../../CREDITS.md:527 msgid "Projectile subject to ground check before firing" msgstr "开火前检查抛射体是否会穿地" -#: ../../../CREDITS.md:526 +#: ../../../CREDITS.md:528 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../../CREDITS.md:527 +#: ../../../CREDITS.md:529 msgid "Fast access vehicle" msgstr "快速上车" -#: ../../../CREDITS.md:528 +#: ../../../CREDITS.md:530 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:529 +#: ../../../CREDITS.md:531 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:530 ../../../CREDITS.md:615 +#: ../../../CREDITS.md:532 ../../../CREDITS.md:618 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:531 +#: ../../../CREDITS.md:533 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:532 +#: ../../../CREDITS.md:534 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:533 +#: ../../../CREDITS.md:535 msgid "Laser, electric bolt and rad beam scatter" msgstr "激光、EBolt 和辐射波的散布" -#: ../../../CREDITS.md:534 +#: ../../../CREDITS.md:536 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:536 +#: ../../../CREDITS.md:538 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:537 +#: ../../../CREDITS.md:539 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:538 +#: ../../../CREDITS.md:540 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:539 +#: ../../../CREDITS.md:541 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:540 +#: ../../../CREDITS.md:542 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../../CREDITS.md:541 +#: ../../../CREDITS.md:543 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:542 +#: ../../../CREDITS.md:544 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:543 +#: ../../../CREDITS.md:545 msgid "Aggressive attack move mission" msgstr "侵略性移动攻击命令" -#: ../../../CREDITS.md:544 +#: ../../../CREDITS.md:546 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../../CREDITS.md:545 +#: ../../../CREDITS.md:547 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:547 +#: ../../../CREDITS.md:549 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:548 +#: ../../../CREDITS.md:550 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:549 +#: ../../../CREDITS.md:551 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:550 +#: ../../../CREDITS.md:552 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:551 +#: ../../../CREDITS.md:553 msgid "Task subtitles display in the middle of the screen" msgstr "字幕居中" -#: ../../../CREDITS.md:552 +#: ../../../CREDITS.md:554 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:553 +#: ../../../CREDITS.md:555 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:554 +#: ../../../CREDITS.md:556 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:555 +#: ../../../CREDITS.md:557 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:556 ../../../CREDITS.md:628 +#: ../../../CREDITS.md:558 ../../../CREDITS.md:631 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../../CREDITS.md:557 +#: ../../../CREDITS.md:559 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:558 +#: ../../../CREDITS.md:560 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:559 +#: ../../../CREDITS.md:561 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../../CREDITS.md:560 +#: ../../../CREDITS.md:562 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../../CREDITS.md:561 +#: ../../../CREDITS.md:563 msgid "Restore turret recoil effect" msgstr "复原炮塔制退" -#: ../../../CREDITS.md:562 +#: ../../../CREDITS.md:564 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:563 +#: ../../../CREDITS.md:565 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:564 +#: ../../../CREDITS.md:566 msgid "Jumpjet Climbing Logic Enhancement" msgstr "Jumpjet 爬升逻辑增强" -#: ../../../CREDITS.md:565 +#: ../../../CREDITS.md:567 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:566 +#: ../../../CREDITS.md:568 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:567 +#: ../../../CREDITS.md:569 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:568 +#: ../../../CREDITS.md:570 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:569 +#: ../../../CREDITS.md:571 msgid "**Ollerus**:" msgstr "**Ollerus**:" -#: ../../../CREDITS.md:570 +#: ../../../CREDITS.md:572 msgid "Build limit group enhancement" msgstr "建造限制组增强" -#: ../../../CREDITS.md:573 +#: ../../../CREDITS.md:575 msgid "Type select for buildings (doc)" msgstr "建筑的类型选择(文档)" -#: ../../../CREDITS.md:575 +#: ../../../CREDITS.md:577 msgid "Shield armor inheritance customization" msgstr "自定义护盾继承单位护甲" -#: ../../../CREDITS.md:577 +#: ../../../CREDITS.md:579 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../../CREDITS.md:578 +#: ../../../CREDITS.md:580 msgid "Promotion animation deglobalization" msgstr "自定义升级动画" -#: ../../../CREDITS.md:579 +#: ../../../CREDITS.md:581 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:580 +#: ../../../CREDITS.md:582 msgid "Passenger-based insignias" msgstr "根据乘客切换军衔" -#: ../../../CREDITS.md:581 +#: ../../../CREDITS.md:583 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:582 +#: ../../../CREDITS.md:584 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:584 +#: ../../../CREDITS.md:586 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:585 +#: ../../../CREDITS.md:587 msgid "Display banner improvement and doc" msgstr "横幅的改进与文档" -#: ../../../CREDITS.md:586 +#: ../../../CREDITS.md:588 msgid "Damage multiplier for health percentage" msgstr "对不同剩余血量的伤害修正比" -#: ../../../CREDITS.md:587 +#: ../../../CREDITS.md:589 msgid "Linked superweapons tweak" msgstr "对联动超武的调整" -#: ../../../CREDITS.md:588 +#: ../../../CREDITS.md:590 msgid "Randomized anims for several behaviors" msgstr "几种行为的随机动画" -#: ../../../CREDITS.md:589 +#: ../../../CREDITS.md:591 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:590 +#: ../../../CREDITS.md:592 msgid "Shield respawn animation and weapon" msgstr "护盾重生动画与武器" -#: ../../../CREDITS.md:591 +#: ../../../CREDITS.md:593 msgid "Toggle off laser trail and shake effects" msgstr "关闭激光尾焰与屏幕抖动效果" -#: ../../../CREDITS.md:592 +#: ../../../CREDITS.md:594 +msgid "OpenTopped range bonus and damage multiplier customization for passengers" +msgstr "在乘客上自定义 OpenTopped 射程加成和杀伤倍率" + +#: ../../../CREDITS.md:595 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星弹道雏形" -#: ../../../CREDITS.md:593 +#: ../../../CREDITS.md:596 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:594 +#: ../../../CREDITS.md:597 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:595 +#: ../../../CREDITS.md:598 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:596 +#: ../../../CREDITS.md:599 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:597 +#: ../../../CREDITS.md:600 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:601 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:599 +#: ../../../CREDITS.md:602 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:600 +#: ../../../CREDITS.md:603 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:601 +#: ../../../CREDITS.md:604 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:602 +#: ../../../CREDITS.md:605 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:606 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:604 +#: ../../../CREDITS.md:607 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:606 +#: ../../../CREDITS.md:609 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:607 +#: ../../../CREDITS.md:610 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:608 +#: ../../../CREDITS.md:611 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:609 +#: ../../../CREDITS.md:612 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:610 +#: ../../../CREDITS.md:613 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:611 +#: ../../../CREDITS.md:614 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:612 +#: ../../../CREDITS.md:615 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:613 +#: ../../../CREDITS.md:616 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:617 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:616 +#: ../../../CREDITS.md:619 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:617 +#: ../../../CREDITS.md:620 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:618 +#: ../../../CREDITS.md:621 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:619 +#: ../../../CREDITS.md:622 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:620 +#: ../../../CREDITS.md:623 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:621 +#: ../../../CREDITS.md:624 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:622 +#: ../../../CREDITS.md:625 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:623 +#: ../../../CREDITS.md:626 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:624 +#: ../../../CREDITS.md:627 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:625 +#: ../../../CREDITS.md:628 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:626 +#: ../../../CREDITS.md:629 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:627 +#: ../../../CREDITS.md:630 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:629 +#: ../../../CREDITS.md:632 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:633 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:631 +#: ../../../CREDITS.md:634 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:632 +#: ../../../CREDITS.md:635 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2603,169 +2621,177 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:633 +#: ../../../CREDITS.md:636 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:634 +#: ../../../CREDITS.md:637 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:635 +#: ../../../CREDITS.md:638 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:636 +#: ../../../CREDITS.md:639 msgid "Customize the chained damage of the wall" msgstr "自定义墙的连锁伤害" -#: ../../../CREDITS.md:637 +#: ../../../CREDITS.md:640 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:638 +#: ../../../CREDITS.md:641 msgid "" "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:639 +#: ../../../CREDITS.md:642 msgid "" "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:640 +#: ../../../CREDITS.md:643 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:641 +#: ../../../CREDITS.md:644 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:642 +#: ../../../CREDITS.md:645 msgid "Attack and damage technos underground" msgstr "攻击和杀伤地下单位" -#: ../../../CREDITS.md:643 +#: ../../../CREDITS.md:646 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:644 +#: ../../../CREDITS.md:647 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:645 +#: ../../../CREDITS.md:648 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:646 +#: ../../../CREDITS.md:649 msgid "Dehardcode the `ZAdjust` of warhead anim" msgstr "弹头动画 `ZAdjust` 去硬编码" -#: ../../../CREDITS.md:647 +#: ../../../CREDITS.md:650 msgid "" "Fix an issue where some effects pointing to a unit were not properly " "cleared when the unit changed its owner" msgstr "修复了指向某个某个单位的部分效果在该单位变更所属时未能正确清除的问题" -#: ../../../CREDITS.md:648 +#: ../../../CREDITS.md:651 msgid "Fix an issue where the vanilla script ignores jumpjets" msgstr "修复了原版脚本会忽略 Jumpjet 单位的问题" -#: ../../../CREDITS.md:649 +#: ../../../CREDITS.md:652 +msgid "CellSpread in cylinder shape" +msgstr "" + +#: ../../../CREDITS.md:653 +msgid "CellSpread damage check if victim is in air or on floor" +msgstr "" + +#: ../../../CREDITS.md:654 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:650 +#: ../../../CREDITS.md:655 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:651 +#: ../../../CREDITS.md:656 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:652 +#: ../../../CREDITS.md:657 msgid "**Flactine** - add target filtering options to attacheffect system" msgstr "**Flactine** - 为 AE 系统添加目标过滤选项" -#: ../../../CREDITS.md:653 +#: ../../../CREDITS.md:658 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:654 +#: ../../../CREDITS.md:659 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:655 +#: ../../../CREDITS.md:660 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:656 +#: ../../../CREDITS.md:661 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:657 +#: ../../../CREDITS.md:662 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:658 +#: ../../../CREDITS.md:663 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:659 +#: ../../../CREDITS.md:664 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:660 +#: ../../../CREDITS.md:665 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:661 +#: ../../../CREDITS.md:666 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:662 +#: ../../../CREDITS.md:667 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:663 +#: ../../../CREDITS.md:668 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:664 +#: ../../../CREDITS.md:669 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:665 +#: ../../../CREDITS.md:670 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:666 +#: ../../../CREDITS.md:671 msgid "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "Digital Display" @@ -2773,23 +2799,23 @@ msgstr "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "数字化显示" -#: ../../../CREDITS.md:667 +#: ../../../CREDITS.md:672 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:668 +#: ../../../CREDITS.md:673 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:669 +#: ../../../CREDITS.md:674 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:670 +#: ../../../CREDITS.md:675 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:671 +#: ../../../CREDITS.md:676 msgid "" "**Noble Fish** - some minor improvements and fixes, established Community" " Chinese docs, took over and completely rewrite the Official Chinese docs" @@ -2798,36 +2824,36 @@ 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:672 +#: ../../../CREDITS.md:677 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:673 +#: ../../../CREDITS.md:678 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:674 +#: ../../../CREDITS.md:679 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:675 +#: ../../../CREDITS.md:680 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:676 +#: ../../../CREDITS.md:681 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:677 +#: ../../../CREDITS.md:682 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:678 +#: ../../../CREDITS.md:683 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2835,33 +2861,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:679 +#: ../../../CREDITS.md:684 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:680 +#: ../../../CREDITS.md:685 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:681 +#: ../../../CREDITS.md:686 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:682 +#: ../../../CREDITS.md:687 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:683 +#: ../../../CREDITS.md:688 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:684 +#: ../../../CREDITS.md:689 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:685 +#: ../../../CREDITS.md:690 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2869,7 +2895,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:686 +#: ../../../CREDITS.md:691 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2883,24 +2909,23 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:687 +#: ../../../CREDITS.md:692 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:688 +#: ../../../CREDITS.md:693 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:689 +#: ../../../CREDITS.md:694 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" -#: ../../../CREDITS.md:690 +#: ../../../CREDITS.md:695 msgid "" "**11EJDE11** - Prevent mpdebug number from being drawn when visibility " "toggled off" -msgstr "" -"**11EJDE11** - 阻止 MPDEBUG 数字在关闭可见时仍然绘制" +msgstr "**11EJDE11** - 阻止 MPDEBUG 数字在关闭可见时仍然绘制" #~ msgid "" #~ "Allow `AuxBuilding` and Ares' " 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 b8ec06694d..27b6afb2ad 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: 2025-12-06 23:30+0800\n" +"POT-Creation-Date: 2025-12-12 18:22+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:579 ../../Fixed-or-Improved-Logics.md:925 -#: ../../Fixed-or-Improved-Logics.md:1213 -#: ../../Fixed-or-Improved-Logics.md:1341 -#: ../../Fixed-or-Improved-Logics.md:1366 -#: ../../Fixed-or-Improved-Logics.md:1470 -#: ../../Fixed-or-Improved-Logics.md:1782 -#: ../../Fixed-or-Improved-Logics.md:1844 -#: ../../Fixed-or-Improved-Logics.md:2052 -#: ../../Fixed-or-Improved-Logics.md:2484 -#: ../../Fixed-or-Improved-Logics.md:2529 -#: ../../Fixed-or-Improved-Logics.md:2554 +#: ../../Fixed-or-Improved-Logics.md:631 ../../Fixed-or-Improved-Logics.md:987 +#: ../../Fixed-or-Improved-Logics.md:1256 +#: ../../Fixed-or-Improved-Logics.md:1369 +#: ../../Fixed-or-Improved-Logics.md:1394 +#: ../../Fixed-or-Improved-Logics.md:1498 +#: ../../Fixed-or-Improved-Logics.md:1797 +#: ../../Fixed-or-Improved-Logics.md:1859 +#: ../../Fixed-or-Improved-Logics.md:2084 +#: ../../Fixed-or-Improved-Logics.md:2433 +#: ../../Fixed-or-Improved-Logics.md:2478 +#: ../../Fixed-or-Improved-Logics.md:2503 msgid "image" msgstr "图像" @@ -1337,110 +1337,104 @@ msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug。" #: ../../Fixed-or-Improved-Logics.md:220 msgid "" -"Fixed the bug that `AllowAirstrike=no` cannot completely prevent air " -"strikes from being launched against it." -msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug。" - -#: ../../Fixed-or-Improved-Logics.md:221 -msgid "" "Fixed an issue where computer players did not search for new enemies " "after defeating them or forming alliances with them." msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题。" -#: ../../Fixed-or-Improved-Logics.md:222 +#: ../../Fixed-or-Improved-Logics.md:221 msgid "" "Fixed the bug that infantry ignored `Passengers` and `SizeLimit` when " "entering buildings." msgstr "修复了步兵进入建筑时忽略 `Passengers` 和 `SizeLimit` 的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:223 +#: ../../Fixed-or-Improved-Logics.md:222 msgid "Fixed `VoiceDeploy` not played, when deployed through hot-key/command bar." msgstr "修复了通过快捷键/底边栏按钮部署时不播放 `VoiceDeploy` 的问题。" -#: ../../Fixed-or-Improved-Logics.md:224 +#: ../../Fixed-or-Improved-Logics.md:223 msgid "Fixed the bug that ships can travel on elevated bridges." msgstr "修复了船只可以在高架桥上行驶的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:225 +#: ../../Fixed-or-Improved-Logics.md:224 msgid "Dehardcoded 255 limit of `OverlayType`." msgstr "解除了覆盖物最多 255 个的数量限制。" -#: ../../Fixed-or-Improved-Logics.md:226 +#: ../../Fixed-or-Improved-Logics.md:225 msgid "" "Fixed an issue where airstrike flare line drawn to target at lower " "elevation would clip." msgstr "修复了空袭引导激光高打低时会截断的问题。" -#: ../../Fixed-or-Improved-Logics.md:227 +#: ../../Fixed-or-Improved-Logics.md:226 msgid "" "Fixed the bug that uncontrolled scatter when elite techno attacked by " "aircraft or some unit try crush it." msgstr "修复精英单位在被战机攻击或一个单位尝试碾压它时强制散开的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:228 +#: ../../Fixed-or-Improved-Logics.md:227 msgid "" "Second weapon with `ElectricAssault=yes` will not unconditionally attack " "your building with `Overpowerable=yes`." msgstr "有 `ElectricAssault=yes` 的副武不再会无条件地攻击己方 `Overpowerable=yes` 的建筑。" -#: ../../Fixed-or-Improved-Logics.md:229 +#: ../../Fixed-or-Improved-Logics.md:228 msgid "Infantry support `IsGattling=yes`." msgstr "步兵类现已支持使用 `IsGattling=yes` 开启盖特逻辑" -#: ../../Fixed-or-Improved-Logics.md:230 +#: ../../Fixed-or-Improved-Logics.md:229 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:231 +#: ../../Fixed-or-Improved-Logics.md:230 msgid "" "Fixed the bug that `DamageSelf` and `AllowDamageOnSelf` are ineffective " "on airforce." msgstr "修复了 `DamageSelf` 和 `AllowDamageOnSelf` 对空军无效的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:232 +#: ../../Fixed-or-Improved-Logics.md:231 msgid "" "Fixed the bug that damaged particle dont disappear after building has " "repaired by engineer." msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:233 +#: ../../Fixed-or-Improved-Logics.md:232 msgid "Fixed an issue of incorrect position of `TrailerAnim` in `VoxelAnim`." msgstr "修复了 Voxel 碎片 `TrailerAnim` 生成位置不正确的问题。" -#: ../../Fixed-or-Improved-Logics.md:234 +#: ../../Fixed-or-Improved-Logics.md:233 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:235 +#: ../../Fixed-or-Improved-Logics.md:234 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:236 +#: ../../Fixed-or-Improved-Logics.md:235 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:237 +#: ../../Fixed-or-Improved-Logics.md:236 msgid "" "Fixed 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" -#: ../../Fixed-or-Improved-Logics.md:238 +#: ../../Fixed-or-Improved-Logics.md:237 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:239 +#: ../../Fixed-or-Improved-Logics.md:238 msgid "" "Projectiles with `Vertical=true` now drop straight down if fired off by " "AircraftTypes instead of behaving erratically. This behaviour can be " @@ -1449,85 +1443,85 @@ msgstr "" "现在当一个拥有 `Vertical=true` 的抛射体被战机类发射时将会正常下坠。可以通过在抛射体上设置 " "`Vertical.AircraftFix=false` 来关闭这一行为。" -#: ../../Fixed-or-Improved-Logics.md:240 +#: ../../Fixed-or-Improved-Logics.md:239 msgid "" "Engineers can enter buildings normally when they don't need to be " "repaired (or you can force it by pressing Alt)." msgstr "工程师在建筑无需维修时可以正常进入(也可以通过按住 `[Alt]` 强制进入)。" -#: ../../Fixed-or-Improved-Logics.md:241 +#: ../../Fixed-or-Improved-Logics.md:240 msgid "" "Player-controlled spies are not forced to perform other tasks while " "attacking buildings." msgstr "人类玩家控制的间谍在攻击建筑时不会强制执行其他任务。" -#: ../../Fixed-or-Improved-Logics.md:242 +#: ../../Fixed-or-Improved-Logics.md:241 msgid "" "If `BombDisarm=yes` is not present for all weapon warheads, then the " "engineer will no longer use the appropriate mouse action." msgstr "如果所有武器的弹头都没有 `BombDisarm=yes` 则工程师将不再使用相应的鼠标动作。" -#: ../../Fixed-or-Improved-Logics.md:243 +#: ../../Fixed-or-Improved-Logics.md:242 msgid "Fixed an unusual use of DeployFireWeapon for InfantryType." msgstr "修复了步兵使用 `DeployFireWeapon` 时的异常情况。" -#: ../../Fixed-or-Improved-Logics.md:244 +#: ../../Fixed-or-Improved-Logics.md:243 msgid "" "Fixed the bug that passengers' Temporal attacks wouldn't stop when an " "OpenTopped vehicle was frozen by a Temporal warhead." msgstr "修复了即便 `OpenTopped` 载具被超时空弹头冻结其乘客的超时空武器攻击也不会停止的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:245 +#: ../../Fixed-or-Improved-Logics.md:244 msgid "Fixed the bug that vehicle owned by computer will scatter when cloaking." msgstr "修复了 AI 的载具在隐形时会乱跑的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:246 +#: ../../Fixed-or-Improved-Logics.md:245 msgid "" "Fixed the bug that submarine always turn left after changed owner by map " "event." msgstr "修复了水下单位在被地图触发修改所属后总会朝向左方的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:247 +#: ../../Fixed-or-Improved-Logics.md:246 msgid "" "Fixed the bug that occupyable structure won't redraw when press deploy " "hotkey to release all occupants." msgstr "修复了可驻军建筑在按部署键释放全部驻兵后绘图不会刷新的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:248 +#: ../../Fixed-or-Improved-Logics.md:247 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." 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。" -#: ../../Fixed-or-Improved-Logics.md:249 +#: ../../Fixed-or-Improved-Logics.md:248 msgid "" "Fixed the bug that Locomotor warhead won't stop working when the attacker" " is being affected by `Temporal=yes` warhead." msgstr "修复了攻击者被 `Temporal=yes` 弹头作用时运动模式弹头不会停止工作的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:250 +#: ../../Fixed-or-Improved-Logics.md:249 msgid "" "Fixed the bug that `IsLocomotor=yes` warhead rendering hover units " "unselectable and undamageable on elevated bridge." msgstr "修复了 `IsLocomotor=yes` 弹头会导致高架桥上的悬浮载具无法选中且无法被伤害的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:251 +#: ../../Fixed-or-Improved-Logics.md:250 msgid "" "Fixed the bug that Locomotor warhead won't stop working when firer " "(except for vehicle) stop firing." msgstr "修复了非载具单位使用运动模式弹头时停止开火也不会停止工作的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:252 +#: ../../Fixed-or-Improved-Logics.md:251 msgid "Fixed the bug that hover vehicle will sink if destroyed on bridge." msgstr "修复了悬浮载具在桥上被摧毁会沉没(而不是爆炸)的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:253 +#: ../../Fixed-or-Improved-Logics.md:252 msgid "" "Fixed the fact that when the selected unit is in a rearmed state, it can " "unconditionally use attack mouse on the target." msgstr "修复了当被选中的单位武器正在 CD 时可以无条件对目标使用 Attack 光标的问题。" -#: ../../Fixed-or-Improved-Logics.md:254 +#: ../../Fixed-or-Improved-Logics.md:253 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -1537,19 +1531,19 @@ msgstr "" "若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area " "Guard` 和 `Hunt` 任务将不会生效。" -#: ../../Fixed-or-Improved-Logics.md:255 +#: ../../Fixed-or-Improved-Logics.md:254 msgid "" "Fixed an issue that barrel anim data will be incorrectly overwritten by " "turret anim data if the techno's section exists in the map file." 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。" -#: ../../Fixed-or-Improved-Logics.md:256 +#: ../../Fixed-or-Improved-Logics.md:255 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer." msgstr "修复了在较大的地图中由于寻路节点缓冲区过小而引发的寻路崩溃(EIP 0x42A525、0x42C507、0x42C554)问题。" -#: ../../Fixed-or-Improved-Logics.md:257 +#: ../../Fixed-or-Improved-Logics.md:256 msgid "" "`IsSimpleDeployer` `BalloonHover=true` units with `DeployToLand=false` " "are no longer forced to land when hovering." @@ -1557,13 +1551,13 @@ msgstr "" "拥有 `BalloonHover=true` 和 `IsSimpleDeployer=true` 但 `DeployToLand=false` " "的单位现在在悬停时不会强制着陆。" -#: ../../Fixed-or-Improved-Logics.md:258 +#: ../../Fixed-or-Improved-Logics.md:257 msgid "" "If `DeployingAnim` with `Shadow=true` is played for unit currently in air" " its shadow will now be drawn on ground." msgstr "如果当前处于空中的单位通过 `DeployingAnim` 播放带有 `Shadow=true` 的动画则动画的影子现在会绘制在地面上。" -#: ../../Fixed-or-Improved-Logics.md:259 +#: ../../Fixed-or-Improved-Logics.md:258 msgid "" "`DeployingAnim` now supports both `Normalized=true` and `Reverse=true`. " "Keep in mind `Reverse` uses `LoopEnd` for frame amount instead of `End` " @@ -1572,39 +1566,69 @@ msgstr "" "`DeployingAnim` 现已支持 `Normalized=true` 与 `Reverse=true`。注意:即便不是 " "`LoopCount > 1` 的情况 `Reverse` 也会使用 `LoopEnd` 而不是 `End` 来控制帧数。" -#: ../../Fixed-or-Improved-Logics.md:260 +#: ../../Fixed-or-Improved-Logics.md:259 msgid "`DeployingAnim` using unit drawer now also tint accordingly with the unit." msgstr "`DeployingAnim` 使用单位绘制方式时现可跟随单位一起染色。" -#: ../../Fixed-or-Improved-Logics.md:261 +#: ../../Fixed-or-Improved-Logics.md:260 msgid "Fixed an issue that jumpjets in air can not correctly spawn missiles." msgstr "修复了 Jumpjet 单位在空中时无法生成导弹子机的问题。" -#: ../../Fixed-or-Improved-Logics.md:262 +#: ../../Fixed-or-Improved-Logics.md:261 msgid "" "Fixed an issue that the currently hovered planning node not update up-to-" "date, such as using hotkeys to select technos." msgstr "修复了所谓的高等路径学。" +#: ../../Fixed-or-Improved-Logics.md:262 +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:263 msgid "" +"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:264 +msgid "" +"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:265 +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:266 +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:267 +msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:264 +#: ../../Fixed-or-Improved-Logics.md:268 msgid "" "Fixed the bug that techno unit will draw with ironcurtain and airstrike " "color and intensity who disguised as terrain or overlay." 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色强度绘制错误的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:265 +#: ../../Fixed-or-Improved-Logics.md:269 msgid "" "Fixed 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。" -#: ../../Fixed-or-Improved-Logics.md:266 +#: ../../Fixed-or-Improved-Logics.md:270 msgid "" "If `[General] -> FallingDownTargetingFix` is set to true, the techno with" " weapon with `AA=yes` and `AG=no` will auto targeting units that are " @@ -1613,71 +1637,81 @@ msgstr "" "如果 `[General] -> FallingDownTargetingFix` 设为 true 则所用武器 `AA=yes` 且 " "`AG=no` 的单位将会主动攻击坠落中的单位(例如伞兵)。" -#: ../../Fixed-or-Improved-Logics.md:267 +#: ../../Fixed-or-Improved-Logics.md:271 msgid "Iron Curtain/Custom Tint Support for SHP Turreted Vehicles." msgstr "修复了铁幕/自定义染色无法将 SHP 有炮塔载具染色的问题。" -#: ../../Fixed-or-Improved-Logics.md:268 +#: ../../Fixed-or-Improved-Logics.md:272 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:269 +#: ../../Fixed-or-Improved-Logics.md:273 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:270 +#: ../../Fixed-or-Improved-Logics.md:274 msgid "" "Fixed buildings that have their owner changed during buildup skipping " "buildup and sometimes not correctly clearing the state." msgstr "修复了建筑拔起过程中发生所属变更会跳过建造阶段且有时无法正确清除状态的问题。" -#: ../../Fixed-or-Improved-Logics.md:271 +#: ../../Fixed-or-Improved-Logics.md:275 msgid "" "Fixed preplaced aircraft outside visible map being incorrectly flagged as" " crashing under certain conditions." msgstr "修复了处于可视地图范围外的预置战机某些情况下被错误标记为坠毁的问题。" -#: ../../Fixed-or-Improved-Logics.md:272 +#: ../../Fixed-or-Improved-Logics.md:276 msgid "" "Fixed `MovementZone=Subterannean` harvesters being unable to find docks " "if in area enclosed by water, cliffs etc." msgstr "修复了 `MovementZone=Subterannean` 的矿车无法跨越封闭的水域、悬崖等区域找到停靠点的问题。" -#: ../../Fixed-or-Improved-Logics.md:273 +#: ../../Fixed-or-Improved-Logics.md:277 msgid "" "Fixed an issue where some effects pointing to a unit were not properly " "cleared when the unit changed its owner." msgstr "修复了指向某个某个单位的部分效果在该单位变更所属时未能正确清除的问题。" -#: ../../Fixed-or-Improved-Logics.md:274 +#: ../../Fixed-or-Improved-Logics.md:278 msgid "" "Allow Reveal Crate to take effect when picking up by another player " "controlled house in campaign." msgstr "允许在战役模式中由其他被玩家控制的所属方拾取到的开全图工具箱效果生效。" -#: ../../Fixed-or-Improved-Logics.md:275 +#: ../../Fixed-or-Improved-Logics.md:279 msgid "" "Fixed an issue where the vanilla script ignores jumpjets. Enable it " "through `[General] -> AIAirTargetingFix=true`." msgstr "修复了原版脚本会忽略 Jumpjet 单位的问题,需要通过 `[General] -> AIAirTargetingFix=true` 来启用。" -#: ../../Fixed-or-Improved-Logics.md:276 +#: ../../Fixed-or-Improved-Logics.md:280 msgid "Fixed the bug that naval ship will sink even they destroyed in air." msgstr "修复了海军舰船即便在空中被摧毁也会在天上沉没的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:278 +#: ../../Fixed-or-Improved-Logics.md:281 +msgid "Fixed MPDebug timer displaying when debug's visibility is off." +msgstr "修复了 MPDEBUG 计时器在 debug 信息关闭可见时依旧显示的问题。" + +#: ../../Fixed-or-Improved-Logics.md:282 +msgid "" +"Fixed the issue that units will goto farest location if target is closer " +"than `MinimumRange`." +msgstr "修复了单位距离目标小于 `MinimumRange` 时会前往最远距离的问题。" + +#: ../../Fixed-or-Improved-Logics.md:284 msgid "Fixes / interactions with other extensions" msgstr "修复或与其他扩展的交互" -#: ../../Fixed-or-Improved-Logics.md:280 +#: ../../Fixed-or-Improved-Logics.md:286 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:281 +#: ../../Fixed-or-Improved-Logics.md:287 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation." @@ -1685,57 +1719,57 @@ 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:282 +#: ../../Fixed-or-Improved-Logics.md:288 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:283 +#: ../../Fixed-or-Improved-Logics.md:289 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:284 +#: ../../Fixed-or-Improved-Logics.md:290 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:285 +#: ../../Fixed-or-Improved-Logics.md:291 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:286 +#: ../../Fixed-or-Improved-Logics.md:292 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:287 +#: ../../Fixed-or-Improved-Logics.md:293 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:288 +#: ../../Fixed-or-Improved-Logics.md:294 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:289 +#: ../../Fixed-or-Improved-Logics.md:295 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:290 +#: ../../Fixed-or-Improved-Logics.md:296 msgid "" "Suppressed Ares' swizzle warning when parsing `Tags` and `TaskForces` " "(typically begin with `[Developer fatal]Pointer 00000000 declared change " @@ -1744,48 +1778,48 @@ 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:291 +#: ../../Fixed-or-Improved-Logics.md:297 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:292 +#: ../../Fixed-or-Improved-Logics.md:298 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:294 +#: ../../Fixed-or-Improved-Logics.md:300 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:295 +#: ../../Fixed-or-Improved-Logics.md:301 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:296 +#: ../../Fixed-or-Improved-Logics.md:302 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:297 +#: ../../Fixed-or-Improved-Logics.md:303 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:298 +#: ../../Fixed-or-Improved-Logics.md:304 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:299 +#: ../../Fixed-or-Improved-Logics.md:305 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 " @@ -1795,13 +1829,13 @@ 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 共用且保存过于频繁时偶尔覆盖存档文件。" -#: ../../Fixed-or-Improved-Logics.md:300 +#: ../../Fixed-or-Improved-Logics.md:306 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:301 +#: ../../Fixed-or-Improved-Logics.md:307 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 " @@ -1810,110 +1844,276 @@ 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:302 +#: ../../Fixed-or-Improved-Logics.md:308 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:303 -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:304 -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:305 +#: ../../Fixed-or-Improved-Logics.md:311 msgid "" -"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:306 -msgid "" -"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。" +"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:307 +#: ../../Fixed-or-Improved-Logics.md:315 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。" +"At the moment this is only useful if you use a version of [YRpp " +"Spawner](https://github.com/CnCNet/yrpp-spawner) with multiplayer saves " +"support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-" +"cncnet-client))." +msgstr "" +"目前此功能仅在使用支持了多人游戏存档后的 [YRpp Spawner](https://github.com/CnCNet/yrpp-" +"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:308 +#: ../../Fixed-or-Improved-Logics.md:318 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 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:309 +#: ../../Fixed-or-Improved-Logics.md:319 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:310 +#: ../../Fixed-or-Improved-Logics.md:320 msgid "" "Fixed the bug that building with `CloningFacility=true` and " "`WeaponsFactory=true` may cloning multiple vehicles and then they get " "stuck." msgstr "修复了拥有 `CloningFacility=true` 和 `WeaponsFactory=true` 的建筑可能克隆多个载具并卡住的 Bug。" -#: ../../Fixed-or-Improved-Logics.md:313 -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:317 +#: ../../Fixed-or-Improved-Logics.md:321 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 " -"support (along with [XNA CnCNet Client](https://github.com/CnCNet/xna-" -"cncnet-client))." +"Fixed a bug introduced by Ares where building types that have " +"`UndeploysInto` cannot display `AltCameo` or `AltCameoPCX` even when you " +"infiltrate enemy buildings with `Factory=UnitType`." msgstr "" -"目前此功能仅在使用支持了多人游戏存档后的 [YRpp Spawner](https://github.com/CnCNet/yrpp-" -"spawner) 版本(同时配合 [XNA CnCNet Client](https://github.com/CnCNet/xna-" -"cncnet-client)) 时才有用。" +"修复了 Ares 引入的渗透敌方重工后 `UndeploysInto` 建筑 `AltCameo` 或 `AltCameoPCX` 不显示 Bug。" -#: ../../Fixed-or-Improved-Logics.md:320 +#: ../../Fixed-or-Improved-Logics.md:323 msgid "Newly added global settings" msgstr "新增的全局设定" -#: ../../Fixed-or-Improved-Logics.md:323 +#: ../../Fixed-or-Improved-Logics.md:326 msgid "" "This category lists all features that are globally effective without " "needing to be defined on any specific object." msgstr "这个类别下列出了所有全局生效而无需在任何特定对象上定义的功能。" -#: ../../Fixed-or-Improved-Logics.md:332 +#: ../../Fixed-or-Improved-Logics.md:335 +msgid "Allow deploy controlled MCV" +msgstr "允许部署被心控的 MCV" + +#: ../../Fixed-or-Improved-Logics.md:337 +msgid "" +"In vanilla, you cannot deploy a controlled vehicle to " +"`ConstructionYard=true` building. Now you can customize it." +msgstr "在原版中你不能将一个被心灵控制的载具部署为 `ConstructionYard=true` 的建筑。现在你可以自定义了。" + +#: ../../Fixed-or-Improved-Logics.md:339 ../../Fixed-or-Improved-Logics.md:353 +#: ../../Fixed-or-Improved-Logics.md:369 ../../Fixed-or-Improved-Logics.md:385 +#: ../../Fixed-or-Improved-Logics.md:413 ../../Fixed-or-Improved-Logics.md:424 +#: ../../Fixed-or-Improved-Logics.md:435 ../../Fixed-or-Improved-Logics.md:446 +#: ../../Fixed-or-Improved-Logics.md:456 ../../Fixed-or-Improved-Logics.md:469 +#: ../../Fixed-or-Improved-Logics.md:480 ../../Fixed-or-Improved-Logics.md:495 +#: ../../Fixed-or-Improved-Logics.md:506 ../../Fixed-or-Improved-Logics.md:526 +#: ../../Fixed-or-Improved-Logics.md:540 ../../Fixed-or-Improved-Logics.md:565 +#: ../../Fixed-or-Improved-Logics.md:596 ../../Fixed-or-Improved-Logics.md:620 +#: ../../Fixed-or-Improved-Logics.md:639 ../../Fixed-or-Improved-Logics.md:656 +#: ../../Fixed-or-Improved-Logics.md:668 ../../Fixed-or-Improved-Logics.md:678 +#: ../../Fixed-or-Improved-Logics.md:698 ../../Fixed-or-Improved-Logics.md:721 +#: ../../Fixed-or-Improved-Logics.md:733 ../../Fixed-or-Improved-Logics.md:800 +#: ../../Fixed-or-Improved-Logics.md:879 ../../Fixed-or-Improved-Logics.md:894 +#: ../../Fixed-or-Improved-Logics.md:915 ../../Fixed-or-Improved-Logics.md:937 +#: ../../Fixed-or-Improved-Logics.md:953 ../../Fixed-or-Improved-Logics.md:964 +#: ../../Fixed-or-Improved-Logics.md:979 ../../Fixed-or-Improved-Logics.md:1001 +#: ../../Fixed-or-Improved-Logics.md:1018 +#: ../../Fixed-or-Improved-Logics.md:1036 +#: ../../Fixed-or-Improved-Logics.md:1046 +#: ../../Fixed-or-Improved-Logics.md:1057 +#: ../../Fixed-or-Improved-Logics.md:1087 +#: ../../Fixed-or-Improved-Logics.md:1100 +#: ../../Fixed-or-Improved-Logics.md:1112 +#: ../../Fixed-or-Improved-Logics.md:1125 +#: ../../Fixed-or-Improved-Logics.md:1145 +#: ../../Fixed-or-Improved-Logics.md:1157 +#: ../../Fixed-or-Improved-Logics.md:1186 +#: ../../Fixed-or-Improved-Logics.md:1215 +#: ../../Fixed-or-Improved-Logics.md:1227 +#: ../../Fixed-or-Improved-Logics.md:1237 +#: ../../Fixed-or-Improved-Logics.md:1247 +#: ../../Fixed-or-Improved-Logics.md:1263 +#: ../../Fixed-or-Improved-Logics.md:1279 +#: ../../Fixed-or-Improved-Logics.md:1295 +#: ../../Fixed-or-Improved-Logics.md:1327 +#: ../../Fixed-or-Improved-Logics.md:1352 +#: ../../Fixed-or-Improved-Logics.md:1374 +#: ../../Fixed-or-Improved-Logics.md:1386 +#: ../../Fixed-or-Improved-Logics.md:1403 +#: ../../Fixed-or-Improved-Logics.md:1435 +#: ../../Fixed-or-Improved-Logics.md:1488 +#: ../../Fixed-or-Improved-Logics.md:1506 +#: ../../Fixed-or-Improved-Logics.md:1518 +#: ../../Fixed-or-Improved-Logics.md:1532 +#: ../../Fixed-or-Improved-Logics.md:1561 +#: ../../Fixed-or-Improved-Logics.md:1587 +#: ../../Fixed-or-Improved-Logics.md:1602 +#: ../../Fixed-or-Improved-Logics.md:1622 +#: ../../Fixed-or-Improved-Logics.md:1640 +#: ../../Fixed-or-Improved-Logics.md:1659 +#: ../../Fixed-or-Improved-Logics.md:1674 +#: ../../Fixed-or-Improved-Logics.md:1701 +#: ../../Fixed-or-Improved-Logics.md:1731 +#: ../../Fixed-or-Improved-Logics.md:1744 +#: ../../Fixed-or-Improved-Logics.md:1755 +#: ../../Fixed-or-Improved-Logics.md:1776 +#: ../../Fixed-or-Improved-Logics.md:1816 +#: ../../Fixed-or-Improved-Logics.md:1837 +#: ../../Fixed-or-Improved-Logics.md:1866 +#: ../../Fixed-or-Improved-Logics.md:1884 +#: ../../Fixed-or-Improved-Logics.md:1903 +#: ../../Fixed-or-Improved-Logics.md:1915 +#: ../../Fixed-or-Improved-Logics.md:1928 +#: ../../Fixed-or-Improved-Logics.md:1941 +#: ../../Fixed-or-Improved-Logics.md:1953 +#: ../../Fixed-or-Improved-Logics.md:1967 +#: ../../Fixed-or-Improved-Logics.md:1978 +#: ../../Fixed-or-Improved-Logics.md:1995 +#: ../../Fixed-or-Improved-Logics.md:2012 +#: ../../Fixed-or-Improved-Logics.md:2027 +#: ../../Fixed-or-Improved-Logics.md:2039 +#: ../../Fixed-or-Improved-Logics.md:2056 +#: ../../Fixed-or-Improved-Logics.md:2073 +#: ../../Fixed-or-Improved-Logics.md:2091 +#: ../../Fixed-or-Improved-Logics.md:2112 +#: ../../Fixed-or-Improved-Logics.md:2127 +#: ../../Fixed-or-Improved-Logics.md:2145 +#: ../../Fixed-or-Improved-Logics.md:2170 +#: ../../Fixed-or-Improved-Logics.md:2187 +#: ../../Fixed-or-Improved-Logics.md:2209 +#: ../../Fixed-or-Improved-Logics.md:2222 +#: ../../Fixed-or-Improved-Logics.md:2234 +#: ../../Fixed-or-Improved-Logics.md:2250 +#: ../../Fixed-or-Improved-Logics.md:2262 +#: ../../Fixed-or-Improved-Logics.md:2275 +#: ../../Fixed-or-Improved-Logics.md:2293 +#: ../../Fixed-or-Improved-Logics.md:2317 +#: ../../Fixed-or-Improved-Logics.md:2330 +#: ../../Fixed-or-Improved-Logics.md:2341 +#: ../../Fixed-or-Improved-Logics.md:2356 +#: ../../Fixed-or-Improved-Logics.md:2370 +#: ../../Fixed-or-Improved-Logics.md:2387 +#: ../../Fixed-or-Improved-Logics.md:2401 +#: ../../Fixed-or-Improved-Logics.md:2413 +#: ../../Fixed-or-Improved-Logics.md:2425 +#: ../../Fixed-or-Improved-Logics.md:2436 +#: ../../Fixed-or-Improved-Logics.md:2447 +#: ../../Fixed-or-Improved-Logics.md:2460 +#: ../../Fixed-or-Improved-Logics.md:2470 +#: ../../Fixed-or-Improved-Logics.md:2486 +#: ../../Fixed-or-Improved-Logics.md:2508 +msgid "In `rulesmd.ini`:" +msgstr "在 `rulesmd.ini`:" + +#: ../../Fixed-or-Improved-Logics.md:340 +msgid "" +"[General]\n" +"AllowDeployControlledMCV=false ; boolean\n" +msgstr "" +"[General]\n" +"AllowDeployControlledMCV=false ; boolean\n" + +#: ../../Fixed-or-Improved-Logics.md:345 +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:347 +msgid "" +"It is now possible to customize the frame delay between instances of " +"`[General] -> ChronoSparkle1` animations created on objects being warped " +"by setting `[General] -> ChronoSparkleDisplayDelay`." +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:348 +msgid "" +"By default on buildings with `MaxNumberOccupants` higher than 0, chrono " +"sparkle animation would be shown at each of the `MuzzleFlashX` " +"coordinates. This behaviour is now customizable, and supports " +"`MuzzleFlashX` indices higher than 10." +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:349 +msgid "" +"`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " +"the sparkle animation on the building (`building`), muzzle flash " +"coordinates of current occupants (`occupants`), muzzle flash coordinates " +"of all occupant slots (`occupantslots`) or any combination of these." +msgstr "" +"`[General] -> ChronoSparkleBuildingDisplayPositions` 可以设置闪烁动画为在建筑上闪烁 " +"(`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:350 +msgid "" +"If `occupants` or `occupantslots` is listed without `building`, a single " +"chrono sparkle animation is still displayed on building if it doesn't " +"have any occupants or it has `MaxNumberOccupants` value less than 1, " +"respectively." +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:351 +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:354 +msgid "" +"[General]\n" +"ChronoSparkleDisplayDelay=24 ; integer, game " +"frames\n" +"ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " +"sparkle position enum (building | occupants | occupantslots | all)\n" +msgstr "" +"[General]\n" +"ChronoSparkleDisplayDelay=24 ; integer, game " +"frames\n" +"ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " +"sparkle position enum (building | occupants | occupantslots | all)\n" + +#: ../../Fixed-or-Improved-Logics.md:360 msgid "Crate improvements" msgstr "升级工具箱增强" -#: ../../Fixed-or-Improved-Logics.md:334 +#: ../../Fixed-or-Improved-Logics.md:362 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:335 +#: ../../Fixed-or-Improved-Logics.md:363 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:336 +#: ../../Fixed-or-Improved-Logics.md:364 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:337 +#: ../../Fixed-or-Improved-Logics.md:365 msgid "" "The limit of vehicles a player can own before unit crates start giving " "money instead can now be customized by setting `UnitCrateVehicleCap`. " @@ -1922,7 +2122,7 @@ 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:338 +#: ../../Fixed-or-Improved-Logics.md:366 msgid "" "`FreeMCV` setting is now actually respected and can be used to disable " "the forced unit selected from `[General] -> BaseUnit` that is given if " @@ -1932,121 +2132,13 @@ 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:339 +#: ../../Fixed-or-Improved-Logics.md:367 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:341 ../../Fixed-or-Improved-Logics.md:357 -#: ../../Fixed-or-Improved-Logics.md:385 ../../Fixed-or-Improved-Logics.md:396 -#: ../../Fixed-or-Improved-Logics.md:407 ../../Fixed-or-Improved-Logics.md:417 -#: ../../Fixed-or-Improved-Logics.md:428 ../../Fixed-or-Improved-Logics.md:443 -#: ../../Fixed-or-Improved-Logics.md:454 ../../Fixed-or-Improved-Logics.md:474 -#: ../../Fixed-or-Improved-Logics.md:488 ../../Fixed-or-Improved-Logics.md:513 -#: ../../Fixed-or-Improved-Logics.md:544 ../../Fixed-or-Improved-Logics.md:568 -#: ../../Fixed-or-Improved-Logics.md:587 ../../Fixed-or-Improved-Logics.md:606 -#: ../../Fixed-or-Improved-Logics.md:616 ../../Fixed-or-Improved-Logics.md:636 -#: ../../Fixed-or-Improved-Logics.md:659 ../../Fixed-or-Improved-Logics.md:671 -#: ../../Fixed-or-Improved-Logics.md:738 ../../Fixed-or-Improved-Logics.md:817 -#: ../../Fixed-or-Improved-Logics.md:832 ../../Fixed-or-Improved-Logics.md:853 -#: ../../Fixed-or-Improved-Logics.md:875 ../../Fixed-or-Improved-Logics.md:891 -#: ../../Fixed-or-Improved-Logics.md:902 ../../Fixed-or-Improved-Logics.md:917 -#: ../../Fixed-or-Improved-Logics.md:939 ../../Fixed-or-Improved-Logics.md:956 -#: ../../Fixed-or-Improved-Logics.md:974 ../../Fixed-or-Improved-Logics.md:984 -#: ../../Fixed-or-Improved-Logics.md:995 ../../Fixed-or-Improved-Logics.md:1025 -#: ../../Fixed-or-Improved-Logics.md:1038 -#: ../../Fixed-or-Improved-Logics.md:1048 -#: ../../Fixed-or-Improved-Logics.md:1060 -#: ../../Fixed-or-Improved-Logics.md:1073 -#: ../../Fixed-or-Improved-Logics.md:1090 -#: ../../Fixed-or-Improved-Logics.md:1102 -#: ../../Fixed-or-Improved-Logics.md:1114 -#: ../../Fixed-or-Improved-Logics.md:1143 -#: ../../Fixed-or-Improved-Logics.md:1172 -#: ../../Fixed-or-Improved-Logics.md:1184 -#: ../../Fixed-or-Improved-Logics.md:1194 -#: ../../Fixed-or-Improved-Logics.md:1204 -#: ../../Fixed-or-Improved-Logics.md:1220 -#: ../../Fixed-or-Improved-Logics.md:1236 -#: ../../Fixed-or-Improved-Logics.md:1252 -#: ../../Fixed-or-Improved-Logics.md:1284 -#: ../../Fixed-or-Improved-Logics.md:1313 -#: ../../Fixed-or-Improved-Logics.md:1324 -#: ../../Fixed-or-Improved-Logics.md:1346 -#: ../../Fixed-or-Improved-Logics.md:1358 -#: ../../Fixed-or-Improved-Logics.md:1375 -#: ../../Fixed-or-Improved-Logics.md:1407 -#: ../../Fixed-or-Improved-Logics.md:1460 -#: ../../Fixed-or-Improved-Logics.md:1478 -#: ../../Fixed-or-Improved-Logics.md:1490 -#: ../../Fixed-or-Improved-Logics.md:1504 -#: ../../Fixed-or-Improved-Logics.md:1533 -#: ../../Fixed-or-Improved-Logics.md:1559 -#: ../../Fixed-or-Improved-Logics.md:1574 -#: ../../Fixed-or-Improved-Logics.md:1594 -#: ../../Fixed-or-Improved-Logics.md:1612 -#: ../../Fixed-or-Improved-Logics.md:1633 -#: ../../Fixed-or-Improved-Logics.md:1644 -#: ../../Fixed-or-Improved-Logics.md:1659 -#: ../../Fixed-or-Improved-Logics.md:1686 -#: ../../Fixed-or-Improved-Logics.md:1716 -#: ../../Fixed-or-Improved-Logics.md:1729 -#: ../../Fixed-or-Improved-Logics.md:1740 -#: ../../Fixed-or-Improved-Logics.md:1761 -#: ../../Fixed-or-Improved-Logics.md:1801 -#: ../../Fixed-or-Improved-Logics.md:1822 -#: ../../Fixed-or-Improved-Logics.md:1851 -#: ../../Fixed-or-Improved-Logics.md:1869 -#: ../../Fixed-or-Improved-Logics.md:1888 -#: ../../Fixed-or-Improved-Logics.md:1900 -#: ../../Fixed-or-Improved-Logics.md:1913 -#: ../../Fixed-or-Improved-Logics.md:1926 -#: ../../Fixed-or-Improved-Logics.md:1938 -#: ../../Fixed-or-Improved-Logics.md:1952 -#: ../../Fixed-or-Improved-Logics.md:1963 -#: ../../Fixed-or-Improved-Logics.md:1980 -#: ../../Fixed-or-Improved-Logics.md:1995 -#: ../../Fixed-or-Improved-Logics.md:2007 -#: ../../Fixed-or-Improved-Logics.md:2024 -#: ../../Fixed-or-Improved-Logics.md:2041 -#: ../../Fixed-or-Improved-Logics.md:2059 -#: ../../Fixed-or-Improved-Logics.md:2080 -#: ../../Fixed-or-Improved-Logics.md:2095 -#: ../../Fixed-or-Improved-Logics.md:2113 -#: ../../Fixed-or-Improved-Logics.md:2138 -#: ../../Fixed-or-Improved-Logics.md:2155 -#: ../../Fixed-or-Improved-Logics.md:2186 -#: ../../Fixed-or-Improved-Logics.md:2217 -#: ../../Fixed-or-Improved-Logics.md:2241 -#: ../../Fixed-or-Improved-Logics.md:2260 -#: ../../Fixed-or-Improved-Logics.md:2273 -#: ../../Fixed-or-Improved-Logics.md:2285 -#: ../../Fixed-or-Improved-Logics.md:2301 -#: ../../Fixed-or-Improved-Logics.md:2313 -#: ../../Fixed-or-Improved-Logics.md:2326 -#: ../../Fixed-or-Improved-Logics.md:2344 -#: ../../Fixed-or-Improved-Logics.md:2368 -#: ../../Fixed-or-Improved-Logics.md:2381 -#: ../../Fixed-or-Improved-Logics.md:2392 -#: ../../Fixed-or-Improved-Logics.md:2407 -#: ../../Fixed-or-Improved-Logics.md:2421 -#: ../../Fixed-or-Improved-Logics.md:2438 -#: ../../Fixed-or-Improved-Logics.md:2452 -#: ../../Fixed-or-Improved-Logics.md:2464 -#: ../../Fixed-or-Improved-Logics.md:2476 -#: ../../Fixed-or-Improved-Logics.md:2487 -#: ../../Fixed-or-Improved-Logics.md:2498 -#: ../../Fixed-or-Improved-Logics.md:2511 -#: ../../Fixed-or-Improved-Logics.md:2521 -#: ../../Fixed-or-Improved-Logics.md:2537 -#: ../../Fixed-or-Improved-Logics.md:2559 -#: ../../Fixed-or-Improved-Logics.md:2569 -#: ../../Fixed-or-Improved-Logics.md:2583 -msgid "In `rulesmd.ini`:" -msgstr "在 `rulesmd.ini`:" - -#: ../../Fixed-or-Improved-Logics.md:342 +#: ../../Fixed-or-Improved-Logics.md:370 msgid "" "[CrateRules]\n" "CrateOnlyOnLand=false ; boolean\n" @@ -2060,18 +2152,18 @@ msgstr "" "FreeMCV=true ; boolean\n" "FreeMCV.CreditsThreshold=1500 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:350 +#: ../../Fixed-or-Improved-Logics.md:378 msgid "Customizable unit image in art" msgstr "在 art 中自定义单位图像" -#: ../../Fixed-or-Improved-Logics.md:352 +#: ../../Fixed-or-Improved-Logics.md:380 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:353 +#: ../../Fixed-or-Improved-Logics.md:381 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 " @@ -2080,19 +2172,19 @@ 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:354 +#: ../../Fixed-or-Improved-Logics.md:382 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:355 +#: ../../Fixed-or-Improved-Logics.md:383 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:358 +#: ../../Fixed-or-Improved-Logics.md:386 msgid "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" @@ -2100,28 +2192,27 @@ msgstr "" "[General]\n" "ArtImageSwap=false ; disabled by default\n" -#: ../../Fixed-or-Improved-Logics.md:364 +#: ../../Fixed-or-Improved-Logics.md:392 msgid "" "To use this feature properly, you need to remove or replace the following" " segments in the YR INI code to avoid compatibility issues between the " "original Westwood INI code and this feature." -msgstr "" -"为了正常使用该功能,你需要移除或替换下面这些 YR INI 代码中的选段以避免 Westwood 原有 INI 代码与该功能的兼容问题。" - -#: ../../Fixed-or-Improved-Logics.md:367 ../../Fixed-or-Improved-Logics.md:687 -#: ../../Fixed-or-Improved-Logics.md:708 ../../Fixed-or-Improved-Logics.md:723 -#: ../../Fixed-or-Improved-Logics.md:744 ../../Fixed-or-Improved-Logics.md:765 -#: ../../Fixed-or-Improved-Logics.md:789 ../../Fixed-or-Improved-Logics.md:799 -#: ../../Fixed-or-Improved-Logics.md:842 ../../Fixed-or-Improved-Logics.md:864 -#: ../../Fixed-or-Improved-Logics.md:1006 -#: ../../Fixed-or-Improved-Logics.md:1266 -#: ../../Fixed-or-Improved-Logics.md:1788 -#: ../../Fixed-or-Improved-Logics.md:1832 -#: ../../Fixed-or-Improved-Logics.md:2161 +msgstr "为了正常使用该功能,你需要移除或替换下面这些 YR INI 代码中的选段以避免 Westwood 原有 INI 代码与该功能的兼容问题。" + +#: ../../Fixed-or-Improved-Logics.md:395 ../../Fixed-or-Improved-Logics.md:749 +#: ../../Fixed-or-Improved-Logics.md:770 ../../Fixed-or-Improved-Logics.md:785 +#: ../../Fixed-or-Improved-Logics.md:806 ../../Fixed-or-Improved-Logics.md:827 +#: ../../Fixed-or-Improved-Logics.md:851 ../../Fixed-or-Improved-Logics.md:861 +#: ../../Fixed-or-Improved-Logics.md:904 ../../Fixed-or-Improved-Logics.md:926 +#: ../../Fixed-or-Improved-Logics.md:1068 +#: ../../Fixed-or-Improved-Logics.md:1309 +#: ../../Fixed-or-Improved-Logics.md:1803 +#: ../../Fixed-or-Improved-Logics.md:1847 +#: ../../Fixed-or-Improved-Logics.md:2193 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" -#: ../../Fixed-or-Improved-Logics.md:368 +#: ../../Fixed-or-Improved-Logics.md:396 msgid "" "[CAML]\n" "Image=JOSH\n" @@ -2135,7 +2226,7 @@ msgstr "" "[BFRT]\n" "Image=SREF\n" -#: ../../Fixed-or-Improved-Logics.md:377 +#: ../../Fixed-or-Improved-Logics.md:405 msgid "" "In vanilla, `[CLNT]` does not have its own image. Originally, in " "`artmd.ini`, it uses another image placeholder via `Image=ARND`, but due " @@ -2152,11 +2243,11 @@ msgstr "" "来实现图像资源调用,但它不是与其他 art 小节那样只是更改实现方式,还同时转为了使用 `Image=CIVC` 而非 `ARND`,虽然这在 " "`[General] -> ArtImageSwap=true` 时不会直接表现为冲突,但 modder 们可能需要注意。" -#: ../../Fixed-or-Improved-Logics.md:380 +#: ../../Fixed-or-Improved-Logics.md:408 msgid "Customize resource storage" msgstr "自定义资源储存" -#: ../../Fixed-or-Improved-Logics.md:382 +#: ../../Fixed-or-Improved-Logics.md:410 msgid "" "Now Ares `Storage` feature can set which Tiberium type from `[Tiberiums]`" " list should be used for storing resources in structures with " @@ -2165,11 +2256,11 @@ 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 的建筑中存储。" -#: ../../Fixed-or-Improved-Logics.md:383 +#: ../../Fixed-or-Improved-Logics.md:411 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:386 +#: ../../Fixed-or-Improved-Logics.md:414 msgid "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" @@ -2177,18 +2268,43 @@ msgstr "" "[General]\n" "Storage.TiberiumIndex=-1 ; integer, [Tiberiums] list index\n" -#: ../../Fixed-or-Improved-Logics.md:391 +#: ../../Fixed-or-Improved-Logics.md:419 +msgid "Customize the chained damage of the wall" +msgstr "自定义墙的连锁伤害" + +#: ../../Fixed-or-Improved-Logics.md:421 +msgid "" +"In vanilla, when the wall is damaged, it will deal 200 damage to the " +"walls in the 4 nearby cells. This makes connected walls more vulnerable " +"to damage compared to single walls." +msgstr "" +"原版中当围墙受到伤害时会对周围 4 个单元格内的墙体造成 200 " +"点伤害。