diff --git a/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po b/docs/locale/zh_CN/LC_MESSAGES/CREDITS.po index bd6ebac37b..6b6503ca1d 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: 2025-12-12 18:22+0800\n" +"POT-Creation-Date: 2025-12-16 19:58+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -1919,8 +1919,7 @@ 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" +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" @@ -2110,7 +2109,7 @@ msgstr "新的抛物线弹道" msgid "Enhanced Bombard trajectory" msgstr "增强的轰击弹道" -#: ../../../CREDITS.md:519 ../../../CREDITS.md:608 +#: ../../../CREDITS.md:519 ../../../CREDITS.md:609 msgid "No turret unit turn to the target" msgstr "无炮塔单位转向目标" @@ -2166,7 +2165,7 @@ msgid "" "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:532 ../../../CREDITS.md:618 +#: ../../../CREDITS.md:532 ../../../CREDITS.md:619 msgid "" "Fix an issue that in air aircraft carriers being unable to attack when it" " is near by elevated bridges" @@ -2300,7 +2299,7 @@ msgid "" " 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:558 ../../../CREDITS.md:631 +#: ../../../CREDITS.md:558 ../../../CREDITS.md:632 msgid "Burst without delay" msgstr "无间隔连发" @@ -2447,173 +2446,177 @@ 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 "AutoDeath upon ownership change" +msgstr "所属更改引发自毁" + +#: ../../../CREDITS.md:596 msgid "**NaotoYuuki** - Vertical & meteor trajectory projectile prototypes" msgstr "**NaotoYuuki** - 垂直和流星弹道雏形" -#: ../../../CREDITS.md:596 +#: ../../../CREDITS.md:597 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:597 +#: ../../../CREDITS.md:598 msgid "**TaranDahl (航味麻酱)**:" msgstr "**TaranDahl (航味麻酱)**:" -#: ../../../CREDITS.md:598 +#: ../../../CREDITS.md:599 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:599 +#: ../../../CREDITS.md:600 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:600 +#: ../../../CREDITS.md:601 msgid "Global value of `RepairBaseNodes`" msgstr "`RepairBaseNodes` 的全局值" -#: ../../../CREDITS.md:601 +#: ../../../CREDITS.md:602 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:602 +#: ../../../CREDITS.md:603 msgid "Type select for buildings (code)" msgstr "建筑的类型选择(代码)" -#: ../../../CREDITS.md:603 +#: ../../../CREDITS.md:604 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:604 +#: ../../../CREDITS.md:605 msgid "Toggle waypoint for building" msgstr "建筑路径点开关" -#: ../../../CREDITS.md:605 +#: ../../../CREDITS.md:606 msgid "Parasite returning bug fix" msgstr "寄生返回 bug 修复" -#: ../../../CREDITS.md:606 +#: ../../../CREDITS.md:607 msgid "Bunkerable checks dehardcode" msgstr "坦克碉堡准入检查的去硬编码化" -#: ../../../CREDITS.md:607 +#: ../../../CREDITS.md:608 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:609 +#: ../../../CREDITS.md:610 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:610 +#: ../../../CREDITS.md:611 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:611 +#: ../../../CREDITS.md:612 msgid "Recycle spawner in long-range" msgstr "远距离回收子机" -#: ../../../CREDITS.md:612 +#: ../../../CREDITS.md:613 msgid "Play an anim when recycling a spawner" msgstr "回收子机时播放动画" -#: ../../../CREDITS.md:613 +#: ../../../CREDITS.md:614 msgid "Recycle the spawner on other FLH" msgstr "使用其他 FLH 回收子机" -#: ../../../CREDITS.md:614 +#: ../../../CREDITS.md:615 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:615 +#: ../../../CREDITS.md:616 msgid "`BombParachute` deglobalization" msgstr "抛射体自定义 `BombParachute`" -#: ../../../CREDITS.md:616 +#: ../../../CREDITS.md:617 msgid "Sinkablity and sinking speed customization" msgstr "自定义能否沉没以及沉没速度" -#: ../../../CREDITS.md:617 +#: ../../../CREDITS.md:618 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:619 +#: ../../../CREDITS.md:620 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:620 +#: ../../../CREDITS.md:621 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:621 +#: ../../../CREDITS.md:622 msgid "Prone speed customization" msgstr "自定义匍匐速度" -#: ../../../CREDITS.md:622 +#: ../../../CREDITS.md:623 msgid "RadarInvisible for non-enemy house" msgstr "不仅限于敌方的 `RadarInvisible`" -#: ../../../CREDITS.md:623 +#: ../../../CREDITS.md:624 msgid "Allow miners do area guard" msgstr "允许矿车区域警戒" -#: ../../../CREDITS.md:624 +#: ../../../CREDITS.md:625 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:625 +#: ../../../CREDITS.md:626 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:626 +#: ../../../CREDITS.md:627 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:627 +#: ../../../CREDITS.md:628 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../../CREDITS.md:628 +#: ../../../CREDITS.md:629 msgid "Allows refineries to use multiple ActiveAnim simultaneously" msgstr "允许矿场同时播放多个 `ActiveAnim` 动画" -#: ../../../CREDITS.md:629 +#: ../../../CREDITS.md:630 msgid "Several attackmove related enhancement" msgstr "几个移动攻击相关的增强" -#: ../../../CREDITS.md:630 +#: ../../../CREDITS.md:631 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:632 +#: ../../../CREDITS.md:633 msgid "Target scanning