这使得相连的墙体比单独矗立的墙体更容易被损伤(这就是打完剩下的单格墙体更能抗伤的原因)。" + +#: ../../Fixed-or-Improved-Logics.md:422 +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:425 +msgid "" +"[CombatDamage]\n" +"AdjacentWallDamage=200 ; integer\n" +msgstr "" +"[CombatDamage]\n" +"AdjacentWallDamage=200 ; integer\n" + +#: ../../Fixed-or-Improved-Logics.md:430 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:393 +#: ../../Fixed-or-Improved-Logics.md:432 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:394 +#: ../../Fixed-or-Improved-Logics.md:433 msgid "" "`AircraftLevelLightMultiplier` & `JumpjetLevelLightMultiplier` are direct" " multipliers to level lighting applied on the units, for height levels " @@ -2197,7 +2313,7 @@ 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:397 +#: ../../Fixed-or-Improved-Logics.md:436 msgid "" "[AudioVisual]\n" "AircraftLevelLightMultiplier=1.0 ; floating point value, percents or " @@ -2211,59 +2327,103 @@ msgstr "" "JumpjetLevelLightMultiplier=0.0 ; floating point value, percents or " "absolute\n" -#: ../../Fixed-or-Improved-Logics.md:403 +#: ../../Fixed-or-Improved-Logics.md:442 msgid "Customizing default ColorScheme" msgstr "自定义默认配色方案" -#: ../../Fixed-or-Improved-Logics.md:405 +#: ../../Fixed-or-Improved-Logics.md:444 msgid "" "In vanilla, an `AltPalette=yes` animation or `Voxel=yes` Projectile image" " that cannot properly remap will use the first Color Scheme in the " "`[Colors]` list; now it can be manually specified." msgstr "" -"在原版中,一个无法正确重映射颜色的 `AltPalette=yes` 动画或 `Voxel=yes` 的抛射体图像会使用 `[Colors]` 列表中的第一个配色方案作为默认配色方案来映射所属色,现在它可以被手动指定了。" +"在原版中,一个无法正确重映射颜色的 `AltPalette=yes` 动画或 `Voxel=yes` 的抛射体图像会使用 `[Colors]` " +"列表中的第一个配色方案作为默认配色方案来映射所属色,现在它可以被手动指定了。" + +#: ../../Fixed-or-Improved-Logics.md:447 +msgid "" +"[AudioVisual]\n" +"AnimRemapDefaultColorScheme= ; ColorScheme name\n" +msgstr "" +"[AudioVisual]\n" +"AnimRemapDefaultColorScheme= ; ColorScheme name\n" + +#: ../../Fixed-or-Improved-Logics.md:452 +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:454 +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:457 +msgid "" +"[AudioVisual]\n" +"IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" +"ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" +msgstr "" +"[AudioVisual]\n" +"IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" +"ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" + +#: ../../Fixed-or-Improved-Logics.md:463 +msgid "Jumpjet climbing logic enhancement" +msgstr "Jumpjet 爬升逻辑增强" + +#: ../../Fixed-or-Improved-Logics.md:465 +msgid "" +"You can now let the jumpjets increase their height earlier by set " +"`JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 " +"cells in advance, instead of only raising its height when encountering " +"cliffs or buildings in front of it." +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:466 +msgid "" +"You can also let them simply skip the stop check by set " +"`JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving " +"horizontally when encountering cliffs or buildings in front of it, but " +"will continue to move forward while raising its altitude." +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:408 +#: ../../Fixed-or-Improved-Logics.md:467 msgid "" -"[AudioVisual]\n" -"AnimRemapDefaultColorScheme= ; ColorScheme name\n" +"When `JumpjetClimbPredictHeight` is enabled, if the height raised five " +"grids in advance is still not enough to cross cliffs or buildings, it " +"will stop and move horizontally as before, unless " +"`JumpjetClimbWithoutCutOut` is also enabled." msgstr "" -"[AudioVisual]\n" -"AnimRemapDefaultColorScheme= ; ColorScheme name\n" - -#: ../../Fixed-or-Improved-Logics.md:413 -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:415 -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。" +"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:418 +#: ../../Fixed-or-Improved-Logics.md:470 msgid "" -"[AudioVisual]\n" -"IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" -"ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" +"[General]\n" +"JumpjetClimbPredictHeight=false ; boolean\n" +"JumpjetClimbWithoutCutOut=false ; boolean\n" msgstr "" -"[AudioVisual]\n" -"IronCurtain.ExtraTintIntensity=0.0 ; floating point value\n" -"ForceShield.ExtraTintIntensity=0.0 ; floating point value\n" +"[General]\n" +"JumpjetClimbPredictHeight=false ; boolean\n" +"JumpjetClimbWithoutCutOut=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:424 +#: ../../Fixed-or-Improved-Logics.md:476 msgid "Move IvanBomb Position" msgstr "移动伊文炸弹位置" -#: ../../Fixed-or-Improved-Logics.md:426 +#: ../../Fixed-or-Improved-Logics.md:478 msgid "" "In vanilla, IvanBomb images display and the bombs detonate at the top-" "leftmost cell of the building foundation instead of at the center of " "buildings. This can now be changed." -msgstr "" -"在原版中,伊文炸弹的图像显示位置和炸弹引爆位置在建筑占地左上角的单元格而不是建筑中心。现在这可以被更改。" +msgstr "在原版中,伊文炸弹的图像显示位置和炸弹引爆位置在建筑占地左上角的单元格而不是建筑中心。现在这可以被更改。" -#: ../../Fixed-or-Improved-Logics.md:429 +#: ../../Fixed-or-Improved-Logics.md:481 msgid "" "[CombatDamage]\n" "IvanBombAttachToCenter=false ; boolean\n" @@ -2271,22 +2431,22 @@ msgstr "" "[CombatDamage]\n" "IvanBombAttachToCenter=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:435 +#: ../../Fixed-or-Improved-Logics.md:487 msgid "Due to technical constraints this cannot be customized per WeaponType." msgstr "由于技术限制,这无法在每种武器上微观定义。" -#: ../../Fixed-or-Improved-Logics.md:438 +#: ../../Fixed-or-Improved-Logics.md:490 msgid "RadialIndicator visibility" msgstr "范围指示环可见性" -#: ../../Fixed-or-Improved-Logics.md:440 +#: ../../Fixed-or-Improved-Logics.md:492 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,建筑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:444 +#: ../../Fixed-or-Improved-Logics.md:496 msgid "" "[AudioVisual]\n" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " @@ -2296,21 +2456,21 @@ msgstr "" "RadialIndicatorVisibility=allies ; List of Affected House Enumeration " "(owner/self | allies/ally | enemies/enemy | all)\n" -#: ../../Fixed-or-Improved-Logics.md:449 +#: ../../Fixed-or-Improved-Logics.md:501 msgid "Re-enable obsolete `[JumpjetControls]`" msgstr "重启废弃的 `[JumpjetControls]`" -#: ../../Fixed-or-Improved-Logics.md:451 +#: ../../Fixed-or-Improved-Logics.md:503 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:452 +#: ../../Fixed-or-Improved-Logics.md:504 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:455 +#: ../../Fixed-or-Improved-Logics.md:507 msgid "" "[JumpjetControls]\n" "Crash=5.0 ; floating point value\n" @@ -2320,7 +2480,7 @@ msgstr "" "Crash=5.0 ; floating point value\n" "NoWobbles=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:462 +#: ../../Fixed-or-Improved-Logics.md:514 msgid "" "`CruiseHeight` is for `JumpjetHeight`, `WobblesPerSecond` is for " "`JumpjetWobbles`, `WobbleDeviation` is for `JumpjetDeviation`, and " @@ -2331,18 +2491,18 @@ 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:465 +#: ../../Fixed-or-Improved-Logics.md:517 msgid "Skirmish AI behavior dehardcode" msgstr "遭遇战 AI 行为去硬编码" -#: ../../Fixed-or-Improved-Logics.md:467 +#: ../../Fixed-or-Improved-Logics.md:519 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:468 +#: ../../Fixed-or-Improved-Logics.md:520 msgid "" "`[General] -> AIFireSale` and `[General] -> AIAllToHunt` control whether " "the AI will act selling and hunting respectively." @@ -2350,7 +2510,7 @@ 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:469 +#: ../../Fixed-or-Improved-Logics.md:521 msgid "" "`[General] -> AIFireSaleDelay` defines a timer, it will only work if " "`[General] -> AIFireSale` is set to `true`. When the first time the AI " @@ -2360,23 +2520,23 @@ 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:470 +#: ../../Fixed-or-Improved-Logics.md:522 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:471 +#: ../../Fixed-or-Improved-Logics.md:523 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:472 +#: ../../Fixed-or-Improved-Logics.md:524 msgid "`[General] -> GatherWhenMCVDeploy` controls this behavior." msgstr "`[General] -> GatherWhenMCVDeploy` 控制这一行为。" -#: ../../Fixed-or-Improved-Logics.md:475 +#: ../../Fixed-or-Improved-Logics.md:527 msgid "" "[General]\n" "AIFireSale=true ; boolean\n" @@ -2390,26 +2550,28 @@ msgstr "" "AIAllToHunt=true ; boolean\n" "GatherWhenMCVDeploy=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:483 +#: ../../Fixed-or-Improved-Logics.md:535 msgid "Use 8-bit RGB parameters for `[ColorAdd]`" msgstr "为 `[ColorAdd]` 使用 8 位 RGB 参数" -#: ../../Fixed-or-Improved-Logics.md:485 +#: ../../Fixed-or-Improved-Logics.md:537 msgid "" "In vanilla, the values in the `[ColorAdd]` entry are used as RGB565 (0-31" " for red & blue, 0-63 for green). Now, with this setting, you can use the" " more user-friendly 8-bit RGB (0-255) for input." msgstr "" -"在原版中,`[ColorAdd]` 条目中的值会被按照 RGB565(红色和蓝色为 0-31,绿色为 0-63)来使用,现在,你可以通过这一设置使其使用对人类用户更加友好的 8 位 RGB(0-255)来填写。" +"在原版中,`[ColorAdd]` 条目中的值会被按照 RGB565(红色和蓝色为 0-31,绿色为 " +"0-63)来使用,现在,你可以通过这一设置使其使用对人类用户更加友好的 8 位 RGB(0-255)来填写。" -#: ../../Fixed-or-Improved-Logics.md:486 +#: ../../Fixed-or-Improved-Logics.md:538 msgid "" "This works for `LaserTargetColor`, `IronCurtainColor`, `BerserkColor` and" " `ForceShieldColor`." msgstr "" -"这适用于 `LaserTargetColor`、`IronCurtainColor`、`BerserkColor` 和 `ForceShieldColor`。" +"这适用于 `LaserTargetColor`、`IronCurtainColor`、`BerserkColor` 和 " +"`ForceShieldColor`。" -#: ../../Fixed-or-Improved-Logics.md:489 +#: ../../Fixed-or-Improved-Logics.md:541 msgid "" "[AudioVisual]\n" "ColorAddUse8BitRGB=false ; boolean\n" @@ -2417,44 +2579,44 @@ msgstr "" "[AudioVisual]\n" "ColorAddUse8BitRGB=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:494 ../../Fixed-or-Improved-Logics.md:2167 +#: ../../Fixed-or-Improved-Logics.md:546 msgid "Veinholes & Weeds" msgstr "泰伯利亚藤蔓与泰伯利亚废矿" -#: ../../Fixed-or-Improved-Logics.md:496 ../../Fixed-or-Improved-Logics.md:2169 +#: ../../Fixed-or-Improved-Logics.md:548 msgid "Veinholes" msgstr "泰伯利亚藤蔓" -#: ../../Fixed-or-Improved-Logics.md:498 ../../Fixed-or-Improved-Logics.md:2171 +#: ../../Fixed-or-Improved-Logics.md:550 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:499 ../../Fixed-or-Improved-Logics.md:2172 +#: ../../Fixed-or-Improved-Logics.md:551 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:500 ../../Fixed-or-Improved-Logics.md:2173 +#: ../../Fixed-or-Improved-Logics.md:552 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:501 ../../Fixed-or-Improved-Logics.md:2174 +#: ../../Fixed-or-Improved-Logics.md:553 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:502 ../../Fixed-or-Improved-Logics.md:2175 +#: ../../Fixed-or-Improved-Logics.md:554 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:503 ../../Fixed-or-Improved-Logics.md:2176 +#: ../../Fixed-or-Improved-Logics.md:555 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:504 ../../Fixed-or-Improved-Logics.md:2177 +#: ../../Fixed-or-Improved-Logics.md:556 msgid "" "The monster itself is represented by the `VEINTREE` TerrainType, which " "has `IsVeinhole=true` set. Its strength is what determines the strength " @@ -2463,7 +2625,7 @@ 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:507 ../../Fixed-or-Improved-Logics.md:2180 +#: ../../Fixed-or-Improved-Logics.md:559 msgid "" "Everything listed below functions identically to Tiberian Sun. Many of " "the tags from Tiberian Sun have been re-enabled. The values provided " @@ -2486,7 +2648,7 @@ 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:514 ../../Fixed-or-Improved-Logics.md:2187 +#: ../../Fixed-or-Improved-Logics.md:566 msgid "" "[General]\n" "VeinholeGrowthRate=300 ; integer\n" @@ -2536,7 +2698,7 @@ msgstr "" "IsVeinhole=true\n" "Strength=1000 ; integer - the strength of the Veinhole\n" -#: ../../Fixed-or-Improved-Logics.md:541 ../../Fixed-or-Improved-Logics.md:2214 +#: ../../Fixed-or-Improved-Logics.md:593 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 " @@ -2547,7 +2709,7 @@ 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:545 ../../Fixed-or-Improved-Logics.md:2218 +#: ../../Fixed-or-Improved-Logics.md:597 msgid "" "[OverlayTypes]\n" "126=VEINS ; The veins (weeds)\n" @@ -2559,55 +2721,55 @@ msgstr "" "167=VEINHOLE ; The Veinhole itself\n" "178=VEINHOLEDUMMY ; A technical overlay\n" -#: ../../Fixed-or-Improved-Logics.md:552 ../../Fixed-or-Improved-Logics.md:2225 +#: ../../Fixed-or-Improved-Logics.md:604 msgid "Weeds & Weed Eaters" msgstr "泰伯利亚废矿与废矿采集者" -#: ../../Fixed-or-Improved-Logics.md:554 ../../Fixed-or-Improved-Logics.md:2227 +#: ../../Fixed-or-Improved-Logics.md:606 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:555 ../../Fixed-or-Improved-Logics.md:2228 +#: ../../Fixed-or-Improved-Logics.md:607 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:556 ../../Fixed-or-Improved-Logics.md:2229 +#: ../../Fixed-or-Improved-Logics.md:608 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:557 ../../Fixed-or-Improved-Logics.md:2230 +#: ../../Fixed-or-Improved-Logics.md:609 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:558 ../../Fixed-or-Improved-Logics.md:2231 +#: ../../Fixed-or-Improved-Logics.md:610 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:560 ../../Fixed-or-Improved-Logics.md:2233 +#: ../../Fixed-or-Improved-Logics.md:612 msgid "Weed-consuming superweapons" msgstr "消耗废矿的超级武器" -#: ../../Fixed-or-Improved-Logics.md:562 ../../Fixed-or-Improved-Logics.md:2235 +#: ../../Fixed-or-Improved-Logics.md:614 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:565 ../../Fixed-or-Improved-Logics.md:2238 +#: ../../Fixed-or-Improved-Logics.md:617 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:569 ../../Fixed-or-Improved-Logics.md:2242 +#: ../../Fixed-or-Improved-Logics.md:621 #, python-format msgid "" "[SOMESW] ; SuperWeaponType\n" @@ -2632,11 +2794,11 @@ 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:577 +#: ../../Fixed-or-Improved-Logics.md:629 msgid "Voxel light source customization" msgstr "自定义 Voxel 光源" -#: ../../Fixed-or-Improved-Logics.md:579 +#: ../../Fixed-or-Improved-Logics.md:631 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:583 +#: ../../Fixed-or-Improved-Logics.md:635 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:584 +#: ../../Fixed-or-Improved-Logics.md:636 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:585 +#: ../../Fixed-or-Improved-Logics.md:637 msgid "" "Vanilla light (assuming `UseFixedVoxelLighting=false`) is located roughly" " at `VoxelLightSource=0.201,-0.907,-0.362`." @@ -2670,7 +2832,7 @@ 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:588 +#: ../../Fixed-or-Improved-Logics.md:640 msgid "" "[AudioVisual]\n" "UseFixedVoxelLighting=false ; boolean, whether to fix the lighting\n" @@ -2682,7 +2844,7 @@ 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:595 +#: ../../Fixed-or-Improved-Logics.md:647 msgid "" "In order to easily preview the light source settings use the [VXL Viewer " "and VPL Generator tool by thomassneddon](https://github.com/ThomasSneddon" @@ -2695,28 +2857,46 @@ 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:597 +#: ../../Fixed-or-Improved-Logics.md:649 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:600 +#: ../../Fixed-or-Improved-Logics.md:652 +msgid "Waypoints for buildings" +msgstr "建筑路径点" + +#: ../../Fixed-or-Improved-Logics.md:654 +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:657 +msgid "" +"[General]\n" +"BuildingWaypoints=false ; boolean\n" +msgstr "" +"[General]\n" +"BuildingWaypoints=false ; boolean\n" + +#: ../../Fixed-or-Improved-Logics.md:662 msgid "Aircraft" msgstr "战机类型" -#: ../../Fixed-or-Improved-Logics.md:602 +#: ../../Fixed-or-Improved-Logics.md:664 msgid "Carryall pickup voice" msgstr "吊运拾取音效" -#: ../../Fixed-or-Improved-Logics.md:604 +#: ../../Fixed-or-Improved-Logics.md:666 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:607 +#: ../../Fixed-or-Improved-Logics.md:669 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" @@ -2724,18 +2904,18 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "VoicePickup= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:612 +#: ../../Fixed-or-Improved-Logics.md:674 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:614 +#: ../../Fixed-or-Improved-Logics.md:676 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:617 +#: ../../Fixed-or-Improved-Logics.md:679 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" @@ -2743,15 +2923,15 @@ msgstr "" "[SOMEAIRCRAFT] ; AircraftType\n" "FiringForceScatter=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:622 +#: ../../Fixed-or-Improved-Logics.md:684 msgid "Extended Aircraft Missions" msgstr "拓展的战机任务" -#: ../../Fixed-or-Improved-Logics.md:624 +#: ../../Fixed-or-Improved-Logics.md:686 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:625 +#: ../../Fixed-or-Improved-Logics.md:687 msgid "" "When a `guard` command (`[G]` by default) or a `area guard` command " "(`[Ctrl]+[Alt]`) is issued, the aircraft will search for targets around " @@ -2762,13 +2942,13 @@ 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:626 +#: ../../Fixed-or-Improved-Logics.md:688 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:627 +#: ../../Fixed-or-Improved-Logics.md:689 msgid "" "When an `attack move` command (`[Ctrl]+[Shift]`) is issued, the aircraft " "will move towards the destination and search for nearby targets on the " @@ -2778,18 +2958,18 @@ 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:628 +#: ../../Fixed-or-Improved-Logics.md:690 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:629 +#: ../../Fixed-or-Improved-Logics.md:691 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:630 +#: ../../Fixed-or-Improved-Logics.md:692 msgid "" "`ExtendedAircraftMissions.SmoothMoving` controls whether the aircraft " "will return to the airport when the distance to the destination is less " @@ -2798,7 +2978,7 @@ 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:631 +#: ../../Fixed-or-Improved-Logics.md:693 msgid "" "`ExtendedAircraftMissions.EarlyDescend` controls whether the aircraft not" " have to fly directly above the airport before starting to descend when " @@ -2808,7 +2988,7 @@ 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:632 +#: ../../Fixed-or-Improved-Logics.md:694 msgid "" "`ExtendedAircraftMissions.RearApproach` controls whether the aircraft " "should start landing at the airport from the opposite direction of " @@ -2817,13 +2997,13 @@ 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:633 +#: ../../Fixed-or-Improved-Logics.md:695 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:634 +#: ../../Fixed-or-Improved-Logics.md:696 msgid "" "`ExtendedAircraftMissions.UnlandDamage` controls the damage suffered by " "the aircraft every 4 frames when there is no airport for the aircraft to " @@ -2833,7 +3013,7 @@ 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:637 +#: ../../Fixed-or-Improved-Logics.md:699 msgid "" "[General]\n" "ExtendedAircraftMissions=false ; boolean\n" @@ -2867,7 +3047,7 @@ msgstr "" "ExtendedAircraftMissions.UnlandDamage= ; integer, default to [General]" " -> ExtendedAircraftMissions.UnlandDamage\n" -#: ../../Fixed-or-Improved-Logics.md:651 +#: ../../Fixed-or-Improved-Logics.md:713 msgid "" "And now when `ExtendedAircraftMissions` is enabled, aircraft that can " "land at the airport will check at any time to see if they have a dock. " @@ -2878,11 +3058,11 @@ msgstr "" "目前当 `ExtendedAircraftMissions` " "被启用时,能够降落到机场的战机会始终检查自身是否拥有用于停靠的机位。因此若你的任务中需要存在能够降落到机场的战机但没有提供足够的空余机位也没有禁用该功能,那么这些战机将立即坠毁。" -#: ../../Fixed-or-Improved-Logics.md:654 +#: ../../Fixed-or-Improved-Logics.md:716 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:656 +#: ../../Fixed-or-Improved-Logics.md:718 msgid "" "It is now possible to have aircraft spawned from " "`(Elite)AirstrikeTeamType` or `Type=SpyPlane` superweapons to be created " @@ -2892,7 +3072,7 @@ 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:657 +#: ../../Fixed-or-Improved-Logics.md:719 msgid "" "`SpawnHeight` can also be used to override the initial height of the " "aircraft, which defaults to `FlightLevel`, or if not set then `[General] " @@ -2901,18 +3081,18 @@ 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:660 +#: ../../Fixed-or-Improved-Logics.md:722 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "SpawnDistanceFromTarget= ; floating point value, distance in cells\n" "SpawnHeight= ; integer, height in leptons\n" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:666 +#: ../../Fixed-or-Improved-Logics.md:728 msgid "Landing direction" msgstr "降落方向" -#: ../../Fixed-or-Improved-Logics.md:668 +#: ../../Fixed-or-Improved-Logics.md:730 msgid "" "By default aircraft land facing the direction specified by `[AudioVisual]" " -> PoseDir`. This can now be customized per AircraftType via " @@ -2924,13 +3104,13 @@ 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:669 +#: ../../Fixed-or-Improved-Logics.md:731 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:672 +#: ../../Fixed-or-Improved-Logics.md:734 msgid "" "[SOMEAIRCRAFT] ; AircraftType\n" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " @@ -2940,15 +3120,15 @@ msgstr "" "LandingDir= ; Direction type (integers from 0-255). Accepts negative " "values as a special case.\n" -#: ../../Fixed-or-Improved-Logics.md:677 +#: ../../Fixed-or-Improved-Logics.md:739 msgid "Animations" msgstr "动画类型" -#: ../../Fixed-or-Improved-Logics.md:679 +#: ../../Fixed-or-Improved-Logics.md:741 msgid "Animation weapon and damage settings" msgstr "动画武器和伤害设置" -#: ../../Fixed-or-Improved-Logics.md:681 +#: ../../Fixed-or-Improved-Logics.md:743 msgid "" "`Weapon` can be set to a WeaponType, to create a projectile and " "immediately detonate it instead of simply dealing `Damage` by `Warhead`. " @@ -2957,7 +3137,7 @@ 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:682 +#: ../../Fixed-or-Improved-Logics.md:744 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 " @@ -2968,7 +3148,7 @@ 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:683 +#: ../../Fixed-or-Improved-Logics.md:745 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 " @@ -2985,14 +3165,14 @@ 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:684 +#: ../../Fixed-or-Improved-Logics.md:746 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:685 +#: ../../Fixed-or-Improved-Logics.md:747 msgid "" "`Damage.ApplyOncePerLoop`, if set to true, makes `Damage` be dealt only " "once per animation loop (on single loop animations, only once, period) " @@ -3004,7 +3184,7 @@ 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:688 +#: ../../Fixed-or-Improved-Logics.md:750 msgid "" "[SOMEANIM] ; AnimationType\n" "Weapon= ; WeaponType\n" @@ -3020,7 +3200,7 @@ msgstr "" "Damage.ApplyOncePerLoop=false ; boolean\n" "Damage.ApplyFirepowerMult=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:698 +#: ../../Fixed-or-Improved-Logics.md:760 msgid "" "`Weapon` and `Damage.Delay`, beyond the other additions, should function " "similarly to the equivalent features introduced by Ares and take " @@ -3029,27 +3209,27 @@ 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:701 +#: ../../Fixed-or-Improved-Logics.md:763 msgid "Attached animation position customization" msgstr "自定义附着动画位置" -#: ../../Fixed-or-Improved-Logics.md:703 +#: ../../Fixed-or-Improved-Logics.md:765 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:704 +#: ../../Fixed-or-Improved-Logics.md:766 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:705 +#: ../../Fixed-or-Improved-Logics.md:767 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:706 +#: ../../Fixed-or-Improved-Logics.md:768 msgid "" "`ground`: Animation shows up at the parent object's visual center but " "forced to ground level. Note that the animations is still considered " @@ -3057,7 +3237,7 @@ 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:709 +#: ../../Fixed-or-Improved-Logics.md:771 msgid "" "[SOMEANIM] ; AnimationType\n" "AttachedAnimPosition=default ; Attached animation position enumeration " @@ -3067,11 +3247,11 @@ msgstr "" "AttachedAnimPosition=default ; Attached animation position enumeration " "(default|center|ground)\n" -#: ../../Fixed-or-Improved-Logics.md:714 ../../Fixed-or-Improved-Logics.md:2252 +#: ../../Fixed-or-Improved-Logics.md:776 ../../Fixed-or-Improved-Logics.md:2201 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:716 +#: ../../Fixed-or-Improved-Logics.md:778 msgid "" "`ExplodeOnWater` can be set to true to make the animation explode on " "impact with water. `ExpireAnim` will be played and `Warhead` is detonated" @@ -3080,7 +3260,7 @@ 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:717 +#: ../../Fixed-or-Improved-Logics.md:779 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 " @@ -3089,7 +3269,7 @@ 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:718 +#: ../../Fixed-or-Improved-Logics.md:780 msgid "" "`WakeAnim` contains wake animations to play if `ExplodeOnWater` is not " "set and the animation impacts with water. Defaults to `[General] -> Wake`" @@ -3099,13 +3279,13 @@ 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:719 +#: ../../Fixed-or-Improved-Logics.md:781 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:720 +#: ../../Fixed-or-Improved-Logics.md:782 msgid "" "If `SplashAnims.PickRandom` is set to true, picks a random animation from" " `SplashAnims` to use on each impact with water. Otherwise last listed " @@ -3114,13 +3294,13 @@ 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:721 +#: ../../Fixed-or-Improved-Logics.md:783 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:724 +#: ../../Fixed-or-Improved-Logics.md:786 msgid "" "[SOMEANIM] ; AnimationType\n" "ExplodeOnWater=false ; boolean\n" @@ -3140,18 +3320,18 @@ msgstr "" "SplashAnims.PickRandom=false ; boolean\n" "ExtraShadow=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:734 +#: ../../Fixed-or-Improved-Logics.md:796 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:736 +#: ../../Fixed-or-Improved-Logics.md:798 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:739 +#: ../../Fixed-or-Improved-Logics.md:801 msgid "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" @@ -3159,7 +3339,7 @@ msgstr "" "[General]\n" "AnimCraterDestroyTiberium=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:745 +#: ../../Fixed-or-Improved-Logics.md:807 msgid "" "[SOMEANIM] ; AnimationType\n" "Crater.DestroyTiberium= ; boolean, default to [General] -> " @@ -3169,11 +3349,11 @@ msgstr "" "Crater.DestroyTiberium= ; boolean, default to [General] -> " "AnimCraterDestroyTiberium\n" -#: ../../Fixed-or-Improved-Logics.md:750 +#: ../../Fixed-or-Improved-Logics.md:812 msgid "Fire animations spawned by Scorch & Flamer" msgstr "由 Scorch 和 Flamer 生成的火焰动画" -#: ../../Fixed-or-Improved-Logics.md:752 +#: ../../Fixed-or-Improved-Logics.md:814 msgid "" "Tiberian Sun allowed `Scorch=true` and `Flamer=true` animations to spawn " "fire animations from `[AudioVisual] -> SmallFire` & `LargeFire`. This " @@ -3182,14 +3362,14 @@ 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:753 +#: ../../Fixed-or-Improved-Logics.md:815 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:754 +#: ../../Fixed-or-Improved-Logics.md:816 msgid "" "`FireAnimDisallowedLandTypes` controls which landtypes the fire " "animations are not allowed to spawn on. Defaults to " @@ -3198,7 +3378,7 @@ 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:755 +#: ../../Fixed-or-Improved-Logics.md:817 msgid "" "`AttachFireAnimsToParent` controls if the spawned animations are attached" " to the owner of the parent animation if it is also attached. Defaults to" @@ -3207,7 +3387,7 @@ 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:756 +#: ../../Fixed-or-Improved-Logics.md:818 msgid "" "`SmallFireCount` determines number of small fire animations to spawn by " "both `Scorch=true` and `Flamer=true` animations. Defaults to 2 for " @@ -3216,13 +3396,13 @@ 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:757 +#: ../../Fixed-or-Improved-Logics.md:819 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:758 +#: ../../Fixed-or-Improved-Logics.md:820 msgid "" "`SmallFireChances` is a list of probabilities for the animations to " "spawn, up to `SmallFireCount` amount of items are read. Last item listed " @@ -3233,7 +3413,7 @@ 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:759 +#: ../../Fixed-or-Improved-Logics.md:821 msgid "" "`SmallFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -3245,19 +3425,19 @@ 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:760 +#: ../../Fixed-or-Improved-Logics.md:822 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:761 +#: ../../Fixed-or-Improved-Logics.md:823 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:762 +#: ../../Fixed-or-Improved-Logics.md:824 msgid "" "`LargeFireChances` is a list of probabilities for the animations to " "spawn, up to `LargeFireCount` amount of items are read. Last item listed " @@ -3266,7 +3446,7 @@ 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:763 +#: ../../Fixed-or-Improved-Logics.md:825 msgid "" "`LargeFireDistances` is a list of distances in cells for the animations " "to spawn at from the parent animation's coordinates, up to " @@ -3276,7 +3456,7 @@ 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:766 +#: ../../Fixed-or-Improved-Logics.md:828 msgid "" "[SOMEANIM] ; AnimationType\n" "ConstrainFireAnimsToCellSpots=true ; boolean\n" @@ -3316,25 +3496,25 @@ msgstr "" "LargeFireDistances=0.4375 ; List of floating point values, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:782 +#: ../../Fixed-or-Improved-Logics.md:844 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:785 +#: ../../Fixed-or-Improved-Logics.md:847 msgid "Layer on animations attached to objects" msgstr "附加动画的图层" -#: ../../Fixed-or-Improved-Logics.md:787 +#: ../../Fixed-or-Improved-Logics.md:849 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:790 +#: ../../Fixed-or-Improved-Logics.md:852 msgid "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" @@ -3342,11 +3522,11 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "Layer.UseObjectLayer= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:795 +#: ../../Fixed-or-Improved-Logics.md:857 msgid "Ore stage threshold for `HideIfNoOre`" msgstr "`HideIfNoOre` 的矿石阶段阈值" -#: ../../Fixed-or-Improved-Logics.md:797 +#: ../../Fixed-or-Improved-Logics.md:859 msgid "" "You can now customize which growth stage should an ore/tiberium cell have" " to have animation with `HideIfNoOre` displayed. Cells with growth stage " @@ -3355,7 +3535,7 @@ 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:800 +#: ../../Fixed-or-Improved-Logics.md:862 msgid "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" @@ -3363,38 +3543,38 @@ msgstr "" "[SOMEANIM] ; AnimationType\n" "HideIfNoOre.Threshold=0 ; integer, minimal ore growth stage\n" -#: ../../Fixed-or-Improved-Logics.md:805 +#: ../../Fixed-or-Improved-Logics.md:867 msgid "Buildings" msgstr "建筑类型" -#: ../../Fixed-or-Improved-Logics.md:807 +#: ../../Fixed-or-Improved-Logics.md:869 msgid "AI base construction modification" msgstr "AI 基地建设机制更改" -#: ../../Fixed-or-Improved-Logics.md:809 +#: ../../Fixed-or-Improved-Logics.md:871 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:810 +#: ../../Fixed-or-Improved-Logics.md:872 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:811 +#: ../../Fixed-or-Improved-Logics.md:873 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:812 +#: ../../Fixed-or-Improved-Logics.md:874 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:813 +#: ../../Fixed-or-Improved-Logics.md:875 msgid "" "`AIForbidConYard` controls whether AI cannot place buildings with " "`ConstructionYard=true`. AI will try to build one after a construction " @@ -3405,13 +3585,13 @@ 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:814 +#: ../../Fixed-or-Improved-Logics.md:876 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:815 +#: ../../Fixed-or-Improved-Logics.md:877 msgid "" "`AICleanWallNode` controls whether AI cannot place walls when there are " "no `ProtectWithWall` buildings around. If it cannot be placed, this base " @@ -3420,7 +3600,7 @@ 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:818 +#: ../../Fixed-or-Improved-Logics.md:880 msgid "" "[AI]\n" "AIAutoDeployMCV=true ; boolean\n" @@ -3438,11 +3618,11 @@ msgstr "" "AINodeWallsOnly=false ; boolean\n" "AICleanWallNode=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:828 +#: ../../Fixed-or-Improved-Logics.md:890 msgid "Aircraft docking direction" msgstr "战机停靠方向" -#: ../../Fixed-or-Improved-Logics.md:830 +#: ../../Fixed-or-Improved-Logics.md:892 msgid "" "It is now possible to customize the landing direction for docking " "aircraft via `AircraftDockingDir(N)` (`N` optionally replaced by 0-based " @@ -3457,7 +3637,7 @@ 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:833 +#: ../../Fixed-or-Improved-Logics.md:895 msgid "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" @@ -3465,18 +3645,18 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "AircraftDockingDir(N)= ; Direction type (integers from 0-255)\n" -#: ../../Fixed-or-Improved-Logics.md:838 +#: ../../Fixed-or-Improved-Logics.md:900 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:840 +#: ../../Fixed-or-Improved-Logics.md:902 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:843 +#: ../../Fixed-or-Improved-Logics.md:905 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" @@ -3484,11 +3664,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Refinery.UseNormalActiveAnim=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:848 +#: ../../Fixed-or-Improved-Logics.md:910 msgid "Allowed / disallowed types for FactoryPlant" msgstr "工业工厂的类型限制" -#: ../../Fixed-or-Improved-Logics.md:850 +#: ../../Fixed-or-Improved-Logics.md:912 msgid "" "It is now possible to customize which TechnoTypes benefit from bonuses of" " a `FactoryPlant=true` building by listing them on " @@ -3497,13 +3677,13 @@ 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:851 +#: ../../Fixed-or-Improved-Logics.md:913 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:854 +#: ../../Fixed-or-Improved-Logics.md:916 msgid "" "[SOMEBUILDING] ; BuildingType\n" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" @@ -3513,11 +3693,11 @@ msgstr "" "FactoryPlant.AllowTypes= ; List of TechnoTypes\n" "FactoryPlant.DisallowTypes= ; List of TechnoTypes\n" -#: ../../Fixed-or-Improved-Logics.md:860 +#: ../../Fixed-or-Improved-Logics.md:922 msgid "Apply ZShapePointMove during buildups" msgstr "在拔起期间应用 ZShapePointMove" -#: ../../Fixed-or-Improved-Logics.md:862 +#: ../../Fixed-or-Improved-Logics.md:924 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" @@ -3529,7 +3709,7 @@ 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:865 +#: ../../Fixed-or-Improved-Logics.md:927 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" @@ -3537,11 +3717,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ZShapePointMove.OnBuildup=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:870 +#: ../../Fixed-or-Improved-Logics.md:932 msgid "Buildings considered as vehicles" msgstr "被视为载具的建筑" -#: ../../Fixed-or-Improved-Logics.md:872 +#: ../../Fixed-or-Improved-Logics.md:934 msgid "" "By default game considers buildings with both `UndeploysInto` set and " "`Foundation` equaling `1x1` as vehicles, in a manner of speaking. This " @@ -3553,13 +3733,13 @@ 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:873 +#: ../../Fixed-or-Improved-Logics.md:935 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:876 +#: ../../Fixed-or-Improved-Logics.md:938 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" @@ -3567,11 +3747,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ConsideredVehicle= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:881 +#: ../../Fixed-or-Improved-Logics.md:943 msgid "Custom exit cell for infantry factory" msgstr "兵营自定义出口" -#: ../../Fixed-or-Improved-Logics.md:883 +#: ../../Fixed-or-Improved-Logics.md:945 msgid "" "By default `Factory=InfantryType` buildings use exit cell for the created" " infantry based on hardcoded settings if any of `GDIBarracks`, " @@ -3583,39 +3763,39 @@ 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:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "Key" msgstr "标签" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "Cell Offset" msgstr "单元格偏移" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "`GDIBarracks`" msgstr "`GDIBarracks`" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "1,2" msgstr "1,2" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "`NODBarracks`" msgstr "`NODBarracks`" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "2,2" msgstr "2,2" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "`YuriBarracks`" msgstr "`YuriBarracks`" -#: ../../Fixed-or-Improved-Logics.md:781 +#: ../../Fixed-or-Improved-Logics.md:843 msgid "2,1" msgstr "2,1" -#: ../../Fixed-or-Improved-Logics.md:892 +#: ../../Fixed-or-Improved-Logics.md:954 msgid "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" @@ -3623,21 +3803,21 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "BarracksExitCell= ; X,Y - cell offset\n" -#: ../../Fixed-or-Improved-Logics.md:897 +#: ../../Fixed-or-Improved-Logics.md:959 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:899 +#: ../../Fixed-or-Improved-Logics.md:961 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:900 +#: ../../Fixed-or-Improved-Logics.md:962 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:903 +#: ../../Fixed-or-Improved-Logics.md:965 msgid "" "[SOMEBUILDING] ; BuildingType\n" "OccupyDamageMultiplier= ; floating point value, default to " @@ -3667,13 +3847,13 @@ msgstr "" "BunkerWallsDownSound= ; Sound entry, default to [AudioVisual] -> " "BunkerWallsDownSound\n" -#: ../../Fixed-or-Improved-Logics.md:913 +#: ../../Fixed-or-Improved-Logics.md:975 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:915 +#: ../../Fixed-or-Improved-Logics.md:977 msgid "" "By default buildings with `UndeploysInto` will only play 23 frames of " "their buildup sequence (in reverse starting from last frame) when being " @@ -3683,7 +3863,7 @@ 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:918 +#: ../../Fixed-or-Improved-Logics.md:980 msgid "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" @@ -3691,11 +3871,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "SellBuildupLength=23 ; integer, number of buildup frames to play\n" -#: ../../Fixed-or-Improved-Logics.md:923 +#: ../../Fixed-or-Improved-Logics.md:985 msgid "Customizable & new grinder properties" msgstr "自定义 & 新的部队回收站特性" -#: ../../Fixed-or-Improved-Logics.md:925 +#: ../../Fixed-or-Improved-Logics.md:987 msgid "" "![image](_static/images/grinding.gif) *Using ally grinder, restricting to" " vehicles only and refund display ([Project " @@ -3704,50 +3884,50 @@ 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:928 +#: ../../Fixed-or-Improved-Logics.md:990 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:929 +#: ../../Fixed-or-Improved-Logics.md:991 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:930 +#: ../../Fixed-or-Improved-Logics.md:992 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:931 +#: ../../Fixed-or-Improved-Logics.md:993 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:932 +#: ../../Fixed-or-Improved-Logics.md:994 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:933 +#: ../../Fixed-or-Improved-Logics.md:995 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:934 +#: ../../Fixed-or-Improved-Logics.md:996 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:935 +#: ../../Fixed-or-Improved-Logics.md:997 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` " @@ -3756,14 +3936,14 @@ 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:936 +#: ../../Fixed-or-Improved-Logics.md:998 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:937 +#: ../../Fixed-or-Improved-Logics.md:999 msgid "" "For money string indication upon grinding, please refer to " "[`DisplayIncome`](User-Interface.md#visual-indication-of-income-from-" @@ -3772,7 +3952,7 @@ 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:940 +#: ../../Fixed-or-Improved-Logics.md:1002 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Grinding.AllowAllies=false ; boolean\n" @@ -3800,15 +3980,15 @@ msgstr "" "Grinding.Weapon= ; WeaponType\n" "Grinding.Weapon.RequiredCredits=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:952 +#: ../../Fixed-or-Improved-Logics.md:1014 msgid "Customize overpower logic" msgstr "自定义磁暴线圈充能" -#: ../../Fixed-or-Improved-Logics.md:954 +#: ../../Fixed-or-Improved-Logics.md:1016 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:957 +#: ../../Fixed-or-Improved-Logics.md:1019 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ElectricAssaultLevel=1 ; integer\n" @@ -3828,7 +4008,7 @@ msgstr "" "Overpower.ChargeWeapon=1 ; integer, negative values mean that weapons " "can never be switched\n" -#: ../../Fixed-or-Improved-Logics.md:967 +#: ../../Fixed-or-Improved-Logics.md:1029 msgid "" "Ares' [Battery Super Weapon](https://ares-developers.github.io/Ares-" "docs/new/superweapons/types/battery.html) won't be affected by this." @@ -3836,15 +4016,15 @@ 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:970 +#: ../../Fixed-or-Improved-Logics.md:1032 msgid "Disable `DamageSound`" msgstr "禁用 `DamageSound`" -#: ../../Fixed-or-Improved-Logics.md:972 +#: ../../Fixed-or-Improved-Logics.md:1034 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:975 +#: ../../Fixed-or-Improved-Logics.md:1037 msgid "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" @@ -3852,17 +4032,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "DisableDamageSound=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:980 +#: ../../Fixed-or-Improved-Logics.md:1042 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:982 +#: ../../Fixed-or-Improved-Logics.md:1044 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:985 +#: ../../Fixed-or-Improved-Logics.md:1047 msgid "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" @@ -3870,11 +4050,11 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "ExcludeFromMultipleFactoryBonus=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:990 +#: ../../Fixed-or-Improved-Logics.md:1052 msgid "Power plant damage factor" msgstr "伤残电厂电量系数" -#: ../../Fixed-or-Improved-Logics.md:992 +#: ../../Fixed-or-Improved-Logics.md:1054 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` " @@ -3885,13 +4065,13 @@ 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:993 +#: ../../Fixed-or-Improved-Logics.md:1055 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:996 +#: ../../Fixed-or-Improved-Logics.md:1058 msgid "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" @@ -3899,22 +4079,22 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "PowerPlant.DamageFactor=1.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1001 +#: ../../Fixed-or-Improved-Logics.md:1063 msgid "Skip anim delay for burst fire" msgstr "跳过 `DelayedFireDelay`" -#: ../../Fixed-or-Improved-Logics.md:1003 +#: ../../Fixed-or-Improved-Logics.md:1065 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:1004 +#: ../../Fixed-or-Improved-Logics.md:1066 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:1007 +#: ../../Fixed-or-Improved-Logics.md:1069 msgid "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" @@ -3922,17 +4102,17 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "IsAnimDelayedBurst=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1013 +#: ../../Fixed-or-Improved-Logics.md:1075 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:1016 +#: ../../Fixed-or-Improved-Logics.md:1078 msgid "Unit repair customization" msgstr "在建筑上自定义单位维修参数" -#: ../../Fixed-or-Improved-Logics.md:1018 +#: ../../Fixed-or-Improved-Logics.md:1080 msgid "" "It is now possible to customize the repairing of units by " "`UnitRepair=true`, `UnitReload=true` and `Hospital=true` buildings." @@ -3940,7 +4120,7 @@ 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:1019 +#: ../../Fixed-or-Improved-Logics.md:1081 msgid "" "`Units.RepairRate` customizes the rate at which the units are repaired. " "This defaults to `[General] -> ReloadRate` if `UnitReload=true` and if " @@ -3952,17 +4132,17 @@ 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:1020 +#: ../../Fixed-or-Improved-Logics.md:1082 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:1021 +#: ../../Fixed-or-Improved-Logics.md:1083 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:1022 +#: ../../Fixed-or-Improved-Logics.md:1084 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 " @@ -3971,13 +4151,13 @@ 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:1023 +#: ../../Fixed-or-Improved-Logics.md:1085 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:1026 +#: ../../Fixed-or-Improved-Logics.md:1088 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Units.RepairRate= ; floating point value, ingame minutes\n" @@ -3993,35 +4173,17 @@ msgstr "" "default to [General] -> RepairPercent\n" "Units.UseRepairCost= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1034 -msgid "Waypoints for buildings" -msgstr "建筑路径点" - -#: ../../Fixed-or-Improved-Logics.md:1036 -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:1039 -msgid "" -"[General]\n" -"BuildingWaypoints=false ; boolean\n" -msgstr "" -"[General]\n" -"BuildingWaypoints=false ; boolean\n" - -#: ../../Fixed-or-Improved-Logics.md:1044 +#: ../../Fixed-or-Improved-Logics.md:1096 msgid "Customize if cloning need power" msgstr "自定义克隆耗电" -#: ../../Fixed-or-Improved-Logics.md:1046 +#: ../../Fixed-or-Improved-Logics.md:1098 msgid "" "In vanilla, cloning vats can work fine even low power. Starting from Ares" " 2.0, they need power to work. Now you can specific it." msgstr "在原版中,克隆缸即便没电也可以工作。从 Ares 2.0 开始,它们需要电力运作。现在你可以指定。" -#: ../../Fixed-or-Improved-Logics.md:1049 +#: ../../Fixed-or-Improved-Logics.md:1101 msgid "" "[SOMEBUILDING] ; BuildingType\n" "Cloning.Powered=true ; boolean\n" @@ -4029,15 +4191,15 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Cloning.Powered=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1054 +#: ../../Fixed-or-Improved-Logics.md:1106 msgid "Infantry" msgstr "步兵" -#: ../../Fixed-or-Improved-Logics.md:1056 +#: ../../Fixed-or-Improved-Logics.md:1108 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../Fixed-or-Improved-Logics.md:1058 +#: ../../Fixed-or-Improved-Logics.md:1110 msgid "" "In RA2, the GI-like infantry controlled by the AI will automatically " "deploy to use their more powerful secondary weapons when engaging the " @@ -4047,7 +4209,7 @@ 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:1061 +#: ../../Fixed-or-Improved-Logics.md:1113 msgid "" "[General]\n" "InfantryAutoDeploy=false ; boolean\n" @@ -4063,15 +4225,15 @@ msgstr "" "InfantryAutoDeploy= ; boolean, default to [General] -> " "InfantryAutoDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:1069 +#: ../../Fixed-or-Improved-Logics.md:1121 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../Fixed-or-Improved-Logics.md:1071 +#: ../../Fixed-or-Improved-Logics.md:1123 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:1074 +#: ../../Fixed-or-Improved-Logics.md:1126 msgid "" "[General]\n" "ProneSpeed.Crawls=0.67 ; floating point value, multiplier\n" @@ -4089,44 +4251,15 @@ msgstr "" "ProneSpeed= ; floating point value, multiplier, by " "default, use the corresponding global value according to Crawls\n" -#: ../../Fixed-or-Improved-Logics.md:1083 -msgid "Overlays" -msgstr "覆盖物" - -#: ../../Fixed-or-Improved-Logics.md:1085 -msgid "Customize the chained damage of the wall" -msgstr "自定义墙的连锁伤害" - -#: ../../Fixed-or-Improved-Logics.md:1087 -msgid "" -"In vanilla, when the wall is damaged, it will deal 200 damage to the " -"walls in the 4 nearby cells. This makes connected walls more vulnerable " -"to damage compared to single walls." -msgstr "" -"原版中当围墙受到伤害时会对周围 4 个单元格内的墙体造成 200 " -"点伤害。这使得相连的墙体比单独矗立的墙体更容易被损伤(这就是打完剩下的单格墙体更能抗伤的原因)。" - -#: ../../Fixed-or-Improved-Logics.md:1088 -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:1091 -msgid "" -"[CombatDamage]\n" -"AdjacentWallDamage=200 ; integer\n" -msgstr "" -"[CombatDamage]\n" -"AdjacentWallDamage=200 ; integer\n" - -#: ../../Fixed-or-Improved-Logics.md:1096 +#: ../../Fixed-or-Improved-Logics.md:1139 msgid "Particle systems" msgstr "粒子系统" -#: ../../Fixed-or-Improved-Logics.md:1098 +#: ../../Fixed-or-Improved-Logics.md:1141 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:1100 +#: ../../Fixed-or-Improved-Logics.md:1143 msgid "" "By default particle systems with `BehavesLike=Fire` shift their target " "coordinates if the object that created the particle system (e.g firer of " @@ -4136,7 +4269,7 @@ 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:1103 +#: ../../Fixed-or-Improved-Logics.md:1146 msgid "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" @@ -4144,19 +4277,19 @@ msgstr "" "[SOMEPARTICLESYSTEM] ; ParticleSystemType\n" "AdjustTargetCoordsOnRotation=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1108 +#: ../../Fixed-or-Improved-Logics.md:1151 msgid "Particles" msgstr "粒子" -#: ../../Fixed-or-Improved-Logics.md:1110 +#: ../../Fixed-or-Improved-Logics.md:1153 msgid "Customizable gas particle speed" msgstr "自定义 gas 粒子速度" -#: ../../Fixed-or-Improved-Logics.md:1112 +#: ../../Fixed-or-Improved-Logics.md:1155 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:1115 +#: ../../Fixed-or-Improved-Logics.md:1158 msgid "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" @@ -4164,53 +4297,53 @@ msgstr "" "[GASPARTICLE] ; Particle with BehavesLike=Gas\n" "Gas.MaxDriftSpeed=2 ; integer (TS default is 5)\n" -#: ../../Fixed-or-Improved-Logics.md:1120 +#: ../../Fixed-or-Improved-Logics.md:1163 msgid "Projectiles" msgstr "抛射体" -#: ../../Fixed-or-Improved-Logics.md:1122 +#: ../../Fixed-or-Improved-Logics.md:1165 msgid "Airburst & Splits" msgstr "空爆与分裂" -#: ../../Fixed-or-Improved-Logics.md:1124 +#: ../../Fixed-or-Improved-Logics.md:1167 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:1125 +#: ../../Fixed-or-Improved-Logics.md:1168 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:1126 +#: ../../Fixed-or-Improved-Logics.md:1169 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:1127 +#: ../../Fixed-or-Improved-Logics.md:1170 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:1128 +#: ../../Fixed-or-Improved-Logics.md:1171 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:1129 +#: ../../Fixed-or-Improved-Logics.md:1172 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:1130 +#: ../../Fixed-or-Improved-Logics.md:1173 msgid "" "`Splits.TargetCellRange` is the distance in whole cells from the original" " target cell from which the splitted projectiles can pick new target " @@ -4219,7 +4352,7 @@ 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:1131 +#: ../../Fixed-or-Improved-Logics.md:1174 msgid "" "`Splits.UseWeaponTargeting`, if set to true, enables weapon targeting " "filter for when checking targets for splitted projectiles. Target's " @@ -4229,11 +4362,11 @@ msgid "" "Logics.md#attached-effects) will be checked." msgstr "" "`Splits.UseWeaponTargeting` 如果设为 true,则在检查分裂抛射体的目标时启用武器瞄准筛选。目标上的 " -"`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 的设置以及 `AirburstWeapon` 所填武器的 " -"[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。" +"`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 的设置以及 `AirburstWeapon` 所填武器的 武器瞄准筛选 和" +" [AttachEffect 筛选](New-or-Enhanced-Logics.md#attached-effects) 都将被检查。" -#: ../../Fixed-or-Improved-Logics.md:1132 +#: ../../Fixed-or-Improved-Logics.md:1175 msgid "" "Do note that this overrides checking Warhead for " "`AffectsAllies/Owner/Enemies` for targeting. You can use " @@ -4243,31 +4376,31 @@ 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:1133 +#: ../../Fixed-or-Improved-Logics.md:1176 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:1134 +#: ../../Fixed-or-Improved-Logics.md:1177 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:1135 +#: ../../Fixed-or-Improved-Logics.md:1178 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:1136 +#: ../../Fixed-or-Improved-Logics.md:1179 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:1137 +#: ../../Fixed-or-Improved-Logics.md:1180 msgid "" "`Airburst.TargetAsSource` can be used to override source or 'firing' " "coordinate to match that of the intended target instead of projectile's " @@ -4276,13 +4409,13 @@ 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:1138 +#: ../../Fixed-or-Improved-Logics.md:1181 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:1139 +#: ../../Fixed-or-Improved-Logics.md:1182 msgid "" "`AroundTarget` controls whether or not targets for projectiles created by" " `Airburst` or `Splits` are checked for in area around the original " @@ -4292,7 +4425,7 @@ 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:1140 +#: ../../Fixed-or-Improved-Logics.md:1183 msgid "" "`AirburstWeapon.ApplyFirepowerMult` determines whether or not firepower " "modifiers from the firer of the original projectile are applied on the " @@ -4301,7 +4434,7 @@ 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:1141 +#: ../../Fixed-or-Improved-Logics.md:1184 msgid "" "`AirburstWeapon.SourceScatterMin` and `AirburstWeapon.SourceScatterMax` " "can be used to scatter the source or 'firing' coordinate around the " @@ -4310,7 +4443,7 @@ 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:1144 +#: ../../Fixed-or-Improved-Logics.md:1187 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Splits= ; boolean\n" @@ -4360,7 +4493,7 @@ msgstr "" "AirburstWeapon.SourceScatterMax=0.0 ; floating point value, " "distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:1165 +#: ../../Fixed-or-Improved-Logics.md:1208 msgid "" "`Splits`, `AirburstSpread`, `RetargetAccuracy`, `RetargetSelf` and " "`AroundTarget`, beyond the other additions, should function similarly to " @@ -4371,11 +4504,11 @@ 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:1168 +#: ../../Fixed-or-Improved-Logics.md:1211 msgid "Cluster scatter distance customization" msgstr "自定义 Cluster 散布距离" -#: ../../Fixed-or-Improved-Logics.md:1170 +#: ../../Fixed-or-Improved-Logics.md:1213 msgid "" "`ClusterScatter.Min` and `ClusterScatter.Max` can be used to set minimum " "and maximum distance, respectively, in cells from the original detonation" @@ -4385,7 +4518,7 @@ 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:1173 +#: ../../Fixed-or-Improved-Logics.md:1216 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "ClusterScatter.Min=1.0 ; floating point value, distance in cells\n" @@ -4395,15 +4528,15 @@ 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:1179 +#: ../../Fixed-or-Improved-Logics.md:1222 msgid "Customizable projectile gravity" msgstr "自定义抛射体重力" -#: ../../Fixed-or-Improved-Logics.md:1181 +#: ../../Fixed-or-Improved-Logics.md:1224 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:1182 +#: ../../Fixed-or-Improved-Logics.md:1225 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 " @@ -4413,7 +4546,7 @@ 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:1185 +#: ../../Fixed-or-Improved-Logics.md:1228 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" @@ -4421,11 +4554,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "Gravity=6.0 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1190 +#: ../../Fixed-or-Improved-Logics.md:1233 msgid "Customizing initial facing behavior" msgstr "自定义初始朝向行为" -#: ../../Fixed-or-Improved-Logics.md:1192 +#: ../../Fixed-or-Improved-Logics.md:1235 msgid "" "Previously projectiles that had `Voxel=true` images were hardcoded to " "have downwards initial trajectory. This behavior can now be toggled on " @@ -4436,7 +4569,7 @@ 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:1195 +#: ../../Fixed-or-Improved-Logics.md:1238 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" @@ -4444,11 +4577,11 @@ msgstr "" "[SOMEPROJECTILE] ; Projectile\n" "VerticalInitialFacing= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1200 +#: ../../Fixed-or-Improved-Logics.md:1243 msgid "FlakScatter distance customization" msgstr "自定义 FlakScatter 距离" -#: ../../Fixed-or-Improved-Logics.md:1202 +#: ../../Fixed-or-Improved-Logics.md:1245 msgid "" "By default `FlakScatter=true` makes `Inviso=true` projectiles scatter " "within a distance range calculated as `[Minimum * 2, Maximum * 2]` in " @@ -4466,7 +4599,7 @@ 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:1205 +#: ../../Fixed-or-Improved-Logics.md:1248 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "BallisticScatter.Min= ; floating point value, distance in cells\n" @@ -4476,11 +4609,11 @@ msgstr "" "BallisticScatter.Min= ; floating point value, distance in cells\n" "BallisticScatter.Max= ; floating point value, distance in cells\n" -#: ../../Fixed-or-Improved-Logics.md:1211 +#: ../../Fixed-or-Improved-Logics.md:1254 msgid "Shrapnel enhancements" msgstr "溅射增强" -#: ../../Fixed-or-Improved-Logics.md:1213 +#: ../../Fixed-or-Improved-Logics.md:1256 msgid "" "![image](_static/images/shrapnel.gif) *Shrapnel appearing against ground " "& buildings in [Project Phantom](https://www.moddb.com/mods/project-" @@ -4489,32 +4622,34 @@ 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:1216 +#: ../../Fixed-or-Improved-Logics.md:1259 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:1217 +#: ../../Fixed-or-Improved-Logics.md:1260 msgid "" "Setting `Shrapnel.UseWeaponTargeting` now allows weapon target filtering " "to be enabled for `ShrapnelWeapon`. Target's `LegalTarget` setting, " "Warhead `Verses` against `Armor` as well as `ShrapnelWeapon` [weapon " -"targeting filters](#weapon-targeting-filter) & [AttachEffect filters" -"](#attached-effects) will be checked." +"targeting filters](New-or-Enhanced-Logics.md#weapon-targeting-filter) & " +"[AttachEffect filters](New-or-Enhanced-Logics.md#attached-effects) will " +"be checked." msgstr "" "设置 `Shrapnel.UseWeaponTargeting` 现在允许为 `ShrapnelWeapon` 启用武器目标过滤。目标的 " -"`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。" +"`LegalTarget` 设置、弹头的 `Verses` 对 `Armor` 以及 `ShrapnelWeapon` 武器目标筛选 和 [AE" +" 武器过滤](New-or-Enhanced-Logics.md#attached-effects) 将被检查。" -#: ../../Fixed-or-Improved-Logics.md:1218 +#: ../../Fixed-or-Improved-Logics.md:1261 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:1221 +#: ../../Fixed-or-Improved-Logics.md:1264 msgid "" "[SOMEPROJECTILE] ; Projectile\n" "Shrapnel.AffectsGround=false ; boolean\n" @@ -4526,34 +4661,34 @@ msgstr "" "Shrapnel.AffectsBuildings=false ; boolean\n" "Shrapnel.UseWeaponTargeting=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1228 +#: ../../Fixed-or-Improved-Logics.md:1271 msgid "Technos" msgstr "科技类型" -#: ../../Fixed-or-Improved-Logics.md:1230 +#: ../../Fixed-or-Improved-Logics.md:1273 msgid "Airstrike flare visual customizations" msgstr "自定义空袭引导效果" -#: ../../Fixed-or-Improved-Logics.md:1232 +#: ../../Fixed-or-Improved-Logics.md:1275 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:1233 +#: ../../Fixed-or-Improved-Logics.md:1276 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:1234 +#: ../../Fixed-or-Improved-Logics.md:1277 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:1237 +#: ../../Fixed-or-Improved-Logics.md:1280 msgid "" "[AudioVisual]\n" "AirstrikeLineColor=255,0,0 ; integer - Red,Green,Blue\n" @@ -4573,11 +4708,11 @@ msgstr "" "AirstrikeLineColor= ; integer - Red,Green,Blue, default to " "[AudioVisual] -> AirstrikeLineColor\n" -#: ../../Fixed-or-Improved-Logics.md:1246 +#: ../../Fixed-or-Improved-Logics.md:1289 msgid "Airstrike target eligibility" msgstr "空袭目标筛选" -#: ../../Fixed-or-Improved-Logics.md:1248 +#: ../../Fixed-or-Improved-Logics.md:1291 msgid "" "By default whether or not a building can be targeted by airstrikes " "(`Airstrike=true` Warhead) depends on value of `CanC4`, which also " @@ -4588,20 +4723,20 @@ 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:1249 +#: ../../Fixed-or-Improved-Logics.md:1292 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:1250 +#: ../../Fixed-or-Improved-Logics.md:1293 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:1253 +#: ../../Fixed-or-Improved-Logics.md:1296 msgid "" "[SOMETECHNO] ; TechnoType\n" "AllowAirstrike= ; boolean\n" @@ -4617,11 +4752,11 @@ msgstr "" "AirstrikeTargets=buildings ; List of Affected Target Enumeration " "(none|infantry|units|buildings|all)\n" -#: ../../Fixed-or-Improved-Logics.md:1261 +#: ../../Fixed-or-Improved-Logics.md:1304 msgid "Alternate FLH customizations" msgstr "跟随炮塔旋转的 `AlternateFLH`" -#: ../../Fixed-or-Improved-Logics.md:1263 +#: ../../Fixed-or-Improved-Logics.md:1306 msgid "" "`AlternateFLH.OnTurret` can be used to customize whether or not " "`AlternateFLH` used for `OpenTopped` transport firing coordinates, " @@ -4631,7 +4766,7 @@ 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:1264 +#: ../../Fixed-or-Improved-Logics.md:1307 msgid "" "`AlternateFLH.ApplyVehicle` can be used to customize whether or not a " "transport applies its `AlternateFLH` to passengers of the VehicleType, " @@ -4641,7 +4776,7 @@ 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`。" -#: ../../Fixed-or-Improved-Logics.md:1267 +#: ../../Fixed-or-Improved-Logics.md:1310 msgid "" "[SOMETECHNO] ; TechnoType\n" "AlternateFLH.OnTurret=true ; boolean\n" @@ -4651,11 +4786,11 @@ msgstr "" "AlternateFLH.OnTurret=true ; boolean\n" "AlternateFLH.ApplyVehicle=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1273 +#: ../../Fixed-or-Improved-Logics.md:1316 msgid "Building-provided self-healing customization" msgstr "自定义建筑提供的自愈" -#: ../../Fixed-or-Improved-Logics.md:1275 +#: ../../Fixed-or-Improved-Logics.md:1318 msgid "" "It is now possible to set a global cap for the effects of " "`InfantryGainSelfHeal` and `UnitsGainSelfHeal` by setting " @@ -4666,7 +4801,7 @@ msgstr "" "`UnitsGainSelfHealCap` 来为 `InfantryGainSelfHeal` 和 `UnitsGainSelfHeal` " "的效果设置全局上限。" -#: ../../Fixed-or-Improved-Logics.md:1276 +#: ../../Fixed-or-Improved-Logics.md:1319 msgid "" "Whether or not `MultiplayPassive=true` houses benefit from these effects " "can be controlled via `GainSelfHealAllowMultiplayPassive`." @@ -4674,7 +4809,7 @@ 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:1277 +#: ../../Fixed-or-Improved-Logics.md:1320 msgid "" "In campaign, whether or not these effects for player can be benefited by " "houses with `PlayerControl=true` can be controlled via " @@ -4683,13 +4818,13 @@ 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:1278 +#: ../../Fixed-or-Improved-Logics.md:1321 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:1279 +#: ../../Fixed-or-Improved-Logics.md:1322 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 " @@ -4700,7 +4835,7 @@ 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:1280 +#: ../../Fixed-or-Improved-Logics.md:1323 msgid "" "`Pips.SelfHeal.(Infantry/Units/Buildings).Offset` can be used to " "customize the pixel offsets for the displayed pips, individually for " @@ -4709,7 +4844,7 @@ 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:1281 +#: ../../Fixed-or-Improved-Logics.md:1324 msgid "" "Whether or not a TechnoType benefits from effects of " "`InfantryGainSelfHeal` or `UnitsGainSelfHeal` buildings or neither can " @@ -4718,7 +4853,7 @@ 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:1282 +#: ../../Fixed-or-Improved-Logics.md:1325 msgid "" "If `SelfHealGainType` is not set, InfantryTypes and VehicleTypes with " "`Organic` set to true gain self-healing from `InfantryGainSelfHeal`, " @@ -4729,7 +4864,7 @@ 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:1285 +#: ../../Fixed-or-Improved-Logics.md:1328 msgid "" "[General]\n" "InfantryGainSelfHealCap= ; integer, maximum amount of " @@ -4785,83 +4920,18 @@ msgstr "" "SelfHealGainType= ; Self-Heal Gain Type Enumeration" " (noheal|infantry|units)\n" -#: ../../Fixed-or-Improved-Logics.md:1305 -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:1307 -msgid "" -"It is now possible to customize the frame delay between instances of " -"`[General] -> ChronoSparkle1` animations created on objects being warped " -"by setting `[General] -> ChronoSparkleDisplayDelay`." -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:1308 -msgid "" -"By default on buildings with `MaxNumberOccupants` higher than 0, chrono " -"sparkle animation would be shown at each of the `MuzzleFlashX` " -"coordinates. This behaviour is now customizable, and supports " -"`MuzzleFlashX` indices higher than 10." -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:1309 -msgid "" -"`[General] -> ChronoSparkleBuildingDisplayPositions` can be set to show " -"the sparkle animation on the building (`building`), muzzle flash " -"coordinates of current occupants (`occupants`), muzzle flash coordinates " -"of all occupant slots (`occupantslots`) or any combination of these." -msgstr "" -"`[General] -> ChronoSparkleBuildingDisplayPositions` 可以设置闪烁动画为在建筑上闪烁 " -"(`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:1310 -msgid "" -"If `occupants` or `occupantslots` is listed without `building`, a single " -"chrono sparkle animation is still displayed on building if it doesn't " -"have any occupants or it has `MaxNumberOccupants` value less than 1, " -"respectively." -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:1311 -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:1314 -msgid "" -"[General]\n" -"ChronoSparkleDisplayDelay=24 ; integer, game " -"frames\n" -"ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " -"sparkle position enum (building | occupants | occupantslots | all)\n" -msgstr "" -"[General]\n" -"ChronoSparkleDisplayDelay=24 ; integer, game " -"frames\n" -"ChronoSparkleBuildingDisplayPositions=occupantslots ; List of chrono " -"sparkle position enum (building | occupants | occupantslots | all)\n" - -#: ../../Fixed-or-Improved-Logics.md:1320 +#: ../../Fixed-or-Improved-Logics.md:1348 msgid "Customizable ChronoSphere teleport delays for units" msgstr "单位自定义 ChronoSphere 传送延迟" -#: ../../Fixed-or-Improved-Logics.md:1322 +#: ../../Fixed-or-Improved-Logics.md:1350 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:1325 +#: ../../Fixed-or-Improved-Logics.md:1353 msgid "" "[General]\n" "ChronoSphereDelay=0 ; integer, game frames\n" @@ -4883,7 +4953,7 @@ msgstr "" "ChronoSpherePreDelay= ; integer, game frames, default to [General] -> " "ChronoSpherePreDelay\n" -#: ../../Fixed-or-Improved-Logics.md:1336 +#: ../../Fixed-or-Improved-Logics.md:1364 msgid "" "Due to technical constraints, these settings do not apply to buildings " "teleported by Ares' customizable ChronoSphere SW. They only have a pre-" @@ -4892,11 +4962,11 @@ 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:1339 +#: ../../Fixed-or-Improved-Logics.md:1367 msgid "Customizable harvester ore gathering animation" msgstr "自定义采矿动画" -#: ../../Fixed-or-Improved-Logics.md:1341 +#: ../../Fixed-or-Improved-Logics.md:1369 msgid "" "![image](_static/images/oregath.gif) *Custom ore gathering anims in " "[Project Phantom](https://www.moddb.com/mods/project-phantom)*" @@ -4904,13 +4974,13 @@ 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:1344 +#: ../../Fixed-or-Improved-Logics.md:1372 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:1347 +#: ../../Fixed-or-Improved-Logics.md:1375 msgid "" "[SOMETECHNO] ; TechnoType\n" "OreGathering.Anims= ; List of AnimationTypes\n" @@ -4922,11 +4992,11 @@ msgstr "" "OreGathering.FramesPerDir=15 ; List of integers\n" "OreGathering.Tiberiums=0 ; List of Tiberium IDs\n" -#: ../../Fixed-or-Improved-Logics.md:1354 +#: ../../Fixed-or-Improved-Logics.md:1382 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:1356 +#: ../../Fixed-or-Improved-Logics.md:1384 msgid "" "By default, any non-AircraftType units seeking targets via ScriptType " "team mission (action) `0 Attack Target Type` or any [attack team missions" @@ -4942,7 +5012,7 @@ 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:1359 +#: ../../Fixed-or-Improved-Logics.md:1387 msgid "" "[SOMETECHNO] ; TechnoType\n" "TargetZoneScanType=same ; target zone scan enumeration " @@ -4952,11 +5022,11 @@ msgstr "" "TargetZoneScanType=same ; target zone scan enumeration " "(same|any|inrange)\n" -#: ../../Fixed-or-Improved-Logics.md:1364 +#: ../../Fixed-or-Improved-Logics.md:1392 msgid "Customizable Teleport/Chrono Locomotor settings per TechnoType" msgstr "自定义超时空运动设置" -#: ../../Fixed-or-Improved-Logics.md:1366 +#: ../../Fixed-or-Improved-Logics.md:1394 msgid "" "![image](_static/images/cust-Chrono.gif) *Chrono Legionnaire and Ronco " "using different teleportation settings in [YR: New " @@ -4966,20 +5036,20 @@ 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:1369 +#: ../../Fixed-or-Improved-Logics.md:1397 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:1370 +#: ../../Fixed-or-Improved-Logics.md:1398 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:1371 +#: ../../Fixed-or-Improved-Logics.md:1399 msgid "" "`Chronoshift.WarpOut` and `Chronoshift.WarpIn` will override `WarpOut` " "and `WarpIn` respectively when the techno is being chronowarped by " @@ -4988,7 +5058,7 @@ 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:1372 +#: ../../Fixed-or-Improved-Logics.md:1400 msgid "" "`WarpAway` specify the anim when the techno is being erased by " "`Temporal=yes` warhead. Will override Ares' `Temporal.WarpAway` tag on " @@ -4997,13 +5067,13 @@ 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:1373 +#: ../../Fixed-or-Improved-Logics.md:1401 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:1376 +#: ../../Fixed-or-Improved-Logics.md:1404 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpOut= ; List of AnimationTypes (played when Techno " @@ -5047,15 +5117,15 @@ msgstr "" "within which the delay is constant\n" "ChronoDelay= ; integer, delay after teleport for chronosphere\n" -#: ../../Fixed-or-Improved-Logics.md:1390 +#: ../../Fixed-or-Improved-Logics.md:1418 msgid "Customizable veterancy insignias" msgstr "自定义等级军衔" -#: ../../Fixed-or-Improved-Logics.md:1392 +#: ../../Fixed-or-Improved-Logics.md:1420 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:1393 +#: ../../Fixed-or-Improved-Logics.md:1421 msgid "" "`Insignia.(Rookie|Veteran|Elite)` can be used to set a custom insignia " "file, optionally for each veterancy stage. Like the original / default " @@ -5064,7 +5134,7 @@ 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:1394 +#: ../../Fixed-or-Improved-Logics.md:1422 msgid "" "`InsigniaFrame(.Rookie|Veteran|Elite)` can be used to set (zero-based) " "frame index of the insignia to display, optionally for each veterancy " @@ -5074,7 +5144,7 @@ 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:1395 +#: ../../Fixed-or-Improved-Logics.md:1423 msgid "" "A shorthand `InsigniaFrames` can be used to list them in order from " "rookie, veteran and elite instead as well. " @@ -5083,7 +5153,7 @@ 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:1396 +#: ../../Fixed-or-Improved-Logics.md:1424 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType` is set." @@ -5091,7 +5161,7 @@ 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:1397 +#: ../../Fixed-or-Improved-Logics.md:1425 msgid "" "Normal insignia can be overridden for specific weapon modes of " "`Gunner=true` units by setting `Insignia(.Frame/.Frames).WeaponN` where " @@ -5101,7 +5171,7 @@ 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:1398 +#: ../../Fixed-or-Improved-Logics.md:1426 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if `InsigniaType.WeaponN` " @@ -5110,7 +5180,7 @@ 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:1399 +#: ../../Fixed-or-Improved-Logics.md:1427 msgid "" "Normal insignia can be overridden when its current passenger size reaches" " a certain amount by setting `Insignia(.Frame/.Frames).PassengersN` where" @@ -5123,7 +5193,7 @@ 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:1400 +#: ../../Fixed-or-Improved-Logics.md:1428 msgid "" "These settings will be overriden by the properties set in " "[InsigniaType](Miscellanous.md#insignia-type), if " @@ -5132,19 +5202,19 @@ 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:1401 +#: ../../Fixed-or-Improved-Logics.md:1429 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:1402 +#: ../../Fixed-or-Improved-Logics.md:1430 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:1403 +#: ../../Fixed-or-Improved-Logics.md:1431 msgid "" "Position for insignias can be adjusted by setting " "`DrawInsignia.AdjustPos.Infantry` for infantry, " @@ -5155,7 +5225,7 @@ 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:1404 +#: ../../Fixed-or-Improved-Logics.md:1432 msgid "" "`DrawInsignia.AdjustPos.BuildingsAnchor` can be set to an anchor point to" " anchor the insignia position relative to the building's selection " @@ -5165,7 +5235,7 @@ 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:1405 +#: ../../Fixed-or-Improved-Logics.md:1433 msgid "" "`DrawInsignia.UsePixelSelectionBracketDelta` can be set to use techno's " "`PixelSelectionBracketDelta` to additionally adjust insignias vertically." @@ -5173,7 +5243,7 @@ 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:1408 +#: ../../Fixed-or-Improved-Logics.md:1436 msgid "" "[General]\n" "EnemyInsignia=true ; boolean\n" @@ -5321,7 +5391,7 @@ msgstr "" "Insignia.ShowEnemy= ; boolean, " "defaults to [General] -> EnemyInsignia\n" -#: ../../Fixed-or-Improved-Logics.md:1452 +#: ../../Fixed-or-Improved-Logics.md:1480 msgid "" "Insignia customization besides the `InsigniaFrames` shorthand should " "function similarly to the equivalent feature introduced by Ares and takes" @@ -5330,23 +5400,23 @@ 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:1455 +#: ../../Fixed-or-Improved-Logics.md:1483 msgid "Customizable wake anim" msgstr "自定义水波动画" -#: ../../Fixed-or-Improved-Logics.md:1457 +#: ../../Fixed-or-Improved-Logics.md:1485 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:1458 +#: ../../Fixed-or-Improved-Logics.md:1486 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:1461 +#: ../../Fixed-or-Improved-Logics.md:1489 msgid "" "[SOMETECHNO] ; TechnoType\n" "Wake= ; Anim (played when Techno moving on the water), " @@ -5364,11 +5434,11 @@ msgstr "" "Wake.Sinking= ; Anim (played when Techno sinking), defaults to " "[TechnoType] -> Wake\n" -#: ../../Fixed-or-Improved-Logics.md:1468 +#: ../../Fixed-or-Improved-Logics.md:1496 msgid "Customize bridge falling down damage" msgstr "自定义桥上坠落伤害" -#: ../../Fixed-or-Improved-Logics.md:1470 +#: ../../Fixed-or-Improved-Logics.md:1498 msgid "" "![image](_static/images/fallingdowndamage.gif) *Use different fall damage" " depending on whether it lands in water in **Zero Boundary** by " @@ -5378,31 +5448,31 @@ 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:1473 +#: ../../Fixed-or-Improved-Logics.md:1501 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:1474 +#: ../../Fixed-or-Improved-Logics.md:1502 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:1475 +#: ../../Fixed-or-Improved-Logics.md:1503 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:1476 +#: ../../Fixed-or-Improved-Logics.md:1504 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:1479 +#: ../../Fixed-or-Improved-Logics.md:1507 msgid "" "[SOMETECHNO] ; TechnoType\n" "FallingDownDamage= ; integer / percentage\n" @@ -5412,23 +5482,23 @@ msgstr "" "FallingDownDamage= ; integer / percentage\n" "FallingDownDamage.Water= ; integer / percentage\n" -#: ../../Fixed-or-Improved-Logics.md:1485 +#: ../../Fixed-or-Improved-Logics.md:1513 msgid "Damaged speed customization" msgstr "自定义伤残速度" -#: ../../Fixed-or-Improved-Logics.md:1487 +#: ../../Fixed-or-Improved-Logics.md:1515 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:1488 +#: ../../Fixed-or-Improved-Logics.md:1516 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:1491 +#: ../../Fixed-or-Improved-Logics.md:1519 msgid "" "[General]\n" "DamagedSpeed=0.75 ; floating point value, multiplier\n" @@ -5442,12 +5512,12 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DamagedSpeed= ; floating point value, multiplier\n" -#: ../../Fixed-or-Improved-Logics.md:1499 +#: ../../Fixed-or-Improved-Logics.md:1527 msgid "Debris voxel animations limitation" msgstr "Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:1501 -#: ../../Fixed-or-Improved-Logics.md:2310 +#: ../../Fixed-or-Improved-Logics.md:1529 +#: ../../Fixed-or-Improved-Logics.md:2259 msgid "" "Now, the original `DebrisMaximums` can be used in conjunction with new " "`DebrisMinimums` to limit the quantity of `DebrisTypes` when " @@ -5456,15 +5526,15 @@ 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:1502 -#: ../../Fixed-or-Improved-Logics.md:2311 +#: ../../Fixed-or-Improved-Logics.md:1530 +#: ../../Fixed-or-Improved-Logics.md:2260 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:1505 +#: ../../Fixed-or-Improved-Logics.md:1533 msgid "" "[SOMETECHNO] ; TechnoType\n" "DebrisTypes.Limit= ; boolean\n" @@ -5476,84 +5546,84 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:1513 +#: ../../Fixed-or-Improved-Logics.md:1541 msgid "How to generate `DebrisTypes` in the game:" msgstr "游戏如何生成 `DebrisTypes`:" -#: ../../Fixed-or-Improved-Logics.md:1514 +#: ../../Fixed-or-Improved-Logics.md:1542 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:1515 +#: ../../Fixed-or-Improved-Logics.md:1543 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:1516 +#: ../../Fixed-or-Improved-Logics.md:1544 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:1517 +#: ../../Fixed-or-Improved-Logics.md:1545 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:1520 +#: ../../Fixed-or-Improved-Logics.md:1548 msgid "DropPod" msgstr "空降仓" -#: ../../Fixed-or-Improved-Logics.md:1522 +#: ../../Fixed-or-Improved-Logics.md:1550 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:1523 +#: ../../Fixed-or-Improved-Logics.md:1551 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:1524 +#: ../../Fixed-or-Improved-Logics.md:1552 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:1525 +#: ../../Fixed-or-Improved-Logics.md:1553 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:1526 +#: ../../Fixed-or-Improved-Logics.md:1554 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:1527 +#: ../../Fixed-or-Improved-Logics.md:1555 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:1530 +#: ../../Fixed-or-Improved-Logics.md:1558 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:1534 +#: ../../Fixed-or-Improved-Logics.md:1562 msgid "" "[SOMETECHNO] ; TechnoType\n" "DropPod.Angle= ; double, default to [General] -> " @@ -5601,7 +5671,7 @@ msgstr "" "DropPodWeapon\n" "DropPod.Weapon.HitLandOnly= ; boolean, default to no\n" -#: ../../Fixed-or-Improved-Logics.md:1551 +#: ../../Fixed-or-Improved-Logics.md:1579 msgid "" "`[General] -> DropPodTrailer` is [Ares feature](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)." @@ -5609,11 +5679,11 @@ msgstr "" "`[General] -> DropPodTrailer` 是一个 [Ares 功能](https://ares-" "developers.github.io/Ares-docs/new/droppod.html)。" -#: ../../Fixed-or-Improved-Logics.md:1554 +#: ../../Fixed-or-Improved-Logics.md:1582 msgid "Exploding object customizations" msgstr "爆炸对象的自定义" -#: ../../Fixed-or-Improved-Logics.md:1556 +#: ../../Fixed-or-Improved-Logics.md:1584 msgid "" "By default `Explodes=true` TechnoTypes have all of their passengers " "killed when they are destroyed. This behaviour can now be disabled by " @@ -5622,7 +5692,7 @@ 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:1557 +#: ../../Fixed-or-Improved-Logics.md:1585 msgid "" "BuildingTypes with `Explodes=true` can by default explode even when they " "are still being built or sold. This can be disabled by setting " @@ -5633,7 +5703,7 @@ 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:1560 +#: ../../Fixed-or-Improved-Logics.md:1588 msgid "" "[SOMETECHNO] ; TechnoType\n" "Explodes.KillPassengers=true ; boolean\n" @@ -5647,30 +5717,30 @@ msgstr "" "[SOMEBUILDING] ; BuildingType\n" "Explodes.DuringBuildup=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1568 +#: ../../Fixed-or-Improved-Logics.md:1596 msgid "Forbid parallel AI queues" msgstr "禁止 AI 并行生产队列" -#: ../../Fixed-or-Improved-Logics.md:1570 +#: ../../Fixed-or-Improved-Logics.md:1598 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:1571 +#: ../../Fixed-or-Improved-Logics.md:1599 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:1572 +#: ../../Fixed-or-Improved-Logics.md:1600 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:1575 +#: ../../Fixed-or-Improved-Logics.md:1603 msgid "" "[GlobalControls]\n" "AllowParallelAIQueues=yes ; must be set yes/true unless you " @@ -5696,11 +5766,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ForbidParallelAIQueues=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1588 +#: ../../Fixed-or-Improved-Logics.md:1616 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:1590 +#: ../../Fixed-or-Improved-Logics.md:1618 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 " @@ -5709,7 +5779,7 @@ 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:1591 +#: ../../Fixed-or-Improved-Logics.md:1619 msgid "" "It is now possible to force them to seek targets separately. If " "`DistributeTargetingFrame=true` is set, techno's targeting timer will be " @@ -5721,13 +5791,13 @@ 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:1592 +#: ../../Fixed-or-Improved-Logics.md:1620 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:1595 +#: ../../Fixed-or-Improved-Logics.md:1623 msgid "" "[General]\n" "DistributeTargetingFrame=false ; boolean\n" @@ -5743,11 +5813,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "DistributeTargetingFrame= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1604 +#: ../../Fixed-or-Improved-Logics.md:1632 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:1606 +#: ../../Fixed-or-Improved-Logics.md:1634 msgid "" "In vanilla game, when Iron Curtain is applied on `Organic=true` units " "like squids or infantry, they could only get killed instantly by " @@ -5759,28 +5829,28 @@ 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:1607 +#: ../../Fixed-or-Improved-Logics.md:1635 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:1608 +#: ../../Fixed-or-Improved-Logics.md:1636 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:1609 +#: ../../Fixed-or-Improved-Logics.md:1637 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:1610 +#: ../../Fixed-or-Improved-Logics.md:1638 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:1613 +#: ../../Fixed-or-Improved-Logics.md:1641 msgid "" "[CombatDamage]\n" "IronCurtain.EffectOnOrganics=kill ; Iron Curtain effect Enumeration " @@ -5822,61 +5892,17 @@ msgstr "" "ForceShield.KillWarhead= ; WarheadType, default to " "[CombatDamage] -> ForceShield.KillOrganicsWarhead\n" -#: ../../Fixed-or-Improved-Logics.md:1627 -msgid "Jumpjet climbing logic enhancement" -msgstr "Jumpjet 爬升逻辑增强" - -#: ../../Fixed-or-Improved-Logics.md:1629 -msgid "" -"You can now let the jumpjets increase their height earlier by set " -"`JumpjetClimbPredictHeight` to true. The jumpjet will raise its height 5 " -"cells in advance, instead of only raising its height when encountering " -"cliffs or buildings in front of it." -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:1630 -msgid "" -"You can also let them simply skip the stop check by set " -"`JumpjetClimbWithoutCutOut` to true. The jumpjet will not stop moving " -"horizontally when encountering cliffs or buildings in front of it, but " -"will continue to move forward while raising its altitude." -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:1631 -msgid "" -"When `JumpjetClimbPredictHeight` is enabled, if the height raised five " -"grids in advance is still not enough to cross cliffs or buildings, it " -"will stop and move horizontally as before, unless " -"`JumpjetClimbWithoutCutOut` is also enabled." -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:1634 -msgid "" -"[General]\n" -"JumpjetClimbPredictHeight=false ; boolean\n" -"JumpjetClimbWithoutCutOut=false ; boolean\n" -msgstr "" -"[General]\n" -"JumpjetClimbPredictHeight=false ; boolean\n" -"JumpjetClimbWithoutCutOut=false ; boolean\n" - -#: ../../Fixed-or-Improved-Logics.md:1640 +#: ../../Fixed-or-Improved-Logics.md:1655 msgid "Jumpjet rotating on crashing toggle" msgstr "Jumpjet 旋转着坠毁的开关" -#: ../../Fixed-or-Improved-Logics.md:1642 +#: ../../Fixed-or-Improved-Logics.md:1657 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:1645 +#: ../../Fixed-or-Improved-Logics.md:1660 msgid "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" @@ -5884,25 +5910,25 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "JumpjetRotateOnCrash=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1651 +#: ../../Fixed-or-Improved-Logics.md:1666 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:1654 +#: ../../Fixed-or-Improved-Logics.md:1669 msgid "Kill spawns on low power" msgstr "断电时击杀子机" -#: ../../Fixed-or-Improved-Logics.md:1656 +#: ../../Fixed-or-Improved-Logics.md:1671 msgid "" "`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:1657 +#: ../../Fixed-or-Improved-Logics.md:1672 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:1660 +#: ../../Fixed-or-Improved-Logics.md:1675 msgid "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" @@ -5910,17 +5936,17 @@ msgstr "" "[SOMESTRUCTURE] ; BuildingType\n" "Powered.KillSpawns=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1665 +#: ../../Fixed-or-Improved-Logics.md:1680 msgid "PipScale pip customizations" msgstr "自定义 PipScale" -#: ../../Fixed-or-Improved-Logics.md:1667 +#: ../../Fixed-or-Improved-Logics.md:1682 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:1668 +#: ../../Fixed-or-Improved-Logics.md:1683 msgid "" "`Pips.Generic.(Buildings.)Size` is for non-ammo pips on non-building " "TechnoTypes / buildings, accordingly, and `Pips.Ammo.(Buildings.)Size` is" @@ -5930,17 +5956,17 @@ 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:1669 +#: ../../Fixed-or-Improved-Logics.md:1684 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:1670 +#: ../../Fixed-or-Improved-Logics.md:1685 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:1671 +#: ../../Fixed-or-Improved-Logics.md:1686 msgid "" "`AmmoPipFrame` and `EmptyAmmoPipFrame` are frames (zero-based) of " "`pips2.shp` used for ammo pip and empty ammo pip (this is not set by " @@ -5949,7 +5975,7 @@ 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:1672 +#: ../../Fixed-or-Improved-Logics.md:1687 msgid "" "`AmmoPipWrapStartFrame` is used as start frame (zero-based, from " "`pips2.shp`) for when `PipWrap` is above 0. The start frame is the empty " @@ -5959,21 +5985,21 @@ 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:1673 +#: ../../Fixed-or-Improved-Logics.md:1688 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:1674 +#: ../../Fixed-or-Improved-Logics.md:1689 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:1675 +#: ../../Fixed-or-Improved-Logics.md:1690 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:1676 +#: ../../Fixed-or-Improved-Logics.md:1691 msgid "" "`SpawnsPipFrame` and `EmptySpawnsPipFrame` are frames (zero-based) of " "`pips.shp` (for buildings) or `pips2.shp` (for others) used for a spawnee" @@ -5982,7 +6008,7 @@ 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:1677 +#: ../../Fixed-or-Improved-Logics.md:1692 msgid "" "`SpawnsPipSize` determines the pixel increment to the next pip drawn. " "Defaults to `[AudioVisual] -> Pips.Generic.(Buildings.)Size` if not set." @@ -5990,19 +6016,19 @@ 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:1678 +#: ../../Fixed-or-Improved-Logics.md:1693 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:1679 +#: ../../Fixed-or-Improved-Logics.md:1694 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:1680 +#: ../../Fixed-or-Improved-Logics.md:1695 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 " @@ -6012,13 +6038,13 @@ 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:1681 +#: ../../Fixed-or-Improved-Logics.md:1696 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:1682 +#: ../../Fixed-or-Improved-Logics.md:1697 msgid "" "`Pips.Tiberiums.DisplayOrder` controls in which order the tiberium type " "pips are displayed, takes a list of tiberium type indices. Any tiberium " @@ -6028,7 +6054,7 @@ 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:1683 +#: ../../Fixed-or-Improved-Logics.md:1698 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` " @@ -6037,13 +6063,13 @@ 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:1684 +#: ../../Fixed-or-Improved-Logics.md:1699 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:1687 +#: ../../Fixed-or-Improved-Logics.md:1702 msgid "" "[AudioVisual]\n" "Pips.Generic.Size=4,0 ; X,Y, increment in pixels to next " @@ -6123,17 +6149,17 @@ msgstr "" "pip\n" "SpawnsPipOffset=0,0 ; X,Y, position offset from default\n" -#: ../../Fixed-or-Improved-Logics.md:1712 +#: ../../Fixed-or-Improved-Logics.md:1727 msgid "Power drain for units" msgstr "单位消耗电力" -#: ../../Fixed-or-Improved-Logics.md:1714 +#: ../../Fixed-or-Improved-Logics.md:1729 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:1717 +#: ../../Fixed-or-Improved-Logics.md:1732 msgid "" "[General]\n" "UnitPowerDrain=false ; boolean\n" @@ -6149,17 +6175,17 @@ msgstr "" "Power=0 ; integer, positive means output, negative means " "drain\n" -#: ../../Fixed-or-Improved-Logics.md:1725 +#: ../../Fixed-or-Improved-Logics.md:1740 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../Fixed-or-Improved-Logics.md:1727 +#: ../../Fixed-or-Improved-Logics.md:1742 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:1730 +#: ../../Fixed-or-Improved-Logics.md:1745 msgid "" "[SOMETECHNO] ; TechnoType\n" "RadarInvisibleToHouse= ; Affected House Enumeration " @@ -6171,17 +6197,17 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all), default to enemy if" " RadarInvisible=true, none otherwise\n" -#: ../../Fixed-or-Improved-Logics.md:1735 +#: ../../Fixed-or-Improved-Logics.md:1750 msgid "Subterranean unit travel height and speed" msgstr "潜地单位移动高度和速度" -#: ../../Fixed-or-Improved-Logics.md:1737 +#: ../../Fixed-or-Improved-Logics.md:1752 msgid "" "It is now possible to control the height at which units with subterranean" " (Tunnel) `Locomotor` travel, globally or per TechnoType." msgstr "现在可以控制拥有潜地(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:1738 +#: ../../Fixed-or-Improved-Logics.md:1753 msgid "" "Subterranean movement speed is now also customizable, both globally and " "per TechnoType. If per-TechnoType value is negative, global value is " @@ -6192,7 +6218,7 @@ msgstr "" "潜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。这不会影响单位在潜地时的垂直移动速度。该速度由 " "`Speed` * `[General] -> TunnelSpeed` 决定。" -#: ../../Fixed-or-Improved-Logics.md:1741 +#: ../../Fixed-or-Improved-Logics.md:1756 msgid "" "[General]\n" "SubterraneanHeight=-256 ; integer, height in leptons (1/256th of a cell)" @@ -6214,17 +6240,17 @@ msgstr "" "\n" "SubterraneanSpeed=-1 ; floating point value\n" -#: ../../Fixed-or-Improved-Logics.md:1752 +#: ../../Fixed-or-Improved-Logics.md:1767 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:1755 +#: ../../Fixed-or-Improved-Logics.md:1770 msgid "Target scanning delay optimization" msgstr "索敌间隔优化" -#: ../../Fixed-or-Improved-Logics.md:1757 +#: ../../Fixed-or-Improved-Logics.md:1772 msgid "" "In vanilla, the game used `NormalTargetingDelay` and " "`GuardAreaTargetingDelay` to globally control the target searching " @@ -6234,20 +6260,20 @@ 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:1758 +#: ../../Fixed-or-Improved-Logics.md:1773 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:1759 +#: ../../Fixed-or-Improved-Logics.md:1774 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:1762 +#: ../../Fixed-or-Improved-Logics.md:1777 msgid "" "[General]\n" "AINormalTargetingDelay= ; integer, game frames\n" @@ -6281,11 +6307,11 @@ msgstr "" "AIAttackMoveTargetingDelay= ; integer, game frames\n" "PlayerAttackMoveTargetingDelay= ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:1780 +#: ../../Fixed-or-Improved-Logics.md:1795 msgid "Voxel body multi-section shadows" msgstr "Voxel 主体多组件阴影" -#: ../../Fixed-or-Improved-Logics.md:1782 +#: ../../Fixed-or-Improved-Logics.md:1797 msgid "" "![image](_static/images/uh0-be.gif) *UH-0 helicopter with dynamic " "propeller and its shadow in [Bellum " @@ -6294,7 +6320,7 @@ 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:1785 +#: ../../Fixed-or-Improved-Logics.md:1800 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 " @@ -6306,7 +6332,7 @@ 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:1786 +#: ../../Fixed-or-Improved-Logics.md:1801 msgid "" "`ShadowIndex.Frame` and `ShadowIndices.Frame` can be used to customize " "which frame of the HVA animation for the section from `ShadowIndex` and " @@ -6318,7 +6344,7 @@ 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:1789 +#: ../../Fixed-or-Improved-Logics.md:1804 msgid "" "[SOMETECHNO] ; TechnoType\n" "ShadowIndices= ; List of integers (voxel section indices)\n" @@ -6330,11 +6356,11 @@ 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:1796 +#: ../../Fixed-or-Improved-Logics.md:1811 msgid "Voxel shadow scaling in air" msgstr "Voxel 在空中时的影子缩放" -#: ../../Fixed-or-Improved-Logics.md:1798 +#: ../../Fixed-or-Improved-Logics.md:1813 msgid "" "It is now possible to adjust how voxel air units (`VehicleType` & " "`AircraftType`) shadows scale in air. By default the shadows scale by " @@ -6344,7 +6370,7 @@ 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:1799 +#: ../../Fixed-or-Improved-Logics.md:1814 msgid "" "If `HeightShadowScaling=true`, the shadow is scaled by amount that is " "determined by following formula: `Max(AirShadowBaseScale ^ (currentHeight" @@ -6361,7 +6387,7 @@ 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:1802 +#: ../../Fixed-or-Improved-Logics.md:1817 msgid "" "[AudioVisual]\n" "AirShadowBaseScale=0.5 ; floating point value\n" @@ -6379,15 +6405,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ShadowSizeCharacteristicHeight= ; integer, height in leptons\n" -#: ../../Fixed-or-Improved-Logics.md:1812 +#: ../../Fixed-or-Improved-Logics.md:1827 msgid "Terrains" msgstr "地形对象" -#: ../../Fixed-or-Improved-Logics.md:1814 +#: ../../Fixed-or-Improved-Logics.md:1829 msgid "Animated TerrainTypes" msgstr "动画化地形对象" -#: ../../Fixed-or-Improved-Logics.md:1816 +#: ../../Fixed-or-Improved-Logics.md:1831 msgid "" "![Waving trees](_static/images/tree-shake.gif) *Animated trees used in " "[Ion Shock](https://www.moddb.com/mods/tiberian-war-ionshock)*" @@ -6395,11 +6421,11 @@ 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:1816 +#: ../../Fixed-or-Improved-Logics.md:1831 msgid "Waving trees" msgstr "会动的树" -#: ../../Fixed-or-Improved-Logics.md:1819 +#: ../../Fixed-or-Improved-Logics.md:1834 msgid "" "By default `IsAnimated`, `AnimationRate` and `AnimationProbability` only " "work on TerrainTypes with `SpawnsTiberium` set to true. This restriction " @@ -6408,7 +6434,7 @@ 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:1820 +#: ../../Fixed-or-Improved-Logics.md:1835 msgid "" "Length of the animation can now be customized by setting " "`AnimationLength` as well, defaulting to half (or quarter if [damaged " @@ -6418,7 +6444,7 @@ 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:1823 +#: ../../Fixed-or-Improved-Logics.md:1838 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" @@ -6426,17 +6452,17 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "AnimationLength= ; integer, number of frames\n" -#: ../../Fixed-or-Improved-Logics.md:1828 +#: ../../Fixed-or-Improved-Logics.md:1843 msgid "Custom palette" msgstr "自定义色盘" -#: ../../Fixed-or-Improved-Logics.md:1830 +#: ../../Fixed-or-Improved-Logics.md:1845 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:1833 +#: ../../Fixed-or-Improved-Logics.md:1848 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "Palette= ; filename - excluding .pal extension and three-" @@ -6446,18 +6472,18 @@ msgstr "" "Palette= ; filename - excluding .pal extension and three-" "character theater-specific suffix\n" -#: ../../Fixed-or-Improved-Logics.md:1839 +#: ../../Fixed-or-Improved-Logics.md:1854 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:1842 +#: ../../Fixed-or-Improved-Logics.md:1857 msgid "Customizable ore spawners" msgstr "自定义矿柱" -#: ../../Fixed-or-Improved-Logics.md:1844 +#: ../../Fixed-or-Improved-Logics.md:1859 msgid "" "![image](_static/images/ore-01.png) *Different ore spawners in [Rise of " "the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -6465,18 +6491,18 @@ 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:1847 +#: ../../Fixed-or-Improved-Logics.md:1862 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:1848 +#: ../../Fixed-or-Improved-Logics.md:1863 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:1849 +#: ../../Fixed-or-Improved-Logics.md:1864 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" @@ -6484,7 +6510,7 @@ 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:1852 +#: ../../Fixed-or-Improved-Logics.md:1867 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "SpawnsTiberium.Type=0 ; tiberium/ore type index\n" @@ -6498,11 +6524,11 @@ 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:1860 +#: ../../Fixed-or-Improved-Logics.md:1875 msgid "Damaged frames and crumbling animation" msgstr "伤残和倒坍动画" -#: ../../Fixed-or-Improved-Logics.md:1862 +#: ../../Fixed-or-Improved-Logics.md:1877 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 " @@ -6512,7 +6538,7 @@ 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:1863 +#: ../../Fixed-or-Improved-Logics.md:1878 msgid "" "Instead of showing at 1 point of HP left, TerrainTypes switch to damaged " "frames once their health reaches `[AudioVisual] -> " @@ -6521,7 +6547,7 @@ 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:1864 +#: ../../Fixed-or-Improved-Logics.md:1879 msgid "" "In addition, TerrainTypes can now show 'crumbling' animation after their " "health has reached zero and before they are deleted from the map by " @@ -6530,25 +6556,25 @@ 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:1865 +#: ../../Fixed-or-Improved-Logics.md:1880 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:1866 +#: ../../Fixed-or-Improved-Logics.md:1881 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:1867 +#: ../../Fixed-or-Improved-Logics.md:1882 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:1870 +#: ../../Fixed-or-Improved-Logics.md:1885 msgid "" "[AudioVisual]\n" "ConditionYellow.Terrain= ; floating-point value, default to " @@ -6568,7 +6594,7 @@ msgstr "" "HasCrumblingFrames=false ; boolean\n" "CrumblingSound= ; Sound entry\n" -#: ../../Fixed-or-Improved-Logics.md:1881 +#: ../../Fixed-or-Improved-Logics.md:1896 msgid "" "The number of regular & damage frames considered for this depends on " "value of `HasDamagedFrames` and for `IsAnimated` TerrainTypes, " @@ -6580,18 +6606,18 @@ 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:1884 -#: ../../Fixed-or-Improved-Logics.md:1909 +#: ../../Fixed-or-Improved-Logics.md:1899 +#: ../../Fixed-or-Improved-Logics.md:1924 msgid "Minimap color customization" msgstr "自定义小地图颜色" -#: ../../Fixed-or-Improved-Logics.md:1886 +#: ../../Fixed-or-Improved-Logics.md:1901 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:1889 +#: ../../Fixed-or-Improved-Logics.md:1904 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -6599,29 +6625,29 @@ msgstr "" "[SOMETERRAINTYPE] ; TerrainType\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1894 +#: ../../Fixed-or-Improved-Logics.md:1909 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:1896 +#: ../../Fixed-or-Improved-Logics.md:1911 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:1897 +#: ../../Fixed-or-Improved-Logics.md:1912 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:1898 +#: ../../Fixed-or-Improved-Logics.md:1913 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:1901 +#: ../../Fixed-or-Improved-Logics.md:1916 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "IsPassable=false ; boolean\n" @@ -6631,17 +6657,17 @@ msgstr "" "IsPassable=false ; boolean\n" "CanBeBuiltOn=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1907 +#: ../../Fixed-or-Improved-Logics.md:1922 msgid "Tiberiums (ores)" msgstr "泰伯利亚(矿石)" -#: ../../Fixed-or-Improved-Logics.md:1911 +#: ../../Fixed-or-Improved-Logics.md:1926 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:1914 +#: ../../Fixed-or-Improved-Logics.md:1929 msgid "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" @@ -6649,15 +6675,15 @@ msgstr "" "[SOMEORE] ; Tiberium\n" "MinimapColor= ; integer - Red,Green,Blue\n" -#: ../../Fixed-or-Improved-Logics.md:1919 +#: ../../Fixed-or-Improved-Logics.md:1934 msgid "Vehicles" msgstr "载具类型" -#: ../../Fixed-or-Improved-Logics.md:1921 +#: ../../Fixed-or-Improved-Logics.md:1936 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../Fixed-or-Improved-Logics.md:1923 +#: ../../Fixed-or-Improved-Logics.md:1938 msgid "" "In vanilla, when miners enter area guard mission, they immediately switch" " to harvest mission. Now you can make them perform area guard mission " @@ -6666,13 +6692,13 @@ 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:1924 +#: ../../Fixed-or-Improved-Logics.md:1939 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:1927 +#: ../../Fixed-or-Improved-Logics.md:1942 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" @@ -6680,11 +6706,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Harvester.CanGuardArea=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1932 +#: ../../Fixed-or-Improved-Logics.md:1947 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:1934 +#: ../../Fixed-or-Improved-Logics.md:1949 msgid "" "In vanilla, vehicles entering tank bunkers are subject to a series of " "hardcoding restrictions, including having to have turrets, having to have" @@ -6694,17 +6720,17 @@ 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:1935 +#: ../../Fixed-or-Improved-Logics.md:1950 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:1936 +#: ../../Fixed-or-Improved-Logics.md:1951 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:1939 +#: ../../Fixed-or-Improved-Logics.md:1954 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" @@ -6712,7 +6738,7 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "BunkerableAnyway=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1945 +#: ../../Fixed-or-Improved-Logics.md:1960 msgid "" "Skipping checks with this feature doesn't mean that vehicles and tank " "bunkers will interact correctly. Following the simple checks performed by" @@ -6723,11 +6749,11 @@ 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:1948 +#: ../../Fixed-or-Improved-Logics.md:1963 msgid "Custom Unit Crate Reroll Chance" msgstr "" -#: ../../Fixed-or-Improved-Logics.md:1950 +#: ../../Fixed-or-Improved-Logics.md:1965 msgid "" "It is possible to influence weighting of units given from crates " "(`CrateGoodie=true`) via `CrateGoodie.RerollChance`, which determines the" @@ -6737,7 +6763,7 @@ 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:1953 +#: ../../Fixed-or-Improved-Logics.md:1968 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " @@ -6747,23 +6773,23 @@ msgstr "" "CrateGoodie.RerollChance=0.0 ; floating point value, percents or " "absolute (0.0-1.0)\n" -#: ../../Fixed-or-Improved-Logics.md:1958 +#: ../../Fixed-or-Improved-Logics.md:1973 msgid "Customize harvester dump amount" msgstr "自定义矿车单次倒矿量" -#: ../../Fixed-or-Improved-Logics.md:1960 +#: ../../Fixed-or-Improved-Logics.md:1975 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:1961 +#: ../../Fixed-or-Improved-Logics.md:1976 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:1964 +#: ../../Fixed-or-Improved-Logics.md:1979 msgid "" "[General]\n" "HarvesterDumpAmount=0.0 ; float point value\n" @@ -6777,11 +6803,67 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "HarvesterDumpAmount= ; float point value\n" -#: ../../Fixed-or-Improved-Logics.md:1972 +#: ../../Fixed-or-Improved-Logics.md:1987 +msgid "Customize type selection for IFV" +msgstr "自定义 IFV 的类型选择" + +#: ../../Fixed-or-Improved-Logics.md:1989 +msgid "" +"In vanilla game, when using type selection command on IFVs, all of them " +"will be selected regardless of their current modes, which is allowed to " +"customize now." +msgstr "在原文的游戏中,当对 IFV 使用类型选择命令时会直接选中所有 IFV 而无论其当前的模式,现在这可以自定义了。" + +#: ../../Fixed-or-Improved-Logics.md:1990 +msgid "" +"`WeaponGroupAsN` determines which group the IFV is in when enabling " +"`WeaponN`, where N stands for 1-based weapon mode index. IFVs in the same" +" group will be selected together during type a selection, while not " +"included those in different groups." +msgstr "" +"`WeaponGroupAsN` 决定当 IFV 启用 `WeaponN` 时所属的组别,N 为从 1 " +"开始的武器模式序号。进行类型选择时将会选中同组 IFV 而不会包含非同组的。" + +#: ../../Fixed-or-Improved-Logics.md:1991 +msgid "" +"`TypeSelectUseIFVMode` determines whether all IFV modes will be " +"considered as its own group by default during a type selection." +msgstr "`TypeSelectUseIFVMode` 决定类型选择时所有 IFVMode 是否默认自成一组。" + +#: ../../Fixed-or-Improved-Logics.md:1992 +msgid "" +"If it's set to true, `WeaponGroupAsN` will be default to N for each " +"`WeaponN`, which makes each of them become a standalone type during a " +"type selection." +msgstr "若设为 true 则 `WeaponGroupAsN` 默认为 N 的值以使每个模式都作为独立的组。" + +#: ../../Fixed-or-Improved-Logics.md:1993 +msgid "" +"If it's set to false, `WeaponGroupAsN` will be default to 0 for all " +"weapons, which makes type selection on IFVs work the same as before." +msgstr "若设为 false 则 `WeaponGroupAsN` 将默认为 0 以保持原有行为。" + +#: ../../Fixed-or-Improved-Logics.md:1996 +msgid "" +"[General]\n" +"TypeSelectUseIFVMode=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType\n" +"WeaponGroupAsN= ; string, default to N if [General] -> " +"TypeSelectUseIFVMode=true, and 0 if false\n" +msgstr "" +"[General]\n" +"TypeSelectUseIFVMode=false ; boolean\n" +"\n" +"[SOMEVEHICLE] ; VehicleType\n" +"WeaponGroupAsN= ; string, default to N if [General] -> " +"TypeSelectUseIFVMode=true, and 0 if false\n" + +#: ../../Fixed-or-Improved-Logics.md:2004 msgid "Customizing crushing tilt and slowdown" msgstr "自定义碾压倾斜和减速" -#: ../../Fixed-or-Improved-Logics.md:1974 +#: ../../Fixed-or-Improved-Logics.md:2006 msgid "" "Vehicles with `Crusher=true` and `OmniCrusher=true` / " "`MovementZone=CrusherAll` were hardcoded to tilt when crushing vehicles /" @@ -6795,7 +6877,7 @@ 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:1975 +#: ../../Fixed-or-Improved-Logics.md:2007 msgid "" "`CrushForwardTiltPerFrame` determines how much the forward tilt is " "adjusted per frame when crushing overlays or vehicles. Defaults to -0.02 " @@ -6805,13 +6887,13 @@ 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:1976 +#: ../../Fixed-or-Improved-Logics.md:2008 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:1977 +#: ../../Fixed-or-Improved-Logics.md:2009 msgid "" "It is possible to customize the movement speed slowdown when " "`MovementZone=CrusherAll` vehicle crushes walls by setting " @@ -6820,7 +6902,7 @@ 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:1978 +#: ../../Fixed-or-Improved-Logics.md:2010 msgid "" "You can also disable the slowdown completely by using the flag " "`SkipCrushSlowdown`. This is not the same as " @@ -6832,7 +6914,7 @@ 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:1981 +#: ../../Fixed-or-Improved-Logics.md:2013 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TiltsWhenCrushes.Vehicles= ; boolean\n" @@ -6850,11 +6932,11 @@ msgstr "" "CrushSlowdownMultiplier=0.2 ; floating point value\n" "SkipCrushSlowdown=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:1991 +#: ../../Fixed-or-Improved-Logics.md:2023 msgid "Destroy animations" msgstr "摧毁动画" -#: ../../Fixed-or-Improved-Logics.md:1993 +#: ../../Fixed-or-Improved-Logics.md:2025 msgid "" "`DestroyAnim` has been extended to work with VehicleTypes, with option to" " pick random animation if `DestroyAnim.Random` is set to true. These " @@ -6865,7 +6947,7 @@ 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:1996 +#: ../../Fixed-or-Improved-Logics.md:2028 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -6875,24 +6957,24 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroyAnim.Random=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2002 +#: ../../Fixed-or-Improved-Logics.md:2034 msgid "`IsSimpleDeployer` vehicle ammo change on deploy" msgstr "`IsSimpleDeployer` 载具在部署时更改弹药" -#: ../../Fixed-or-Improved-Logics.md:2004 +#: ../../Fixed-or-Improved-Logics.md:2036 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:2005 +#: ../../Fixed-or-Improved-Logics.md:2037 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:2008 +#: ../../Fixed-or-Improved-Logics.md:2040 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" @@ -6900,11 +6982,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AddOnDeploy=0 ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:2013 +#: ../../Fixed-or-Improved-Logics.md:2045 msgid "IsSimpleDeployer customizations" msgstr "自定义 IsSimpleDeployer" -#: ../../Fixed-or-Improved-Logics.md:2015 +#: ../../Fixed-or-Improved-Logics.md:2047 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 " @@ -6915,7 +6997,7 @@ 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:2016 +#: ../../Fixed-or-Improved-Logics.md:2048 msgid "" "You can explicitly disable deploying on cells of specified land types " "using `IsSimpleDeployer.DisallowedLandTypes`. Defaults to `water,beach` " @@ -6926,7 +7008,7 @@ 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:2017 +#: ../../Fixed-or-Improved-Logics.md:2049 msgid "" "In vanilla game only units with `DeployingAnim` were constrained to a " "specific deploy facing and it was not customizable per unit. `DeployDir` " @@ -6938,11 +7020,11 @@ msgstr "" "`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:2018 +#: ../../Fixed-or-Improved-Logics.md:2050 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:2019 +#: ../../Fixed-or-Improved-Logics.md:2051 msgid "" "`DeployingAnims` can be used instead of `DeployingAnim` (if both are set," " `DeployingAnims` takes precedence) to define a list of direction-" @@ -6955,26 +7037,26 @@ 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:2020 +#: ../../Fixed-or-Improved-Logics.md:2052 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:2021 +#: ../../Fixed-or-Improved-Logics.md:2053 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:2022 +#: ../../Fixed-or-Improved-Logics.md:2054 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:2025 +#: ../../Fixed-or-Improved-Logics.md:2057 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "IsSimpleDeployer.ConsiderPathfinding=false ; boolean\n" @@ -7000,25 +7082,25 @@ msgstr "" "DeployingAnim.ReverseForUndeploy=true ; boolean\n" "DeployingAnim.UseUnitDrawer=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2036 +#: ../../Fixed-or-Improved-Logics.md:2068 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:2038 +#: ../../Fixed-or-Improved-Logics.md:2070 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:2039 +#: ../../Fixed-or-Improved-Logics.md:2071 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:2042 +#: ../../Fixed-or-Improved-Logics.md:2074 msgid "" "[General]\n" "HarvesterScanAfterUnload=false ; boolean\n" @@ -7034,32 +7116,32 @@ msgstr "" "HarvesterScanAfterUnload= ; boolean, default to [General] -> " "HarvesterScanAfterUnload\n" -#: ../../Fixed-or-Improved-Logics.md:2050 +#: ../../Fixed-or-Improved-Logics.md:2082 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:2052 +#: ../../Fixed-or-Improved-Logics.md:2084 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:2055 +#: ../../Fixed-or-Improved-Logics.md:2087 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:2056 +#: ../../Fixed-or-Improved-Logics.md:2088 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:2057 +#: ../../Fixed-or-Improved-Logics.md:2089 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:2060 +#: ../../Fixed-or-Improved-Logics.md:2092 msgid "" "[CombatDamage]\n" "IronCurtain.KeptOnDeploy=true ; boolean\n" @@ -7083,49 +7165,49 @@ msgstr "" "ForceShield.KeptOnDeploy= ; boolean, default to [CombatDamage] -> " "ForceShield.KeptOnDeploy\n" -#: ../../Fixed-or-Improved-Logics.md:2070 +#: ../../Fixed-or-Improved-Logics.md:2102 msgid "Retain target on movement command" msgstr "在命令移动后保留目标" -#: ../../Fixed-or-Improved-Logics.md:2072 +#: ../../Fixed-or-Improved-Logics.md:2104 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:2073 +#: ../../Fixed-or-Improved-Logics.md:2105 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:2074 +#: ../../Fixed-or-Improved-Logics.md:2106 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:2075 +#: ../../Fixed-or-Improved-Logics.md:2107 msgid "" "`KeepTargetOnMove.Weapon` determines the weapon to be used for range " "check. If set to -1, the game will select the weapon against the target " "by default logic." msgstr "`KeepTargetOnMove.Weapon` 决定用于射程检查的武器。如果设为 -1,游戏将会根据默认武器选用规则针对目标对象选取。" -#: ../../Fixed-or-Improved-Logics.md:2076 +#: ../../Fixed-or-Improved-Logics.md:2108 msgid "" "It's recommended to set it to a specific weapon for better performance, " "unless there's a need to use multiple weapons for different targets." msgstr "建议将其设为特定武器以优化性能,除非需要针对不同目标使用多种武器。" -#: ../../Fixed-or-Improved-Logics.md:2077 +#: ../../Fixed-or-Improved-Logics.md:2109 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:2078 +#: ../../Fixed-or-Improved-Logics.md:2110 msgid "" "`KeepTargetOnMove.ExtraDistance` can be used to modify the distance " "considered 'out of range' from the target (it is added to weapon range), " @@ -7134,7 +7216,7 @@ 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:2081 +#: ../../Fixed-or-Improved-Logics.md:2113 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "KeepTargetOnMove=false ; boolean\n" @@ -7150,25 +7232,25 @@ msgstr "" "KeepTargetOnMove.ExtraDistance=0 ; floating point value, distance in " "cells\n" -#: ../../Fixed-or-Improved-Logics.md:2089 +#: ../../Fixed-or-Improved-Logics.md:2121 msgid "Sinking behavior dehardcode" msgstr "自定义沉没行为" -#: ../../Fixed-or-Improved-Logics.md:2091 +#: ../../Fixed-or-Improved-Logics.md:2123 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:2092 +#: ../../Fixed-or-Improved-Logics.md:2124 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:2093 +#: ../../Fixed-or-Improved-Logics.md:2125 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 " @@ -7178,7 +7260,7 @@ 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:2096 +#: ../../Fixed-or-Improved-Logics.md:2128 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Sinkable= ; boolean\n" @@ -7190,11 +7272,11 @@ msgstr "" "SinkSpeed=5 ; integer, leptons per frame\n" "Sinkable.SquidGrab=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2103 +#: ../../Fixed-or-Improved-Logics.md:2135 msgid "Stationary vehicles" msgstr "静止的载具" -#: ../../Fixed-or-Improved-Logics.md:2105 +#: ../../Fixed-or-Improved-Logics.md:2137 msgid "" "Setting VehicleType `Speed` to 0 now makes game treat them as stationary," " behaving in very similar manner to deployed vehicles with " @@ -7204,27 +7286,27 @@ 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:2107 +#: ../../Fixed-or-Improved-Logics.md:2139 msgid "Turret recoil" msgstr "炮塔制退" -#: ../../Fixed-or-Improved-Logics.md:2109 +#: ../../Fixed-or-Improved-Logics.md:2141 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:2110 +#: ../../Fixed-or-Improved-Logics.md:2142 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:2111 +#: ../../Fixed-or-Improved-Logics.md:2143 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:2114 +#: ../../Fixed-or-Improved-Logics.md:2146 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretRecoil=no ; boolean\n" @@ -7254,18 +7336,18 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "TurretRecoil.Suppress=no ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2131 +#: ../../Fixed-or-Improved-Logics.md:2163 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:2134 +#: ../../Fixed-or-Improved-Logics.md:2166 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:2136 +#: ../../Fixed-or-Improved-Logics.md:2168 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 " @@ -7274,7 +7356,7 @@ 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:2139 +#: ../../Fixed-or-Improved-Logics.md:2171 msgid "" "[General]\n" "NoTurret.TrackTarget=false ; boolean\n" @@ -7290,7 +7372,7 @@ msgstr "" "NoTurret.TrackTarget= ; boolean, defaults to [General] -> " "NoTurret.TrackTarget\n" -#: ../../Fixed-or-Improved-Logics.md:2148 +#: ../../Fixed-or-Improved-Logics.md:2180 msgid "" "Jumpjet can also be affected by this if firing an `OmniFire` weapon with " "`OmniFire.TurnToTarget` set to true." @@ -7298,11 +7380,11 @@ 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:2151 +#: ../../Fixed-or-Improved-Logics.md:2183 msgid "Voxel turret shadow" msgstr "Voxel 炮塔影子" -#: ../../Fixed-or-Improved-Logics.md:2153 +#: ../../Fixed-or-Improved-Logics.md:2185 msgid "" "Vehicle voxel turrets can now draw shadows if `[AudioVisual] -> " "DrawTurretShadow` is set to true. This can be overridden per VehicleType " @@ -7311,7 +7393,7 @@ 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:2156 +#: ../../Fixed-or-Improved-Logics.md:2188 msgid "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" @@ -7319,7 +7401,7 @@ msgstr "" "[AudioVisual]\n" "DrawTurretShadow=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2162 +#: ../../Fixed-or-Improved-Logics.md:2194 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" @@ -7327,11 +7409,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretShadow= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2250 +#: ../../Fixed-or-Improved-Logics.md:2199 msgid "VoxelAnims" msgstr "Voxel 碎片" -#: ../../Fixed-or-Improved-Logics.md:2254 +#: ../../Fixed-or-Improved-Logics.md:2203 msgid "" "The INI keys and behaviour is mostly identical to the [equivalent " "behaviour available to regular animations](#customizable-debris--meteor-" @@ -7343,17 +7425,17 @@ 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:2256 +#: ../../Fixed-or-Improved-Logics.md:2205 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:2258 +#: ../../Fixed-or-Improved-Logics.md:2207 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:2261 +#: ../../Fixed-or-Improved-Logics.md:2210 msgid "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" @@ -7361,15 +7443,15 @@ msgstr "" "[SOMEVOXELANIM] ; VoxelAnimType\n" "Trailer.SpawnDelay=2 ; integer, game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2266 +#: ../../Fixed-or-Improved-Logics.md:2215 msgid "Warheads" msgstr "弹头" -#: ../../Fixed-or-Improved-Logics.md:2268 +#: ../../Fixed-or-Improved-Logics.md:2217 msgid "Allowing damage dealt to firer" msgstr "允许杀伤开火者" -#: ../../Fixed-or-Improved-Logics.md:2270 +#: ../../Fixed-or-Improved-Logics.md:2219 msgid "" "You can now allow warhead to deal damage (and apply damage-adjacent " "effects such as `KillDriver` and `DisableWeapons/Sonar/Flash.Duration` " @@ -7379,14 +7461,14 @@ 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:2271 +#: ../../Fixed-or-Improved-Logics.md:2220 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:2274 +#: ../../Fixed-or-Improved-Logics.md:2223 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" @@ -7394,11 +7476,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "AllowDamageOnSelf=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2279 +#: ../../Fixed-or-Improved-Logics.md:2228 msgid "Combat light customizations" msgstr "自定义战斗闪光" -#: ../../Fixed-or-Improved-Logics.md:2281 +#: ../../Fixed-or-Improved-Logics.md:2230 msgid "" "You can now set minimum detail level at which combat light effects are " "shown by setting `[AudioVisual] -> CombatLightDetailLevel` or " @@ -7407,20 +7489,20 @@ 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:2282 +#: ../../Fixed-or-Improved-Logics.md:2231 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:2283 +#: ../../Fixed-or-Improved-Logics.md:2232 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:2286 +#: ../../Fixed-or-Improved-Logics.md:2235 msgid "" "[AudioVisual]\n" "CombatLightDetailLevel=0 ; integer\n" @@ -7442,11 +7524,11 @@ msgstr "" "(0.0-1.0)\n" "CLIsBlack=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2296 +#: ../../Fixed-or-Improved-Logics.md:2245 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:2298 +#: ../../Fixed-or-Improved-Logics.md:2247 msgid "" "You can now use `DebrisAnims` to specify a list of debris animations to " "spawn instead of animations from `[General] -> MetallicDebris` when " @@ -7456,7 +7538,7 @@ 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:2299 +#: ../../Fixed-or-Improved-Logics.md:2248 msgid "" "`Debris.Conventional`, if set to true, makes `DebrisTypes` or " "`DebrisAnims` only spawn if Warhead is fired on non-water cell." @@ -7464,7 +7546,7 @@ 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:2302 +#: ../../Fixed-or-Improved-Logics.md:2251 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisAnims= ; List of AnimationTypes\n" @@ -7474,11 +7556,11 @@ msgstr "" "DebrisAnims= ; List of AnimationTypes\n" "Debris.Conventional=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2308 +#: ../../Fixed-or-Improved-Logics.md:2257 msgid "Custom debris voxel animations limitation" msgstr "自定义 Voxel 碎片数量限制" -#: ../../Fixed-or-Improved-Logics.md:2314 +#: ../../Fixed-or-Improved-Logics.md:2263 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DebrisTypes.Limit= ; boolean\n" @@ -7490,22 +7572,22 @@ msgstr "" "DebrisMaximums= ; List of integers\n" "DebrisMinimums= ; List of integers\n" -#: ../../Fixed-or-Improved-Logics.md:2321 +#: ../../Fixed-or-Improved-Logics.md:2270 msgid "Customizable rocker amplitude" msgstr "自定义掀起幅度" -#: ../../Fixed-or-Improved-Logics.md:2323 +#: ../../Fixed-or-Improved-Logics.md:2272 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:2324 +#: ../../Fixed-or-Improved-Logics.md:2273 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:2327 +#: ../../Fixed-or-Improved-Logics.md:2276 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" @@ -7515,11 +7597,11 @@ msgstr "" "Rocker.AmplitudeMultiplier=1.0 ; floating point value, multiplier\n" "Rocker.AmplitudeOverride= ; integer\n" -#: ../../Fixed-or-Improved-Logics.md:2333 +#: ../../Fixed-or-Improved-Logics.md:2282 msgid "Customizable Warhead animation behaviour" msgstr "自定义弹头动画行为" -#: ../../Fixed-or-Improved-Logics.md:2335 +#: ../../Fixed-or-Improved-Logics.md:2284 msgid "" "It is possible to make game play random animation from `AnimList` by " "setting `AnimList.PickRandom` to true. The result is similar to what " @@ -7531,7 +7613,7 @@ 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:2336 +#: ../../Fixed-or-Improved-Logics.md:2285 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 " @@ -7541,7 +7623,7 @@ 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:2337 +#: ../../Fixed-or-Improved-Logics.md:2286 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 " @@ -7556,20 +7638,20 @@ 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:2338 +#: ../../Fixed-or-Improved-Logics.md:2287 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:2339 +#: ../../Fixed-or-Improved-Logics.md:2288 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:2340 +#: ../../Fixed-or-Improved-Logics.md:2289 msgid "" "`SplashList.PickRandom`, `SplashList.CreateAll`, " "`SplashList.CreationInterval` and `SplashList.Scatter(Min/Max)` apply to " @@ -7578,7 +7660,7 @@ 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:2341 +#: ../../Fixed-or-Improved-Logics.md:2290 msgid "" "`CreateAnimsOnZeroDamage`, if set to true, makes it so that `AnimList` or" " `SplashList` animations are created even if the weapon that fired the " @@ -7587,7 +7669,7 @@ 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:2342 +#: ../../Fixed-or-Improved-Logics.md:2291 msgid "" "Setting `Conventional.IgnoreUnits` to true on Warhead with " "`Conventional=true` will make the Warhead detonate on non-underwater " @@ -7599,7 +7681,7 @@ 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:2345 +#: ../../Fixed-or-Improved-Logics.md:2294 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AnimList.PickRandom=false ; boolean\n" @@ -7641,11 +7723,11 @@ msgstr "" "CreateAnimsOnZeroDamage=false ; boolean\n" "Conventional.IgnoreUnits=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2362 +#: ../../Fixed-or-Improved-Logics.md:2311 msgid "Customizable Warhead trigger conditions" msgstr "自定义弹头效果触发条件" -#: ../../Fixed-or-Improved-Logics.md:2364 +#: ../../Fixed-or-Improved-Logics.md:2313 msgid "" "`AffectsBelowPercent` and `AffectsAbovePercent` can be used to set the " "health percentage thresholds that target needs to be below/equal and/or " @@ -7655,13 +7737,13 @@ 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:2365 +#: ../../Fixed-or-Improved-Logics.md:2314 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:2366 +#: ../../Fixed-or-Improved-Logics.md:2315 #, python-format msgid "" "If set to `false`, `EffectsRequireVerses` makes the Phobos-introduced " @@ -7671,7 +7753,7 @@ 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:2369 +#: ../../Fixed-or-Improved-Logics.md:2318 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsBelowPercent=1.0 ; floating point value, percents or absolute\n" @@ -7685,17 +7767,17 @@ msgstr "" "AffectsNeutral=true ; boolean\n" "EffectsRequireVerses=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2377 +#: ../../Fixed-or-Improved-Logics.md:2326 msgid "Customizing decloak on damaging targets" msgstr "自定义被伤害目标解除隐形" -#: ../../Fixed-or-Improved-Logics.md:2379 +#: ../../Fixed-or-Improved-Logics.md:2328 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:2382 +#: ../../Fixed-or-Improved-Logics.md:2331 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" @@ -7703,21 +7785,21 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "DecloakDamagedTargets=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2387 +#: ../../Fixed-or-Improved-Logics.md:2336 msgid "Customizing parasite" msgstr "自定义寄生" -#: ../../Fixed-or-Improved-Logics.md:2389 +#: ../../Fixed-or-Improved-Logics.md:2338 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:2390 +#: ../../Fixed-or-Improved-Logics.md:2339 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:2393 +#: ../../Fixed-or-Improved-Logics.md:2342 msgid "" "[AudioVisual]\n" "Parasite.GrappleAnim= ; animation\n" @@ -7735,23 +7817,23 @@ msgstr "" "(none|aircraft|infantry|units|all)\n" "Parasite.GrappleAnim= ; animation\n" -#: ../../Fixed-or-Improved-Logics.md:2402 +#: ../../Fixed-or-Improved-Logics.md:2351 msgid "Dehardcode the `ZAdjust` of warhead anim" msgstr "弹头动画 `ZAdjust` 去硬编码" -#: ../../Fixed-or-Improved-Logics.md:2404 +#: ../../Fixed-or-Improved-Logics.md:2353 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` 生成的动画被硬编码为 `ZAdjust=-15`。现在你可以通过下述方式进行自定义。" -#: ../../Fixed-or-Improved-Logics.md:2405 +#: ../../Fixed-or-Improved-Logics.md:2354 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。" -#: ../../Fixed-or-Improved-Logics.md:2408 +#: ../../Fixed-or-Improved-Logics.md:2357 msgid "" "[AudioVisual]\n" "WarheadAnimZAdjust=-15 ; Integer\n" @@ -7767,11 +7849,11 @@ msgstr "" "AnimZAdjust= ; Integer, default to [AudioVisual] -> " "WarheadAnimZAdjust\n" -#: ../../Fixed-or-Improved-Logics.md:2416 +#: ../../Fixed-or-Improved-Logics.md:2365 msgid "Delay automatic attack on the controlled unit" msgstr "攻击被心控单位的延迟" -#: ../../Fixed-or-Improved-Logics.md:2418 +#: ../../Fixed-or-Improved-Logics.md:2367 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 " @@ -7780,13 +7862,13 @@ 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:2419 +#: ../../Fixed-or-Improved-Logics.md:2368 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:2422 +#: ../../Fixed-or-Improved-Logics.md:2371 msgid "" "[General]\n" "MindControl.ThreatDelay=0 ; integer, game frames\n" @@ -7802,41 +7884,41 @@ msgstr "" "MindControl.ThreatDelay= ; integer, game frames, default to " "[General] -> MindControl.ThreatDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2430 +#: ../../Fixed-or-Improved-Logics.md:2379 msgid "Nonprovocative Warheads" msgstr "非挑衅弹头" -#: ../../Fixed-or-Improved-Logics.md:2432 +#: ../../Fixed-or-Improved-Logics.md:2381 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:2433 +#: ../../Fixed-or-Improved-Logics.md:2382 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:2434 +#: ../../Fixed-or-Improved-Logics.md:2383 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:2435 +#: ../../Fixed-or-Improved-Logics.md:2384 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:2436 +#: ../../Fixed-or-Improved-Logics.md:2385 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:2439 +#: ../../Fixed-or-Improved-Logics.md:2388 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" @@ -7844,24 +7926,24 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "Nonprovocative=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2445 +#: ../../Fixed-or-Improved-Logics.md:2394 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:2448 +#: ../../Fixed-or-Improved-Logics.md:2397 msgid "Restricting screen shaking to current view" msgstr "限制屏幕抖动于当前视角" -#: ../../Fixed-or-Improved-Logics.md:2450 +#: ../../Fixed-or-Improved-Logics.md:2399 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:2453 +#: ../../Fixed-or-Improved-Logics.md:2402 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" @@ -7869,15 +7951,15 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ShakeIsLocal=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2458 +#: ../../Fixed-or-Improved-Logics.md:2407 msgid "Weapons" msgstr "武器" -#: ../../Fixed-or-Improved-Logics.md:2460 +#: ../../Fixed-or-Improved-Logics.md:2409 msgid "AmbientDamage customizations" msgstr "自定义穿透伤害" -#: ../../Fixed-or-Improved-Logics.md:2462 +#: ../../Fixed-or-Improved-Logics.md:2411 msgid "" "You can now specify separate Warhead used for `AmbientDamage` via " "`AmbientDamage.Warhead` or make it never apply to weapon's main target by" @@ -7886,7 +7968,7 @@ 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:2465 +#: ../../Fixed-or-Improved-Logics.md:2414 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AmbientDamage.Warhead= ; WarheadType\n" @@ -7896,11 +7978,11 @@ msgstr "" "AmbientDamage.Warhead= ; WarheadType\n" "AmbientDamage.IgnoreTarget=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2471 +#: ../../Fixed-or-Improved-Logics.md:2420 msgid "Charge turret delays" msgstr "炮塔充能间隔" -#: ../../Fixed-or-Improved-Logics.md:2473 +#: ../../Fixed-or-Improved-Logics.md:2422 msgid "" "It is now possible to customize the delay of `IsChargeTurret=true` unit " "turret animation per weapon, per `Burst` shot instead of defaulting to " @@ -7914,13 +7996,13 @@ 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:2474 +#: ../../Fixed-or-Improved-Logics.md:2423 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:2477 +#: ../../Fixed-or-Improved-Logics.md:2426 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" @@ -7928,19 +8010,19 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "ChargeTurret.Delays= ; List of integers - game frames\n" -#: ../../Fixed-or-Improved-Logics.md:2482 +#: ../../Fixed-or-Improved-Logics.md:2431 msgid "Customizable disk laser radius" msgstr "自定义飞碟激光半径" -#: ../../Fixed-or-Improved-Logics.md:2484 +#: ../../Fixed-or-Improved-Logics.md:2433 msgid "![image](_static/images/disklaser-radius-values-01.gif)" msgstr "![image](_static/images/disklaser-radius-values-01.gif)" -#: ../../Fixed-or-Improved-Logics.md:2485 +#: ../../Fixed-or-Improved-Logics.md:2434 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:2488 +#: ../../Fixed-or-Improved-Logics.md:2437 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DiskLaser.Radius=240 ; integer\n" @@ -7950,18 +8032,18 @@ msgstr "" "DiskLaser.Radius=240 ; integer\n" "; 240 is the default saucer disk radius\n" -#: ../../Fixed-or-Improved-Logics.md:2494 +#: ../../Fixed-or-Improved-Logics.md:2443 msgid "Customizable ROF random delay" msgstr "自定义 ROF 随机延迟" -#: ../../Fixed-or-Improved-Logics.md:2496 +#: ../../Fixed-or-Improved-Logics.md:2445 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:2499 +#: ../../Fixed-or-Improved-Logics.md:2448 msgid "" "[CombatDamage]\n" "ROF.RandomDelay=0,2 ; integer - single or comma-sep. range (game frames)" @@ -7979,17 +8061,17 @@ msgstr "" "ROF.RandomDelay= ; integer - single or comma-sep. range (game " "frames), default to [CombatDamage] -> ROF.RandomDelay\n" -#: ../../Fixed-or-Improved-Logics.md:2507 +#: ../../Fixed-or-Improved-Logics.md:2456 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:2509 +#: ../../Fixed-or-Improved-Logics.md:2458 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:2512 +#: ../../Fixed-or-Improved-Logics.md:2461 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" @@ -7997,11 +8079,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "KickOutPassengers=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2517 +#: ../../Fixed-or-Improved-Logics.md:2466 msgid "Disable FireOnce resetting infantry sequence" msgstr "禁止 FireOnce 重置步兵序列" -#: ../../Fixed-or-Improved-Logics.md:2519 +#: ../../Fixed-or-Improved-Logics.md:2468 msgid "" "It is now possible to disable `FireOnce=true` weapon resetting infantry " "sequences after firing via `FireOnce.ResetSequence`. Target will be " @@ -8011,7 +8093,7 @@ 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:2522 +#: ../../Fixed-or-Improved-Logics.md:2471 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" @@ -8019,11 +8101,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FireOnce.ResetSequence=true ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2527 +#: ../../Fixed-or-Improved-Logics.md:2476 msgid "Electric bolt customizations" msgstr "自定义 EBolt" -#: ../../Fixed-or-Improved-Logics.md:2529 +#: ../../Fixed-or-Improved-Logics.md:2478 msgid "" "![image](_static/images/ebolt.gif) *EBolt customization utilized for " "different Tesla bolt weapon usage ([RA2: " @@ -8032,13 +8114,13 @@ 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:2532 +#: ../../Fixed-or-Improved-Logics.md:2481 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:2533 +#: ../../Fixed-or-Improved-Logics.md:2482 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" @@ -8047,14 +8129,14 @@ 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:2534 +#: ../../Fixed-or-Improved-Logics.md:2483 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:2535 +#: ../../Fixed-or-Improved-Logics.md:2484 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 " @@ -8064,7 +8146,7 @@ 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:2538 +#: ../../Fixed-or-Improved-Logics.md:2487 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Bolt.Disable1=false ; boolean\n" @@ -8082,7 +8164,7 @@ msgstr "" "Bolt.Duration=17 ; integer, game frames\n" "Bolt.FollowFLH= ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2549 +#: ../../Fixed-or-Improved-Logics.md:2498 msgid "" "Due to technical constraints, these features do not work with electric " "bolts created from support weapon of [Ares' Prism Forwarding](https" @@ -8093,11 +8175,11 @@ msgstr "" "docs/new/buildings/prismforwarding.html) 或那些 `AirburstWeapon` 所创建的 EBolt " "效果。" -#: ../../Fixed-or-Improved-Logics.md:2552 +#: ../../Fixed-or-Improved-Logics.md:2501 msgid "Single-color lasers" msgstr "单色激光" -#: ../../Fixed-or-Improved-Logics.md:2554 +#: ../../Fixed-or-Improved-Logics.md:2503 msgid "" "![image](_static/images/issinglecolor.gif) *Comparison of " "`IsSingleColor=yes` lasers with higher thickness to regular ones ([RA2: " @@ -8107,7 +8189,7 @@ 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:2557 +#: ../../Fixed-or-Improved-Logics.md:2506 msgid "" "You can now set laser to draw using only `LaserInnerColor` by setting " "`IsSingleColor`, in same manner as `IsHouseColor` lasers do using " @@ -8117,7 +8199,7 @@ 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:2560 +#: ../../Fixed-or-Improved-Logics.md:2509 msgid "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" @@ -8125,80 +8207,6 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "IsSingleColor=false ; boolean\n" -#: ../../Fixed-or-Improved-Logics.md:2565 -msgid "Allow deploy controlled MCV" -msgstr "允许部署被心控的 MCV" - -#: ../../Fixed-or-Improved-Logics.md:2567 -msgid "" -"In vanilla, you cannot deploy a controlled vehicle to " -"`ConstructionYard=true` building. Now you can customize it." -msgstr "在原版中你不能将一个被心灵控制的载具部署为 `ConstructionYard=true` 的建筑。现在你可以自定义了。" - -#: ../../Fixed-or-Improved-Logics.md:2570 -msgid "" -"[General]\n" -"AllowDeployControlledMCV=false ; boolean\n" -msgstr "" -"[General]\n" -"AllowDeployControlledMCV=false ; boolean\n" - -#: ../../Fixed-or-Improved-Logics.md:2575 -msgid "Customize type selection for IFV" -msgstr "自定义 IFV 的类型选择" - -#: ../../Fixed-or-Improved-Logics.md:2577 -msgid "" -"In vanilla game, when using type selection command on IFVs, all of them " -"will be selected regardless of their current modes, which is allowed to " -"customize now." -msgstr "在原文的游戏中,当对 IFV 使用类型选择命令时会直接选中所有 IFV 而无论其当前的模式,现在这可以自定义了。" - -#: ../../Fixed-or-Improved-Logics.md:2578 -msgid "" -"`WeaponGroupAsN` determines which group the IFV is in when enabling " -"`WeaponN`, where N stands for 1-based weapon mode index. IFVs in the same" -" group will be selected together during type a selection, while not " -"included those in different groups." -msgstr "" -"`WeaponGroupAsN` 决定当 IFV 启用 `WeaponN` 时所属的组别,N 为从 1 " -"开始的武器模式序号。进行类型选择时将会选中同组 IFV 而不会包含非同组的。" - -#: ../../Fixed-or-Improved-Logics.md:2579 -msgid "" -"`TypeSelectUseIFVMode` determines whether all IFV modes will be " -"considered as its own group by default during a type selection." -msgstr "`TypeSelectUseIFVMode` 决定类型选择时所有 IFVMode 是否默认自成一组。" - -#: ../../Fixed-or-Improved-Logics.md:2580 -msgid "" -"If it's set to true, `WeaponGroupAsN` will be default to N for each " -"`WeaponN`, which makes each of them become a standalone type during a " -"type selection." -msgstr "若设为 true 则 `WeaponGroupAsN` 默认为 N 的值以使每个模式都作为独立的组。" - -#: ../../Fixed-or-Improved-Logics.md:2581 -msgid "" -"If it's set to false, `WeaponGroupAsN` will be default to 0 for all " -"weapons, which makes type selection on IFVs work the same as before." -msgstr "若设为 false 则 `WeaponGroupAsN` 将默认为 0 以保持原有行为。" - -#: ../../Fixed-or-Improved-Logics.md:2584 -msgid "" -"[General]\n" -"TypeSelectUseIFVMode=false ; boolean\n" -"\n" -"[SOMEVEHICLE] ; VehicleType\n" -"WeaponGroupAsN= ; string, default to N if [General] -> " -"TypeSelectUseIFVMode=true, and 0 if false\n" -msgstr "" -"[General]\n" -"TypeSelectUseIFVMode=false ; boolean\n" -"\n" -"[SOMEVEHICLE] ; VehicleType\n" -"WeaponGroupAsN= ; string, default to N if [General] -> " -"TypeSelectUseIFVMode=true, and 0 if false\n" - #~ msgid "" #~ "Now it is possible to designate " #~ "air strikes against non building " @@ -8406,3 +8414,12 @@ 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。" +#~ msgid "Overlays" +#~ msgstr "覆盖物" + +#~ msgid "" +#~ "Fixed the bug that `AllowAirstrike=no` " +#~ "cannot completely prevent air strikes " +#~ "from being launched against it." +#~ msgstr "修复了 `AllowAirstrike=no` 未能完全阻止对某个单位进行空袭的 Bug。" + 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 8a4bb6bd44..63978eaa47 100644 --- a/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po +++ b/docs/locale/zh_CN/LC_MESSAGES/New-or-Enhanced-Logics.po @@ -8,7 +8,7 @@ msgid "" msgstr "" "Project-Id-Version: Phobos \n" "Report-Msgid-Bugs-To: \n" -"POT-Creation-Date: 2025-12-06 23:30+0800\n" +"POT-Creation-Date: 2025-12-14 20:01+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -691,40 +691,40 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:1399 ../../New-or-Enhanced-Logics.md:1427 #: ../../New-or-Enhanced-Logics.md:1438 ../../New-or-Enhanced-Logics.md:1460 #: ../../New-or-Enhanced-Logics.md:1478 ../../New-or-Enhanced-Logics.md:1492 -#: ../../New-or-Enhanced-Logics.md:1523 ../../New-or-Enhanced-Logics.md:1541 -#: ../../New-or-Enhanced-Logics.md:1556 ../../New-or-Enhanced-Logics.md:1580 -#: ../../New-or-Enhanced-Logics.md:1596 ../../New-or-Enhanced-Logics.md:1612 -#: ../../New-or-Enhanced-Logics.md:1655 ../../New-or-Enhanced-Logics.md:1688 -#: ../../New-or-Enhanced-Logics.md:1708 ../../New-or-Enhanced-Logics.md:1722 -#: ../../New-or-Enhanced-Logics.md:1752 ../../New-or-Enhanced-Logics.md:1784 -#: ../../New-or-Enhanced-Logics.md:1804 ../../New-or-Enhanced-Logics.md:1818 -#: ../../New-or-Enhanced-Logics.md:1830 ../../New-or-Enhanced-Logics.md:1844 -#: ../../New-or-Enhanced-Logics.md:1863 ../../New-or-Enhanced-Logics.md:1882 -#: ../../New-or-Enhanced-Logics.md:1895 ../../New-or-Enhanced-Logics.md:1925 -#: ../../New-or-Enhanced-Logics.md:1955 ../../New-or-Enhanced-Logics.md:1971 -#: ../../New-or-Enhanced-Logics.md:1987 ../../New-or-Enhanced-Logics.md:2005 -#: ../../New-or-Enhanced-Logics.md:2021 ../../New-or-Enhanced-Logics.md:2034 -#: ../../New-or-Enhanced-Logics.md:2053 ../../New-or-Enhanced-Logics.md:2076 -#: ../../New-or-Enhanced-Logics.md:2092 ../../New-or-Enhanced-Logics.md:2105 -#: ../../New-or-Enhanced-Logics.md:2122 ../../New-or-Enhanced-Logics.md:2137 -#: ../../New-or-Enhanced-Logics.md:2160 ../../New-or-Enhanced-Logics.md:2175 -#: ../../New-or-Enhanced-Logics.md:2213 ../../New-or-Enhanced-Logics.md:2236 -#: ../../New-or-Enhanced-Logics.md:2283 ../../New-or-Enhanced-Logics.md:2307 -#: ../../New-or-Enhanced-Logics.md:2318 ../../New-or-Enhanced-Logics.md:2333 -#: ../../New-or-Enhanced-Logics.md:2368 ../../New-or-Enhanced-Logics.md:2386 -#: ../../New-or-Enhanced-Logics.md:2410 ../../New-or-Enhanced-Logics.md:2436 -#: ../../New-or-Enhanced-Logics.md:2451 ../../New-or-Enhanced-Logics.md:2474 -#: ../../New-or-Enhanced-Logics.md:2494 ../../New-or-Enhanced-Logics.md:2504 -#: ../../New-or-Enhanced-Logics.md:2515 ../../New-or-Enhanced-Logics.md:2525 -#: ../../New-or-Enhanced-Logics.md:2542 ../../New-or-Enhanced-Logics.md:2556 -#: ../../New-or-Enhanced-Logics.md:2569 ../../New-or-Enhanced-Logics.md:2580 -#: ../../New-or-Enhanced-Logics.md:2590 ../../New-or-Enhanced-Logics.md:2606 -#: ../../New-or-Enhanced-Logics.md:2627 ../../New-or-Enhanced-Logics.md:2643 -#: ../../New-or-Enhanced-Logics.md:2654 ../../New-or-Enhanced-Logics.md:2677 -#: ../../New-or-Enhanced-Logics.md:2705 ../../New-or-Enhanced-Logics.md:2722 -#: ../../New-or-Enhanced-Logics.md:2740 ../../New-or-Enhanced-Logics.md:2754 -#: ../../New-or-Enhanced-Logics.md:2778 ../../New-or-Enhanced-Logics.md:2793 -#: ../../New-or-Enhanced-Logics.md:2815 +#: ../../New-or-Enhanced-Logics.md:1532 ../../New-or-Enhanced-Logics.md:1550 +#: ../../New-or-Enhanced-Logics.md:1565 ../../New-or-Enhanced-Logics.md:1589 +#: ../../New-or-Enhanced-Logics.md:1605 ../../New-or-Enhanced-Logics.md:1621 +#: ../../New-or-Enhanced-Logics.md:1664 ../../New-or-Enhanced-Logics.md:1697 +#: ../../New-or-Enhanced-Logics.md:1717 ../../New-or-Enhanced-Logics.md:1731 +#: ../../New-or-Enhanced-Logics.md:1761 ../../New-or-Enhanced-Logics.md:1793 +#: ../../New-or-Enhanced-Logics.md:1813 ../../New-or-Enhanced-Logics.md:1827 +#: ../../New-or-Enhanced-Logics.md:1839 ../../New-or-Enhanced-Logics.md:1853 +#: ../../New-or-Enhanced-Logics.md:1872 ../../New-or-Enhanced-Logics.md:1891 +#: ../../New-or-Enhanced-Logics.md:1904 ../../New-or-Enhanced-Logics.md:1934 +#: ../../New-or-Enhanced-Logics.md:1964 ../../New-or-Enhanced-Logics.md:1980 +#: ../../New-or-Enhanced-Logics.md:1996 ../../New-or-Enhanced-Logics.md:2014 +#: ../../New-or-Enhanced-Logics.md:2030 ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2062 ../../New-or-Enhanced-Logics.md:2085 +#: ../../New-or-Enhanced-Logics.md:2101 ../../New-or-Enhanced-Logics.md:2114 +#: ../../New-or-Enhanced-Logics.md:2131 ../../New-or-Enhanced-Logics.md:2146 +#: ../../New-or-Enhanced-Logics.md:2169 ../../New-or-Enhanced-Logics.md:2184 +#: ../../New-or-Enhanced-Logics.md:2222 ../../New-or-Enhanced-Logics.md:2234 +#: ../../New-or-Enhanced-Logics.md:2264 ../../New-or-Enhanced-Logics.md:2311 +#: ../../New-or-Enhanced-Logics.md:2335 ../../New-or-Enhanced-Logics.md:2346 +#: ../../New-or-Enhanced-Logics.md:2361 ../../New-or-Enhanced-Logics.md:2396 +#: ../../New-or-Enhanced-Logics.md:2414 ../../New-or-Enhanced-Logics.md:2438 +#: ../../New-or-Enhanced-Logics.md:2464 ../../New-or-Enhanced-Logics.md:2479 +#: ../../New-or-Enhanced-Logics.md:2502 ../../New-or-Enhanced-Logics.md:2522 +#: ../../New-or-Enhanced-Logics.md:2532 ../../New-or-Enhanced-Logics.md:2543 +#: ../../New-or-Enhanced-Logics.md:2553 ../../New-or-Enhanced-Logics.md:2570 +#: ../../New-or-Enhanced-Logics.md:2584 ../../New-or-Enhanced-Logics.md:2597 +#: ../../New-or-Enhanced-Logics.md:2608 ../../New-or-Enhanced-Logics.md:2618 +#: ../../New-or-Enhanced-Logics.md:2634 ../../New-or-Enhanced-Logics.md:2655 +#: ../../New-or-Enhanced-Logics.md:2671 ../../New-or-Enhanced-Logics.md:2682 +#: ../../New-or-Enhanced-Logics.md:2705 ../../New-or-Enhanced-Logics.md:2733 +#: ../../New-or-Enhanced-Logics.md:2750 ../../New-or-Enhanced-Logics.md:2768 +#: ../../New-or-Enhanced-Logics.md:2782 ../../New-or-Enhanced-Logics.md:2806 +#: ../../New-or-Enhanced-Logics.md:2821 ../../New-or-Enhanced-Logics.md:2843 msgid "In `rulesmd.ini`:" msgstr "在 `rulesmd.ini`:" @@ -1059,14 +1059,14 @@ msgstr "![image](_static/images/radtype-01.png) *混合起来的多种辐射类 #: ../../New-or-Enhanced-Logics.md:192 ../../New-or-Enhanced-Logics.md:300 #: ../../New-or-Enhanced-Logics.md:512 ../../New-or-Enhanced-Logics.md:637 #: ../../New-or-Enhanced-Logics.md:791 ../../New-or-Enhanced-Logics.md:1216 -#: ../../New-or-Enhanced-Logics.md:1327 ../../New-or-Enhanced-Logics.md:1634 -#: ../../New-or-Enhanced-Logics.md:1637 ../../New-or-Enhanced-Logics.md:1716 -#: ../../New-or-Enhanced-Logics.md:1775 ../../New-or-Enhanced-Logics.md:1794 -#: ../../New-or-Enhanced-Logics.md:1877 ../../New-or-Enhanced-Logics.md:2152 -#: ../../New-or-Enhanced-Logics.md:2183 ../../New-or-Enhanced-Logics.md:2208 -#: ../../New-or-Enhanced-Logics.md:2266 ../../New-or-Enhanced-Logics.md:2315 -#: ../../New-or-Enhanced-Logics.md:2427 ../../New-or-Enhanced-Logics.md:2716 -#: ../../New-or-Enhanced-Logics.md:2766 ../../New-or-Enhanced-Logics.md:2809 +#: ../../New-or-Enhanced-Logics.md:1327 ../../New-or-Enhanced-Logics.md:1643 +#: ../../New-or-Enhanced-Logics.md:1646 ../../New-or-Enhanced-Logics.md:1725 +#: ../../New-or-Enhanced-Logics.md:1784 ../../New-or-Enhanced-Logics.md:1803 +#: ../../New-or-Enhanced-Logics.md:1886 ../../New-or-Enhanced-Logics.md:2161 +#: ../../New-or-Enhanced-Logics.md:2192 ../../New-or-Enhanced-Logics.md:2217 +#: ../../New-or-Enhanced-Logics.md:2294 ../../New-or-Enhanced-Logics.md:2343 +#: ../../New-or-Enhanced-Logics.md:2455 ../../New-or-Enhanced-Logics.md:2744 +#: ../../New-or-Enhanced-Logics.md:2794 ../../New-or-Enhanced-Logics.md:2837 msgid "image" msgstr "图像" @@ -1249,8 +1249,8 @@ msgstr "激光尾焰现在同样可以使用 EBolt 或 辐射波 特效。" #: ../../New-or-Enhanced-Logics.md:246 ../../New-or-Enhanced-Logics.md:528 #: ../../New-or-Enhanced-Logics.md:557 ../../New-or-Enhanced-Logics.md:571 #: ../../New-or-Enhanced-Logics.md:584 ../../New-or-Enhanced-Logics.md:688 -#: ../../New-or-Enhanced-Logics.md:748 ../../New-or-Enhanced-Logics.md:1626 -#: ../../New-or-Enhanced-Logics.md:2189 +#: ../../New-or-Enhanced-Logics.md:748 ../../New-or-Enhanced-Logics.md:1635 +#: ../../New-or-Enhanced-Logics.md:2198 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" @@ -4478,14 +4478,14 @@ msgstr "" msgid "Convert TechnoType" msgstr "单位转换超武" -#: ../../New-or-Enhanced-Logics.md:1079 ../../New-or-Enhanced-Logics.md:2269 +#: ../../New-or-Enhanced-Logics.md:1079 ../../New-or-Enhanced-Logics.md:2297 msgid "" "Warheads can now change TechnoTypes of affected units to other Types in " "the same category (infantry to infantry, vehicles to vehicles, aircraft " "to aircraft)." msgstr "现在弹头可以将受影响单位的科技类型更改为同大类的其他科技类型(步兵到步兵,车辆到车辆,战机到战机)。" -#: ../../New-or-Enhanced-Logics.md:1080 ../../New-or-Enhanced-Logics.md:2270 +#: ../../New-or-Enhanced-Logics.md:1080 ../../New-or-Enhanced-Logics.md:2298 msgid "" "`ConvertN.From` (where N is 0, 1, 2...) specifies which TechnoTypes are " "valid for conversion. This entry can have many types listed, meanging " @@ -4495,15 +4495,15 @@ msgstr "" "`ConvertN.From`(此处 N 为 0, 1, " "2...)指定哪些科技类型可用于转换。此条目可以列出许多类型以一次全部转换。当没有包含任何类型时将影响所有有效目标。" -#: ../../New-or-Enhanced-Logics.md:1081 ../../New-or-Enhanced-Logics.md:2271 +#: ../../New-or-Enhanced-Logics.md:1081 ../../New-or-Enhanced-Logics.md:2299 msgid "`ConvertN.To` specifies the TechnoType which is the result of conversion." msgstr "`ConvertN.To` 指定转换后的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1082 ../../New-or-Enhanced-Logics.md:2272 +#: ../../New-or-Enhanced-Logics.md:1082 ../../New-or-Enhanced-Logics.md:2300 msgid "`ConvertN.AffectedHouses` specifies whose units can be converted." msgstr "`ConvertN.AffectedHouses` 指定哪些所属方的单位可以被转换。" -#: ../../New-or-Enhanced-Logics.md:1083 ../../New-or-Enhanced-Logics.md:2273 +#: ../../New-or-Enhanced-Logics.md:1083 ../../New-or-Enhanced-Logics.md:2301 msgid "" "`Convert.From`, `Convert.To` and `Convert.AffectedHouses` (without " "numbers) are a valid alternative to `Convert0.From`, `Convert0.To` and " @@ -4566,7 +4566,7 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" #: ../../New-or-Enhanced-Logics.md:1108 ../../New-or-Enhanced-Logics.md:1375 -#: ../../New-or-Enhanced-Logics.md:2297 +#: ../../New-or-Enhanced-Logics.md:2325 msgid "" "This feature has the same limitations as [Ares' Type Conversion](https" "://ares-developers.github.io/Ares-docs/new/typeconversion.html). This " @@ -4576,7 +4576,7 @@ msgstr "" "docs/new/typeconversion.html) 存在同样的限制。此功能不支持建筑类型。" #: ../../New-or-Enhanced-Logics.md:1112 ../../New-or-Enhanced-Logics.md:1379 -#: ../../New-or-Enhanced-Logics.md:2301 +#: ../../New-or-Enhanced-Logics.md:2329 msgid "" "This feature requires Ares 3.0 or higher to function! When Ares 3.0+ is " "not detected, not all properties of a unit may be updated." @@ -5806,9 +5806,9 @@ msgstr "染色" msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes naturally by " -"setting `Tint.Color` and/or `Tint Intensity`." +"setting `Tint.Color` and/or `Tint.Intensity`." msgstr "" -"通过设置 `Tint.Color` 和 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " +"通过设置 `Tint.Color` 和 `Tint.Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" #: ../../New-or-Enhanced-Logics.md:1490 @@ -5866,54 +5866,81 @@ msgid "" "target of the transport itself is passed to the passengers as well." msgstr "`OpenTopped.ShareTransportTarget` 控制运输工具的当前目标是否传递给乘客。" -#: ../../New-or-Enhanced-Logics.md:1507 +#: ../../New-or-Enhanced-Logics.md:1506 +msgid "" +"You can also customize range bonus and damage multiplier for passenger " +"inside the transport with `OpenTransport.RangeBonus/DamageMultiplier`, " +"which works independently from transport's " +"`OpenTopped.RangeBonus/DamageMultiplier`." +msgstr "" +"你还可以通过 `OpenTransport.RangeBonus/DamageMultiplier` " +"为运输工具内的乘客单独定义射程加成与伤害倍率,该设置独立于运输工具的 " +"`OpenTopped.RangeBonus/DamageMultiplier` 生效。" + +#: ../../New-or-Enhanced-Logics.md:1508 msgid "" -"[SOMETECHNO] ; TechnoType\n" -"OpenTopped.RangeBonus= ; integer, override of the " -"global default\n" -"OpenTopped.DamageMultiplier= ; floating point value, " -"override of the global default\n" -"OpenTopped.WarpDistance= ; integer, override of the " -"global default\n" +"[SOMETECHNO] ; TechnoType, transport with " +"OpenTopped=yes\n" +"OpenTopped.RangeBonus= ; integer, default to " +"[CombatDamage] -> OpenToppedRangeBonus\n" +"OpenTopped.DamageMultiplier= ; floating point value, default" +" to [CombatDamage] -> OpenToppedDamageMultiplier\n" +"OpenTopped.WarpDistance= ; integer, default to " +"[CombatDamage] -> OpenToppedWarpDistance\n" "OpenTopped.IgnoreRangefinding=false ; boolean\n" "OpenTopped.AllowFiringIfDeactivated=true ; boolean\n" "OpenTopped.ShareTransportTarget=true ; boolean\n" -msgstr "" -"[SOMETECHNO] ; TechnoType\n" -"OpenTopped.RangeBonus= ; integer, override of the " -"global default\n" -"OpenTopped.DamageMultiplier= ; floating point value, " -"override of the global default\n" -"OpenTopped.WarpDistance= ; integer, override of the " -"global default\n" +"\n" +"[SOMETECHNO] ; TechnoType, passenger\n" +"OpenTransport.RangeBonus=0 ; integer\n" +"OpenTransport.DamageMultiplier=1.0 ; floating point value\n" +msgstr "" +"[SOMETECHNO] ; TechnoType, transport with " +"OpenTopped=yes\n" +"OpenTopped.RangeBonus= ; integer, default to " +"[CombatDamage] -> OpenToppedRangeBonus\n" +"OpenTopped.DamageMultiplier= ; floating point value, default" +" to [CombatDamage] -> OpenToppedDamageMultiplier\n" +"OpenTopped.WarpDistance= ; integer, default to " +"[CombatDamage] -> OpenToppedWarpDistance\n" "OpenTopped.IgnoreRangefinding=false ; boolean\n" "OpenTopped.AllowFiringIfDeactivated=true ; boolean\n" "OpenTopped.ShareTransportTarget=true ; boolean\n" +"\n" +"[SOMETECHNO] ; TechnoType, passenger\n" +"OpenTransport.RangeBonus=0 ; integer\n" +"OpenTransport.DamageMultiplier=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:1517 +#: ../../New-or-Enhanced-Logics.md:1523 +msgid "" +"Range of passive acquiring of passengers in an OpenTopped transport won't" +" be affected by these RangeBonus values." +msgstr "乘客在 OpenTopped 载具中的主动寻敌范围不受这些射程加成值的影响。" + +#: ../../New-or-Enhanced-Logics.md:1526 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../New-or-Enhanced-Logics.md:1518 +#: ../../New-or-Enhanced-Logics.md:1527 msgid "" "It is now possible to spawn multiple types of spawnees from a spawner " "with `Spawns.Queue`. The order of spawnees in this queue is the order of " "their respawn." msgstr "现在可以通过 `Spawns.Queue` 从子机发射器生成多种子机。该序列中的子机顺序即为其重新生成顺序。" -#: ../../New-or-Enhanced-Logics.md:1519 +#: ../../New-or-Enhanced-Logics.md:1528 msgid "" "`Spawns` still needs to be set to enable the spawner logic and act as a " "default spawnee." msgstr "仍需设置 `Spawns` 以启用子机逻辑并作为默认子机。" -#: ../../New-or-Enhanced-Logics.md:1520 +#: ../../New-or-Enhanced-Logics.md:1529 msgid "" "`SpawnsNumber` still needs to be set to determine the amount of spawnee " "slots." msgstr "仍需设置 `SpawnsNumber` 以决定子机数量。" -#: ../../New-or-Enhanced-Logics.md:1521 +#: ../../New-or-Enhanced-Logics.md:1530 msgid "" "If the length of the queue is longer than the spawner's `SpawnsNumber`, " "spawnee after this length will be omitted. If the length is shorter " @@ -5923,7 +5950,7 @@ msgstr "" "如果队列长度超过子机发射器的 `SpawnsNumber`,超出部分的子机将被忽略。如果队列长度过短则剩余部分由 `Spawns` " "定义的子机填补。因此建议将它们设为等长。" -#: ../../New-or-Enhanced-Logics.md:1524 +#: ../../New-or-Enhanced-Logics.md:1533 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" @@ -5931,33 +5958,33 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" -#: ../../New-or-Enhanced-Logics.md:1530 +#: ../../New-or-Enhanced-Logics.md:1539 msgid "" "Note that all spawnees in a queue should have `MissileSpawn` set to the " "same value (all to true or false). Mixing them will make missile spawnees" " can't hit their targets." msgstr "注意队列中的所有子机应当拥有相同的 `MissileSpawn` 值(均为 true 或均为 false)。混合使用会导致导弹类子机无法命中目标。" -#: ../../New-or-Enhanced-Logics.md:1533 +#: ../../New-or-Enhanced-Logics.md:1542 msgid "Customize Ares's radar jam logic" msgstr "自定义 Ares 的雷达干扰逻辑" -#: ../../New-or-Enhanced-Logics.md:1535 +#: ../../New-or-Enhanced-Logics.md:1544 msgid "It is now possible to customize some properties of Ares's radar jam logic." msgstr "现在可以自定义 Ares 雷达干扰逻辑的部分属性。" -#: ../../New-or-Enhanced-Logics.md:1536 +#: ../../New-or-Enhanced-Logics.md:1545 msgid "`RadarJamHouses` determines which houses will be affected by the jam." msgstr "`RadarJamHouses` 决定哪些所属方会受到雷达干扰效果影响。" -#: ../../New-or-Enhanced-Logics.md:1537 +#: ../../New-or-Enhanced-Logics.md:1546 msgid "" "`RadarJamDelay` determines the interval of the jam, default to 30 frames " "like Ares did. Shorter interval means the jam will be applied more " "timely, but worse for performance." msgstr "`RadarJamDelay` 决定干扰间隔,默认同 Ares 为 30。较短的间隔会使干扰生效更及时但会降低性能。" -#: ../../New-or-Enhanced-Logics.md:1538 +#: ../../New-or-Enhanced-Logics.md:1547 msgid "" "`RadarJamAffect` determines a list of buildings with `Radar=yes` or " "`SpySat=yes` that could be affected by the jam. If it's empty, all radar " @@ -5966,13 +5993,13 @@ msgstr "" "`RadarJamAffect` 决定哪些拥有 `Radar=yes` 或 `SpySat=yes` " "的建筑会受到干扰。如果为空则所有雷达建筑都会受到干扰。" -#: ../../New-or-Enhanced-Logics.md:1539 +#: ../../New-or-Enhanced-Logics.md:1548 msgid "" "`RadarJamIgnore` determines a list of buildings with `Radar=yes` or " "`SpySat=yes` that couldn't be affected by the jam." msgstr "`RadarJamIgnore` 决定哪些拥有 `Radar=yes` 或 `SpySat=yes` 的建筑不受到干扰。" -#: ../../New-or-Enhanced-Logics.md:1542 +#: ../../New-or-Enhanced-Logics.md:1551 msgid "" "[SOMETECHNO] ; TechnoType, with RadarJamRadius=\n" "RadarJamHouses=enemies ; List of Affected House Enumeration " @@ -5988,25 +6015,25 @@ msgstr "" "RadarJamAffect= ; List of BuildingTypes\n" "RadarJamIgnore= ; List of BuildingTypes\n" -#: ../../New-or-Enhanced-Logics.md:1550 +#: ../../New-or-Enhanced-Logics.md:1559 msgid "Customize EVA voice and `SellSound` when selling units" msgstr "单位出售音效" -#: ../../New-or-Enhanced-Logics.md:1552 +#: ../../New-or-Enhanced-Logics.md:1561 msgid "" "When a building or a unit is sold, a sell sound as well as an EVA is " "played to the owner. These configurations have been deglobalized." msgstr "当建筑或单位被出售时将向所有者播放出售音效和 EVA 语音。这些设置以允许微观定义。" -#: ../../New-or-Enhanced-Logics.md:1553 +#: ../../New-or-Enhanced-Logics.md:1562 msgid "`EVA.Sold` is used to customize the EVA voice when selling." msgstr "`EVA.Sold` 用于自定义出售时的 EVA 语音。" -#: ../../New-or-Enhanced-Logics.md:1554 +#: ../../New-or-Enhanced-Logics.md:1563 msgid "`SellSound` is used to customize the report sound when selling." msgstr "`SellSound` 用于自定义出售时的音效。" -#: ../../New-or-Enhanced-Logics.md:1557 +#: ../../New-or-Enhanced-Logics.md:1566 msgid "" "[SOMETECHNO] ; BuildingType or VehicleType\n" "EVA.Sold= ; EVA entry, default to EVA_StructureSold for buildings " @@ -6018,17 +6045,17 @@ msgstr "" "and EVA_UnitSold for vehicles\n" "SellSound= ; Sound entry, default to [AudioVisual] -> SellSound\n" -#: ../../New-or-Enhanced-Logics.md:1564 +#: ../../New-or-Enhanced-Logics.md:1573 msgid "" "Vanilla game played vehicles' `SellSound` globally. This has been changed" " in consistency with buildings' `SellSound`." msgstr "原版游戏中出售载具的 `SellSound` 是全局的。这已改为与建筑出售的 `SellSound` 保持一致。" -#: ../../New-or-Enhanced-Logics.md:1567 +#: ../../New-or-Enhanced-Logics.md:1576 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "禁用副武器自动推算" -#: ../../New-or-Enhanced-Logics.md:1569 +#: ../../New-or-Enhanced-Logics.md:1578 msgid "" "It is now possible to disable the fallback to `(Elite)Secondary` weapon " "from `(Elite)Primary` weapon if it cannot fire at the chosen target by " @@ -6044,35 +6071,35 @@ msgstr "" "武器。`NoSecondaryWeaponFallback.AllowAA` 控制对抛射体拥有 `AA` 且应对空中目标的情况。这不适用于总是选择" " `(Elite)Secondary` 武器的特殊情况,包括但不限于以下几种:" -#: ../../New-or-Enhanced-Logics.md:1570 +#: ../../New-or-Enhanced-Logics.md:1579 msgid "" "`OpenTransportWeapon=1` on an unit firing from inside `OpenTopped=true` " "transport." msgstr "`OpenTransportWeapon=1` 的单位在一个 `OpenTopped=true` 的运输工具内开火。" -#: ../../New-or-Enhanced-Logics.md:1571 +#: ../../New-or-Enhanced-Logics.md:1580 msgid "" "`NoAmmoWeapon=1` on an unit with `Ammo` value higher than 0 and current " "ammo count lower or equal to `NoAmmoAmount`." msgstr "`NoAmmoWeapon=1` 的单位在 `Ammo` 大于 0 且当前弹药数量小于等于 `NoAmmoAmount`。" -#: ../../New-or-Enhanced-Logics.md:1572 +#: ../../New-or-Enhanced-Logics.md:1581 msgid "" "Deployed `IsSimpleDeployer=true` units with `DeployFireWeapon=1` set or " "omitted." msgstr "拥有 `DeployFireWeapon=1` 的 `IsSimpleDeployer=true` 单位处于部署状态。" -#: ../../New-or-Enhanced-Logics.md:1573 +#: ../../New-or-Enhanced-Logics.md:1582 msgid "`DrainWeapon=true` weapons against enemy `Drainable=yes` buildings." msgstr "`DrainWeapon=true` 的武器应对敌方 `Drainable=yes` 的建筑。" -#: ../../New-or-Enhanced-Logics.md:1574 +#: ../../New-or-Enhanced-Logics.md:1583 msgid "" "Units with `IsLocomotor=true` set on `Warhead` of `(Elite)Primary` weapon" " against buildings." msgstr "单位使用一个 `Warhead` 拥有 `IsLocomotor=true` 设置的 `(Elite)Primary` 应对建筑。" -#: ../../New-or-Enhanced-Logics.md:1575 +#: ../../New-or-Enhanced-Logics.md:1584 msgid "" "Weapons with `ElectricAssault=true` set on `Warhead` against " "`Overpowerable=true` buildings belonging to owner or allies." @@ -6080,17 +6107,17 @@ msgstr "" "对所有者或盟友的 `Overpowerable=true` 建筑使用 `Warhead` 拥有 `ElectricAssault=true` " "设置的武器。" -#: ../../New-or-Enhanced-Logics.md:1576 +#: ../../New-or-Enhanced-Logics.md:1585 msgid "`Overpowerable=true` buildings that are currently overpowered." msgstr "`Overpowerable=true` 的建筑当前处于过载状态。" -#: ../../New-or-Enhanced-Logics.md:1577 +#: ../../New-or-Enhanced-Logics.md:1586 msgid "" "Any system using `(Elite)WeaponX`, f.ex `Gunner=true` or " "`IsGattling=true` is also wholly exempt." msgstr "任何使用 `(Elite)WeaponX` 的系统也完全不受影响,例如 `Gunner=true` 或 `IsGattling=true`。" -#: ../../New-or-Enhanced-Logics.md:1578 +#: ../../New-or-Enhanced-Logics.md:1587 msgid "" "If `[CombatDamage] -> AllowWeaponSelectAgainstWalls` is set to true, " "`Secondary` will now be used against walls if `Primary` weapon Warhead " @@ -6101,7 +6128,7 @@ msgstr "" "`Primary` 武器的弹头拥有 `Wall=false`,而 `Secondary` 武器拥有 `Wall=true` 且开火者没有将 " "`NoSecondaryWeaponFallback` 设为 true 那么 `Secondary` 将在应对墙时被使用。" -#: ../../New-or-Enhanced-Logics.md:1581 +#: ../../New-or-Enhanced-Logics.md:1590 msgid "" "[CombatDamage]\n" "AllowWeaponSelectAgainstWalls=false ; boolean\n" @@ -6117,13 +6144,13 @@ msgstr "" "NoSecondaryWeaponFallback=false ; boolean\n" "NoSecondaryWeaponFallback.AllowAA=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1590 +#: ../../New-or-Enhanced-Logics.md:1599 msgid "" "Disguise logic additions (disguise-based movement speed, disguise " "blinking visibility)" msgstr "伪装逻辑增强" -#: ../../New-or-Enhanced-Logics.md:1592 +#: ../../New-or-Enhanced-Logics.md:1601 msgid "" "`DisguiseBlinkingVisibility` can be used to customize which players can " "see disguises blinking on units. This does not affect targeting but does " @@ -6133,7 +6160,7 @@ msgstr "" "`DisguiseBlinkingVisibility` " "可用于自定义哪些玩家可以看到单位的伪装闪烁。这不影响目标选择,但会影响军衔的可见性——闪烁的伪装意味着始终可见原单位的军衔而不是伪装单位的。" -#: ../../New-or-Enhanced-Logics.md:1593 +#: ../../New-or-Enhanced-Logics.md:1602 msgid "" "Another thing to note is that in singleplayer missions, for purposes of " "the disguise blinking, disguised objects owned by any player-controlled " @@ -6145,7 +6172,7 @@ msgstr "" "另一个需要注意的是在单人任务中,就伪装闪烁而言,任何玩家所控制的所属方所拥有的伪装单位即使与玩家所属方不是盟友视为当前玩家所有,这意味着玩家始终可以看到它们的伪装闪烁,除非" " `DisguiseBlinkingVisibility` 设置为 `none` 或 `enemies`。" -#: ../../New-or-Enhanced-Logics.md:1594 +#: ../../New-or-Enhanced-Logics.md:1603 msgid "" "`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its " "movement speed to match that of the disguise, if applicable. Note that " @@ -6155,7 +6182,7 @@ msgstr "" "`UseDisguiseMovementSpeed` " "如果设置则在可行的情况下伪装单位将调整其移动速度以匹配伪装目标的速度。注意即使伪装被识破只要未被解除此设置就依旧生效。" -#: ../../New-or-Enhanced-Logics.md:1597 +#: ../../New-or-Enhanced-Logics.md:1606 msgid "" "[General]\n" "DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration " @@ -6171,27 +6198,27 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "UseDisguiseMovementSpeed=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1605 +#: ../../New-or-Enhanced-Logics.md:1614 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../New-or-Enhanced-Logics.md:1607 +#: ../../New-or-Enhanced-Logics.md:1616 msgid "Now you can customize some effects of `RateDown`." msgstr "现在你可以自定义 `RateDown` 的一些效果。" -#: ../../New-or-Enhanced-Logics.md:1608 +#: ../../New-or-Enhanced-Logics.md:1617 msgid "" "`RateDown.Delay` controls the delay before using `RateDown` to reduce the" " gattling value." msgstr "`RateDown.Delay` 控制停火多少帧后才开始使用 `RateDown` 减少盖特计时器。" -#: ../../New-or-Enhanced-Logics.md:1609 +#: ../../New-or-Enhanced-Logics.md:1618 msgid "" "`RateDown.Reset` controls whether to reset the gattling value directly " "when the techno has no target or changes targets." msgstr "`RateDown.Reset` 控制当科技类型失去目标或更换目标时是否立即清空盖特计时器。" -#: ../../New-or-Enhanced-Logics.md:1610 +#: ../../New-or-Enhanced-Logics.md:1619 msgid "" "`RateDown.Cover.Value` replaces the original `RateDown` when techno's " "ammo is lower than `RateDown.Cover.AmmoBelow`." @@ -6199,7 +6226,7 @@ msgstr "" "`RateDown.Cover.Value` 用于在科技类型的弹药低于 `RateDown.Cover.AmmoBelow` 时替代 " "`RateDown` 使用。" -#: ../../New-or-Enhanced-Logics.md:1613 +#: ../../New-or-Enhanced-Logics.md:1622 msgid "" "[SOMETECHNO] ; TechnoType, with IsGattling=yes\n" "RateDown.Delay=0 ; integer, game frames\n" @@ -6213,11 +6240,11 @@ msgstr "" "RateDown.Cover.Value=0 ; integer\n" "RateDown.Cover.AmmoBelow=-2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1621 +#: ../../New-or-Enhanced-Logics.md:1630 msgid "Firing offsets for specific Burst shots" msgstr "Burst 开火坐标" -#: ../../New-or-Enhanced-Logics.md:1623 +#: ../../New-or-Enhanced-Logics.md:1632 msgid "" "You can now specify separate firing offsets for each of the shots fired " "by weapon with `Burst` via using " @@ -6235,14 +6262,14 @@ msgstr "" "开始的连发索引,这些值将按顺序解析,直到没有常规或精英武器的值为止,如果精英武器缺少值则默认使用常规武器的 " "FLH。如果特定连发索引缺少值,则使用基础标签(例如 `PrimaryFireFLH`)的值。" -#: ../../New-or-Enhanced-Logics.md:1624 +#: ../../New-or-Enhanced-Logics.md:1633 msgid "" "Burst-index specific firing offsets are absolute firing offsets and the " "lateral shifting based on burst index that occurs with the base firing " "offsets is not applied." msgstr "特定连发索引使用的是不会根据连发索引而将 L 值镜像的绝对坐标。" -#: ../../New-or-Enhanced-Logics.md:1627 +#: ../../New-or-Enhanced-Logics.md:1636 msgid "" "[SOMETECHNO] ; TechnoType Image\n" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " @@ -6252,11 +6279,11 @@ msgstr "" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " "weapon-specific FLH key name and N is zero-based burst shot index.\n" -#: ../../New-or-Enhanced-Logics.md:1632 +#: ../../New-or-Enhanced-Logics.md:1641 msgid "Forcing specific weapon against certain targets" msgstr "对特定目标使用特定武器" -#: ../../New-or-Enhanced-Logics.md:1634 +#: ../../New-or-Enhanced-Logics.md:1643 msgid "" "![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater " "target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: " @@ -6266,7 +6293,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中使用 " "`ForceWeapon.Naval.Decloaked` 的海军对水下目标行为*" -#: ../../New-or-Enhanced-Logics.md:1637 +#: ../../New-or-Enhanced-Logics.md:1646 msgid "" "![image](_static/images/forceweapon_emp.gif) *Enemy behavior against EMP " "targets with `ForceWeapon.UnderEMP` in [C&C: " @@ -6276,7 +6303,7 @@ msgstr "" "Reloaded](https://www.moddb.com/mods/cncreloaded) 中敌人使用 " "`ForceWeapon.UnderEMP` 攻击 EMP 状态目标的行为*" -#: ../../New-or-Enhanced-Logics.md:1640 +#: ../../New-or-Enhanced-Logics.md:1649 msgid "" "Can be used to override normal weapon selection logic to force specific " "weapons to use against certain targets. If multiple are set and target " @@ -6284,7 +6311,7 @@ msgid "" "effect." msgstr "可用于覆盖正常的武器选择逻辑,以强制对特定目标使用特定武器。目标满足条件则按所列出规则的顺序使用第一个满足条件的规则。" -#: ../../New-or-Enhanced-Logics.md:1641 +#: ../../New-or-Enhanced-Logics.md:1650 msgid "" "`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against " "uncloaked `Naval=yes` targets. Useful if your naval unit has one weapon " @@ -6293,25 +6320,25 @@ msgstr "" "`ForceWeapon.Naval.Decloaked` 强制指定对未隐形(下潜)状态 `Naval=yes` " "的目标使用的武器。如果你的海军单位有一个武器仅用于水下目标另一个武器用于水面目标那么这个规则会很有用。" -#: ../../New-or-Enhanced-Logics.md:1642 +#: ../../New-or-Enhanced-Logics.md:1651 msgid "" "`ForceWeapon.Cloaked` forces specified weapon to be used against any " "cloaked targets." msgstr "`ForceWeapon.Cloaked` 强制指定对隐形(下潜)状态目标使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1643 +#: ../../New-or-Enhanced-Logics.md:1652 msgid "" "`ForceWeapon.Disguised` forces specified weapon to be used against any " "disguised targets." msgstr "`ForceWeapon.Disguised` 强制指定针对伪装目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1644 +#: ../../New-or-Enhanced-Logics.md:1653 msgid "" "`ForceWeapon.UnderEMP` forces specified weapon to be used if the target " "is under EMP effect." msgstr "`ForceWeapon.UnderEMP` 强制指定对与被 EMP 瘫痪了的目标所使用的武器。" -#: ../../New-or-Enhanced-Logics.md:1645 +#: ../../New-or-Enhanced-Logics.md:1654 msgid "" "`ForceWeapon.InRange` forces specified a list of weapons to be used once " "the target is within their `Range`. If `ForceWeapon.InRange.TechnoOnly` " @@ -6326,7 +6353,7 @@ msgstr "" "则仅在目标为单位时才能像其他强制武器效果那样生效,否则在攻击空地时也会生效。该单位会按列表顺序选取首个符合条件的武器。在未设置 " "`ForceAAWeapon.InRange` 的情况下这同时用于地面和空中目标。" -#: ../../New-or-Enhanced-Logics.md:1646 +#: ../../New-or-Enhanced-Logics.md:1655 msgid "" "`ForceAAWeapon.InRange` does the same thing but only for air target. " "Taking priority to `ForceWeapon.InRange`, which means that it can only be" @@ -6335,7 +6362,7 @@ msgstr "" "`ForceAAWeapon.InRange` 是 `ForceWeapon.InRange` 的对空版本。当两个参数同时存在时 " "`ForceWeapon.InRange` 仅用于对地。" -#: ../../New-or-Enhanced-Logics.md:1647 +#: ../../New-or-Enhanced-Logics.md:1656 msgid "" "`Force(AA)Weapon.InRange.Overrides` overrides the range when decides " "which weapon to use. Value from position matching the position from " @@ -6346,7 +6373,7 @@ msgstr "" "`Force(AA)Weapon.InRange` 中的武器序号一一对应,如果一个武器的对应的值小于 0 或不存在那么使用武器自身的 " "`Range`。" -#: ../../New-or-Enhanced-Logics.md:1648 +#: ../../New-or-Enhanced-Logics.md:1657 msgid "" "If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any " "applicable weapon range modifiers from the firer are applied to the " @@ -6355,11 +6382,11 @@ msgstr "" "如果 `Force(AA)Weapon.InRange.ApplyRangeModifiers` 设为 true " "则任何来自开火者的武器射程加成也将参与射程判定。" -#: ../../New-or-Enhanced-Logics.md:1649 +#: ../../New-or-Enhanced-Logics.md:1658 msgid "A series of tags can force specified weapons based on the target's type." msgstr "一系列根据目标类型强制使用特定武器的标签:" -#: ../../New-or-Enhanced-Logics.md:1650 +#: ../../New-or-Enhanced-Logics.md:1659 msgid "" "`ForceWeapon.Naval.Units` forces specified weapon to be used against " "`Naval=yes` units. Taking priority to `ForceWeapon.Units`." @@ -6367,7 +6394,7 @@ msgstr "" "`ForceWeapon.Naval.Units` 强制指定对 `Naval=yes` 的单位所使用的武器。优先级高于 " "`ForceWeapon.Units`。" -#: ../../New-or-Enhanced-Logics.md:1651 +#: ../../New-or-Enhanced-Logics.md:1660 msgid "" "If `ForceWeapon.Defenses` is enabled, it'll be used if the target is a " "building with `BuildCat=Combat`. Otherwise it'll follow " @@ -6376,7 +6403,7 @@ msgstr "" "`ForceWeapon.Defenses` 是 `ForceWeapon.Buildings` 针对 `BuildCat=Combat` " "类建筑目标的分离设置,不启用即沿用后者。" -#: ../../New-or-Enhanced-Logics.md:1652 +#: ../../New-or-Enhanced-Logics.md:1661 msgid "" "`ForceWeapon.Infantry/Units/Aircraft` can be applied to both ground and " "air target if `ForceAAWeapon.Infantry/Units/Aircraft` is not set." @@ -6384,7 +6411,7 @@ msgstr "" "`ForceWeapon.Infantry/Units/Aircraft` 在未设置 " "`ForceAAWeapon.Infantry/Units/Aircraft` 时同时控制对空对地。" -#: ../../New-or-Enhanced-Logics.md:1653 +#: ../../New-or-Enhanced-Logics.md:1662 msgid "" "`ForceAAWeapon.Infantry/Units/Aircraft` do the same things but only for " "air target. Taking priority to " @@ -6394,7 +6421,7 @@ msgstr "" "`ForceAAWeapon.Infantry/Units/Aircraft` 是 " "`ForceWeapon.Infantry/Units/Aircraft` 的对空版本。当两个参数同时存在时后者仅用于对地。" -#: ../../New-or-Enhanced-Logics.md:1656 +#: ../../New-or-Enhanced-Logics.md:1665 msgid "" "[SOMETECHNO] ; TechnoType\n" "ForceWeapon.Naval.Decloaked=-1 ; integer, -1 to disable\n" @@ -6444,7 +6471,7 @@ msgstr "" "ForceAAWeapon.Units=-1 ; integer, -1 to disable\n" "ForceAAWeapon.Aircraft=-1 ; integer, -1 to disable\n" -#: ../../New-or-Enhanced-Logics.md:1681 +#: ../../New-or-Enhanced-Logics.md:1690 msgid "" "Specifically, if a position has `Force(AA)Weapon.InRange` set to -1 and " "`Force(AA)Weapon.InRange.Overrides` set to a positive value, it'll use " @@ -6453,17 +6480,17 @@ msgstr "" "特别说明,如果某个位置的 `Force(AA)Weapon.InRange` 设为 -1 而 " "`Force(AA)Weapon.InRange.Overrides` 为正值,那么在满足条件时使用默认的武器选取规则。" -#: ../../New-or-Enhanced-Logics.md:1684 +#: ../../New-or-Enhanced-Logics.md:1693 msgid "Fast access vehicle/structure" msgstr "快速进入载具/建筑" -#: ../../New-or-Enhanced-Logics.md:1686 +#: ../../New-or-Enhanced-Logics.md:1695 msgid "" "Now you can let infantry or vehicle passengers quickly enter or leave the" " transport vehicles/structures without queuing." msgstr "现在你可以让步兵或载具类载员无需排队地快速进入或离开运输载具/建筑。" -#: ../../New-or-Enhanced-Logics.md:1689 +#: ../../New-or-Enhanced-Logics.md:1698 msgid "" "[General]\n" "NoQueueUpToEnter=false ; boolean\n" @@ -6489,7 +6516,7 @@ msgstr "" "NoQueueUpToUnload= ; boolean, default to [General] -> " "NoQueueUpToUnload(.Buildings)\n" -#: ../../New-or-Enhanced-Logics.md:1702 +#: ../../New-or-Enhanced-Logics.md:1711 msgid "" "Note that this logic is used for " "[Passenger](https://modenc.renegadeprojects.com/Passengers) logic, which " @@ -6499,18 +6526,18 @@ msgstr "" "注意该逻辑用于 [乘客](https://modenc.renegadeprojects.com/Passengers) 逻辑,这与 " "[驻军](https://modenc.renegadeprojects.com/Occupier) 是两个不同的东西。" -#: ../../New-or-Enhanced-Logics.md:1705 +#: ../../New-or-Enhanced-Logics.md:1714 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../New-or-Enhanced-Logics.md:1706 +#: ../../New-or-Enhanced-Logics.md:1715 msgid "" "It is now possible to set the initial amount of spawnees for a spawner, " "instead of always being filled. Won't work if it's larger than " "`SpawnsNumber`." msgstr "现在可以设置子机发射器的初始子机数量,而不再总是初始满载。如果初始数量大于 `SpawnsNumber` 则无效。" -#: ../../New-or-Enhanced-Logics.md:1709 +#: ../../New-or-Enhanced-Logics.md:1718 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" @@ -6518,11 +6545,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1714 +#: ../../New-or-Enhanced-Logics.md:1723 msgid "Initial strength for TechnoTypes and cloned infantry" msgstr "科技类型与克隆步兵的初始血量" -#: ../../New-or-Enhanced-Logics.md:1716 +#: ../../New-or-Enhanced-Logics.md:1725 msgid "" "![image](_static/images/initialstrength.cloning-01.png) *Initial strength" " for cloned infantry example in [C&C: " @@ -6531,13 +6558,13 @@ msgstr "" "![image](_static/images/initialstrength.cloning-01.png) *[C&C: " "Reloaded](https://www.moddb.com/mods/cncreloaded) 中克隆步兵的初始血量示例*" -#: ../../New-or-Enhanced-Logics.md:1719 +#: ../../New-or-Enhanced-Logics.md:1728 msgid "" "`InitialStrength` can be used to set how many hitpoints a TechnoType " "starts with." msgstr "`InitialStrength` 可用于设置科技类型的初始血量。" -#: ../../New-or-Enhanced-Logics.md:1720 +#: ../../New-or-Enhanced-Logics.md:1729 msgid "" "`InitialStrength.Cloning` can be used to specify a percentage of " "hitpoints (single value or a range from which a random value is picked) " @@ -6546,7 +6573,7 @@ msgstr "" "`InitialStrength.Cloning` 可以用于指定克隆步兵由 `Cloning=true` " "建筑创建时的初始血量百分比(单个值或从其中随机选取的一对值)。" -#: ../../New-or-Enhanced-Logics.md:1723 +#: ../../New-or-Enhanced-Logics.md:1732 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialStrength= ; integer\n" @@ -6562,7 +6589,7 @@ msgstr "" "InitialStrength.Cloning= ; floating point value - single or comma-sep. " "range (percentages)\n" -#: ../../New-or-Enhanced-Logics.md:1732 +#: ../../New-or-Enhanced-Logics.md:1741 msgid "" "Both `InitialStrength` and `InitialStrength.Cloning` never surpass the " "type's `Strength`, even if your values are bigger than it." @@ -6570,67 +6597,67 @@ msgstr "" "`InitialStrength` 和 `InitialStrength.Cloning` 都不会超过单位的 " "`Strength`,即使你设置了一个比它更大的值。" -#: ../../New-or-Enhanced-Logics.md:1735 +#: ../../New-or-Enhanced-Logics.md:1744 msgid "Kill Object Automatically" msgstr "自毁" -#: ../../New-or-Enhanced-Logics.md:1737 +#: ../../New-or-Enhanced-Logics.md:1746 msgid "" "Objects can be destroyed automatically if *any* of these conditions is " "met:" msgstr "如果满足以下 **任何** 条件对象将会自毁:" -#: ../../New-or-Enhanced-Logics.md:1738 +#: ../../New-or-Enhanced-Logics.md:1747 msgid "`OnAmmoDepletion`: The object will die if the remaining ammo reaches 0." msgstr "`OnAmmoDepletion`:如果剩余弹药达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1739 +#: ../../New-or-Enhanced-Logics.md:1748 msgid "`AfterDelay`: The object will die if the countdown (in frames) reaches 0." msgstr "`AfterDelay`:如果倒计时(以帧为单位)达到 0 则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1740 +#: ../../New-or-Enhanced-Logics.md:1749 msgid "" "`TechnosExist` / `TechnosDontExist`: The object will die if TechnoTypes " "exist or do not exist, respectively." msgstr "`TechnosExist`/`TechnosDontExist`:如果科技类型分别存在或不存在则对象死亡。" -#: ../../New-or-Enhanced-Logics.md:1741 +#: ../../New-or-Enhanced-Logics.md:1750 msgid "" "`Technos(Dont)Exist.Any` controls whether or not a single listed " "TechnoType is enough to satisfy the requirement or if all are required." msgstr "`Technos(Dont)Exist.Any` 控制需要列出的单个科技类型还是所有科技类型来满足条件。" -#: ../../New-or-Enhanced-Logics.md:1742 +#: ../../New-or-Enhanced-Logics.md:1751 msgid "" "`Technos(Dont)Exist.AllowLimboed` controls whether or not limboed " "TechnoTypes (f.ex those in transports) are counted." msgstr "`Technos(Dont)Exist.AllowLimboed` 控制是否计入虚拟的科技类型(例如在运输工具中的那些)。" -#: ../../New-or-Enhanced-Logics.md:1743 +#: ../../New-or-Enhanced-Logics.md:1752 msgid "`Technos(Dont)Exist.Houses` controls which houses are checked." msgstr "`Technos(Dont)Exist.Houses` 控制检查哪些所属方。" -#: ../../New-or-Enhanced-Logics.md:1745 +#: ../../New-or-Enhanced-Logics.md:1754 msgid "The auto-death behavior can be chosen from the following:" msgstr "自毁行为有以下选择:" -#: ../../New-or-Enhanced-Logics.md:1746 +#: ../../New-or-Enhanced-Logics.md:1755 msgid "`kill`: The object will be destroyed normally." msgstr "`kill`:对象将正常摧毁。" -#: ../../New-or-Enhanced-Logics.md:1747 +#: ../../New-or-Enhanced-Logics.md:1756 msgid "" "`vanish`: The object will be directly removed from the game peacefully " "instead of actually getting killed." msgstr "`vanish`:对象将被直接从游戏中静默移除而不是真正击杀。" -#: ../../New-or-Enhanced-Logics.md:1748 +#: ../../New-or-Enhanced-Logics.md:1757 msgid "" "`sell`: If the object is a **building** with buildup, it will be sold " "instead of destroyed." msgstr "`sell`:如果对象是拥有建造动画的 **建筑**,它将被出售而不是被摧毁。" -#: ../../New-or-Enhanced-Logics.md:1749 +#: ../../New-or-Enhanced-Logics.md:1758 msgid "" "If this option is not set, the self-destruction logic will not be " "enabled. `AutoDeath.VanishAnimation` can be set to animation to play at " @@ -6640,7 +6667,7 @@ msgstr "" "如果未设置此项那么自毁逻辑将不会启用。如果选择 `vanish` 行为,那么可以使用 `AutoDeath.VanishAnimation` " "设置自毁时播放的动画。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1750 +#: ../../New-or-Enhanced-Logics.md:1759 msgid "" "This logic also supports buildings delivered by " "[LimboDelivery](#limbodelivery). However in this case, all " @@ -6650,7 +6677,7 @@ msgstr "" "此逻辑还支持通过 [虚拟投放](#limbodelivery) 提供的建筑。不过这种情况下所有 `AutoDeath.Behavior` " "值都将只是使建筑简单地移除。" -#: ../../New-or-Enhanced-Logics.md:1753 +#: ../../New-or-Enhanced-Logics.md:1762 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoDeath.Behavior= ; enumeration (kill | " @@ -6686,18 +6713,18 @@ msgstr "" "AutoDeath.TechnosExist.Houses=owner ; Affected House " "Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1770 +#: ../../New-or-Enhanced-Logics.md:1779 msgid "" "Please notice that if the object is a unit which carries passengers, they" " will not be released even with the `kill` option **if you are not using " "Ares 3.0+**." msgstr "请注意 **如果你没有使用 Ares 3.0+** 那么对于携带载员的单位即使使用 `kill` 行为载员也不会被释放。" -#: ../../New-or-Enhanced-Logics.md:1773 +#: ../../New-or-Enhanced-Logics.md:1782 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1775 +#: ../../New-or-Enhanced-Logics.md:1784 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" " Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -6710,26 +6737,26 @@ msgstr "" "![image](_static/images/mindcontrol-multiple-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的多重心控单位自动释放第一个受害者*" -#: ../../New-or-Enhanced-Logics.md:1780 +#: ../../New-or-Enhanced-Logics.md:1789 msgid "" "Mind controllers now can have the upper limit of the control distance. " "Tag values greater than 0 will activate this feature." msgstr "心灵控制者现在可以设置控制距离的上限。标签值大于 0 将激活此功能。" -#: ../../New-or-Enhanced-Logics.md:1781 +#: ../../New-or-Enhanced-Logics.md:1790 msgid "" "Mind controllers now can decide which house can see the link drawn " "between itself and the controlled units." msgstr "心灵控制者现在可以设置哪些所属方可以看到它与被心灵控制单位之间的连线。" -#: ../../New-or-Enhanced-Logics.md:1782 +#: ../../New-or-Enhanced-Logics.md:1791 msgid "" "Mind controllers with multiple controlling slots can now release the " "first controlled unit when they have reached the control limit and are " "ordered to control a new target." msgstr "多重心控单位现在可以达到控制上限而又要控制一个新目标时释放第一个被控制的单位。" -#: ../../New-or-Enhanced-Logics.md:1785 +#: ../../New-or-Enhanced-Logics.md:1794 msgid "" "[SOMETECHNO] ; TechnoType\n" "MindControlRangeLimit=-1.0 ; floating point value\n" @@ -6743,11 +6770,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "MultiMindControl.ReleaseVictim=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1792 +#: ../../New-or-Enhanced-Logics.md:1801 msgid "Multi Weapon" msgstr "多武器" -#: ../../New-or-Enhanced-Logics.md:1794 +#: ../../New-or-Enhanced-Logics.md:1803 msgid "" "![image](_static/images/multiweapons.gif) *Multi Weapon used to release " "different weapons against different targets in **Zero Boundary** by " @@ -6757,7 +6784,7 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** " "中使用多武器逻辑来实现对不同目标使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:1797 +#: ../../New-or-Enhanced-Logics.md:1806 msgid "" "You can now use `WeaponX` to enable more than 2 weapons for a TechnoType " "without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` " @@ -6766,13 +6793,13 @@ msgstr "" "现在你可以使用 `WeaponX` 来为一个单位启用 2 种以上的武器而无需原先硬编码的 " "`Gunner=yes`、`IsGattling=yes` 或 `IsChargeTurret=yes` 这些启用语句。" -#: ../../New-or-Enhanced-Logics.md:1798 +#: ../../New-or-Enhanced-Logics.md:1807 msgid "" "Set `MultiWeapon=yes` to enable this feature, be careful not to forget " "`WeaponCount`." msgstr "设置 `MultiWeapon=yes` 来启用此功能,注意别忘了设置 `WeaponCount`。" -#: ../../New-or-Enhanced-Logics.md:1799 +#: ../../New-or-Enhanced-Logics.md:1808 msgid "" "`MultiWeapon.IsSecondary` specifies which weapons will be considered as " "`Secondary` when selecting weapons or triggering infantry's " @@ -6782,20 +6809,20 @@ msgstr "" "`MultiWeapon.IsSecondary` 指定在选择武器或触发步兵 `SecondaryFire` 时哪些武器被视为 " "`Secondary`,若不设置则使用 `Weapon1`。" -#: ../../New-or-Enhanced-Logics.md:1800 +#: ../../New-or-Enhanced-Logics.md:1809 msgid "" "`MultiWeapon.SelectCount` determines the number of weapons that can be " "selected by default weapon selection logic. Notice that higher number is " "bad for performance." msgstr "`MultiWeapon.SelectCount` 决定默认武器选用逻辑下可以被考虑使用的武器数量。设置过高会导致性能问题。" -#: ../../New-or-Enhanced-Logics.md:1801 +#: ../../New-or-Enhanced-Logics.md:1810 msgid "" "If the number is smaller than the total amount of weapons, the ones with " "smaller indices will be picked." msgstr "如果该值小于武器数量那么将会优先选择索引序号更小的武器。" -#: ../../New-or-Enhanced-Logics.md:1802 +#: ../../New-or-Enhanced-Logics.md:1811 msgid "" "Other weapons can still be used for logic that specify a weapon index, " "such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets)." @@ -6803,7 +6830,7 @@ msgstr "" "其他武器仍可通过 [对特定目标使用特定武器](#forcing-specific-weapon-against-certain-targets) " "等指定武器索引序号的逻辑来使用。" -#: ../../New-or-Enhanced-Logics.md:1805 +#: ../../New-or-Enhanced-Logics.md:1814 msgid "" "[SOMETECHNO] ; TechnoType\n" "MultiWeapon=false ; boolean\n" @@ -6815,21 +6842,21 @@ msgstr "" "MultiWeapon.IsSecondary= ; List of integers\n" "MultiWeapon.SelectCount=2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1812 +#: ../../New-or-Enhanced-Logics.md:1821 msgid "Multi VoiceAttack" msgstr "多武器的攻击指令音效" -#: ../../New-or-Enhanced-Logics.md:1814 +#: ../../New-or-Enhanced-Logics.md:1823 msgid "Units can customize the attack voice that plays when using more weapons." msgstr "单位可以在使用更多武器时自定义各武器下达攻击指令时的音效。" -#: ../../New-or-Enhanced-Logics.md:1815 +#: ../../New-or-Enhanced-Logics.md:1824 msgid "" "If you need to assign an attack-voice to `Weapon1`, simply set " "`VoiceWeapon1Attack`. The same applies to other weapons." msgstr "如果你需要为 `Weapon1` 分配攻击音效那么直接设置 `VoiceWeapon1Attack` 即可。其他武器同理。" -#: ../../New-or-Enhanced-Logics.md:1816 +#: ../../New-or-Enhanced-Logics.md:1825 msgid "" "`VoiceEliteWeaponNAttack` can also be used to specify attack voices for " "`EliteWeaponN`. The default is `VoiceWeaponNAttack`." @@ -6837,7 +6864,7 @@ msgstr "" "也可使用 `VoiceEliteWeaponNAttack` 指定用于 `EliteWeaponN` 的音效。默认使用 " "`VoiceWeaponNAttack`。" -#: ../../New-or-Enhanced-Logics.md:1819 +#: ../../New-or-Enhanced-Logics.md:1828 msgid "" "[SOMETECHNO] ; TechnoType\n" "VoiceWeaponNAttack= ; Sound entry\n" @@ -6847,23 +6874,23 @@ msgstr "" "VoiceWeaponNAttack= ; Sound entry\n" "VoiceEliteWeaponNAttack= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1825 +#: ../../New-or-Enhanced-Logics.md:1834 msgid "No Manual Move" msgstr "禁止手动移动" -#: ../../New-or-Enhanced-Logics.md:1827 +#: ../../New-or-Enhanced-Logics.md:1836 msgid "" "You can now specify whether a TechnoType is unable to receive move " "command." msgstr "现在你可以指定一个科技类型是否无法接收移动指令。" -#: ../../New-or-Enhanced-Logics.md:1828 +#: ../../New-or-Enhanced-Logics.md:1837 msgid "" "Set this to `true` on a building with `UndeploysInto` set could prevent " "it from undeploying when setting the rally point." msgstr "在一个拥有 `UndeploysInto` 的建筑上将此设为 true 可以阻止其在设置集结点时反部署。" -#: ../../New-or-Enhanced-Logics.md:1831 +#: ../../New-or-Enhanced-Logics.md:1840 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" @@ -6871,18 +6898,18 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1837 +#: ../../New-or-Enhanced-Logics.md:1846 msgid "" "Note that you can still undeploy the building by using a " "`BuildingUndeploy=true` warhead or by setting a rally point and selling " "it." msgstr "注意你仍可使用一个 `BuildingUndeploy=true` 的弹头或设置集结点后出售建筑来解除部署。" -#: ../../New-or-Enhanced-Logics.md:1840 +#: ../../New-or-Enhanced-Logics.md:1849 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../New-or-Enhanced-Logics.md:1842 +#: ../../New-or-Enhanced-Logics.md:1851 msgid "" "Now you can make technos unable to rearm and reload when they are in EMP " "or locked by a temporal weapon. Defaults to values in `[General]`. This " @@ -6891,7 +6918,7 @@ msgstr "" "现在你可以让科技类型在 EMP 或被超时空武器冻结时武器 ROF 与弹药 Reload 也同步停止。默认值取自 " "`[General]`。这对机场战机的重新装填无效。" -#: ../../New-or-Enhanced-Logics.md:1845 +#: ../../New-or-Enhanced-Logics.md:1854 msgid "" "[General]\n" "NoRearm.UnderEMP=false ; boolean\n" @@ -6917,17 +6944,17 @@ msgstr "" "NoReload.UnderEMP= ; boolean\n" "NoReload.Temporal= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1859 +#: ../../New-or-Enhanced-Logics.md:1868 msgid "Overload characteristic dehardcoded" msgstr "自定义脑车过载" -#: ../../New-or-Enhanced-Logics.md:1861 +#: ../../New-or-Enhanced-Logics.md:1870 msgid "" "It is now possible to customize `Overload` behaviors for a TechnoType " "with `InfiniteMindControl=yes` weapon." msgstr "现在可以为一个使用 `InfiniteMindControl=yes` 武器的单位自定义其过载相关特性。" -#: ../../New-or-Enhanced-Logics.md:1864 +#: ../../New-or-Enhanced-Logics.md:1873 msgid "" "\n" "[SOMETECHNO] ; TechnoType\n" @@ -6957,11 +6984,11 @@ msgstr "" "[CombatDamage] -> DefaultSparkSystem\n" "Overload.ParticleSysCount=5 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1875 +#: ../../New-or-Enhanced-Logics.md:1884 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1877 +#: ../../New-or-Enhanced-Logics.md:1886 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -6969,11 +6996,11 @@ msgstr "" "![image](_static/images/promotedspawns-01.gif) " "*[幻想奇遇](https://www.moddb.com/mods/fantasy-adventure) 中的子机同步升级*" -#: ../../New-or-Enhanced-Logics.md:1880 +#: ../../New-or-Enhanced-Logics.md:1889 msgid "The spawned units will promote as their owner's veterancy." msgstr "生成的单位可以根据其所有者的等级进行同步升级。" -#: ../../New-or-Enhanced-Logics.md:1883 +#: ../../New-or-Enhanced-Logics.md:1892 msgid "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" @@ -6981,15 +7008,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1888 +#: ../../New-or-Enhanced-Logics.md:1897 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1890 +#: ../../New-or-Enhanced-Logics.md:1899 msgid "You can now specify an animation on the unit or structure promotion." msgstr "现在你可以在单位或建筑升级时播放指定动画。" -#: ../../New-or-Enhanced-Logics.md:1891 +#: ../../New-or-Enhanced-Logics.md:1900 msgid "" "`Promote.VeteranAnimation` is used when unit or structure is promoted to " "veteran. If this is set for a TechnoType, it'll override the global " @@ -6999,7 +7026,7 @@ msgstr "" "`Promote.VeteranAnimation` 用于单位或建筑升级为老兵时。若为单位设置本句则覆盖全局 `[AudioVisual]` " "中的设置。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1892 +#: ../../New-or-Enhanced-Logics.md:1901 msgid "" "`Promote.EliteAnimation` is used when unit or structure is promoted to " "elite. If this is set for a TechnoType, it'll override the global setting" @@ -7009,13 +7036,13 @@ msgstr "" "`Promote.EliteAnimation` 用于单位或建筑升级为精英时。若为单位设置本句则覆盖全局 `[AudioVisual]` " "中的设置。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:1893 +#: ../../New-or-Enhanced-Logics.md:1902 msgid "" "If `Promote.EliteAnimation` is not defined, `Promote.VeteranAnimation` " "will play instead when unit or structure is promoted to elite." msgstr "如果未定义 `Promote.EliteAnimation` 则使用 `Promote.VeteranAnimation`。" -#: ../../New-or-Enhanced-Logics.md:1896 +#: ../../New-or-Enhanced-Logics.md:1905 msgid "" "[AudioVisual]\n" "Promote.VeteranAnimation= ; List of AnimationTypes\n" @@ -7037,11 +7064,11 @@ msgstr "" "Promote.EliteAnimation= ; List of AnimationTypes, default to " "Promote.EliteAnimation in [AudioVisual]\n" -#: ../../New-or-Enhanced-Logics.md:1906 +#: ../../New-or-Enhanced-Logics.md:1915 msgid "Raise alert when technos are taking damage" msgstr "单位受伤警报" -#: ../../New-or-Enhanced-Logics.md:1908 +#: ../../New-or-Enhanced-Logics.md:1917 msgid "" "In Vanilla, non-building technos will not generate radar events or EVAs " "when attacked, so players can hardly notice them until they are " @@ -7052,17 +7079,17 @@ msgstr "" "在原版,非建筑科技类型在收到攻击时不会生成雷达事件或 EVA " "播报,因此它们很难在被摧毁前被玩家注意到。现在当你的单位受到攻击时可以收到雷达事件(以及可选的声音效果),以便及时应战。" -#: ../../New-or-Enhanced-Logics.md:1909 +#: ../../New-or-Enhanced-Logics.md:1918 msgid "" "`[AudioVisual] -> CombatAlert` is a global switch, set it to `true` to " "enable the entire logic." msgstr "`[AudioVisual] -> CombatAlert` 是一个全局开关,将其设置为 `true` 以启用整个逻辑。" -#: ../../New-or-Enhanced-Logics.md:1910 +#: ../../New-or-Enhanced-Logics.md:1919 msgid "These flags controlls when to trigger a combat alert." msgstr "这些标签控制什么时候触发战斗警报。" -#: ../../New-or-Enhanced-Logics.md:1911 +#: ../../New-or-Enhanced-Logics.md:1920 msgid "" "You can disable this logic on specific techno by setting `[TechnoType] ->" " CombatAlert` to `false`, which default to `[AudioVisual] -> " @@ -7073,7 +7100,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Default`。如果 `CombatAlert.Default` 也为空,则默认为对" " `Insignificant=yes` 或 `Spawned=yes` 的科技类型禁用。" -#: ../../New-or-Enhanced-Logics.md:1912 +#: ../../New-or-Enhanced-Logics.md:1921 msgid "" "`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on " "buildings. You can override it for specific building by setting " @@ -7084,13 +7111,13 @@ msgstr "" "`[TechnoType] -> CombatAlert.NotBuilding` 为 `true` " "来为特定建筑覆盖设置。你可能希望将其用于载具性质的建筑。" -#: ../../New-or-Enhanced-Logics.md:1913 +#: ../../New-or-Enhanced-Logics.md:1922 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` decides whether to " "disable the logic for the units in the current screen." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfInScreen` 决定是否为当前屏幕中的单位禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1914 +#: ../../New-or-Enhanced-Logics.md:1923 msgid "" "`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in " "frames) between alerts, to prevent the alert from being anonying. It is " @@ -7099,13 +7126,13 @@ msgstr "" "`[AudioVisual] -> CombatAlert.Interval` 决定警报之间的间隔(以帧为单位),以防止警报过于频繁。默认为 " "150 帧。" -#: ../../New-or-Enhanced-Logics.md:1915 +#: ../../New-or-Enhanced-Logics.md:1924 msgid "" "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` decides whether to " "disable the logic for the damage from allys." msgstr "`[AudioVisual] -> CombatAlert.SuppressIfAllyDamage` 决定是否为盟友造成的伤害禁用此逻辑。" -#: ../../New-or-Enhanced-Logics.md:1916 +#: ../../New-or-Enhanced-Logics.md:1925 msgid "" "Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` " "setted to `true` will not raise a radar event or EVA. This flag is " @@ -7116,11 +7143,11 @@ msgstr "" "的弹头击中将不会触发雷达事件或 EVA。此标签默认为 Ares 标签 `[WarheadType] -> Malicious` 的相反值和 " "`[WarheadType] -> Nonprovocative` 的值。" -#: ../../New-or-Enhanced-Logics.md:1917 +#: ../../New-or-Enhanced-Logics.md:1926 msgid "And the following flags controlls the effect of a combat alert." msgstr "以下标签控制战斗警报的效果。" -#: ../../New-or-Enhanced-Logics.md:1918 +#: ../../New-or-Enhanced-Logics.md:1927 msgid "" "`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some " "sound effect with the combat alert. Set it to `true` will enable the " @@ -7129,7 +7156,7 @@ msgstr "" "`[AudioVisual] -> CombatAlert.MakeAVoice` 决定是否与战斗警报一起播放一些音效。将其设为 true " "以启用以下标签,否则它们将被忽略。" -#: ../../New-or-Enhanced-Logics.md:1919 +#: ../../New-or-Enhanced-Logics.md:1928 msgid "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the" " sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> " @@ -7138,7 +7165,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` 决定是否使用 `VoiceFeedback` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseFeedbackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1920 +#: ../../New-or-Enhanced-Logics.md:1929 msgid "" "`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the " "sound defined by `VoiceAttack`. Default to `[AudioVisual] -> " @@ -7147,7 +7174,7 @@ msgstr "" "`[TechnoType] -> CombatAlert.UseAttackVoice` 决定是否使用 `VoiceAttack` " "定义的声音。默认为 `[AudioVisual] -> CombatAlert.UseAttackVoice`。" -#: ../../New-or-Enhanced-Logics.md:1921 +#: ../../New-or-Enhanced-Logics.md:1930 msgid "" "`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. " "Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is " @@ -7158,7 +7185,7 @@ msgstr "" "CombatAlert.UseEVA`。所用的 EVA 默认为 `EVA_UnitsInCombat`,可以通过 `[TechnoType] ->" " CombatAlert.EVA` 指定。" -#: ../../New-or-Enhanced-Logics.md:1922 +#: ../../New-or-Enhanced-Logics.md:1931 msgid "" "The sound effect is taken **at order**, feedback first, attack then, eva " "finally. The flags in `[AudioVisual]` controlls whether to check it " @@ -7167,7 +7194,7 @@ msgstr "" "声音效果 **依次** 被使用,首先是反馈,然后是攻击,最后是 EVA。在 `[AudioVisual]` " "中的标签控制是否全局检查,可以为每个科技类型单独指定。" -#: ../../New-or-Enhanced-Logics.md:1923 +#: ../../New-or-Enhanced-Logics.md:1932 msgid "" "An example: You set `CombatAlert.UseFeedbackVoice` and " "`CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to " @@ -7180,7 +7207,7 @@ msgstr "" "`VoiceFeedback`、`VoiceAttack` 和 `CombatAlert.EVA` 的单位将播放 " "`VoiceFeedback`。拥有 `VoiceAttack` 的单位将播放 `EVA_UnitsInCombat`。" -#: ../../New-or-Enhanced-Logics.md:1926 +#: ../../New-or-Enhanced-Logics.md:1935 msgid "" "[AudioVisual]\n" "CombatAlert=false ; boolean\n" @@ -7228,11 +7255,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CombatAlert.Suppress= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1951 +#: ../../New-or-Enhanced-Logics.md:1960 msgid "Recount burst index" msgstr "重置连发索引" -#: ../../New-or-Enhanced-Logics.md:1953 +#: ../../New-or-Enhanced-Logics.md:1962 msgid "" "You can now make technos recount their current burst index when they have" " changed the firing weapon or have maintained for a period of time " @@ -7240,7 +7267,7 @@ msgid "" "and 30 frames)." msgstr "现在你可以让单位在更换了开火武器或一段时间(取上一次发射武器的 `ROF` 与 30 帧之间的较大值)内没有目标的情况下重置当前的连发索引。" -#: ../../New-or-Enhanced-Logics.md:1956 +#: ../../New-or-Enhanced-Logics.md:1965 msgid "" "[General]\n" "RecountBurst=false ; boolean\n" @@ -7254,15 +7281,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "RecountBurst= ; boolean, default to [General] -> RecountBurst\n" -#: ../../New-or-Enhanced-Logics.md:1964 +#: ../../New-or-Enhanced-Logics.md:1973 msgid "Reset MindControl after transformation" msgstr "变形后重置心控效果" -#: ../../New-or-Enhanced-Logics.md:1966 +#: ../../New-or-Enhanced-Logics.md:1975 msgid "After the unit conversion is completed, its mind control can be reset." msgstr "单位变形完毕后其心控效果可被重置。" -#: ../../New-or-Enhanced-Logics.md:1967 +#: ../../New-or-Enhanced-Logics.md:1976 msgid "" "If all warheads don't have `MindControl=yes`, then " "`Convert.ResetMindControl=yes` will release all controlled units." @@ -7270,7 +7297,7 @@ msgstr "" "如果变形后的单位所有弹头都没有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " "将释放所有被心控的单位。" -#: ../../New-or-Enhanced-Logics.md:1968 +#: ../../New-or-Enhanced-Logics.md:1977 msgid "" "If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes`" " resets its maximum number of controls." @@ -7278,7 +7305,7 @@ msgstr "" "如果变形后的单位任意弹头拥有 `MindControl=yes`,那么 `Convert.ResetMindControl=yes` " "将重置最大控制数量上限。" -#: ../../New-or-Enhanced-Logics.md:1969 +#: ../../New-or-Enhanced-Logics.md:1978 msgid "" "If all weapons don't have `InfiniteMindControl=yes`, then " "`Convert.ResetMindControl=yes` release controlled units that exceed the " @@ -7287,7 +7314,7 @@ msgstr "" "如果变形后的单位所有武器都没有 `InfiniteMindControl=yes`,那么 " "`Convert.ResetMindControl=yes` 将释放超出上限的被心控单位。" -#: ../../New-or-Enhanced-Logics.md:1972 +#: ../../New-or-Enhanced-Logics.md:1981 msgid "" "[SOMETECHNO] ; TechnoType, before conversion\n" "Convert.ResetMindControl=false ; boolean\n" @@ -7295,11 +7322,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType, before conversion\n" "Convert.ResetMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1977 +#: ../../New-or-Enhanced-Logics.md:1986 msgid "Revenge weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1979 +#: ../../New-or-Enhanced-Logics.md:1988 msgid "" "![Revenge Weapon](_static/images/revengeweapon.gif) *Revenge Weapon usage" " in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7307,11 +7334,11 @@ msgstr "" "![image](_static/images/revengeweapon.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的复仇武器*" -#: ../../New-or-Enhanced-Logics.md:1979 +#: ../../New-or-Enhanced-Logics.md:1988 msgid "Revenge Weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1982 +#: ../../New-or-Enhanced-Logics.md:1991 msgid "" "Similar to `DeathWeapon` in that it is fired after a TechnoType is " "killed, but with the difference that it will be fired on whoever dealt " @@ -7323,20 +7350,20 @@ msgstr "" "`DeathWeapon`,它在科技类型被击杀后发射,但不同的是它将发射给造成伤害并杀死科技类型的人。如果科技类型不是由于其他科技类型造成的直接伤害而死亡,那么" " `RevengeWeapon` 将不会被发射。" -#: ../../New-or-Enhanced-Logics.md:1983 +#: ../../New-or-Enhanced-Logics.md:1992 msgid "" "`RevengeWeapon.AffectsHouses` can be used to filter which houses the " "damage that killed the TechnoType is allowed to come from to fire the " "weapon." msgstr "`RevengeWeapon.AffectsHouses` 可用于筛选可以对哪些所属方的击杀者发射武器。" -#: ../../New-or-Enhanced-Logics.md:1984 +#: ../../New-or-Enhanced-Logics.md:1993 msgid "" "It is possible to grant revenge weapons through [attached effects" "](#attached-effects) as well." msgstr "也可以通过 [Attach Effect](#attached-effects) 来授予复仇武器。" -#: ../../New-or-Enhanced-Logics.md:1985 +#: ../../New-or-Enhanced-Logics.md:1994 msgid "" "If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " @@ -7347,7 +7374,7 @@ msgstr "" "则不会触发复仇武器。`SuppressRevengeWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:1988 +#: ../../New-or-Enhanced-Logics.md:1997 msgid "" "[SOMETECHNO] ; TechnoType\n" "RevengeWeapon= ; WeaponType\n" @@ -7367,11 +7394,11 @@ msgstr "" "SuppressRevengeWeapons=false ; boolean\n" "SuppressRevengeWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:1998 +#: ../../New-or-Enhanced-Logics.md:2007 msgid "Shared Ammo" msgstr "共享弹药" -#: ../../New-or-Enhanced-Logics.md:2000 +#: ../../New-or-Enhanced-Logics.md:2009 msgid "" "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" " to passengers that have `Ammo.Shared=yes`. In addition, a transport can " @@ -7383,17 +7410,17 @@ msgstr "" "的载员共享弹药。此外如果载员拥有与运输工具相同的 `Ammo.Shared.Group=` " "值则运输工具可以筛选谁将接收弹药而忽略不拥有同组值的其他载员。" -#: ../../New-or-Enhanced-Logics.md:2002 +#: ../../New-or-Enhanced-Logics.md:2011 msgid "" "Transports with `Ammo.Shared.Group=-1` will transfer ammo to any " "passenger with `Ammo.Shared=yes` ignoring the group." msgstr "拥有 `Ammo.Shared.Group=-1` 的运输工具将像任何拥有 `Ammo.Shared=yes` 的载员共享弹药。" -#: ../../New-or-Enhanced-Logics.md:2003 +#: ../../New-or-Enhanced-Logics.md:2012 msgid "Transports must have ammo and should be able to reload ammo." msgstr "运输工具必须拥有弹药并应当能够自行重装弹药。" -#: ../../New-or-Enhanced-Logics.md:2006 +#: ../../New-or-Enhanced-Logics.md:2015 msgid "" "[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes\n" "Ammo.Shared=no ; boolean\n" @@ -7411,17 +7438,17 @@ msgstr "" "Ammo.Shared=no ; boolean\n" "Ammo.Shared.Group=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2016 +#: ../../New-or-Enhanced-Logics.md:2025 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:2018 +#: ../../New-or-Enhanced-Logics.md:2027 msgid "" "When a unit is created, sound specified in `VoiceCreated` will be played " "for the unit owner." msgstr "当一个单位被创建时将为单位所有者播放 `VoiceCreated` 指定的音效。" -#: ../../New-or-Enhanced-Logics.md:2019 +#: ../../New-or-Enhanced-Logics.md:2028 msgid "" "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " "globally instead of `EVA_UnitReady`." @@ -7429,7 +7456,7 @@ msgstr "" "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " "`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:2022 +#: ../../New-or-Enhanced-Logics.md:2031 msgid "" "[AudioVisual]\n" "IsVoiceCreatedGlobal=false ; boolean\n" @@ -7443,15 +7470,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "VoiceCreated= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:2030 +#: ../../New-or-Enhanced-Logics.md:2039 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../New-or-Enhanced-Logics.md:2032 +#: ../../New-or-Enhanced-Logics.md:2041 msgid "Now you can specify which houses berzerk's technos can target and fire." msgstr "现在你可以设定狂暴单位可以对哪些所属方的目标索敌和开火。" -#: ../../New-or-Enhanced-Logics.md:2035 +#: ../../New-or-Enhanced-Logics.md:2044 msgid "" "[General]\n" "BerzerkTargeting=all ; Affected House Enumeration " @@ -7461,24 +7488,24 @@ msgstr "" "BerzerkTargeting=all ; Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2040 +#: ../../New-or-Enhanced-Logics.md:2049 msgid "Tiberium eater" msgstr "马夫逻辑" -#: ../../New-or-Enhanced-Logics.md:2042 +#: ../../New-or-Enhanced-Logics.md:2051 msgid "" "TechnoTypes can convert the ores underneath them into credits in real " "time, like GDI's MARV in Command & Conquer 3 Kane's Wrath." msgstr "可以让单位实时将自身脚下的矿石直接转化为资金,就像《凯恩之怒》中 GDI 的 MARV 那样。" -#: ../../New-or-Enhanced-Logics.md:2043 +#: ../../New-or-Enhanced-Logics.md:2052 msgid "" "`TiberiumEater.TransDelay` specifies the interval frames between two " "eating processes, 0 means eat in every frame. When it's below 0, the " "logic will be turned off for this TechnoType." msgstr "`TiberiumEater.TransDelay` 指定了两次吃矿之间间隔的帧数,0 代表逐帧。负值禁用。" -#: ../../New-or-Enhanced-Logics.md:2044 +#: ../../New-or-Enhanced-Logics.md:2053 msgid "" "`TiberiumEater.CellN` set a list of cells that'll process tiberium " "eating, where `N` is 0-based and the values are offset related to the " @@ -7488,31 +7515,31 @@ msgstr "" "`TiberiumEater.CellN` 用于设定吃矿位置以单元格为单位的偏移列表,`N` 为 0 " "始序号,数值表示相对于单位所在单元格的偏移坐标。如果不设置则只吃脚下的。" -#: ../../New-or-Enhanced-Logics.md:2045 +#: ../../New-or-Enhanced-Logics.md:2054 msgid "" "`TiberiumEater.AmountPerCell` controls the amount of ores that can be " "eaten at each cell at once. No limit when it's below 0." msgstr "`TiberiumEater.AmountPerCell` 控制单次吃矿对与每个单元格而言可吃进去的矿石量上限。负值喂不饱。" -#: ../../New-or-Enhanced-Logics.md:2046 +#: ../../New-or-Enhanced-Logics.md:2055 msgid "" "By default, ores mined in this way worth the same as regular harvesting. " "This can be adjusted by `TiberiumEater.CashMultiplier`." msgstr "默认通过此方式采集的矿石价值与常规采矿相同。这可以通过 `TiberiumEater.CashMultiplier` 加以调整。" -#: ../../New-or-Enhanced-Logics.md:2047 +#: ../../New-or-Enhanced-Logics.md:2056 msgid "" "`TiberiumEater.Display`, if set to true, will create a flying text to " "display the total credits received in each eating process." msgstr "若 `TiberiumEater.Display` 设为 true 则每次吃矿时都会飘起一个代表所得总资金量的数字。" -#: ../../New-or-Enhanced-Logics.md:2048 +#: ../../New-or-Enhanced-Logics.md:2057 msgid "" "`TiberiumEater.Display.Houses` determines which houses can see the " "credits display." msgstr "`TiberiumEater.Display.Houses` 决定了哪些所属方能看见。" -#: ../../New-or-Enhanced-Logics.md:2049 +#: ../../New-or-Enhanced-Logics.md:2058 msgid "" "An animation will be played at each mined cell in an eating process. If " "`TiberiumEater.Anims` contains 8 entries, entry from position matching " @@ -7520,7 +7547,7 @@ msgid "" "be chosen randomly." msgstr "每次吃矿时都会在被吃的单元格播放动画。若 `TiberiumEater.Anims` 包含 8 个条目则根据单位当前朝向选择动画,否则随机选取。" -#: ../../New-or-Enhanced-Logics.md:2050 +#: ../../New-or-Enhanced-Logics.md:2059 msgid "" "`TiberiumEater.Anims.TiberiumN`, if set, will override " "`TiberiumEater.Anims` when eating corresponding tiberium type." @@ -7528,13 +7555,13 @@ msgstr "" "若设置了 `TiberiumEater.Anims.TiberiumN` 则在吃进去对应类型(`N` = `[0,3]`)的矿石时使用对应序列的 " "`TiberiumEater.Anims`。" -#: ../../New-or-Enhanced-Logics.md:2051 +#: ../../New-or-Enhanced-Logics.md:2060 msgid "" "If `TiberiumEater.AnimMove` set to true, the animations will move with " "the TechnoType." msgstr "若 `TiberiumEater.AnimMove` 设为 true 则动画会跟随单位移动。" -#: ../../New-or-Enhanced-Logics.md:2054 +#: ../../New-or-Enhanced-Logics.md:2063 msgid "" "[SOMETECHNO] ; InfantryType, VehicleType or " "AircraftType\n" @@ -7568,18 +7595,18 @@ msgstr "" "TiberiumEater.Anims.Tiberium3= ; List of AnimationTypes\n" "TiberiumEater.AnimMove=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2070 +#: ../../New-or-Enhanced-Logics.md:2079 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:2072 +#: ../../New-or-Enhanced-Logics.md:2081 msgid "" "It is now possible to add weapons that are fired on a teleporting " "TechnoType when it warps in or out. They are at the same time as the " "appropriate animations (`WarpIn` / `WarpOut`) are displayed." msgstr "现在可以在科技类型传送来/去时发射武器。它们会与相应的 (`WarpIn`/`WarpOut`) 动画一起显示。" -#: ../../New-or-Enhanced-Logics.md:2073 +#: ../../New-or-Enhanced-Logics.md:2082 msgid "" "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " "traveled (in leptons) was less than `ChronoRangeMinimum`. This works " @@ -7590,7 +7617,7 @@ msgstr "" "时使用,无论是否设置了 `ChronoTrigger`。如果未设置 `WarpInMinRangeWeapon`,则默认为 " "`WarpInWeapon`。" -#: ../../New-or-Enhanced-Logics.md:2074 +#: ../../New-or-Enhanced-Logics.md:2083 msgid "" "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " "`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " @@ -7599,7 +7626,7 @@ msgstr "" "如果设置了 `WarpInWeapon.UseDistanceAsDamage` 则 `WarpIn(MinRange)Weapon` 的 " "`Damage` 将被覆盖为传送所跨越的完整单元格数。" -#: ../../New-or-Enhanced-Logics.md:2077 +#: ../../New-or-Enhanced-Logics.md:2086 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpInWeapon= ; WeaponType\n" @@ -7613,27 +7640,27 @@ msgstr "" "WarpInWeapon.UseDistanceAsDamage=false ; boolean\n" "WarpOutWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2085 +#: ../../New-or-Enhanced-Logics.md:2094 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:2087 +#: ../../New-or-Enhanced-Logics.md:2096 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:2089 +#: ../../New-or-Enhanced-Logics.md:2098 msgid "" "You can now specify a destroy animation and sound for a TerrainType that " "are played when it is destroyed." msgstr "现在你可以指定当地形对象被摧毁时播放播放的摧毁动画与音效。如果列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:2090 +#: ../../New-or-Enhanced-Logics.md:2099 msgid "" "If more than one animation is listed in `DestroyAnim`, a random one is " "selected." msgstr "如果 `DestroyAnim` 中列出了多个动画,则将随机选择一个。" -#: ../../New-or-Enhanced-Logics.md:2093 +#: ../../New-or-Enhanced-Logics.md:2102 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -7643,21 +7670,21 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroySound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:2099 +#: ../../New-or-Enhanced-Logics.md:2108 msgid "Vehicles" msgstr "载具类型" -#: ../../New-or-Enhanced-Logics.md:2101 +#: ../../New-or-Enhanced-Logics.md:2110 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../New-or-Enhanced-Logics.md:2103 +#: ../../New-or-Enhanced-Logics.md:2112 msgid "" "Now you can let amphibious infantry or vehicle passengers enter or leave " "amphibious transport vehicles on water surface." msgstr "现在两栖步兵或载具可以在水中进入或离开两栖运输工具。" -#: ../../New-or-Enhanced-Logics.md:2106 +#: ../../New-or-Enhanced-Logics.md:2115 msgid "" "[General]\n" "AmphibiousEnter=false ; boolean\n" @@ -7679,11 +7706,11 @@ msgstr "" "AmphibiousUnload= ; boolean, default to [General] -> " "AmphibiousUnload\n" -#: ../../New-or-Enhanced-Logics.md:2116 +#: ../../New-or-Enhanced-Logics.md:2125 msgid "Automatic deploy and blocking deploying based on ammo" msgstr "基于弹药量的自动部署与禁用部署" -#: ../../New-or-Enhanced-Logics.md:2118 +#: ../../New-or-Enhanced-Logics.md:2127 msgid "" "It is now possible for deployable vehicles (`DeploysInto`, `DeployFire`, " "`IsSimpleDeployer` and those that have passengers) to automatically " @@ -7692,7 +7719,7 @@ msgstr "" "现可为可部署(`DeploysInto`、`DeployFire`、`IsSimpleDeployer` " "以及那些有乘客的)载具设定根据当前弹药量自动部署或禁用部署" -#: ../../New-or-Enhanced-Logics.md:2119 +#: ../../New-or-Enhanced-Logics.md:2128 msgid "" "`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine" " minimum and maximum ammo the vehicle should have for it to automatically" @@ -7701,7 +7728,7 @@ msgstr "" "`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` " "分别设定载具自动部署所需的最低与最高弹药量阈值,负值表示禁用检查。" -#: ../../New-or-Enhanced-Logics.md:2120 +#: ../../New-or-Enhanced-Logics.md:2129 msgid "" "`Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` " "determine minimum and maximum ammo the vehicle should have for deploying " @@ -7710,7 +7737,7 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` " "分别设定载具启用部署功能所需的最低与最高弹药量阈值,负值表示禁用检查。" -#: ../../New-or-Enhanced-Logics.md:2123 +#: ../../New-or-Enhanced-Logics.md:2132 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -7724,11 +7751,11 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2131 +#: ../../New-or-Enhanced-Logics.md:2140 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:2133 +#: ../../New-or-Enhanced-Logics.md:2142 msgid "" "When a unit is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -7737,7 +7764,7 @@ msgstr "" "现在当载具伤残(生命值低于 `[AudioVisual] -> ConditionYellow` 的百分比)时可以通过 " "`Image.ConditionYellow` 为载具设置不同的图像。" -#: ../../New-or-Enhanced-Logics.md:2134 +#: ../../New-or-Enhanced-Logics.md:2143 msgid "" "Similar, `Image.ConditionRed` is used as image if unit health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -7745,7 +7772,7 @@ msgstr "" "同样的如果载具生命值低于 `[AudioVisual] -> ConditionRed` 的百分比那么将会使用 " "`Image.ConditionRed` 作为图像。" -#: ../../New-or-Enhanced-Logics.md:2135 +#: ../../New-or-Enhanced-Logics.md:2144 msgid "" "It is also works on water by setting `WaterImage.ConditionYellow` and " "`WaterImage.ConditionRed` VehicleType, similar to Ares' `WaterImage`." @@ -7753,7 +7780,7 @@ msgstr "" "类似于 Ares 的 `WaterImage`,可以通过设置 `WaterImage.ConditionYellow` 和 " "`WaterImage.ConditionRed` 的载具类型来在水上应用这一效果。" -#: ../../New-or-Enhanced-Logics.md:2138 +#: ../../New-or-Enhanced-Logics.md:2147 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Image.ConditionYellow= ; VehicleType entry\n" @@ -7767,17 +7794,17 @@ msgstr "" "WaterImage.ConditionYellow= ; VehicleType entry\n" "WaterImage.ConditionRed= ; VehicleType entry\n" -#: ../../New-or-Enhanced-Logics.md:2147 +#: ../../New-or-Enhanced-Logics.md:2156 msgid "" "Note that the VehicleTypes had to be defined under [VehicleTypes] and use" " same image type (SHP/VXL) for vanilla/damaged states." msgstr "注意这些被使用的载具必须在 `[VehicleTypes]` 下注册并且在常规/伤残状态下使用相同的图像类型(Shape/Voxel)。" -#: ../../New-or-Enhanced-Logics.md:2150 +#: ../../New-or-Enhanced-Logics.md:2159 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../New-or-Enhanced-Logics.md:2152 +#: ../../New-or-Enhanced-Logics.md:2161 msgid "" "![image](_static/images/jumpjet-tilt.gif) *Jumpjet Tilts in [Project Rush" " - Conquer](https://www.moddb.com/mods/project-rush-conquer)*" @@ -7786,31 +7813,31 @@ msgstr "" "*[冲击计划:征服](https://www.moddb.com/mods/project-rush-conquer) 中的 Jumpjet " "前倾*" -#: ../../New-or-Enhanced-Logics.md:2155 +#: ../../New-or-Enhanced-Logics.md:2164 msgid "" "Now you can make jumpjets tilt forward when moving forward and sideways " "when turning by setting `JumpjetTilt` to true." msgstr "现在你可以通过将 `JumpjetTilt` 设为 true 来使 Jumpjet 单位在向前移动时前倾以及在转向时侧倾。" -#: ../../New-or-Enhanced-Logics.md:2156 +#: ../../New-or-Enhanced-Logics.md:2165 msgid "The maximum tilt angle will not exceed 90 degrees." msgstr "最大倾斜角度不会超过 90 度。" -#: ../../New-or-Enhanced-Logics.md:2157 +#: ../../New-or-Enhanced-Logics.md:2166 msgid "" "The magnitude of the forward tilt is related to the current speed and " "acceleration. They are additive and have two coefficients that can be " "adjusted for details." msgstr "向前倾斜的幅度与当前速度和加速度相关。它们会相加,这里给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:2158 +#: ../../New-or-Enhanced-Logics.md:2167 msgid "" "The magnitude of the sideways tilt is related to the current speed and " "rotation angle. They are multiplied and also have two coefficients that " "can be adjusted for details." msgstr "侧向倾斜的幅度与当前速度和旋转角度相关。它们会相乘,同样给出两个用于细节调整的系数。" -#: ../../New-or-Enhanced-Logics.md:2161 +#: ../../New-or-Enhanced-Logics.md:2170 msgid "" "[SOMEVEHICLE] ; VehicleType, with " "Locomotor=Jumpjet\n" @@ -7828,24 +7855,24 @@ msgstr "" "JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value\n" "JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:2170 +#: ../../New-or-Enhanced-Logics.md:2179 msgid "Turret Response" msgstr "炮塔响应" -#: ../../New-or-Enhanced-Logics.md:2172 +#: ../../New-or-Enhanced-Logics.md:2181 msgid "" "When the vehicle loses its target, you can customize whether to align the" " turret direction with the vehicle body." msgstr "你可以自定义当载具丢失目标时炮塔方向是否回正(与车身对齐)" -#: ../../New-or-Enhanced-Logics.md:2173 +#: ../../New-or-Enhanced-Logics.md:2182 msgid "" "When `Speed=0` or TechnoTypes cells cannot move due to " "`MovementRestrictedTo`, the default value is no; in other cases, it is " "yes." msgstr "若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,则默认 no;否则默认 yes。" -#: ../../New-or-Enhanced-Logics.md:2176 +#: ../../New-or-Enhanced-Logics.md:2185 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretResponse= ; boolean\n" @@ -7853,11 +7880,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretResponse= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2181 +#: ../../New-or-Enhanced-Logics.md:2190 msgid "Turretless Shape Vehicle FireUp" msgstr "无炮塔 Shape 载具开火前摇" -#: ../../New-or-Enhanced-Logics.md:2183 +#: ../../New-or-Enhanced-Logics.md:2192 msgid "" "![image](_static/images/vehiclefireup.gif) *Use the pre-firing animation " "effect for Shape vehicle-type mecha units in **Zero Boundary** by " @@ -7867,18 +7894,18 @@ msgstr "" "*@[暴风硫](https://space.bilibili.com/11638715/lists/5358986) 在 **零点界限** 中为 " "Shape 载具类型的机甲单位使用开火前摇效果*" -#: ../../New-or-Enhanced-Logics.md:2186 +#: ../../New-or-Enhanced-Logics.md:2195 msgid "`Voxel=no` turretless vehicles now support the use of `FireUp`." msgstr "现在 `Voxel=no` 的无炮塔载具已经支持 `FireUp`。" -#: ../../New-or-Enhanced-Logics.md:2187 +#: ../../New-or-Enhanced-Logics.md:2196 msgid "" "`FireUp.ResetInRetarget` determines whether a vehicle's FireUp count is " "reset when its target changes. Forced to be `yes` when there is no " "target." msgstr "`FireUp.ResetInRetarget` 决定当前载具目标改变时其前摇是否重置。失去目标强制重置。" -#: ../../New-or-Enhanced-Logics.md:2190 +#: ../../New-or-Enhanced-Logics.md:2199 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "FireUp= ; integer\n" @@ -7888,41 +7915,41 @@ msgstr "" "FireUp= ; integer\n" "FireUp.ResetInRetarget=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2196 +#: ../../New-or-Enhanced-Logics.md:2205 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:2199 +#: ../../New-or-Enhanced-Logics.md:2208 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:2200 +#: ../../New-or-Enhanced-Logics.md:2209 msgid "" "Can be used with `CellSpread` and Ares' GenericWarhead superweapon where " "applicable." msgstr "可在适用的情况下与 `CellSpread` 和 Ares 的通用弹头超级武器一起使用。" -#: ../../New-or-Enhanced-Logics.md:2201 +#: ../../New-or-Enhanced-Logics.md:2210 msgid "Cannot be used with `MindControl.Permanent=yes` of Ares." msgstr "不能与 Ares 的 `MindControl.Permanent=yes` 共同使用。" -#: ../../New-or-Enhanced-Logics.md:2202 +#: ../../New-or-Enhanced-Logics.md:2211 msgid "" "Respect `Verses` where applicable unless `EffectsRequireVerses` is set to" " `false`." msgstr "在适用的情况下除非 `EffectsRequireVerses` 设为 `false` 否则尊重 `Verses`。" -#: ../../New-or-Enhanced-Logics.md:2203 +#: ../../New-or-Enhanced-Logics.md:2212 msgid "" "If target has an active [shield](#shields), its armor type is used " "instead unless warhead can penetrate the shield." msgstr "如果目标拥有一个激活的 [护盾](#shields),那么它的护甲类型将被使用,除非弹头可以穿透护盾。" -#: ../../New-or-Enhanced-Logics.md:2206 +#: ../../New-or-Enhanced-Logics.md:2215 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:2208 +#: ../../New-or-Enhanced-Logics.md:2217 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7930,13 +7957,13 @@ msgstr "" "![image](_static/images/remove-mc.gif) *[RA2: " "Reboot](https://www.moddb.com/mods/reboot) 中的心控解除弹头*" -#: ../../New-or-Enhanced-Logics.md:2211 +#: ../../New-or-Enhanced-Logics.md:2220 msgid "" "Warheads can now break mind control (doesn't apply to perma-MC-ed " "objects)." msgstr "弹头现在可以解除心灵控制(不适用于永久心控的对象)。" -#: ../../New-or-Enhanced-Logics.md:2214 +#: ../../New-or-Enhanced-Logics.md:2223 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -7944,11 +7971,67 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2219 +#: ../../New-or-Enhanced-Logics.md:2228 +msgid "CellSpread enhancement" +msgstr "弹头范围增强" + +#: ../../New-or-Enhanced-Logics.md:2230 +msgid "" +"In vanilla, the damage area of an AOE warhead is spherical. In some case," +" e.g. you want to make a warhead superweapon buff all units in an area, " +"the affectted range for air units is always smaller than ground units. " +"Now you can use a new flag `CellSpread.Cylinder` to overcome this " +"problem." +msgstr "" +"在原版中,范围伤害的杀伤区域是一个球形。某些例如你希望制作一个给目标区域上 Buff " +"的弹头超武的时候空中单位的受益范围总是比地面单位更小。现在你可以使用新语句 `CellSpread.Cylinder` 来解决这一问题。" + +#: ../../New-or-Enhanced-Logics.md:2231 +msgid "" +"`AffectsAir` allow you to make a warhead only damage the units with " +"height more than 208." +msgstr "`AffectsAir` 允许你制作一个仅可杀伤 208 高度以上单位的弹头。" + +#: ../../New-or-Enhanced-Logics.md:2232 +msgid "" +"`AffectsGround` allow you to make a warhead only damage the units with " +"height less than 208." +msgstr "`AffectsGround` 允许你制作一个仅可杀伤 208 高度以下单位的弹头。" + +#: ../../New-or-Enhanced-Logics.md:2235 +msgid "" +"[SOMEWARHEAD] ; WarheadType\n" +"CellSpread.Cylinder=false ; boolean\n" +"AffectsAir=true ; boolean\n" +"AffectsGround=true ; boolean\n" +msgstr "" +"[SOMEWARHEAD] ; WarheadType\n" +"CellSpread.Cylinder=false ; boolean\n" +"AffectsAir=true ; boolean\n" +"AffectsGround=true ; boolean\n" + +#: ../../New-or-Enhanced-Logics.md:2243 +msgid "" +"These features do not override the effects of the ares flag " +"`DamageAirThreshold`: A warhead with `CellSpread.Cylinder` detonating on " +"floor will not affect units in air, unless it has " +"`DamageAirThreshold=-1`." +msgstr "" +"这些功能不会覆盖 Ares 语句 `DamageAirThreshold` 的效果:除非同时设置 `DamageAirThreshold=-1`," +"否则一个在地面引爆的弹头即使拥有 `CellSpread.Cylinder` 也无法作用于空中单位。" + +#: ../../New-or-Enhanced-Logics.md:2244 +msgid "" +"These will also affect application of Phobos' Warhead effects where " +"relevant. Due to technical constraints Ares' Warhead effects such as EMP " +"and Iron Curtain are excluded." +msgstr "这些功能同样作用于相关的 Phobos 弹头效果。由于技术限制,这不包括 EMP 和 铁幕等 Ares 弹头效果" + +#: ../../New-or-Enhanced-Logics.md:2247 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:2221 +#: ../../New-or-Enhanced-Logics.md:2249 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -7956,7 +8039,7 @@ msgid "" "critical hit." msgstr "现在弹头可以基于概率额外造成暴击伤害或弹头爆炸,可以自定义暴击的概率、伤害、影响目标、受影响目标生命值阈值和暴击动画。" -#: ../../New-or-Enhanced-Logics.md:2222 +#: ../../New-or-Enhanced-Logics.md:2250 msgid "" "`Crit.Chance` determines chance for a critical hit to occur. By default " "this is checked once when the Warhead is detonated and every target that " @@ -7967,7 +8050,7 @@ msgstr "" "`Crit.Chance` 决定暴击发生的概率。默认情况下这在弹头爆炸时检查一次,每个受影响的目标都可能受到暴击。如果设置了 " "`Crit.ApplyChancePerTarget`,那么每个目标是否成功进行暴击的概率将单独计算。" -#: ../../New-or-Enhanced-Logics.md:2223 +#: ../../New-or-Enhanced-Logics.md:2251 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -7977,20 +8060,20 @@ msgstr "" "`Crit.ExtraDamage` 决定暴击造成的额外伤害,如果设置了 " "`Crit.Warhead`,那么伤害将用于在每个受影响的目标上引爆指定的弹头,否则伤害将基于当前弹头的 `Verses` 设置直接造成伤害。" -#: ../../New-or-Enhanced-Logics.md:2224 +#: ../../New-or-Enhanced-Logics.md:2252 msgid "" "`Crit.ExtraDamage.ApplyFirepowerMult` determines whether or not the " "critical hit damage should multiply the TechnoType's firepower " "multipliers." msgstr "`Crit.ExtraDamage.ApplyFirepowerMult` 决定暴击造成的额外伤害是否受益于科技类型所拥有的火力加成。" -#: ../../New-or-Enhanced-Logics.md:2225 +#: ../../New-or-Enhanced-Logics.md:2253 msgid "" "`Crit.Warhead` can be used to set a Warhead to detonate instead of using " "current Warhead." msgstr "`Crit.Warhead` 可用于设置一个替代当前弹头引爆的弹头。" -#: ../../New-or-Enhanced-Logics.md:2226 +#: ../../New-or-Enhanced-Logics.md:2254 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -7999,20 +8082,20 @@ msgstr "" "`Crit.Warhead.FullDetonation` 控制弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 " "Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2227 +#: ../../New-or-Enhanced-Logics.md:2255 msgid "" "`Crit.Affects` can be used to customize types of targets that this " "Warhead can deal critical hits against. Critical hits cannot affect empty" " cells or cells containing only TerrainTypes, overlays etc." msgstr "`Crit.Affects` 可用于自定义此弹头可暴击的目标类型。暴击不能影响空置单元格或仅包含地形对象和覆盖物等的单元格。" -#: ../../New-or-Enhanced-Logics.md:2228 +#: ../../New-or-Enhanced-Logics.md:2256 msgid "" "`Crit.AffectsHouses` can be used to customize houses that this Warhead " "can deal critical hits against." msgstr "`Crit.AffectsHouses` 可用于自定义此弹头可暴击的目标所属。" -#: ../../New-or-Enhanced-Logics.md:2229 +#: ../../New-or-Enhanced-Logics.md:2257 msgid "" "`Crit.AffectBelowPercent` and `Crit.AffectAbovePercent` can be used to " "set the health percentage that targets must be above and/or below/equal " @@ -8022,7 +8105,7 @@ msgstr "" "`Crit.AffectBelowPercent` 和 `Crit.AffectAbovePercent` " "用于设置可被暴击影响的单位其当前血量所占百分比必须高于和/或低于/等于的限制。若目标血量为 0 则跳过该检查。" -#: ../../New-or-Enhanced-Logics.md:2230 +#: ../../New-or-Enhanced-Logics.md:2258 msgid "" "`Crit.AnimList` can be used to set a list of animations used instead of " "Warhead's `AnimList` if Warhead deals a critical hit to even one target. " @@ -8035,7 +8118,7 @@ msgstr "" "`Crit.AnimList.PickRandom`(默认为 `AnimList.PickRandom`),则从列表中随机选择一个动画。如果设置了" " `Crit.AnimList.CreateAll`(默认为 `AnimList.CreateAll`),则创建列表中的所有动画。" -#: ../../New-or-Enhanced-Logics.md:2231 +#: ../../New-or-Enhanced-Logics.md:2259 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -8050,7 +8133,7 @@ msgstr "" "独立所以,`Crit.AnimList.PickRandom` 和 `Crit.AnimList.CreateAll` 将不会默认为 " "`AnimList` 对应项的值,需要手动设置。" -#: ../../New-or-Enhanced-Logics.md:2232 +#: ../../New-or-Enhanced-Logics.md:2260 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -8058,7 +8141,7 @@ msgid "" "random one is selected." msgstr "`Crit.ActiveChanceAnims` 可用于设置当前弹头有几率造成暴击时始终显示在弹头爆炸坐标处的动画。列出多个动画则随机选择其一。" -#: ../../New-or-Enhanced-Logics.md:2233 +#: ../../New-or-Enhanced-Logics.md:2261 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -8067,13 +8150,13 @@ msgstr "" "`Crit.SuppressWhenIntercepted` 如果设置则禁用弹头在被[抛射体拦截](#projectile-" "interception-logic)而引爆时造成暴击。" -#: ../../New-or-Enhanced-Logics.md:2234 +#: ../../New-or-Enhanced-Logics.md:2262 msgid "" "`ImmuneToCrit` can be set on TechnoTypes and ShieldTypes to make them " "immune to critical hits." msgstr "`ImmuneToCrit` 可以设置在科技类型和护盾类型上以使它们免疫暴击。" -#: ../../New-or-Enhanced-Logics.md:2237 +#: ../../New-or-Enhanced-Logics.md:2265 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -8127,7 +8210,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2261 +#: ../../New-or-Enhanced-Logics.md:2289 msgid "" "If you set `Crit.Warhead` to the same Warhead it is defined on, or create" " a chain of Warheads with it that loops back to the first one there is a " @@ -8135,11 +8218,11 @@ msgid "" "afterwards." msgstr "如果你将 `Crit.Warhead` 设为定义暴击的弹头或者创建一个最终回到第一个弹头的循环那么游戏可能会陷入循环并随后卡死或崩溃。" -#: ../../New-or-Enhanced-Logics.md:2264 +#: ../../New-or-Enhanced-Logics.md:2292 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:2266 +#: ../../New-or-Enhanced-Logics.md:2294 msgid "" "![image](_static/images/convertwh.gif) *Vehicle version of Genetic " "Converter in " @@ -8149,13 +8232,13 @@ msgstr "" "*[NanodaSupercalifragilisticexpialidocious](https://www.bilibili.com/opus/896077937747427433)" " 中的载具版基因突变*" -#: ../../New-or-Enhanced-Logics.md:2275 +#: ../../New-or-Enhanced-Logics.md:2303 msgid "" "In example, this warhead would convert all affected owned and friendly " "`SOLDIERA` and `SOLDIERB` to `NEWSOLDIER`:" msgstr "例如这个弹头可以将所有被影响的己方和友方 `SOLDIERA` 和 `SOLDIERB` 转换为 `NEWSOLDIER`:" -#: ../../New-or-Enhanced-Logics.md:2276 +#: ../../New-or-Enhanced-Logics.md:2304 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -8167,7 +8250,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:2284 +#: ../../New-or-Enhanced-Logics.md:2312 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -8193,15 +8276,15 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2304 +#: ../../New-or-Enhanced-Logics.md:2332 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:2305 +#: ../../New-or-Enhanced-Logics.md:2333 msgid "Allows Warheads to play custom `MindControl.Anim`." msgstr "允许弹头播放自定义的 `MindControl.Anim`。" -#: ../../New-or-Enhanced-Logics.md:2308 +#: ../../New-or-Enhanced-Logics.md:2336 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -8211,15 +8294,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:2313 +#: ../../New-or-Enhanced-Logics.md:2341 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:2315 +#: ../../New-or-Enhanced-Logics.md:2343 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:2316 +#: ../../New-or-Enhanced-Logics.md:2344 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -8230,7 +8313,7 @@ msgstr "" "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " "系统。`SplashList.PickRandom` 可设置为 `true` 以从列表中随机选择一个动画。" -#: ../../New-or-Enhanced-Logics.md:2319 +#: ../../New-or-Enhanced-Logics.md:2347 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes, default to " @@ -8242,17 +8325,17 @@ msgstr "" "[CombatDamage] -> SplashList\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2325 +#: ../../New-or-Enhanced-Logics.md:2353 msgid "Damage multipliers" msgstr "伤害修正比" -#: ../../New-or-Enhanced-Logics.md:2327 +#: ../../New-or-Enhanced-Logics.md:2355 msgid "" "Warheads are now able to define the extra damage multiplier for owner " "house, ally houses and enemy houses." msgstr "现在弹头可以定义对己方所属、友方所属、敌方所属的额外伤害倍率。" -#: ../../New-or-Enhanced-Logics.md:2328 +#: ../../New-or-Enhanced-Logics.md:2356 msgid "" "`DamageOwnerMultiplier.NotAffectsEnemies` and " "`DamageAlliesMultiplier.NotAffectsEnemies` is used as the default value " @@ -8262,7 +8345,7 @@ msgstr "" "`DamageAlliesMultiplier.NotAffectsEnemies` 用于设定弹头 `AffectsEnemies=false` " "时的默认值。" -#: ../../New-or-Enhanced-Logics.md:2329 +#: ../../New-or-Enhanced-Logics.md:2357 msgid "" "`DamageOwnerMultiplier.Berzerk` , `DamageAlliesMultiplier.Berzerk` and " "`DamageEnemiesMultiplier.Berzerk` is used when the techno is in berzerk." @@ -8270,7 +8353,7 @@ msgstr "" "`DamageOwnerMultiplier.Berzerk`、`DamageAlliesMultiplier.Berzerk` 和 " "`DamageEnemiesMultiplier.Berzerk` 在单位处于狂暴状态时被使用。" -#: ../../New-or-Enhanced-Logics.md:2330 +#: ../../New-or-Enhanced-Logics.md:2358 msgid "" "An extra damage multiplier based on the firer or target's health " "percentage will be added to the total multiplier. To be elaborate: the " @@ -8282,13 +8365,13 @@ msgstr "" "DamageSourceHealthMultiplier)`,再增加 `(目标剩余血量比 * " "DamageTargetHealthMultiplier)`。" -#: ../../New-or-Enhanced-Logics.md:2331 +#: ../../New-or-Enhanced-Logics.md:2359 msgid "" "These multipliers will not affect damage with ignore defenses like " "`Suicide`.etc ." msgstr "这些修正不会影响无视防御的伤害,例如 `Suicide` 等。" -#: ../../New-or-Enhanced-Logics.md:2334 +#: ../../New-or-Enhanced-Logics.md:2362 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating " @@ -8374,39 +8457,39 @@ msgstr "" "DamageTargetHealthMultiplier=0.0 ; floating " "point value\n" -#: ../../New-or-Enhanced-Logics.md:2357 +#: ../../New-or-Enhanced-Logics.md:2385 msgid "" "`DamageAlliesMultiplier` won't affect your own units like `AffectsAllies`" " did." msgstr "`DamageAlliesMultiplier` 不会像旧有的 `AffectsAllies` 那样作用于友方单位的同时还带上己方单位。" -#: ../../New-or-Enhanced-Logics.md:2360 +#: ../../New-or-Enhanced-Logics.md:2388 msgid "Damage technos underground" msgstr "杀伤地下单位" -#: ../../New-or-Enhanced-Logics.md:2362 +#: ../../New-or-Enhanced-Logics.md:2390 msgid "Now you can make the warhead damage technos underground!" msgstr "现在你可以让弹头对处于地下的单位造成伤害!" -#: ../../New-or-Enhanced-Logics.md:2363 +#: ../../New-or-Enhanced-Logics.md:2391 msgid "" "To allow weapons to target underground technos, you need [AU](#attack-" "technos-underground)." msgstr "若需允许武器瞄准地下单位,你需要在抛射体上将 [AU](#attack-technos-underground) 设为 `yes`。" -#: ../../New-or-Enhanced-Logics.md:2364 +#: ../../New-or-Enhanced-Logics.md:2392 msgid "" "Notice that if the projectile detonates underground, its animation effect" " may look strange." msgstr "注意如果弹头在地下引爆其动画效果可能显示异常。" -#: ../../New-or-Enhanced-Logics.md:2365 +#: ../../New-or-Enhanced-Logics.md:2393 msgid "" "You can use `[WarheadType] -> PlayAnimUnderground=false` to prevent the " "warhead animation from playing when the projectile detonates underground." msgstr "你可以使用 `[WarheadType] -> PlayAnimUnderground=false` 来阻止弹头在地下引爆时播放动画。" -#: ../../New-or-Enhanced-Logics.md:2366 +#: ../../New-or-Enhanced-Logics.md:2394 msgid "" "You can also use `[WarheadType] -> PlayAnimAboveSurface=true` to make the" " warhead animation play on the ground directly above when the projectile " @@ -8415,7 +8498,7 @@ msgstr "" "你也可以使用 `[WarheadType] -> PlayAnimAboveSurface=true` " "来使弹头在地下引爆时在其正上方地表处播放弹头动画。" -#: ../../New-or-Enhanced-Logics.md:2369 +#: ../../New-or-Enhanced-Logics.md:2397 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsUnderground=false ; boolean\n" @@ -8427,11 +8510,11 @@ msgstr "" "PlayAnimUnderground=true ; boolean\n" "PlayAnimAboveSurface=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2376 +#: ../../New-or-Enhanced-Logics.md:2404 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:2378 +#: ../../New-or-Enhanced-Logics.md:2406 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -8449,7 +8532,7 @@ msgstr "" "`AirburstWeapon/ShrapnelWeapon`,无论其实际目标如何,都可以对当前地图上所有存在且没死的对象进行引爆,并可以对目标进行筛选。注意,这是在弹头引爆之前的瞬间完成的,因此" " `PreImpactAnim`(Ares 功能)可以显示。" -#: ../../New-or-Enhanced-Logics.md:2379 +#: ../../New-or-Enhanced-Logics.md:2407 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -8458,7 +8541,7 @@ msgstr "" "`DetonateOnAllMapObjects.Full` " "自定义弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。" -#: ../../New-or-Enhanced-Logics.md:2380 +#: ../../New-or-Enhanced-Logics.md:2408 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -8471,7 +8554,7 @@ msgstr "" "时筛选哪些类型的目标(科技类型)可被视为有效。仅 `none`、`all`、`aircraft`、`buildings`、`infantry` 和" " `units` 是有效值。默认为 `none`,因为包含所有对象类型可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2381 +#: ../../New-or-Enhanced-Logics.md:2409 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -8482,7 +8565,7 @@ msgstr "" "`DetonateOnAllMapObjects.AffectHouses` 用于在非 `none` " "时筛选哪些所属方的目标可以被视为有效。仅适用于发射弹头的所属方已知的情况。默认为 `none`,因为包含所有所属方可能会影响性能。" -#: ../../New-or-Enhanced-Logics.md:2382 +#: ../../New-or-Enhanced-Logics.md:2410 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -8495,13 +8578,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:2383 +#: ../../New-or-Enhanced-Logics.md:2411 msgid "" "`DetonateOnAllMapObjects.IgnoreTypes` can be used to list specific " "TechnoTypes to be never considered as valid targets." msgstr "`DetonateOnAllMapObjects.IgnoreTypes` 可用于列出特定的科技类型不得作为目标。" -#: ../../New-or-Enhanced-Logics.md:2384 +#: ../../New-or-Enhanced-Logics.md:2412 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -8513,7 +8596,7 @@ msgstr "" "`Verses` 值的目标为有效。对于具有激活状态护盾的目标除非弹头拥有 " "`Shield.Penetrate=true`,否则使用护盾的护甲类型。在所有上述筛选之后进行检查。" -#: ../../New-or-Enhanced-Logics.md:2387 +#: ../../New-or-Enhanced-Logics.md:2415 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -8537,7 +8620,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2399 +#: ../../New-or-Enhanced-Logics.md:2427 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -8548,17 +8631,17 @@ msgstr "" "虽然此功能比巨大的 `CellSpread` 值性能上好得多但它仍然可能减慢游戏速度。特别是与动画、AlphaImage 等共同使用时。建议 " "modder 谨慎使用并通过筛选语句进行限制。" -#: ../../New-or-Enhanced-Logics.md:2402 +#: ../../New-or-Enhanced-Logics.md:2430 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../New-or-Enhanced-Logics.md:2404 +#: ../../New-or-Enhanced-Logics.md:2432 msgid "" "`KillWeapon` will be fired at the target TechnoType's location once it's " "killed by this Warhead." msgstr "被此弹头击杀时目标单位会爆出 `KillWeapon` 指定的武器。" -#: ../../New-or-Enhanced-Logics.md:2405 +#: ../../New-or-Enhanced-Logics.md:2433 msgid "" "`KillWeapon.OnFirer` will be fired at the attacker's location once the " "target TechnoType is killed by this Warhead. If the source of this " @@ -8566,7 +8649,7 @@ msgid "" "fired." msgstr "如果可以追溯到弹头来自哪个单位,那么 `KillWeapon.OnFirer` 可以让武器发射在开火者的位置。如果追溯不到来源那么将不会发射。" -#: ../../New-or-Enhanced-Logics.md:2406 +#: ../../New-or-Enhanced-Logics.md:2434 msgid "" "`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and " "`KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter" @@ -8577,13 +8660,13 @@ msgstr "" "`KillWeapon.OnFirer.AffectsHouses`/`KillWeapon.OnFirer.Affects` " "分别用于筛选哪些所属方和哪些类型的目标可以触发 `KillWeapon` 与 `KillWeapon.OnFirer`。" -#: ../../New-or-Enhanced-Logics.md:2407 +#: ../../New-or-Enhanced-Logics.md:2435 msgid "" "If the source of this Warhead is not another TechnoType, `KillWeapon` " "will be fired regardless of the target's house or type." msgstr "如果这个弹头的来源不是另一个单位,发射 `KillWeapon` 将不受目标所属方或类型的限制。" -#: ../../New-or-Enhanced-Logics.md:2408 +#: ../../New-or-Enhanced-Logics.md:2436 msgid "" "If a TechnoType has `SuppressKillWeapons` set to true, it will not " "trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. " @@ -8594,7 +8677,7 @@ msgstr "" "`KillWeapon.OnFirer`。`SuppressKillWeapons.Types` " "可用于列出受影响的武器类型,如果没有列出,则所有武器类型都受影响。" -#: ../../New-or-Enhanced-Logics.md:2411 +#: ../../New-or-Enhanced-Logics.md:2439 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" @@ -8628,11 +8711,11 @@ msgstr "" "SuppressKillWeapons=false ; boolean\n" "SuppressKillWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:2425 +#: ../../New-or-Enhanced-Logics.md:2453 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:2427 +#: ../../New-or-Enhanced-Logics.md:2455 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -8640,18 +8723,18 @@ msgstr "" "![image](_static/images/hackerfinallyworks-01.gif) " "*[东方崛起](https://www.moddb.com/mods/riseoftheeast) 中的 `TransactMoney` 应用*" -#: ../../New-or-Enhanced-Logics.md:2430 +#: ../../New-or-Enhanced-Logics.md:2458 msgid "Warheads can now give credits to its owner at impact." msgstr "现在弹头可以在爆炸时向其所有者撒币。" -#: ../../New-or-Enhanced-Logics.md:2431 +#: ../../New-or-Enhanced-Logics.md:2459 msgid "" "`TransactMoney.Display` can be set to display the amount of credits given" " or deducted. The number is displayed in green if given, red if deducted " "and will move upwards after appearing." msgstr "`TransactMoney.Display` 可以设置是否显示给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2432 +#: ../../New-or-Enhanced-Logics.md:2460 msgid "" "`TransactMoney.Display.AtFirer` if set, makes the credits display appear " "on firer instead of target. If set and firer is not known, it will " @@ -8660,19 +8743,19 @@ msgstr "" "`TransactMoney.Display.AtFirer` " "如果设置则使资金出现在开火者处而非目标处。如果设置但开火者未知则无论如何都显示在目标处。" -#: ../../New-or-Enhanced-Logics.md:2433 +#: ../../New-or-Enhanced-Logics.md:2461 msgid "" "`TransactMoney.Display.Houses` determines which houses can see the " "credits display." msgstr "`TransactMoney.Display.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2434 +#: ../../New-or-Enhanced-Logics.md:2462 msgid "" "`TransactMoney.Display.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at target's/firer's center." msgstr "`TransactMoney.Display.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即目标/开火者的中心。" -#: ../../New-or-Enhanced-Logics.md:2437 +#: ../../New-or-Enhanced-Logics.md:2465 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -8692,11 +8775,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "TransactMoney.Display.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2446 +#: ../../New-or-Enhanced-Logics.md:2474 msgid "Iron Curtain & Force Shield damage penetration" msgstr "铁幕与力场护盾的伤害穿透" -#: ../../New-or-Enhanced-Logics.md:2448 +#: ../../New-or-Enhanced-Logics.md:2476 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -8705,7 +8788,7 @@ msgstr "" "现在可以让弹头对被铁幕和力场护盾保护的对象造成伤害。`PenetratesForceShield` 默认为 " "`PenetratesIronCurtain` 的值。" -#: ../../New-or-Enhanced-Logics.md:2449 +#: ../../New-or-Enhanced-Logics.md:2477 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -8715,7 +8798,7 @@ msgstr "" "注意这不会影响关联伤害类效果(例如 `Psychedelic`)之外的弹头功能以及类似碎片生成和 `AirburstWeapon` " "的引爆这类通常在攻击被抵消时**本就**不发生的效果。" -#: ../../New-or-Enhanced-Logics.md:2452 +#: ../../New-or-Enhanced-Logics.md:2480 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -8725,29 +8808,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2458 +#: ../../New-or-Enhanced-Logics.md:2486 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:2460 +#: ../../New-or-Enhanced-Logics.md:2488 msgid "Superweapons can now be launched when a warhead is detonated." msgstr "现在弹头可以在引爆时发射超级武器" -#: ../../New-or-Enhanced-Logics.md:2461 +#: ../../New-or-Enhanced-Logics.md:2489 msgid "" "`LaunchSW` specifies the superweapons to launch when the warhead is " "detonated. If superweapon has negative `Money.Amount`, the firing house " "must have enough credits in order for it to be fired." msgstr "`LaunchSW` 指定当弹头引爆时要发射的超级武器。如果超级武器的 `Money.Amount` 为负则发射的所属方还需要拥有足够的资金。" -#: ../../New-or-Enhanced-Logics.md:2462 +#: ../../New-or-Enhanced-Logics.md:2490 msgid "" "`LaunchSW.RealLaunch` controls whether the owner who fired the warhead " "must own all listed superweapons. Otherwise they will be launched out of " "nowhere." msgstr "`LaunchSW.RealLaunch` 控制弹头的所有者是否需要拥有所有列出的超级武器。否则它们将无从发射。" -#: ../../New-or-Enhanced-Logics.md:2463 +#: ../../New-or-Enhanced-Logics.md:2491 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -8755,7 +8838,7 @@ msgstr "" "`LaunchSW.IgnoreInhibitors` 设置是否忽略每个超级武器的 " "`SW.Inhibitors`/`SW.AnyInhibitor`,否则只有未被抑制的超级武器会被发射。" -#: ../../New-or-Enhanced-Logics.md:2464 +#: ../../New-or-Enhanced-Logics.md:2492 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -8763,7 +8846,7 @@ msgstr "" "`LaunchSW.IgnoreDesignators` 设置是否忽略每个超级武器的 " "`SW.Designators`/`SW.AnyDesignator`。" -#: ../../New-or-Enhanced-Logics.md:2465 +#: ../../New-or-Enhanced-Logics.md:2493 msgid "" "`LaunchSW.DisplayMoney` can be set to display the amount of credits given" " or deducted by the launched superweapon by `Money.Amount`. The number is" @@ -8773,31 +8856,31 @@ msgstr "" "`LaunchSW.DisplayMoney` 可以设置是否显示所发射超武 `Money.Amount` " "而给予或扣除的资金金额。给予时数字显示为绿色,扣除时显示为红色,并在出现后向上飘起。" -#: ../../New-or-Enhanced-Logics.md:2466 +#: ../../New-or-Enhanced-Logics.md:2494 msgid "" "`LaunchSW.DisplayMoney.Houses` determines which houses can see the " "credits display." msgstr "`LaunchSW.DisplayMoney.Houses` 决定哪些所属方可以看到资金显示。" -#: ../../New-or-Enhanced-Logics.md:2467 +#: ../../New-or-Enhanced-Logics.md:2495 msgid "" "`LaunchSW.DisplayMoney.Offset` is additional pixel offset for the center " "of the credits display, by default `0,0` at superweapon's target cell." msgstr "`LaunchSW.DisplayMoney.Offset` 是资金显示中心的额外像素偏移量,默认为 `0,0` 即超级武器目标单元格处。" -#: ../../New-or-Enhanced-Logics.md:2470 +#: ../../New-or-Enhanced-Logics.md:2498 msgid "" "For animation warheads/weapons to take effect, `Damage.DealtByInvoker` " "must be set." msgstr "为使动画弹头/武器上的此逻辑生效必须设置 `Damage.DealtByInvoker`。" -#: ../../New-or-Enhanced-Logics.md:2471 +#: ../../New-or-Enhanced-Logics.md:2499 msgid "" "The superweapons are launched on the *cell* where the warhead is " "detonated, instead of being click-fired." msgstr "超级武器在弹头引爆的 **单元格** 上发射而不是通过点击发射。" -#: ../../New-or-Enhanced-Logics.md:2475 +#: ../../New-or-Enhanced-Logics.md:2503 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -8819,17 +8902,17 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "LaunchSW.DisplayMoney.Offset=0,0 ; X,Y, pixels relative to default\n" -#: ../../New-or-Enhanced-Logics.md:2487 +#: ../../New-or-Enhanced-Logics.md:2515 msgid "" "Due to the nature of some superweapon types, not all superweapons are " "suitable for launch. **Please use with caution!**" msgstr "由于某些超级武器类型的特性并非所有超级武器都适合发射。**请慎用!**" -#: ../../New-or-Enhanced-Logics.md:2490 +#: ../../New-or-Enhanced-Logics.md:2518 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:2492 +#: ../../New-or-Enhanced-Logics.md:2520 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -8839,7 +8922,7 @@ msgstr "" "默认情况下如果单位从弹头收到负伤害(在 `Verses` " "前计算)任何寄生单位都会被移除和删除。现在可以自定义此行为以禁用负伤害的移除效果或为任意弹头启用它。" -#: ../../New-or-Enhanced-Logics.md:2495 +#: ../../New-or-Enhanced-Logics.md:2523 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -8847,18 +8930,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2500 +#: ../../New-or-Enhanced-Logics.md:2528 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:2502 +#: ../../New-or-Enhanced-Logics.md:2530 msgid "" "Warheads can now remove disguise from disguised spies or mirage tanks. " "This will work even if the disguised was acquired by default through " "`PermaDisguise`." msgstr "弹头现在可以移除间谍或幻影坦克的伪装。即使伪装是通过 `PermaDisguise` 默认获得来的。" -#: ../../New-or-Enhanced-Logics.md:2505 +#: ../../New-or-Enhanced-Logics.md:2533 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -8866,19 +8949,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2510 +#: ../../New-or-Enhanced-Logics.md:2538 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:2512 +#: ../../New-or-Enhanced-Logics.md:2540 msgid "Warheads can now reveal an area or the entire map on impact." msgstr "现在弹头可以在引爆时揭示部分区域或整个地图的黑幕。" -#: ../../New-or-Enhanced-Logics.md:2513 +#: ../../New-or-Enhanced-Logics.md:2541 msgid "Reveal only applies to the owner of the warhead." msgstr "仅适用于弹头所有者。" -#: ../../New-or-Enhanced-Logics.md:2516 +#: ../../New-or-Enhanced-Logics.md:2544 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Reveal=0 ; integer - cell radius, negative values mean reveal the " @@ -8888,17 +8971,17 @@ msgstr "" "Reveal=0 ; integer - cell radius, negative values mean reveal the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2521 +#: ../../New-or-Enhanced-Logics.md:2549 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../New-or-Enhanced-Logics.md:2523 +#: ../../New-or-Enhanced-Logics.md:2551 msgid "" "Warheads can now uses the reverse-engineering logic *(Ares feature)* , " "the technology of the victim will be reversed." msgstr "现在弹头可以使用逆向工程逻辑(*Ares 功能*),被命中的单位将会被逆向工程。" -#: ../../New-or-Enhanced-Logics.md:2526 +#: ../../New-or-Enhanced-Logics.md:2554 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" @@ -8906,33 +8989,33 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2532 +#: ../../New-or-Enhanced-Logics.md:2560 msgid "This feature requires Ares 3.0 or higher to function!" msgstr "此功能需要 3.0 及以上版本的 Ares 才能运作!" -#: ../../New-or-Enhanced-Logics.md:2535 +#: ../../New-or-Enhanced-Logics.md:2563 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:2537 +#: ../../New-or-Enhanced-Logics.md:2565 msgid "" "Warheads with `BuildingSell` can now sell buildings with build up image. " "It has a higher priority than `BuildingUndeploy`." msgstr "现在拥有 `BuildingSell` 的弹头可以出售拥有拔起动画的建筑。它的优先级高于 `BuildingUndeploy`。" -#: ../../New-or-Enhanced-Logics.md:2538 +#: ../../New-or-Enhanced-Logics.md:2566 msgid "" "`BuildingSell.IgnoreUnsellable` controls whether to ignore all possible " "situations where sales may be disabled except for build up image." msgstr "`BuildingSell.IgnoreUnsellable` 控制是否忽略除了缺失拔起动画之外所有可能禁止建筑出售的情况。" -#: ../../New-or-Enhanced-Logics.md:2539 +#: ../../New-or-Enhanced-Logics.md:2567 msgid "" "Warheads with `BuildingUndeploy` can now undeploy buildings with " "`UndeploysInto`." msgstr "现在拥有 `BuildingUndeploy` 的弹头可以令目标建筑反部署为 `UndeploysInto` 的对象。" -#: ../../New-or-Enhanced-Logics.md:2540 +#: ../../New-or-Enhanced-Logics.md:2568 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -8942,7 +9025,7 @@ msgstr "" "`BuildingUndeploy.Leave` " "控制是否需要让它们移动到附近较低威胁的位置。这里的威胁程度使用科技类型的价格计算。如果附近的科技类型没有主武器或属于友方所属,那么不被计入。" -#: ../../New-or-Enhanced-Logics.md:2543 +#: ../../New-or-Enhanced-Logics.md:2571 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "BuildingSell=false ; boolean\n" @@ -8956,19 +9039,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2551 +#: ../../New-or-Enhanced-Logics.md:2579 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:2553 +#: ../../New-or-Enhanced-Logics.md:2581 msgid "Warheads can now shroud an area or the entire map on impact." msgstr "现在弹头可以在引爆时填充部分区域或整个地图的黑幕" -#: ../../New-or-Enhanced-Logics.md:2554 +#: ../../New-or-Enhanced-Logics.md:2582 msgid "Shroud only applies to enemies of the warhead owner." msgstr "仅适用于敌对所属方。" -#: ../../New-or-Enhanced-Logics.md:2557 +#: ../../New-or-Enhanced-Logics.md:2585 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " @@ -8978,11 +9061,11 @@ msgstr "" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2562 +#: ../../New-or-Enhanced-Logics.md:2590 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2564 +#: ../../New-or-Enhanced-Logics.md:2592 msgid "" "Warheads can now spawn powerup crates of specified type(s) on their " "impact cells (if free, or nearby cells if occupied something other than a" @@ -8991,13 +9074,13 @@ msgstr "" "现在弹头可以在其引爆的单元格上创建指定类型的升级工具箱(如果空置,若被非工具箱的对象占据则生成到附近的单元格)类似于地图触发动作 `108 " "创建工具箱...`。" -#: ../../New-or-Enhanced-Logics.md:2565 +#: ../../New-or-Enhanced-Logics.md:2593 msgid "" "`SpawnsCrateN` where N is a number starting from 0, parsed until no key " "is found can be used to define the type of crate spawned." msgstr "`SpawnsCrateN` 中的 N 是从 0 开始的数字,游戏会解析到最后一个为止。用于定义每个生成的升级工具箱类型。" -#: ../../New-or-Enhanced-Logics.md:2566 +#: ../../New-or-Enhanced-Logics.md:2594 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -9006,13 +9089,13 @@ msgstr "" "`SpawnsCrateN.Weight` 是一个用于确定生成对应升级工具箱类型与其他列出的类型相比的相对权重(0 " "表示没门,越高代表概率越高)如果未定义则默认为 1。" -#: ../../New-or-Enhanced-Logics.md:2567 +#: ../../New-or-Enhanced-Logics.md:2595 msgid "" "`SpawnsCrate.Type/Weight` is an alias for `SpawnsCrate0.Type/Weight` if " "latter is not set." msgstr "如果未设置 `SpawnsCrate0.Type/Weight` 则 `SpawnsCrate.Type/Weight` 是其别名。" -#: ../../New-or-Enhanced-Logics.md:2570 +#: ../../New-or-Enhanced-Logics.md:2598 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -9026,18 +9109,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2576 +#: ../../New-or-Enhanced-Logics.md:2604 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2578 +#: ../../New-or-Enhanced-Logics.md:2606 msgid "" "Warheads are now able to trigger specific `NotHuman=yes` infantry `Death`" " anim sequence using the corresponding tag. It's value represents " "sequences from `Die1` to `Die5`." msgstr "现在弹头可以使用相应的标签触发特定的 `NotHuman=yes` 步兵 `Death` 动画序列。其值代表从 `Die1` 到 `Die5`。" -#: ../../New-or-Enhanced-Logics.md:2581 +#: ../../New-or-Enhanced-Logics.md:2609 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -9045,17 +9128,17 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2586 +#: ../../New-or-Enhanced-Logics.md:2614 msgid "Warhead that can not kill" msgstr "弹头击杀限制" -#: ../../New-or-Enhanced-Logics.md:2588 +#: ../../New-or-Enhanced-Logics.md:2616 msgid "" "Warheads can now damage the enemy without killing them (minimum health " "will be 1)." msgstr "现在可以让一个弹头可以杀伤敌人但无法击杀它们(至少保留 1 滴血)。" -#: ../../New-or-Enhanced-Logics.md:2591 +#: ../../New-or-Enhanced-Logics.md:2619 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" @@ -9063,11 +9146,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2596 +#: ../../New-or-Enhanced-Logics.md:2624 msgid "Unlimbo detonate warhead" msgstr "去虚拟化弹头" -#: ../../New-or-Enhanced-Logics.md:2598 +#: ../../New-or-Enhanced-Logics.md:2626 msgid "" "![Unlimbo Detonate](_static/images/unlimbodetonate.gif) *Unlimbo Detonate" " used in **The Call of the Panic Spear** by @[Octagonal " @@ -9076,36 +9159,36 @@ msgstr "" "![去虚拟化弹头](_static/images/unlimbodetonate.gif) " "*@[八棱彩](https://space.bilibili.com/360577336) 在 **恐慌之矛的召唤** 中使用的去虚拟化弹头*" -#: ../../New-or-Enhanced-Logics.md:2598 +#: ../../New-or-Enhanced-Logics.md:2626 msgid "Unlimbo Detonate" msgstr "去虚拟化弹头" -#: ../../New-or-Enhanced-Logics.md:2601 +#: ../../New-or-Enhanced-Logics.md:2629 msgid "" "`UnlimboDetonate` allows units that have fired weapons with " "`LimboLaunch=yes` to reappear." msgstr "`UnlimboDetonate` 允许发射了拥有 `LimboLaunch=yes` 的武器的单位在弹头引爆后重新刷出(退出 Limbo 状态)。" -#: ../../New-or-Enhanced-Logics.md:2602 +#: ../../New-or-Enhanced-Logics.md:2630 msgid "" "`UnlimboDetonate.ForceLocation` allows units to forcefully appear at the " "projectile explosion location, otherwise they will search for other " "available cells." msgstr "`UnlimboDetonate.ForceLocation` 允许单位强制出现在抛射体爆炸的位置,否则它们会检索其他可用的单元格。" -#: ../../New-or-Enhanced-Logics.md:2603 +#: ../../New-or-Enhanced-Logics.md:2631 msgid "" "`UnlimboDetonate.KeepTarget` allows units to retain their original attack" " target when they reappear." msgstr "`UnlimboDetonate.KeepTarget` 允许单位进出 Limbo 状态前后保留原先的目标。" -#: ../../New-or-Enhanced-Logics.md:2604 +#: ../../New-or-Enhanced-Logics.md:2632 msgid "" "`UnlimboDetonate.KeepSelected` allows units to retain their original " "selected state when they appear." msgstr "`UnlimboDetonate.KeepSelected` 允许单位进出 Limbo 状态前保留原先选中状态。" -#: ../../New-or-Enhanced-Logics.md:2607 +#: ../../New-or-Enhanced-Logics.md:2635 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "UnlimboDetonate=false ; boolean\n" @@ -9119,19 +9202,19 @@ msgstr "" "UnlimboDetonate.KeepTarget=false ; boolean\n" "UnlimboDetonate.KeepSelected=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2616 +#: ../../New-or-Enhanced-Logics.md:2644 msgid "`UnlimboDetonate` cannot be used in conjunction with `Parasite`." msgstr "`UnlimboDetonate` 不能与 `Parasite` 共用。" -#: ../../New-or-Enhanced-Logics.md:2619 +#: ../../New-or-Enhanced-Logics.md:2647 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2621 +#: ../../New-or-Enhanced-Logics.md:2649 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2623 +#: ../../New-or-Enhanced-Logics.md:2651 msgid "" "You can now specify how AreaFire weapon picks its target. By default it " "targets the base cell the firer is currently on, but this can now be " @@ -9142,13 +9225,13 @@ msgstr "" "现在你可以指定 AreaFire 武器如何选择目标。默认情况下它会瞄准开火者当前所处的单元格,现在可以通过将 `AreaFire.Target` " "设为 `self` 或 `random` 分别改为瞄准发开火者自身或武器 `Range` 范围内的随机单元格。" -#: ../../New-or-Enhanced-Logics.md:2624 +#: ../../New-or-Enhanced-Logics.md:2652 msgid "" "`AreaFire.Target=self` respects normal targeting rules (Warhead `Verses` " "etc.) against the firer itself." msgstr "`AreaFire.Target=self` 遵守对开火者自身的正常目标筛选规则(弹头 `Verses` 等)。" -#: ../../New-or-Enhanced-Logics.md:2625 +#: ../../New-or-Enhanced-Logics.md:2653 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -9157,7 +9240,7 @@ msgstr "" "`AreaFire.Target=random` 会忽略由武器 `CanTarget` 和 `CanTargetHouses` " "值设为不可作为目标的单元格或存在不可作为目标的对象的单元格。" -#: ../../New-or-Enhanced-Logics.md:2628 +#: ../../New-or-Enhanced-Logics.md:2656 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -9165,11 +9248,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2633 +#: ../../New-or-Enhanced-Logics.md:2661 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2635 +#: ../../New-or-Enhanced-Logics.md:2663 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -9182,7 +9265,7 @@ msgstr "" "逻辑,且适用于步兵和建筑类型的武器(由于战机类型武器的发射系统完全不同因此暂不支持),并允许独立设置每一发 `Burst` 之间的间隔而不仅限于第" " 1 发到第 4 发。" -#: ../../New-or-Enhanced-Logics.md:2636 +#: ../../New-or-Enhanced-Logics.md:2664 msgid "" "If no delay is defined for a shot, it falls back to last delay value " "defined (f.ex `Burst=3` and `Burst.Delays=10` would use 10 as delay for " @@ -9191,14 +9274,14 @@ msgstr "" "如果未未某一发设定间隔那么它会使用上一发所定义的间隔(例如 `Burst=3` 和 `Burst.Delays=10` 将使用 10 " "作为所有连发的间隔)。" -#: ../../New-or-Enhanced-Logics.md:2637 +#: ../../New-or-Enhanced-Logics.md:2665 msgid "" "Using `-1` as delay reverts back to old logic (`BurstDelay0-3` for " "VehicleTypes if available or random value between 3-5 otherwise) for that" " shot." msgstr "使用 `-1` 作为间隔会使该发使用旧逻辑(如果有则使用载具类型的 `BurstDelay0-3` 否则使用 3-5 之间的随机值)。" -#: ../../New-or-Enhanced-Logics.md:2638 +#: ../../New-or-Enhanced-Logics.md:2666 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryType or `Voxel=no` turretless VehicleType, and setting it to true" @@ -9208,13 +9291,13 @@ msgstr "" "`Burst.FireWithinSequence` 仅在步兵或 `Voxel=no` 的无炮塔载具发射武器时使用,将其设为 true " "以允许步兵/载具在同一射击序列内射出多发 `Burst`。" -#: ../../New-or-Enhanced-Logics.md:2639 +#: ../../New-or-Enhanced-Logics.md:2667 msgid "" "First shot is always fired at sequence frame determined by firing frame " "controls on InfantryType image (`FireUp` et al)." msgstr "第一发始终在由步兵类型图像的射击帧(如 `FireUp` 等)确定的帧序列决定。" -#: ../../New-or-Enhanced-Logics.md:2640 +#: ../../New-or-Enhanced-Logics.md:2668 msgid "" "Following shots come at intervals determined by `Burst.Delays` (with " "minimum delay of 1 frame) or random delay between 3 to 5 frames if not " @@ -9225,7 +9308,7 @@ msgstr "" "后续的连发发射间隔由 `Burst.Delays` 决定(最小间隔为 1 帧)或未定义情况下使用随机 3 到 5 " "帧。注意如果下一发的发射帧超出了射击序列长度则连发计数器将被重置且武器会重新开始装填。" -#: ../../New-or-Enhanced-Logics.md:2641 +#: ../../New-or-Enhanced-Logics.md:2669 msgid "" "Burst shot counter is not immediately reset if firing is ceased mid-" "sequence after at least one shot, but the frame at which each burst shot " @@ -9235,7 +9318,7 @@ msgid "" "burst shot should be fired is hit)." msgstr "如果在至少一发后停止射击则连发计数器不会立即重置,但每个连发的发射帧不会受此影响(换而言之,如果之后重新开始射击而武器没有重新装填,那么射击序列会重新开始,但不会发射任何直到下一发应该被发射的帧)。" -#: ../../New-or-Enhanced-Logics.md:2644 +#: ../../New-or-Enhanced-Logics.md:2672 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -9247,11 +9330,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2650 +#: ../../New-or-Enhanced-Logics.md:2678 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../New-or-Enhanced-Logics.md:2652 +#: ../../New-or-Enhanced-Logics.md:2680 msgid "" "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 " @@ -9260,7 +9343,7 @@ msgstr "" "原版中即便武器的 `ROF` 或载具的 `BurstDelay` 设为 0 也最快每帧发射一次。现在可以通过将 `Burst.NoDelay` " "设为 true 强制单位在一帧内全部发射。" -#: ../../New-or-Enhanced-Logics.md:2655 +#: ../../New-or-Enhanced-Logics.md:2683 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" @@ -9268,32 +9351,32 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2661 +#: ../../New-or-Enhanced-Logics.md:2689 msgid "This is useless for buildings and aircraft." msgstr "此功能对建筑和战机无效。" -#: ../../New-or-Enhanced-Logics.md:2662 +#: ../../New-or-Enhanced-Logics.md:2690 msgid "This will ignore `Burst.Delays` setting." msgstr "这会无视 `Burst.Delays` 设置。" -#: ../../New-or-Enhanced-Logics.md:2665 +#: ../../New-or-Enhanced-Logics.md:2693 msgid "Delayed firing" msgstr "延迟开火" -#: ../../New-or-Enhanced-Logics.md:2667 +#: ../../New-or-Enhanced-Logics.md:2695 msgid "" "It is possible to have any weapon fire with a delay by setting " "`DelayedFire.Duration` on a WeaponType - it supports a single integer or " "two comma-separated ones for a random range to pick value from." msgstr "通过为武器设置 `DelayedFire.Duration` 可使其延迟开火 - 它支持单个整数或用逗号隔开的两个整数作为随机取值区间。" -#: ../../New-or-Enhanced-Logics.md:2668 +#: ../../New-or-Enhanced-Logics.md:2696 msgid "" "If `DelayedFire.SkipInTransport` is set to true and firer is in a " "transport, no delay is applied to firing." msgstr "若 `DelayedFire.SkipInTransport` 设为 true 且开火者在运输工具中则这种情况下跳过延迟。" -#: ../../New-or-Enhanced-Logics.md:2669 +#: ../../New-or-Enhanced-Logics.md:2697 msgid "" "`DelayedFire.Animation` can be used to define animation to create when " "the delay timer starts. `DelayedFire.OpenToppedAnimation` is used instead" @@ -9302,7 +9385,7 @@ msgstr "" "`DelayedFire.Animation` 可用于定义延时计时器启动时创建的动画。可用 " "`DelayedFire.OpenToppedAnimation` 单独定义开火者在运输工具中开火时创建的。" -#: ../../New-or-Enhanced-Logics.md:2670 +#: ../../New-or-Enhanced-Logics.md:2698 msgid "" "If `DelayedFire.AnimIsAttached` is set to true, the animation is attached" " to the firing TechnoType. If `DelayedFire.RemoveAnimOnNoDelay` is also " @@ -9313,26 +9396,26 @@ msgstr "" "`DelayedFire.RemoveAnimOnNoDelay` 也设为 " "true,则在持续时间结束或开火被中断时无论是否播放完毕都立即移除动画。" -#: ../../New-or-Enhanced-Logics.md:2671 +#: ../../New-or-Enhanced-Logics.md:2699 msgid "" "`DelayedFire.AnimOffset` can be used to override the weapon's firing " "coordinates / FLH for the animation's position." msgstr "`DelayedFire.AnimOffset` 可用于覆盖开火坐标来设置动画的位置。" -#: ../../New-or-Enhanced-Logics.md:2672 +#: ../../New-or-Enhanced-Logics.md:2700 msgid "" "`DelayedFire.AnimOnTurret` determines whether or not the animation's " "position is calculated relative to firer's body or turret (only if it has" " one)." msgstr "`DelayedFire.AnimOnTurret` 决定在单位有炮塔的情况下该动画的位置是相对于开火单位的本体还是炮塔。" -#: ../../New-or-Enhanced-Logics.md:2673 +#: ../../New-or-Enhanced-Logics.md:2701 msgid "" "If `DelayedFire.CenterAnimOnFirer` is set the animation is created at the" " firer's center rather than at the firing coordinates." msgstr "若设置了 `DelayedFire.CenterAnimOnFirer` 则动画会创建于开火单位的中心而非开火坐标处。" -#: ../../New-or-Enhanced-Logics.md:2674 +#: ../../New-or-Enhanced-Logics.md:2702 msgid "" "If the weapon was fired by InfantryType and " "`DelayedFire.PauseFiringSequence` is set to true, the infantry's firing " @@ -9344,7 +9427,7 @@ msgstr "" "`artmd.ini` 中由 `FireUp/Prone` 或 `SecondaryFire/Prone` " "定义的开火帧时其开火序列动画将会暂停直至延时计时器结束。" -#: ../../New-or-Enhanced-Logics.md:2675 +#: ../../New-or-Enhanced-Logics.md:2703 msgid "" "If the weapon has `Burst` > 1 and `DelayedFire.OnlyOnInitialBurst` set to" " true, the delay occurs only before the initial burst shot. Note that if " @@ -9356,7 +9439,7 @@ msgstr "" "则延迟仅在首次发射前生效。注意若使用了 Ares 则开火被中断或开火者失去目标时 `Burst` " "索引不会重置,这意味着它可以无需等待延迟时间即可开火。" -#: ../../New-or-Enhanced-Logics.md:2678 +#: ../../New-or-Enhanced-Logics.md:2706 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DelayedFire.Duration= ; integer - single or comma-sep. " @@ -9388,18 +9471,18 @@ msgstr "" "DelayedFire.PauseFiringSequence=false ; boolean\n" "DelayedFire.OnlyOnInitialBurst=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2694 +#: ../../New-or-Enhanced-Logics.md:2722 msgid "" "AircraftTypes, due to their different attack patterns, will not wait for " "the delay to expire before attempting to fire and will instead continue " "without firing if the delay is too long." msgstr "战机类单位由于其独特的攻击模式并不会等待延迟结束后才尝试开火而是延迟过长时会不开火直接继续飞。" -#: ../../New-or-Enhanced-Logics.md:2697 +#: ../../New-or-Enhanced-Logics.md:2725 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2699 +#: ../../New-or-Enhanced-Logics.md:2727 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -9412,7 +9495,7 @@ msgstr "" "来让同一武器在命中时引爆多个弹头。这些弹头会在主弹头爆炸后按列出的顺序在同一位置引爆。这仅适用于由武器发射且引爆时仍保留其信息的抛射体(由于目前存在的技术限制,这不包括" " `AirburstWeapon`)。" -#: ../../New-or-Enhanced-Logics.md:2700 +#: ../../New-or-Enhanced-Logics.md:2728 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -9422,7 +9505,7 @@ msgstr "" "`ExtraWarheads.DamageOverrides` 可用于额外弹头引爆时覆盖武器的 `Damage` 属性。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则使用武器的 `Damage` 属性。" -#: ../../New-or-Enhanced-Logics.md:2701 +#: ../../New-or-Enhanced-Logics.md:2729 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -9433,7 +9516,7 @@ msgstr "" "`ExtraWarheads.DetonationChances` 可用于自定义每个额外弹头爆炸的概率。如果找到 `ExtraWarheads` " "中与之对应的值则使用,否则使用最后列出的值。如果列表为空则每个额外弹头都必然引爆。" -#: ../../New-or-Enhanced-Logics.md:2702 +#: ../../New-or-Enhanced-Logics.md:2730 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -9445,13 +9528,13 @@ msgstr "" "可用于设置每个额外弹头是否在目标上完全引爆(作为虚拟武器的一部分)或者只能对所在区域造成杀伤并应用 Phobos 的弹头效果。如果找到 " "`ExtraWarheads` 中与之对应的值则使用,否则使用最后列出的值。如果列表为空则默认为 true。" -#: ../../New-or-Enhanced-Logics.md:2703 +#: ../../New-or-Enhanced-Logics.md:2731 msgid "" "Note that the listed Warheads must be listed in `[Warheads]` for them to " "work." msgstr "注意列出的弹头必须在 `[Warheads]` 中列出才能生效。" -#: ../../New-or-Enhanced-Logics.md:2706 +#: ../../New-or-Enhanced-Logics.md:2734 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -9467,11 +9550,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2714 +#: ../../New-or-Enhanced-Logics.md:2742 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2716 +#: ../../New-or-Enhanced-Logics.md:2744 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -9481,13 +9564,13 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) " "中使用反馈武器在发射武器时对目标施加治疗光环*" -#: ../../New-or-Enhanced-Logics.md:2719 +#: ../../New-or-Enhanced-Logics.md:2747 msgid "" "You can now specify an auxiliary weapon to be fired on the firer itself " "when a weapon is fired." msgstr "现在你可以指定一个辅助武器在发射武器时对开火者自身发射。" -#: ../../New-or-Enhanced-Logics.md:2720 +#: ../../New-or-Enhanced-Logics.md:2748 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -9498,7 +9581,7 @@ msgstr "" "当原始武器于运输工具内的载员使用时反馈武器会根据自身的 `FireInTransport` " "决定能否发射。如果反馈武器被发射那么它将命中运输工具。注:`OpenToppedDamageMultiplier` 不适用于反馈武器。" -#: ../../New-or-Enhanced-Logics.md:2723 +#: ../../New-or-Enhanced-Logics.md:2751 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -9506,17 +9589,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2728 +#: ../../New-or-Enhanced-Logics.md:2756 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2730 +#: ../../New-or-Enhanced-Logics.md:2758 msgid "" "Technos can maintain a suitable distance after firing if `KeepRange` is " "not set to 0." msgstr "如果 `KeepRange` 没有设为 0 那么科技类型可以在开火后与目标保持适当的距离。" -#: ../../New-or-Enhanced-Logics.md:2731 +#: ../../New-or-Enhanced-Logics.md:2759 msgid "" "`KeepRange` controls how long the distance to maintain when the techno's " "ROF timer is ticking. What is actually read is its absolute value. If it " @@ -9531,31 +9614,31 @@ msgstr "" "`MinimumRange`。对于负值则科技类型会尽可能保持在该距离附近,就像它有一个开火后的特殊 " "`Range`。此外如果有效射程区间太小单位将被视为无法开火。最好有一个 1.0 长度的有效射程,对步兵而言为 2.0。" -#: ../../New-or-Enhanced-Logics.md:2732 +#: ../../New-or-Enhanced-Logics.md:2760 msgid "" "`KeepRange.AllowAI` controls whether this function is effective for " "computer." msgstr "`KeepRange.AllowAI` 控制此功能是否对 AI 玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2733 +#: ../../New-or-Enhanced-Logics.md:2761 msgid "" "`KeepRange.AllowPlayer` controls whether this function is effective for " "human." msgstr "`KeepRange.AllowPlayer` 控制此功能是否对人类玩家生效。" -#: ../../New-or-Enhanced-Logics.md:2734 +#: ../../New-or-Enhanced-Logics.md:2762 msgid "" "The function won't take effect if the techno's rearm time left is shorter" " than `KeepRange.EarlyStopFrame`." msgstr "如果单位开火剩余 CD 短于 `KeepRange.EarlyStopFrame` 的时间则该功能不会生效。" -#: ../../New-or-Enhanced-Logics.md:2737 +#: ../../New-or-Enhanced-Logics.md:2765 msgid "" "That is to say, the total duration of executing KeepRange equals the " "value of weapon `ROF` minus the value of `KeepRange.EarlyStopFrame`." msgstr "也就是说执行 KeepRange 效果的总时长 = 武器 `ROF` 的值 - `KeepRange.EarlyStopFrame` 的值。" -#: ../../New-or-Enhanced-Logics.md:2741 +#: ../../New-or-Enhanced-Logics.md:2769 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -9569,23 +9652,23 @@ msgstr "" "KeepRange.AllowPlayer=false ; boolean\n" "KeepRange.EarlyStopFrame=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2749 +#: ../../New-or-Enhanced-Logics.md:2777 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2751 +#: ../../New-or-Enhanced-Logics.md:2779 msgid "" "The unit will try to turn the body to target even firing with " "`OmniFire=yes`." msgstr "即便使用 `OmniFire=yes` 的武器开火单位也会尝试将车体转向目标。" -#: ../../New-or-Enhanced-Logics.md:2752 +#: ../../New-or-Enhanced-Logics.md:2780 msgid "" "Jumpjets are recommended to have the same value of body `ROT` and " "`JumpjetTurnRate`." msgstr "建议 Jumpjet 的 `ROT` 和 `JumpjetTurnRate` 相同。" -#: ../../New-or-Enhanced-Logics.md:2755 +#: ../../New-or-Enhanced-Logics.md:2783 msgid "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" @@ -9593,11 +9676,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2760 +#: ../../New-or-Enhanced-Logics.md:2788 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2762 +#: ../../New-or-Enhanced-Logics.md:2790 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -9607,11 +9690,11 @@ msgstr "" "除了允许自定义辐射类型外还有对于默认辐射类型 `[Radiation]` 的增强,例如可以设置所有者与开火者或对建筑造成伤害。详见[自定义辐射类型" "](#custom-radiation-types)。" -#: ../../New-or-Enhanced-Logics.md:2764 +#: ../../New-or-Enhanced-Logics.md:2792 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2766 +#: ../../New-or-Enhanced-Logics.md:2794 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -9620,11 +9703,11 @@ msgstr "" "![image](_static/images/strafing-01.gif) " "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的自定义战机扫射武器*" -#: ../../New-or-Enhanced-Logics.md:2769 +#: ../../New-or-Enhanced-Logics.md:2797 msgid "Some of the behavior of strafing aircraft weapons can now be customized." msgstr "现在可以自定义战机扫射武器的一些行为。" -#: ../../New-or-Enhanced-Logics.md:2770 +#: ../../New-or-Enhanced-Logics.md:2798 msgid "" "`Strafing` controls if the aircraft can strafe when firing at the target." " Default to `true` if the projectile's `ROT` < 2 and `Inviso=false` " @@ -9633,7 +9716,7 @@ msgstr "" "`Strafing` 控制战机在目标射击时是否可以扫射。如果抛射体 `ROT` < 2 且 `Inviso=false` 并且没有 " "`Trajectory` 则默认为 `true` 其他情况为 `false`。" -#: ../../New-or-Enhanced-Logics.md:2771 +#: ../../New-or-Enhanced-Logics.md:2799 msgid "" "`Strafing.Shots` controls the number of times the weapon is fired during " "a single strafe run, defaults to 5 if not set. `Ammo` is only deducted at" @@ -9642,7 +9725,7 @@ msgstr "" "`Strafing.Shots` 控制在单次扫射过程中武器发射的次数,如果未设置则默认为 5。`Ammo` " "只会在扫射结束后扣除一次,无论实际多少次。" -#: ../../New-or-Enhanced-Logics.md:2772 +#: ../../New-or-Enhanced-Logics.md:2800 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -9651,14 +9734,14 @@ msgstr "" "`Strafing.SimulateBurst` 控制在扫射过程中发射的武器是否模拟 `Burst` 的行为,即允许交替开火坐标。仅当武器 " "`Burst` 设置为 1 或未定义时才有效。" -#: ../../New-or-Enhanced-Logics.md:2773 +#: ../../New-or-Enhanced-Logics.md:2801 msgid "" "`Strafing.UseAmmoPerShot`, if set to `true` overrides the usual behaviour" " of only deducting ammo after a strafing run and instead doing it after " "each individual shot." msgstr "`Strafing.UseAmmoPerShot` 如果设为 `true` 将在每次开火后都扣除弹药而不是通常的仅在扫射结束后才扣除弹药。" -#: ../../New-or-Enhanced-Logics.md:2774 +#: ../../New-or-Enhanced-Logics.md:2802 msgid "" "`Strafing.TargetCell` controls whether the aircraft will change the " "target of this round to the ground after firing the first shot, to ensure" @@ -9668,7 +9751,7 @@ msgstr "" "`Strafing.TargetCell` 控制战机是否会在第一发后将目标切换为地板以确保与 `Strafing.Shots` " "设定的次数一致。也就是扫射不再会由于目标被摧毁而中断。" -#: ../../New-or-Enhanced-Logics.md:2775 +#: ../../New-or-Enhanced-Logics.md:2803 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -9683,7 +9766,7 @@ msgstr "" "Speed`。注意对于弹药量足够进行多次扫射的战机而言过短的间隔可能导致并不理想的行为例如四处游走或朝向怪异的方向,具体取决于 " "`[WeaponType] -> ROF` 和 `[AircraftType] -> Speed` 等其他因素。" -#: ../../New-or-Enhanced-Logics.md:2776 +#: ../../New-or-Enhanced-Logics.md:2804 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -9694,7 +9777,7 @@ msgstr "" "对于 `Type=SpyPlane` 超级武器生成的战机在 `SpyPlane Approach` 或 `SpyPlane Overfly` " "任务中的情况 `Strafing.Shots` 只有在其主武器上手动设置才会生效并决定地图揭示效果的最大次数而无视其他因素。" -#: ../../New-or-Enhanced-Logics.md:2779 +#: ../../New-or-Enhanced-Logics.md:2807 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -9712,11 +9795,11 @@ msgstr "" "Strafing.TargetCell=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2789 +#: ../../New-or-Enhanced-Logics.md:2817 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2791 +#: ../../New-or-Enhanced-Logics.md:2819 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -9725,7 +9808,7 @@ msgstr "" "现在你可以在 `VisualScatter` 设为 true " "时为视觉效果(`IsLaser=true`、`IsElectricBolt=true` 或 `IsRadBeam=true`)添加一个随机偏移。" -#: ../../New-or-Enhanced-Logics.md:2794 +#: ../../New-or-Enhanced-Logics.md:2822 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -9741,7 +9824,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2804 +#: ../../New-or-Enhanced-Logics.md:2832 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -9751,11 +9834,11 @@ msgstr "" "此功能仅叠加到**视觉效果**原本的散布上,也就是说它独立于 `BallisticScatter.(Min/Max)` " "且可共同使用,不会影响抛射体实际爆点的散布。" -#: ../../New-or-Enhanced-Logics.md:2807 +#: ../../New-or-Enhanced-Logics.md:2835 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2809 +#: ../../New-or-Enhanced-Logics.md:2837 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -9766,14 +9849,14 @@ msgstr "" "*[幽灵计划](https://www.moddb.com/mods/project-phantom) 中的武器瞄准筛选 - " "就像分别对单位和建筑使用那样对敌军和友军使用不同武器*" -#: ../../New-or-Enhanced-Logics.md:2812 +#: ../../New-or-Enhanced-Logics.md:2840 msgid "" "You can now specify which targets or houses a weapon can fire at. This " "also affects weapon selection, other than certain special cases where the" " selection is fixed." msgstr "现在你可以指定武器可以开火的目标或所属方。这还会影响武器选择,除了某些特殊情况下的固定选择。" -#: ../../New-or-Enhanced-Logics.md:2813 +#: ../../New-or-Enhanced-Logics.md:2841 msgid "" "`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage " "thresholds for allowed targets (TechnoTypes only) that the target's " @@ -9783,7 +9866,7 @@ msgstr "" "`CanTarget.MaxHealth` 和 `CanTarget.MinHealth` " "用于设置可被攻击的(仅单位)目标所需的血量阈值,分别要求目标血量必须高于和/或低于/等于的限制。若目标血量为 0 则跳过检查。" -#: ../../New-or-Enhanced-Logics.md:2816 +#: ../../New-or-Enhanced-Logics.md:2844 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -9801,7 +9884,7 @@ msgstr "" "CanTarget.MaxHealth=1.0 ; floating point value, percents or absolute\n" "CanTarget.MinHealth=0.0 ; floating point value, percents or absolute\n" -#: ../../New-or-Enhanced-Logics.md:2825 +#: ../../New-or-Enhanced-Logics.md:2853 msgid "" "`CanTarget` explicitly requires either `all` or `empty` to be listed for " "the weapon to be able to fire at cells containing no TechnoTypes." diff --git a/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po b/docs/locale/zh_CN/LC_MESSAGES/Whats-New.po index 890369e5af..c230f29255 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: 2025-12-06 19:26+0800\n" +"POT-Creation-Date: 2025-12-12 18:22+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1193,9 +1193,9 @@ 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:342 ../../Whats-New.md:560 ../../Whats-New.md:955 -#: ../../Whats-New.md:986 ../../Whats-New.md:1189 ../../Whats-New.md:1217 -#: ../../Whats-New.md:1234 ../../Whats-New.md:1292 +#: ../../Whats-New.md:342 ../../Whats-New.md:566 ../../Whats-New.md:961 +#: ../../Whats-New.md:992 ../../Whats-New.md:1195 ../../Whats-New.md:1223 +#: ../../Whats-New.md:1240 ../../Whats-New.md:1298 msgid "New:" msgstr "新增内容:" @@ -1904,8 +1904,8 @@ msgid "" "[Automatic conversion based on ammo](New-or-Enhanced-Logics.md#automatic-" "conversion-based-on-ammo) (by FS-21)" msgstr "" -"[基于弹药量的自动变形](New-or-Enhanced-Logics.md#automatic-" -"conversion-based-on-ammo)(by FS-21)" +"[基于弹药量的自动变形](New-or-Enhanced-Logics.md#automatic-conversion-based-on-" +"ammo)(by FS-21)" #: ../../Whats-New.md:441 msgid "" @@ -2086,31 +2086,52 @@ msgstr "" "[自定义 IFV 的类型选择](Fixed-or-Improved-Logics.md#customize-type-selection-for-" "ifv)(by NetsuNegi)" -#: ../../Whats-New.md:468 ../../Whats-New.md:542 ../../Whats-New.md:727 -#: ../../Whats-New.md:1086 ../../Whats-New.md:1195 ../../Whats-New.md:1220 -#: ../../Whats-New.md:1259 ../../Whats-New.md:1304 +#: ../../Whats-New.md:467 +msgid "" +"[CellSpread in cylinder shape](New-or-Enhanced-Logics.md#cellspread-" +"enhancement) (by TaranDahl)" +msgstr "[圆柱形弹头范围](New-or-Enhanced-Logics.md#cellspread-enhancement)(by TaranDahl)" + +#: ../../Whats-New.md:468 +msgid "" +"[CellSpread damage check if victim is in air or on floor](New-or-" +"Enhanced-Logics.md#cellspread-enhancement) (by TaranDahl)" +msgstr "" +"[弹头范围对目标的空地判定](New-or-Enhanced-Logics.md#cellspread-enhancement)(by " +"TaranDahl)" + +#: ../../Whats-New.md:469 +msgid "" +"OpenTopped range bonus and damage multiplier customization for passengers" +" (by Ollerus)" +msgstr "" +"在乘客上自定义 OpenTopped 射程加成和杀伤倍率(by Ollerus)" + +#: ../../Whats-New.md:471 ../../Whats-New.md:548 ../../Whats-New.md:733 +#: ../../Whats-New.md:1092 ../../Whats-New.md:1201 ../../Whats-New.md:1226 +#: ../../Whats-New.md:1265 ../../Whats-New.md:1310 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:469 +#: ../../Whats-New.md:472 msgid "" "Fixed sidebar not updating queued unit numbers when adding or removing " "units when the production is on hold (by CrimRecya)" msgstr "修复侧边栏在生产暂停时添加或去除订单未能更新预购单位队列数量的问题(by CrimRecya)" -#: ../../Whats-New.md:470 +#: ../../Whats-New.md:473 msgid "" "Prevent the units with locomotors that cause problems from entering the " "tank bunker (by TaranDahl)" msgstr "防止使用了可能导致问题的运动模式的单位进入坦克碉堡(by TaranDahl)" -#: ../../Whats-New.md:471 +#: ../../Whats-New.md:474 msgid "" "Buildings with foundation bigger than 1x1 can now recycle spawned " "correctly (by TaranDahl)" msgstr "占地面积超过 1x1 的建筑现在可以正常回收子机(by TaranDahl)" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:475 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -2119,7 +2140,7 @@ msgstr "" "修复了 `MovementZone=AmphibiousDestroyer` 与 `MovementZone=AmphibiousCrusher`" " 的单位无法进入水上建筑的问题(by CrimRecya)" -#: ../../Whats-New.md:473 +#: ../../Whats-New.md:476 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -2128,43 +2149,43 @@ msgstr "" "修复了激光、EBolt、辐射波在 `FlakScatter=true` 的 `Inviso=true` 抛射体上不不跟随散布的问题(by " "CrimRecya)" -#: ../../Whats-New.md:474 +#: ../../Whats-New.md:477 msgid "" "Separated the AirstrikeClass pointer between the attacker/aircraft and " "the target to avoid erroneous overwriting issues (by NetsuNegi)" msgstr "分离了 AirstrikeClass 中攻击者/战机与目标的指针以避免错误覆盖问题(by NetsuNegi)" -#: ../../Whats-New.md:475 +#: ../../Whats-New.md:478 msgid "" "Fixed the bug that buildings will always be tinted as airstrike owner (by" " NetsuNegi)" msgstr "修复了建筑总是被染色为空袭所属方颜色的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:476 +#: ../../Whats-New.md:479 msgid "" "Fixed an issue where computer players did not search for new enemies " "after defeating them or forming alliances with them (by FlyStar)" msgstr "修复了 AI 玩家在消灭一家敌人或敌人结盟后不再搜索新敌人的问题(FlyStar)" -#: ../../Whats-New.md:477 +#: ../../Whats-New.md:480 msgid "" "Fixed an issue where airstrike flare line drawn to target at lower " "elevation would clip (by Starkku)" msgstr "修复了空袭引导激光高打低时会截断的问题(by Starkku)" -#: ../../Whats-New.md:478 +#: ../../Whats-New.md:481 msgid "" "Fixed the bug that damaged particle dont disappear after building has " "repaired by engineer (by NetsuNegi)" msgstr "修复了建筑在被工程师修复后受损粒子不会移除的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:479 +#: ../../Whats-New.md:482 msgid "" "Projectiles with `Vertical=true` now drop straight down if fired off by " "AircraftTypes instead of behaving erratically (by Starkku)" msgstr "现在当一个拥有 `Vertical=true` 的抛射体被战机类发射时将会正常下坠(by Starkku)" -#: ../../Whats-New.md:480 +#: ../../Whats-New.md:483 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -2174,14 +2195,14 @@ msgstr "" "若 `Speed=0` 或单位由于 `MovementRestrictedTo` 导致无法移动,载具不再可以攻击武器射程外的目标。`Area " "Guard` 和 `Hunt` 任务将不会生效(by FlyStar)" -#: ../../Whats-New.md:481 +#: ../../Whats-New.md:484 msgid "" "Fixed an issue that barrel anim data will be incorrectly overwritten by " "turret anim data if the techno's section exists in the map file (by " "CrimRecya)" msgstr "修复了地图文件中内置了某单位时其炮管动画数据会被炮塔动画数据错误覆盖的问题(by CrimRecya)" -#: ../../Whats-New.md:482 +#: ../../Whats-New.md:485 msgid "" "`IsSimpleDeployer` `BalloonHover=true` units with `DeployToLand=false` " "are no longer forced to land when hovering (by Starkku)" @@ -2189,7 +2210,7 @@ msgstr "" "拥有 `BalloonHover=true` 和 `IsSimpleDeployer=true` 但 `DeployToLand=false` " "的单位现在在悬停时不会强制着陆(by Starkku)" -#: ../../Whats-New.md:483 +#: ../../Whats-New.md:486 msgid "" "If `DeployingAnim` with `Shadow=true` is played for unit currently in air" " its shadow will now be drawn on ground (by Starkku)" @@ -2197,155 +2218,160 @@ msgstr "" "如果当前处于空中的单位通过 `DeployingAnim` 播放带有 `Shadow=true` 的动画则动画的影子现在会绘制在地面上(by " "Starkku)" -#: ../../Whats-New.md:484 +#: ../../Whats-New.md:487 msgid "" "`DeployingAnim` now supports both `Normalized=true` and `Reverse=true` " "(by Starkku)" msgstr "`DeployingAnim` 现已支持 `Normalized=true` 与 `Reverse=true`(by Starkku)" -#: ../../Whats-New.md:485 +#: ../../Whats-New.md:488 msgid "" "`DeployingAnim` using unit drawer now also tint accordingly with the unit" " (by Starkku)" msgstr "`DeployingAnim` 使用单位绘制方式时现可跟随单位一起染色(by Starkku)" -#: ../../Whats-New.md:486 +#: ../../Whats-New.md:489 msgid "Jumpjets in air now can correctly spawn missiles (by TaranDahl)" msgstr "现在 Jumpjet 单位在空中可以正确地生成导弹子机(by TaranDahl)" -#: ../../Whats-New.md:487 +#: ../../Whats-New.md:490 msgid "" "Fixed an issue that the currently hovered planning node not update up-to-" "date, such as using hotkeys to select technos (by CrimRecya)" msgstr "修复了所谓的高等路径学(by CrimRecya)" -#: ../../Whats-New.md:488 +#: ../../Whats-New.md:491 msgid "" "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)" -#: ../../Whats-New.md:489 +#: ../../Whats-New.md:492 msgid "" "Fixed an issue that technos head to building's dock even they are not " "going to dock (by TaranDahl)" 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(by TaranDahl)" -#: ../../Whats-New.md:490 +#: ../../Whats-New.md:493 msgid "" "Fixed an issue that the jumpjet vehicles cannot stop correctly after " "going berserk (by TaranDahl)" msgstr "修复了被混乱的 Jumpjet 载具无法正确停止的问题(by TaranDahl)" -#: ../../Whats-New.md:491 +#: ../../Whats-New.md:494 msgid "" "Fixed an issue that infantry walking through a cell containing a tree " "would cause it to be impassable to other houses (by TaranDahl)" 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(by TaranDahl)" -#: ../../Whats-New.md:492 +#: ../../Whats-New.md:495 msgid "" "Fixed the bug that techno unit will draw with ironcurtain and airstrike " "color and intensity who disguised as terrain or overlay (by NetsuNegi)" 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色强度绘制错误的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:493 +#: ../../Whats-New.md:496 msgid "" "Fixed an issue that the AI would enter a combat state when its building " "receiving damage from friendly units or damage not greater than 0 (by " "TaranDahl)" 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(by TaranDahl)" -#: ../../Whats-New.md:494 +#: ../../Whats-New.md:497 msgid "" "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)" 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(by TaranDahl)" -#: ../../Whats-New.md:495 +#: ../../Whats-New.md:498 msgid "" "Iron Curtain/Custom Tint Support for SHP Turreted Vehicles (by NetsuNegi " "& FlyStar)" msgstr "修复了铁幕/自定义染色无法将 SHP 有炮塔载具染色的问题(by NetsuNegi & FlyStar)" -#: ../../Whats-New.md:496 +#: ../../Whats-New.md:499 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:497 +#: ../../Whats-New.md:500 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:498 +#: ../../Whats-New.md:501 msgid "" "Fixed buildings that have their owner changed during buildup skipping " "buildup and sometimes not correctly clearing the state (by Starkku)" msgstr "修复了建筑拔起过程中发生所属变更会跳过建造阶段且有时无法正确清除状态的问题(by Starkku)" -#: ../../Whats-New.md:499 +#: ../../Whats-New.md:502 msgid "" "Fixed `MovementZone=Subterannean` harvesters being unable to find docks " "if in area enclosed by water, cliffs etc. (by Starkku)" msgstr "修复了 `MovementZone=Subterannean` 的矿车无法跨越封闭的水域、悬崖等区域找到停靠点的问题(by Starkku)" -#: ../../Whats-New.md:500 +#: ../../Whats-New.md:503 msgid "" "Fixed an issue where some effects pointing to a unit were not properly " "cleared when the unit changed its owner (by TaranDahl)" msgstr "修复了指向某个某个单位的部分效果在该单位变更所属时未能正确清除的问题(by TaranDahl)" -#: ../../Whats-New.md:501 +#: ../../Whats-New.md:504 msgid "" "Allow Reveal Crate to take effect when picking up by another player " "controlled house in campaign (by Trsdy)" msgstr "允许在战役模式中由其他被玩家控制的所属方拾取到的开全图工具箱效果生效(by Trsdy)" -#: ../../Whats-New.md:502 +#: ../../Whats-New.md:505 msgid "Fixed an issue where the vanilla script ignores jumpjets (by TaranDahl)" msgstr "修复了原版脚本会忽略 Jumpjet 单位的问题(by TaranDahl)" -#: ../../Whats-New.md:503 +#: ../../Whats-New.md:506 msgid "" "Fixed the issue where trigger events 2, 53 and 54 in persistent type " "triggers would be activated unconditionally after activation (by FlyStar)" msgstr "修复 2、53 和 54 号触发条件在重复类触发器中只要激活过就会被无条件激活的问题(by FlyStar)" -#: ../../Whats-New.md:504 +#: ../../Whats-New.md:507 msgid "" "Fixed the bug that naval ship will sink even they destroyed in air (by " "NetsuNegi)" msgstr "修复了海军舰船即便在空中被摧毁也会在天上沉没的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:505 +#: ../../Whats-New.md:508 msgid "" "Fixed MPDebug timer displaying when debug's visibility is off (by " "11EJDE11)" -msgstr "" -"修复了 MPDEBUG 计时器在 debug 信息关闭可见时依旧显示的问题(by 11EJDE11)" +msgstr "修复了 MPDEBUG 计时器在 debug 信息关闭可见时依旧显示的问题(by 11EJDE11)" + +#: ../../Whats-New.md:509 +msgid "" +"Fixed the issue that units will goto farest location if target is closer " +"than `MinimumRange` (by NetsuNegi)" +msgstr "修复了单位距离目标小于 `MinimumRange` 时会前往最远距离的问题(by NetsuNegi)" -#: ../../Whats-New.md:507 ../../Whats-New.md:545 ../../Whats-New.md:873 -#: ../../Whats-New.md:958 ../../Whats-New.md:1122 ../../Whats-New.md:1163 -#: ../../Whats-New.md:1175 ../../Whats-New.md:1198 ../../Whats-New.md:1208 -#: ../../Whats-New.md:1224 ../../Whats-New.md:1272 ../../Whats-New.md:1283 +#: ../../Whats-New.md:511 ../../Whats-New.md:551 ../../Whats-New.md:879 +#: ../../Whats-New.md:964 ../../Whats-New.md:1128 ../../Whats-New.md:1169 +#: ../../Whats-New.md:1181 ../../Whats-New.md:1204 ../../Whats-New.md:1214 +#: ../../Whats-New.md:1230 ../../Whats-New.md:1278 ../../Whats-New.md:1289 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:508 +#: ../../Whats-New.md:512 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:509 +#: ../../Whats-New.md:513 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:510 +#: ../../Whats-New.md:514 msgid "" "Fixed a bug that sometimes caused weapon/warhead detonations from " "features such as `ExtraWarheads`, animation damage or `Crit.Warhead` to " @@ -2354,85 +2380,85 @@ 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:511 +#: ../../Whats-New.md:515 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:512 +#: ../../Whats-New.md:516 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:513 +#: ../../Whats-New.md:517 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:514 +#: ../../Whats-New.md:518 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:515 +#: ../../Whats-New.md:519 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:516 +#: ../../Whats-New.md:520 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:517 +#: ../../Whats-New.md:521 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:518 +#: ../../Whats-New.md:522 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:519 +#: ../../Whats-New.md:523 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:520 +#: ../../Whats-New.md:524 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:521 +#: ../../Whats-New.md:525 msgid "" "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:522 +#: ../../Whats-New.md:526 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:523 +#: ../../Whats-New.md:527 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:524 +#: ../../Whats-New.md:528 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:525 +#: ../../Whats-New.md:529 msgid "" "Fixed an issue where the game would only use `Weapon1` and `Weapon2` for " "auto-targeting even when `MultiWeapon=yes` was set (by FlyStar)" @@ -2440,42 +2466,47 @@ 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:526 +#: ../../Whats-New.md:530 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:527 +#: ../../Whats-New.md:531 msgid "" "Fixed an issue that caused Ares's `Battery.KeepOnline` cannot keep " "defense buildings works fine (by NetsuNegi)" msgstr "修复了一个导致 Ares 的 `Battery.KeepOnline` 无法保持防御建筑正常运作的问题(by NetsuNegi)" -#: ../../Whats-New.md:528 +#: ../../Whats-New.md:532 msgid "" "Map Event 601 should return true only when exists in the map like other " "similar map events (by FS-21)" -msgstr "" -"将触发条件 `601 所属方存在科技类型...` 改为像其他条件一样仅当对象存在于地图内时才视为满足(by FS-21)" +msgstr "将触发条件 `601 所属方存在科技类型...` 改为像其他条件一样仅当对象存在于地图内时才视为满足(by FS-21)" + +#: ../../Whats-New.md:533 +msgid "" +"Fixed OverlayType `ZAdjust` as well as some shield & AttachEffect " +"variables not being correctly saved & loaded (by Ollerus)" +msgstr "修复了覆盖物的 `ZAdjust` 及一些护盾和 AE 变量无法正确保存与加载的问题(by Ollerus)" -#: ../../Whats-New.md:530 ../../Whats-New.md:928 ../../Whats-New.md:1151 +#: ../../Whats-New.md:535 ../../Whats-New.md:934 ../../Whats-New.md:1157 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:532 ../../Whats-New.md:942 +#: ../../Whats-New.md:537 ../../Whats-New.md:948 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:533 +#: ../../Whats-New.md:538 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:534 +#: ../../Whats-New.md:539 msgid "" "Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's" " repair flash effect (by Sovietianqi, based on knowledge of DeathFish)" @@ -2483,7 +2514,7 @@ 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:535 +#: ../../Whats-New.md:540 msgid "" "Fixed the bug that building with `CloningFacility=true` and " "`WeaponsFactory=true` may cloning multiple vehicles and then they get " @@ -2492,7 +2523,7 @@ msgstr "" "修复了拥有 `CloningFacility=true` 和 `WeaponsFactory=true` 的建筑可能克隆多个载具并卡住的 " "Bug(by NetsuNegi)" -#: ../../Whats-New.md:536 +#: ../../Whats-New.md:541 msgid "" "[Customize Ares's radar jam logic](New-or-Enhanced-Logics.md#customize-" "ares-s-radar-jam-logic) (by NetsuNegi)" @@ -2500,36 +2531,38 @@ msgstr "" "[自定义 Ares 的雷达干扰逻辑](New-or-Enhanced-Logics.md#customize-ares-s-radar-jam-" "logic)(by NetsuNegi)" -#: ../../Whats-New.md:539 +#: ../../Whats-New.md:542 +msgid "" +"Fixed a bug introduced by Ares where building types that have " +"`UndeploysInto` cannot display `AltCameo` or `AltCameoPCX` even when you " +"infiltrate enemy buildings with `Factory=UnitType` (by NetsuNegi)" +msgstr "" +"修复了 Ares 引入的渗透敌方重工后 `UndeploysInto` 建筑 `AltCameo` 或 `AltCameoPCX` 不显示 Bug(by NetsuNegi)" + +#: ../../Whats-New.md:545 msgid "0.4.0.1" msgstr "0.4.0.1" -#: ../../Whats-New.md:543 +#: ../../Whats-New.md:549 msgid "" "Fixed preplaced aircraft outside visible map being incorrectly flagged as" " crashing under certain conditions (by Starkku)" msgstr "修复了处于可视地图范围外的预置战机某些情况下被错误标记为坠毁的问题(by Starkku)" -#: ../../Whats-New.md:546 +#: ../../Whats-New.md:552 msgid "" "AttachEffect `DisableWeapons` no longer interferes with 'can this " "unit/building fire weapons?' checks for units/buildings with no weapons " "(by Starkku)" msgstr "AE 的 `DisableWeapons` 效果不再干扰无武器单位/建筑的“该单位/建筑能否开火?”判定(by Starkku)" -#: ../../Whats-New.md:547 +#: ../../Whats-New.md:553 msgid "" "Fixed starting infantry being scattered randomly on game start instead of" " being grouped (by 11EJDE11, Belonit, Ollerus)" msgstr "修复了初始步兵从原有行为变为随机分散的问题(by 11EJDE11, Belonit, Ollerus)" -#: ../../Whats-New.md:548 -msgid "" -"Fixed OverlayType `ZAdjust` as well as some shield & AttachEffect " -"variables not being correctly saved & loaded (by Ollerus)" -msgstr "修复了覆盖物的 `ZAdjust` 及一些护盾和 AE 变量无法正确保存与加载的问题(by Ollerus)" - -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:554 msgid "" "Fixed an issue with certain Warhead detonation features (f.ex " "`Crit.Warhead` without `Crit.Warhead.FullDetonation=true` not snapping on" @@ -2538,17 +2571,17 @@ msgstr "" "修复了某些弹头引爆功能问题(例如当未设置 `Crit.Warhead.FullDetonation=true` 且未设置 `CellSpread`" " 的有 `Crit.Warhead` 弹头无法精确命中目标)(by Starkku)" -#: ../../Whats-New.md:550 +#: ../../Whats-New.md:555 msgid "Fixed an issue with `UndeploysInto.Sellable` (by TaranDahl)" msgstr "修复了 `UndeploysInto.Sellable` 相关问题(by TaranDahl)" -#: ../../Whats-New.md:551 +#: ../../Whats-New.md:556 msgid "" "Fixed an issue with `Powered`/`PoweredSpecial` building animation " "ownership change fix (by Trsdy)" msgstr "修复了 `Powered`/`PoweredSpecial` 建筑动画的所属变更修复相关的问题(by Trsdy)" -#: ../../Whats-New.md:552 +#: ../../Whats-New.md:557 msgid "" "Fixed `DisplayIncome`, `Transact.Money` etc. display strings showing " "through shroud and for objects that are supposed to be hidden such as " @@ -2557,242 +2590,248 @@ msgstr "" "修复了 `DisplayIncome`、`Transact.Money` " "等的数字在黑幕之上以及本应隐藏的对象(例如处于未被探测到的隐形敌方单位)上显示的问题(by Starkku)" -#: ../../Whats-New.md:553 +#: ../../Whats-New.md:558 msgid "" "Fixed an issue that could cause crashes when `FeedbackWeapon` was used to" " convert the firer to another TechnoType with less or no weapons (by " "Starkku)" msgstr "修复了一个 `FeedbackWeapon` 将开火者转换为另一种武器数量更少或无武器的单位时可能引发崩溃的问题(by Starkku)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:559 +msgid "" +"Fixed an issue with parsing floating point numbers from INI that may have" +" in some cases contributed to desyncs (by Starkku)" +msgstr "修复了一个某些情况下从 INI 解析浮点值时可能导致不同步的问题(by Starkku)" + +#: ../../Whats-New.md:562 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:561 +#: ../../Whats-New.md:567 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:562 +#: ../../Whats-New.md:568 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:563 +#: ../../Whats-New.md:569 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:564 +#: ../../Whats-New.md:570 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:565 +#: ../../Whats-New.md:571 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:566 +#: ../../Whats-New.md:572 msgid "" "IvanBomb detonation & image display optionally centered on buildings (by " "Starkku)" msgstr "伊文炸弹爆点和图像的位置可以设设置成建筑中心(by Starkku)" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:573 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:568 +#: ../../Whats-New.md:574 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:569 +#: ../../Whats-New.md:575 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:570 +#: ../../Whats-New.md:576 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:571 +#: ../../Whats-New.md:577 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:572 +#: ../../Whats-New.md:578 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:573 +#: ../../Whats-New.md:579 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:574 +#: ../../Whats-New.md:580 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:575 +#: ../../Whats-New.md:581 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:576 +#: ../../Whats-New.md:582 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:583 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:578 +#: ../../Whats-New.md:584 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:579 +#: ../../Whats-New.md:585 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:580 +#: ../../Whats-New.md:586 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:581 +#: ../../Whats-New.md:587 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:582 +#: ../../Whats-New.md:588 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:589 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:584 +#: ../../Whats-New.md:590 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:585 +#: ../../Whats-New.md:591 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:586 +#: ../../Whats-New.md:592 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:593 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:588 +#: ../../Whats-New.md:594 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:589 +#: ../../Whats-New.md:595 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:590 +#: ../../Whats-New.md:596 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:591 +#: ../../Whats-New.md:597 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:592 +#: ../../Whats-New.md:598 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:599 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:600 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:595 +#: ../../Whats-New.md:601 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:596 +#: ../../Whats-New.md:602 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:597 +#: ../../Whats-New.md:603 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:598 +#: ../../Whats-New.md:604 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:605 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:600 +#: ../../Whats-New.md:606 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:601 +#: ../../Whats-New.md:607 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:602 +#: ../../Whats-New.md:608 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:603 +#: ../../Whats-New.md:609 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:610 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:605 +#: ../../Whats-New.md:611 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:606 +#: ../../Whats-New.md:612 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:607 +#: ../../Whats-New.md:613 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:608 +#: ../../Whats-New.md:614 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:615 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:610 +#: ../../Whats-New.md:616 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:611 +#: ../../Whats-New.md:617 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2801,35 +2840,35 @@ 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:612 +#: ../../Whats-New.md:618 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:613 +#: ../../Whats-New.md:619 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:614 +#: ../../Whats-New.md:620 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:621 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:616 +#: ../../Whats-New.md:622 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:617 +#: ../../Whats-New.md:623 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:618 +#: ../../Whats-New.md:624 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2837,37 +2876,37 @@ 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:619 +#: ../../Whats-New.md:625 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:620 +#: ../../Whats-New.md:626 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:621 +#: ../../Whats-New.md:627 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:622 +#: ../../Whats-New.md:628 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:623 +#: ../../Whats-New.md:629 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:624 +#: ../../Whats-New.md:630 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:625 +#: ../../Whats-New.md:631 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2875,39 +2914,39 @@ 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:626 +#: ../../Whats-New.md:632 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:627 +#: ../../Whats-New.md:633 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:634 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:629 +#: ../../Whats-New.md:635 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:630 +#: ../../Whats-New.md:636 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:631 +#: ../../Whats-New.md:637 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:632 +#: ../../Whats-New.md:638 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:633 +#: ../../Whats-New.md:639 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2915,23 +2954,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:640 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:635 +#: ../../Whats-New.md:641 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:636 +#: ../../Whats-New.md:642 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:637 +#: ../../Whats-New.md:643 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2940,250 +2979,250 @@ 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:638 +#: ../../Whats-New.md:644 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:639 +#: ../../Whats-New.md:645 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:640 +#: ../../Whats-New.md:646 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:641 +#: ../../Whats-New.md:647 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:642 +#: ../../Whats-New.md:648 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:643 +#: ../../Whats-New.md:649 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:644 +#: ../../Whats-New.md:650 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:645 +#: ../../Whats-New.md:651 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:646 +#: ../../Whats-New.md:652 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:647 +#: ../../Whats-New.md:653 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:648 +#: ../../Whats-New.md:654 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:649 +#: ../../Whats-New.md:655 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:656 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:651 +#: ../../Whats-New.md:657 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:652 +#: ../../Whats-New.md:658 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:653 +#: ../../Whats-New.md:659 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:654 +#: ../../Whats-New.md:660 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:655 +#: ../../Whats-New.md:661 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:656 +#: ../../Whats-New.md:662 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:657 +#: ../../Whats-New.md:663 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:658 +#: ../../Whats-New.md:664 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:659 +#: ../../Whats-New.md:665 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:660 +#: ../../Whats-New.md:666 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:661 +#: ../../Whats-New.md:667 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:662 +#: ../../Whats-New.md:668 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:663 +#: ../../Whats-New.md:669 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:664 +#: ../../Whats-New.md:670 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:671 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:666 +#: ../../Whats-New.md:672 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:667 +#: ../../Whats-New.md:673 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:668 +#: ../../Whats-New.md:674 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:669 +#: ../../Whats-New.md:675 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:670 +#: ../../Whats-New.md:676 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:671 +#: ../../Whats-New.md:677 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:672 +#: ../../Whats-New.md:678 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:673 +#: ../../Whats-New.md:679 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:674 +#: ../../Whats-New.md:680 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:675 +#: ../../Whats-New.md:681 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:676 +#: ../../Whats-New.md:682 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:677 +#: ../../Whats-New.md:683 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:678 +#: ../../Whats-New.md:684 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:679 +#: ../../Whats-New.md:685 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:680 +#: ../../Whats-New.md:686 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:681 +#: ../../Whats-New.md:687 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:682 +#: ../../Whats-New.md:688 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:689 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:684 +#: ../../Whats-New.md:690 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:685 +#: ../../Whats-New.md:691 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -3191,193 +3230,193 @@ 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:686 +#: ../../Whats-New.md:692 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:687 +#: ../../Whats-New.md:693 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:688 +#: ../../Whats-New.md:694 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:689 +#: ../../Whats-New.md:695 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:690 +#: ../../Whats-New.md:696 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:691 +#: ../../Whats-New.md:697 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:692 +#: ../../Whats-New.md:698 msgid "" "Customizing height and speed at which subterranean units travel (by " "Starkku)" msgstr "自定义潜地单位的地下水平移动高度和速度(by Starkku)" -#: ../../Whats-New.md:693 +#: ../../Whats-New.md:699 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:694 +#: ../../Whats-New.md:700 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:695 +#: ../../Whats-New.md:701 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:696 +#: ../../Whats-New.md:702 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:697 +#: ../../Whats-New.md:703 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:698 +#: ../../Whats-New.md:704 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:699 +#: ../../Whats-New.md:705 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:700 +#: ../../Whats-New.md:706 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:701 +#: ../../Whats-New.md:707 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:702 +#: ../../Whats-New.md:708 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:703 +#: ../../Whats-New.md:709 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:704 +#: ../../Whats-New.md:710 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:705 +#: ../../Whats-New.md:711 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:706 +#: ../../Whats-New.md:712 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:707 +#: ../../Whats-New.md:713 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:708 +#: ../../Whats-New.md:714 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:709 +#: ../../Whats-New.md:715 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:710 +#: ../../Whats-New.md:716 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:711 +#: ../../Whats-New.md:717 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:718 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:719 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:714 +#: ../../Whats-New.md:720 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:715 +#: ../../Whats-New.md:721 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:716 +#: ../../Whats-New.md:722 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:717 +#: ../../Whats-New.md:723 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:724 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:719 +#: ../../Whats-New.md:725 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:720 +#: ../../Whats-New.md:726 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:721 +#: ../../Whats-New.md:727 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:722 +#: ../../Whats-New.md:728 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:723 +#: ../../Whats-New.md:729 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:724 +#: ../../Whats-New.md:730 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:725 +#: ../../Whats-New.md:731 msgid "" "Allow retint fix to be disabled with `[AudioVisual] -> UseRetintFix=no` " "in `rulesmd.ini` due to performance considerations (by Kerbiter)" @@ -3385,99 +3424,99 @@ 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:728 +#: ../../Whats-New.md:734 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:729 +#: ../../Whats-New.md:735 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)" -#: ../../Whats-New.md:730 +#: ../../Whats-New.md:736 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:731 +#: ../../Whats-New.md:737 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:732 +#: ../../Whats-New.md:738 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:733 +#: ../../Whats-New.md:739 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:734 +#: ../../Whats-New.md:740 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:735 +#: ../../Whats-New.md:741 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:736 +#: ../../Whats-New.md:742 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:737 +#: ../../Whats-New.md:743 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:738 +#: ../../Whats-New.md:744 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:739 +#: ../../Whats-New.md:745 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:740 +#: ../../Whats-New.md:746 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:741 +#: ../../Whats-New.md:747 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:742 +#: ../../Whats-New.md:748 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:743 +#: ../../Whats-New.md:749 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:744 +#: ../../Whats-New.md:750 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -3486,22 +3525,22 @@ 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:745 +#: ../../Whats-New.md:751 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:746 +#: ../../Whats-New.md:752 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:747 +#: ../../Whats-New.md:753 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:748 +#: ../../Whats-New.md:754 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -3509,13 +3548,13 @@ 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:749 +#: ../../Whats-New.md:755 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:750 +#: ../../Whats-New.md:756 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -3524,23 +3563,23 @@ 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:751 +#: ../../Whats-New.md:757 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:752 +#: ../../Whats-New.md:758 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:753 +#: ../../Whats-New.md:759 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:754 +#: ../../Whats-New.md:760 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -3549,59 +3588,59 @@ 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:755 +#: ../../Whats-New.md:761 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:756 +#: ../../Whats-New.md:762 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:757 +#: ../../Whats-New.md:763 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:758 +#: ../../Whats-New.md:764 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:759 +#: ../../Whats-New.md:765 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:760 +#: ../../Whats-New.md:766 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:761 +#: ../../Whats-New.md:767 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:762 +#: ../../Whats-New.md:768 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:763 +#: ../../Whats-New.md:769 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:764 +#: ../../Whats-New.md:770 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" @@ -3611,14 +3650,14 @@ 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:765 +#: ../../Whats-New.md:771 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:766 +#: ../../Whats-New.md:772 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3627,13 +3666,13 @@ 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:767 +#: ../../Whats-New.md:773 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:768 +#: ../../Whats-New.md:774 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3641,67 +3680,67 @@ 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:769 +#: ../../Whats-New.md:775 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:770 +#: ../../Whats-New.md:776 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:771 +#: ../../Whats-New.md:777 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:772 +#: ../../Whats-New.md:778 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:773 +#: ../../Whats-New.md:779 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:774 +#: ../../Whats-New.md:780 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:775 +#: ../../Whats-New.md:781 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:776 +#: ../../Whats-New.md:782 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:777 +#: ../../Whats-New.md:783 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:778 +#: ../../Whats-New.md:784 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:779 +#: ../../Whats-New.md:785 msgid "" "Fixed teleport and drill units being unable to be visually flipped (by " "Trsdy)" msgstr "修复了超时空和潜地单位无法视觉翻转的问题(by Trsdy)" -#: ../../Whats-New.md:780 +#: ../../Whats-New.md:786 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3710,89 +3749,89 @@ 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:781 +#: ../../Whats-New.md:787 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:782 +#: ../../Whats-New.md:788 msgid "" "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:783 +#: ../../Whats-New.md:789 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:784 +#: ../../Whats-New.md:790 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:785 +#: ../../Whats-New.md:791 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:786 +#: ../../Whats-New.md:792 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:787 +#: ../../Whats-New.md:793 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:788 +#: ../../Whats-New.md:794 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:789 +#: ../../Whats-New.md:795 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:790 +#: ../../Whats-New.md:796 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:791 +#: ../../Whats-New.md:797 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:792 +#: ../../Whats-New.md:798 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:793 +#: ../../Whats-New.md:799 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:794 +#: ../../Whats-New.md:800 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:795 +#: ../../Whats-New.md:801 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3802,19 +3841,19 @@ msgstr "" "现在潜地单位在下潜或正在潜地移动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:796 +#: ../../Whats-New.md:802 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:797 +#: ../../Whats-New.md:803 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:798 +#: ../../Whats-New.md:804 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3823,31 +3862,31 @@ 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:799 +#: ../../Whats-New.md:805 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:800 +#: ../../Whats-New.md:806 msgid "" "Removed the 0 damage effect from `InfDeath=9` warheads to in-air 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:801 +#: ../../Whats-New.md:807 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:802 +#: ../../Whats-New.md:808 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:803 +#: ../../Whats-New.md:809 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3857,7 +3896,7 @@ 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:804 +#: ../../Whats-New.md:810 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3865,13 +3904,13 @@ 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:805 +#: ../../Whats-New.md:811 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:806 +#: ../../Whats-New.md:812 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" @@ -3881,42 +3920,42 @@ 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:807 +#: ../../Whats-New.md:813 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:808 +#: ../../Whats-New.md:814 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:809 +#: ../../Whats-New.md:815 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:810 +#: ../../Whats-New.md:816 msgid "" "Subterranean movement now benefits from speed multipliers from all " "sources such as veterancy, AttachEffect etc. (by Starkku)" msgstr "现在潜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:811 +#: ../../Whats-New.md:817 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:812 +#: ../../Whats-New.md:818 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:813 +#: ../../Whats-New.md:819 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3927,38 +3966,38 @@ 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:814 +#: ../../Whats-New.md:820 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:815 +#: ../../Whats-New.md:821 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:816 +#: ../../Whats-New.md:822 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:817 +#: ../../Whats-New.md:823 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:818 +#: ../../Whats-New.md:824 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:819 +#: ../../Whats-New.md:825 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -3967,32 +4006,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:820 +#: ../../Whats-New.md:826 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:821 +#: ../../Whats-New.md:827 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:822 +#: ../../Whats-New.md:828 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:823 +#: ../../Whats-New.md:829 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:824 +#: ../../Whats-New.md:830 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 " @@ -4001,57 +4040,57 @@ 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:825 +#: ../../Whats-New.md:831 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:826 +#: ../../Whats-New.md:832 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:827 +#: ../../Whats-New.md:833 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:828 +#: ../../Whats-New.md:834 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:829 +#: ../../Whats-New.md:835 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:830 +#: ../../Whats-New.md:836 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:831 +#: ../../Whats-New.md:837 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:832 +#: ../../Whats-New.md:838 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:833 +#: ../../Whats-New.md:839 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -4059,231 +4098,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:834 +#: ../../Whats-New.md:840 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:835 +#: ../../Whats-New.md:841 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:836 +#: ../../Whats-New.md:842 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:837 +#: ../../Whats-New.md:843 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:838 +#: ../../Whats-New.md:844 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:839 +#: ../../Whats-New.md:845 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:840 +#: ../../Whats-New.md:846 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:841 +#: ../../Whats-New.md:847 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:842 +#: ../../Whats-New.md:848 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:843 +#: ../../Whats-New.md:849 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:844 +#: ../../Whats-New.md:850 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:845 +#: ../../Whats-New.md:851 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:846 +#: ../../Whats-New.md:852 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:847 +#: ../../Whats-New.md:853 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:848 +#: ../../Whats-New.md:854 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:849 +#: ../../Whats-New.md:855 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:850 +#: ../../Whats-New.md:856 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:851 +#: ../../Whats-New.md:857 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:852 +#: ../../Whats-New.md:858 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:853 +#: ../../Whats-New.md:859 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:854 +#: ../../Whats-New.md:860 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:855 +#: ../../Whats-New.md:861 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:856 +#: ../../Whats-New.md:862 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:857 +#: ../../Whats-New.md:863 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:858 +#: ../../Whats-New.md:864 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:859 +#: ../../Whats-New.md:865 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:860 +#: ../../Whats-New.md:866 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:861 +#: ../../Whats-New.md:867 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:862 +#: ../../Whats-New.md:868 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:863 +#: ../../Whats-New.md:869 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:864 +#: ../../Whats-New.md:870 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:865 +#: ../../Whats-New.md:871 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:866 +#: ../../Whats-New.md:872 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:867 +#: ../../Whats-New.md:873 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:868 +#: ../../Whats-New.md:874 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:869 +#: ../../Whats-New.md:875 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:870 +#: ../../Whats-New.md:876 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:871 +#: ../../Whats-New.md:877 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -4292,35 +4331,35 @@ 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:874 +#: ../../Whats-New.md:880 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:875 +#: ../../Whats-New.md:881 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:876 +#: ../../Whats-New.md:882 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:877 +#: ../../Whats-New.md:883 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:878 +#: ../../Whats-New.md:884 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:879 +#: ../../Whats-New.md:885 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -4329,68 +4368,68 @@ 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:880 +#: ../../Whats-New.md:886 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:881 +#: ../../Whats-New.md:887 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:882 +#: ../../Whats-New.md:888 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:883 +#: ../../Whats-New.md:889 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:884 +#: ../../Whats-New.md:890 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:885 +#: ../../Whats-New.md:891 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:886 +#: ../../Whats-New.md:892 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:887 +#: ../../Whats-New.md:893 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:888 +#: ../../Whats-New.md:894 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:889 +#: ../../Whats-New.md:895 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:890 +#: ../../Whats-New.md:896 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -4398,13 +4437,13 @@ 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:891 +#: ../../Whats-New.md:897 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:892 +#: ../../Whats-New.md:898 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 " @@ -4413,42 +4452,42 @@ 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:893 +#: ../../Whats-New.md:899 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:894 +#: ../../Whats-New.md:900 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:895 +#: ../../Whats-New.md:901 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:896 +#: ../../Whats-New.md:902 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:897 +#: ../../Whats-New.md:903 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:898 +#: ../../Whats-New.md:904 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:899 +#: ../../Whats-New.md:905 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -4457,67 +4496,67 @@ 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:900 +#: ../../Whats-New.md:906 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:901 +#: ../../Whats-New.md:907 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:902 +#: ../../Whats-New.md:908 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:903 +#: ../../Whats-New.md:909 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:904 +#: ../../Whats-New.md:910 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:905 +#: ../../Whats-New.md:911 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:906 +#: ../../Whats-New.md:912 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:907 +#: ../../Whats-New.md:913 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:908 +#: ../../Whats-New.md:914 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:909 +#: ../../Whats-New.md:915 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:910 +#: ../../Whats-New.md:916 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -4526,7 +4565,7 @@ 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:911 +#: ../../Whats-New.md:917 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -4535,29 +4574,29 @@ 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:912 +#: ../../Whats-New.md:918 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:913 +#: ../../Whats-New.md:919 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:914 +#: ../../Whats-New.md:920 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:915 +#: ../../Whats-New.md:921 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:916 +#: ../../Whats-New.md:922 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -4566,14 +4605,14 @@ 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:917 +#: ../../Whats-New.md:923 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:918 +#: ../../Whats-New.md:924 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -4582,55 +4621,55 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:919 +#: ../../Whats-New.md:925 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:920 +#: ../../Whats-New.md:926 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:921 +#: ../../Whats-New.md:927 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:922 +#: ../../Whats-New.md:928 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:923 +#: ../../Whats-New.md:929 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:924 +#: ../../Whats-New.md:930 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:925 +#: ../../Whats-New.md:931 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:926 +#: ../../Whats-New.md:932 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:929 +#: ../../Whats-New.md:935 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:930 +#: ../../Whats-New.md:936 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -4638,7 +4677,7 @@ 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:931 +#: ../../Whats-New.md:937 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4647,7 +4686,7 @@ 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:932 +#: ../../Whats-New.md:938 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4656,26 +4695,26 @@ 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:933 +#: ../../Whats-New.md:939 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:934 +#: ../../Whats-New.md:940 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:935 +#: ../../Whats-New.md:941 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:936 +#: ../../Whats-New.md:942 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4684,23 +4723,23 @@ 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:937 +#: ../../Whats-New.md:943 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:938 +#: ../../Whats-New.md:944 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:939 +#: ../../Whats-New.md:945 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:940 +#: ../../Whats-New.md:946 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4709,80 +4748,80 @@ 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:941 +#: ../../Whats-New.md:947 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:943 +#: ../../Whats-New.md:949 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:944 +#: ../../Whats-New.md:950 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:945 +#: ../../Whats-New.md:951 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:946 +#: ../../Whats-New.md:952 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:947 +#: ../../Whats-New.md:953 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:948 +#: ../../Whats-New.md:954 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:951 +#: ../../Whats-New.md:957 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:956 +#: ../../Whats-New.md:962 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:959 +#: ../../Whats-New.md:965 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:960 +#: ../../Whats-New.md:966 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:961 +#: ../../Whats-New.md:967 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:962 +#: ../../Whats-New.md:968 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:963 +#: ../../Whats-New.md:969 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4790,23 +4829,23 @@ 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:964 +#: ../../Whats-New.md:970 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:965 +#: ../../Whats-New.md:971 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:966 +#: ../../Whats-New.md:972 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:967 +#: ../../Whats-New.md:973 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4815,561 +4854,561 @@ 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:968 +#: ../../Whats-New.md:974 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:969 +#: ../../Whats-New.md:975 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:970 +#: ../../Whats-New.md:976 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:971 +#: ../../Whats-New.md:977 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:972 +#: ../../Whats-New.md:978 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:973 +#: ../../Whats-New.md:979 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:974 +#: ../../Whats-New.md:980 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:975 +#: ../../Whats-New.md:981 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:976 +#: ../../Whats-New.md:982 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:977 +#: ../../Whats-New.md:983 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:978 +#: ../../Whats-New.md:984 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:982 +#: ../../Whats-New.md:988 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:987 +#: ../../Whats-New.md:993 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:988 +#: ../../Whats-New.md:994 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:989 +#: ../../Whats-New.md:995 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:990 +#: ../../Whats-New.md:996 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:991 +#: ../../Whats-New.md:997 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:992 +#: ../../Whats-New.md:998 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:993 +#: ../../Whats-New.md:999 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:994 +#: ../../Whats-New.md:1000 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:995 +#: ../../Whats-New.md:1001 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:1002 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:997 +#: ../../Whats-New.md:1003 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:1004 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:999 +#: ../../Whats-New.md:1005 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:1000 +#: ../../Whats-New.md:1006 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:1001 +#: ../../Whats-New.md:1007 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:1002 +#: ../../Whats-New.md:1008 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:1003 +#: ../../Whats-New.md:1009 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:1004 +#: ../../Whats-New.md:1010 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:1011 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:1006 +#: ../../Whats-New.md:1012 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:1007 +#: ../../Whats-New.md:1013 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:1008 +#: ../../Whats-New.md:1014 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:1009 +#: ../../Whats-New.md:1015 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:1010 +#: ../../Whats-New.md:1016 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:1011 +#: ../../Whats-New.md:1017 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:1012 +#: ../../Whats-New.md:1018 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:1013 +#: ../../Whats-New.md:1019 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:1014 +#: ../../Whats-New.md:1020 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:1015 +#: ../../Whats-New.md:1021 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:1016 +#: ../../Whats-New.md:1022 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:1017 +#: ../../Whats-New.md:1023 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:1018 +#: ../../Whats-New.md:1024 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:1019 +#: ../../Whats-New.md:1025 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:1020 +#: ../../Whats-New.md:1026 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:1021 +#: ../../Whats-New.md:1027 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:1022 +#: ../../Whats-New.md:1028 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:1023 +#: ../../Whats-New.md:1029 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:1024 +#: ../../Whats-New.md:1030 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:1025 +#: ../../Whats-New.md:1031 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:1026 +#: ../../Whats-New.md:1032 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:1027 +#: ../../Whats-New.md:1033 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:1028 +#: ../../Whats-New.md:1034 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:1029 +#: ../../Whats-New.md:1035 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:1030 +#: ../../Whats-New.md:1036 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:1031 +#: ../../Whats-New.md:1037 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:1032 +#: ../../Whats-New.md:1038 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:1033 +#: ../../Whats-New.md:1039 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:1034 +#: ../../Whats-New.md:1040 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:1041 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:1036 +#: ../../Whats-New.md:1042 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:1037 +#: ../../Whats-New.md:1043 msgid "" "`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:1038 +#: ../../Whats-New.md:1044 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:1039 +#: ../../Whats-New.md:1045 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:1040 +#: ../../Whats-New.md:1046 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:1041 +#: ../../Whats-New.md:1047 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:1042 +#: ../../Whats-New.md:1048 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:1043 +#: ../../Whats-New.md:1049 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:1044 +#: ../../Whats-New.md:1050 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:1045 +#: ../../Whats-New.md:1051 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:1046 +#: ../../Whats-New.md:1052 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:1047 +#: ../../Whats-New.md:1053 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:1048 +#: ../../Whats-New.md:1054 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:1049 +#: ../../Whats-New.md:1055 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:1050 +#: ../../Whats-New.md:1056 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:1051 +#: ../../Whats-New.md:1057 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:1052 +#: ../../Whats-New.md:1058 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:1053 +#: ../../Whats-New.md:1059 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:1054 +#: ../../Whats-New.md:1060 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:1055 +#: ../../Whats-New.md:1061 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:1056 +#: ../../Whats-New.md:1062 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:1057 +#: ../../Whats-New.md:1063 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:1058 +#: ../../Whats-New.md:1064 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:1059 +#: ../../Whats-New.md:1065 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:1060 +#: ../../Whats-New.md:1066 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体弹道(by secsome)" -#: ../../Whats-New.md:1061 +#: ../../Whats-New.md:1067 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:1062 +#: ../../Whats-New.md:1068 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:1063 +#: ../../Whats-New.md:1069 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:1064 +#: ../../Whats-New.md:1070 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:1065 +#: ../../Whats-New.md:1071 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:1066 +#: ../../Whats-New.md:1072 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:1067 +#: ../../Whats-New.md:1073 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:1068 +#: ../../Whats-New.md:1074 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:1069 +#: ../../Whats-New.md:1075 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:1070 +#: ../../Whats-New.md:1076 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:1071 +#: ../../Whats-New.md:1077 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:1072 +#: ../../Whats-New.md:1078 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:1073 +#: ../../Whats-New.md:1079 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:1074 +#: ../../Whats-New.md:1080 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:1075 +#: ../../Whats-New.md:1081 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:1076 +#: ../../Whats-New.md:1082 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:1077 +#: ../../Whats-New.md:1083 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:1078 +#: ../../Whats-New.md:1084 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:1079 +#: ../../Whats-New.md:1085 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:1080 +#: ../../Whats-New.md:1086 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:1081 +#: ../../Whats-New.md:1087 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:1082 +#: ../../Whats-New.md:1088 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:1083 +#: ../../Whats-New.md:1089 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:1084 +#: ../../Whats-New.md:1090 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:1087 +#: ../../Whats-New.md:1093 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:1088 +#: ../../Whats-New.md:1094 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:1089 +#: ../../Whats-New.md:1095 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:1090 +#: ../../Whats-New.md:1096 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:1091 +#: ../../Whats-New.md:1097 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:1092 +#: ../../Whats-New.md:1098 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:1093 +#: ../../Whats-New.md:1099 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:1094 +#: ../../Whats-New.md:1100 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:1095 +#: ../../Whats-New.md:1101 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:1096 +#: ../../Whats-New.md:1102 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -5377,13 +5416,13 @@ 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:1097 +#: ../../Whats-New.md:1103 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:1098 +#: ../../Whats-New.md:1104 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -5391,85 +5430,85 @@ 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:1099 +#: ../../Whats-New.md:1105 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:1100 +#: ../../Whats-New.md:1106 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:1101 +#: ../../Whats-New.md:1107 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:1102 +#: ../../Whats-New.md:1108 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:1103 +#: ../../Whats-New.md:1109 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:1104 +#: ../../Whats-New.md:1110 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:1105 +#: ../../Whats-New.md:1111 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:1106 +#: ../../Whats-New.md:1112 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:1107 +#: ../../Whats-New.md:1113 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:1108 +#: ../../Whats-New.md:1114 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:1109 +#: ../../Whats-New.md:1115 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:1110 +#: ../../Whats-New.md:1116 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:1111 +#: ../../Whats-New.md:1117 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:1112 +#: ../../Whats-New.md:1118 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 " @@ -5477,21 +5516,21 @@ 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:1113 +#: ../../Whats-New.md:1119 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:1114 +#: ../../Whats-New.md:1120 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:1115 +#: ../../Whats-New.md:1121 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -5500,56 +5539,56 @@ 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:1116 +#: ../../Whats-New.md:1122 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:1117 +#: ../../Whats-New.md:1123 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:1118 +#: ../../Whats-New.md:1124 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:1119 +#: ../../Whats-New.md:1125 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:1120 +#: ../../Whats-New.md:1126 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:1123 +#: ../../Whats-New.md:1129 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:1124 +#: ../../Whats-New.md:1130 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:1125 +#: ../../Whats-New.md:1131 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:1126 +#: ../../Whats-New.md:1132 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:1127 +#: ../../Whats-New.md:1133 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -5557,13 +5596,13 @@ 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:1128 +#: ../../Whats-New.md:1134 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:1129 +#: ../../Whats-New.md:1135 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -5571,47 +5610,47 @@ 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:1130 +#: ../../Whats-New.md:1136 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:1131 +#: ../../Whats-New.md:1137 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:1132 +#: ../../Whats-New.md:1138 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:1133 +#: ../../Whats-New.md:1139 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:1134 +#: ../../Whats-New.md:1140 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:1135 +#: ../../Whats-New.md:1141 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:1136 +#: ../../Whats-New.md:1142 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:1137 +#: ../../Whats-New.md:1143 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -5620,75 +5659,75 @@ 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:1138 +#: ../../Whats-New.md:1144 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:1139 +#: ../../Whats-New.md:1145 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:1140 +#: ../../Whats-New.md:1146 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:1141 +#: ../../Whats-New.md:1147 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:1142 +#: ../../Whats-New.md:1148 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:1143 +#: ../../Whats-New.md:1149 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:1144 +#: ../../Whats-New.md:1150 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:1145 +#: ../../Whats-New.md:1151 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:1146 +#: ../../Whats-New.md:1152 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:1147 +#: ../../Whats-New.md:1153 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:1148 +#: ../../Whats-New.md:1154 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:1149 +#: ../../Whats-New.md:1155 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:1152 +#: ../../Whats-New.md:1158 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5696,57 +5735,57 @@ 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:1154 +#: ../../Whats-New.md:1160 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1155 +#: ../../Whats-New.md:1161 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:1159 +#: ../../Whats-New.md:1165 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1164 +#: ../../Whats-New.md:1170 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:1165 +#: ../../Whats-New.md:1171 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:1166 +#: ../../Whats-New.md:1172 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:1167 +#: ../../Whats-New.md:1173 msgid "" "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:1171 +#: ../../Whats-New.md:1177 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1176 +#: ../../Whats-New.md:1182 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:1177 +#: ../../Whats-New.md:1183 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:1178 +#: ../../Whats-New.md:1184 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:1179 +#: ../../Whats-New.md:1185 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5754,83 +5793,83 @@ 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:1180 +#: ../../Whats-New.md:1186 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:1181 +#: ../../Whats-New.md:1187 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:1185 +#: ../../Whats-New.md:1191 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1190 +#: ../../Whats-New.md:1196 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:1191 +#: ../../Whats-New.md:1197 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1192 +#: ../../Whats-New.md:1198 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:1193 +#: ../../Whats-New.md:1199 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:1196 +#: ../../Whats-New.md:1202 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:1199 +#: ../../Whats-New.md:1205 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:1200 +#: ../../Whats-New.md:1206 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:1204 +#: ../../Whats-New.md:1210 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1209 +#: ../../Whats-New.md:1215 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:1213 +#: ../../Whats-New.md:1219 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1218 +#: ../../Whats-New.md:1224 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:1221 +#: ../../Whats-New.md:1227 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:1222 +#: ../../Whats-New.md:1228 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5838,189 +5877,189 @@ 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:1225 +#: ../../Whats-New.md:1231 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:1230 +#: ../../Whats-New.md:1236 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1235 +#: ../../Whats-New.md:1241 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:1236 +#: ../../Whats-New.md:1242 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1237 +#: ../../Whats-New.md:1243 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:1238 +#: ../../Whats-New.md:1244 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:1239 +#: ../../Whats-New.md:1245 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:1240 +#: ../../Whats-New.md:1246 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:1241 +#: ../../Whats-New.md:1247 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:1242 +#: ../../Whats-New.md:1248 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:1243 +#: ../../Whats-New.md:1249 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:1244 +#: ../../Whats-New.md:1250 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1245 +#: ../../Whats-New.md:1251 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:1246 +#: ../../Whats-New.md:1252 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:1247 +#: ../../Whats-New.md:1253 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:1248 +#: ../../Whats-New.md:1254 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:1249 +#: ../../Whats-New.md:1255 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:1250 +#: ../../Whats-New.md:1256 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:1251 +#: ../../Whats-New.md:1257 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:1252 +#: ../../Whats-New.md:1258 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:1253 +#: ../../Whats-New.md:1259 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:1254 +#: ../../Whats-New.md:1260 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:1255 +#: ../../Whats-New.md:1261 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:1256 +#: ../../Whats-New.md:1262 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:1257 +#: ../../Whats-New.md:1263 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1260 +#: ../../Whats-New.md:1266 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:1261 +#: ../../Whats-New.md:1267 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1262 +#: ../../Whats-New.md:1268 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:1263 +#: ../../Whats-New.md:1269 msgid "" "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:1264 +#: ../../Whats-New.md:1270 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:1265 +#: ../../Whats-New.md:1271 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:1266 +#: ../../Whats-New.md:1272 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:1267 +#: ../../Whats-New.md:1273 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:1268 +#: ../../Whats-New.md:1274 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:1269 +#: ../../Whats-New.md:1275 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:1270 +#: ../../Whats-New.md:1276 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -6028,13 +6067,13 @@ 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:1273 +#: ../../Whats-New.md:1279 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:1274 +#: ../../Whats-New.md:1280 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -6042,97 +6081,97 @@ 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:1275 +#: ../../Whats-New.md:1281 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:1279 +#: ../../Whats-New.md:1285 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1284 +#: ../../Whats-New.md:1290 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:1288 +#: ../../Whats-New.md:1294 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1293 +#: ../../Whats-New.md:1299 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1294 +#: ../../Whats-New.md:1300 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:1295 +#: ../../Whats-New.md:1301 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:1296 +#: ../../Whats-New.md:1302 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1297 +#: ../../Whats-New.md:1303 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1298 +#: ../../Whats-New.md:1304 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:1299 +#: ../../Whats-New.md:1305 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:1300 +#: ../../Whats-New.md:1306 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:1301 +#: ../../Whats-New.md:1307 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:1302 +#: ../../Whats-New.md:1308 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:1305 +#: ../../Whats-New.md:1311 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:1306 +#: ../../Whats-New.md:1312 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:1307 +#: ../../Whats-New.md:1313 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:1308 +#: ../../Whats-New.md:1314 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:1309 +#: ../../Whats-New.md:1315 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:1310 +#: ../../Whats-New.md:1316 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)" @@ -6181,3 +6220,9 @@ msgstr "解除了拓展工具条字符数量小得愚蠢的上限(by Belonit #~ "upgrades (by Ollerus)" #~ msgstr "允许加载物被正常计入 `AuxBuilding` 和 Ares 的 `SW.Aux/NegBuildings`(by Ollerus)" +#~ msgid "CellSpread in cylinder shape (by TaranDahl)" +#~ msgstr "" + +#~ msgid "CellSpread damage check if victim is in air or on floor (by TaranDahl)" +#~ msgstr "" +