delay customization (code)" msgstr "自定义索敌间隔(代码)" -#: ../../../CREDITS.md:633 +#: ../../../CREDITS.md:634 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:634 +#: ../../../CREDITS.md:635 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:635 +#: ../../../CREDITS.md:636 msgid "" "Use `SkipCrushSlowdown=true` to avoid the bug related to " "`Accelerates=true` and `MovementZone=CrushAll`" @@ -2621,177 +2624,177 @@ msgstr "" "使用 `SkipCrushSlowdown=true` 来避免 `Accelerates=true` 与 " "`MovementZone=CrushAll` 相关的 Bug" -#: ../../../CREDITS.md:636 +#: ../../../CREDITS.md:637 msgid "Auto deploy for GI-like infantry" msgstr "GI 式步兵自动部署" -#: ../../../CREDITS.md:637 +#: ../../../CREDITS.md:638 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:638 +#: ../../../CREDITS.md:639 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:639 +#: ../../../CREDITS.md:640 msgid "Customize the chained damage of the wall" msgstr "自定义墙的连锁伤害" -#: ../../../CREDITS.md:640 +#: ../../../CREDITS.md:641 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:641 +#: ../../../CREDITS.md:642 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:642 +#: ../../../CREDITS.md:643 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:643 +#: ../../../CREDITS.md:644 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:644 +#: ../../../CREDITS.md:645 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:645 +#: ../../../CREDITS.md:646 msgid "Attack and damage technos underground" msgstr "攻击和杀伤地下单位" -#: ../../../CREDITS.md:646 +#: ../../../CREDITS.md:647 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:647 +#: ../../../CREDITS.md:648 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:648 +#: ../../../CREDITS.md:649 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:649 +#: ../../../CREDITS.md:650 msgid "Dehardcode the `ZAdjust` of warhead anim" msgstr "弹头动画 `ZAdjust` 去硬编码" -#: ../../../CREDITS.md:650 +#: ../../../CREDITS.md:651 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:651 +#: ../../../CREDITS.md:652 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:652 +#: ../../../CREDITS.md:653 msgid "CellSpread in cylinder shape" msgstr "" -#: ../../../CREDITS.md:653 +#: ../../../CREDITS.md:654 msgid "CellSpread damage check if victim is in air or on floor" msgstr "" -#: ../../../CREDITS.md:654 +#: ../../../CREDITS.md:655 msgid "**solar-III (凤九歌)**" msgstr "**solar-III(凤九歌)**" -#: ../../../CREDITS.md:655 +#: ../../../CREDITS.md:656 msgid "Target scanning delay customization (documentation)" msgstr "自定义索敌间隔(文档)" -#: ../../../CREDITS.md:656 +#: ../../../CREDITS.md:657 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:657 +#: ../../../CREDITS.md:658 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:658 +#: ../../../CREDITS.md:659 msgid "**tyuah8**:" msgstr "**tyuah8**:" -#: ../../../CREDITS.md:659 +#: ../../../CREDITS.md:660 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:660 +#: ../../../CREDITS.md:661 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:661 +#: ../../../CREDITS.md:662 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:662 +#: ../../../CREDITS.md:663 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:663 +#: ../../../CREDITS.md:664 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:664 +#: ../../../CREDITS.md:665 msgid "**Ares developers**:" msgstr "**Ares developers**:" -#: ../../../CREDITS.md:665 +#: ../../../CREDITS.md:666 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:666 +#: ../../../CREDITS.md:667 msgid "unfinished RadTypes code" msgstr "半成品自定义辐射类型代码" -#: ../../../CREDITS.md:667 +#: ../../../CREDITS.md:668 msgid "prototype deployer fixes" msgstr "部署修复雏形" -#: ../../../CREDITS.md:668 +#: ../../../CREDITS.md:669 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:669 +#: ../../../CREDITS.md:670 msgid "AI vehicle production update code" msgstr "AI 载具生产更新代码" -#: ../../../CREDITS.md:670 +#: ../../../CREDITS.md:671 msgid "parts of TechnoType conversion placeholder code" msgstr "单位转换占位符代码的一部分" -#: ../../../CREDITS.md:671 +#: ../../../CREDITS.md:672 msgid "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "Digital Display" @@ -2799,23 +2802,23 @@ msgstr "" "**ststl, FlyStar, NaotoYuuki, Saigyouji, JunJacobYoung, CrimRecya** - " "数字化显示" -#: ../../../CREDITS.md:672 +#: ../../../CREDITS.md:673 msgid "**SukaHati (Erzoid)** - Minimum interceptor guard range" msgstr "**SukaHati (Erzoid)** - 抛射体最小拦截距离" -#: ../../../CREDITS.md:673 +#: ../../../CREDITS.md:674 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:674 +#: ../../../CREDITS.md:675 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:675 +#: ../../../CREDITS.md:676 msgid "**Chasheen (Chasheenburg)** - CN docs help for Build#24" msgstr "**Chasheen (Chasheenburg)** - Build#24 的中文文档协助" -#: ../../../CREDITS.md:676 +#: ../../../CREDITS.md:677 msgid "" "**Noble Fish** - some minor improvements and fixes, established Community" " Chinese docs, took over and completely rewrite the Official Chinese docs" @@ -2824,36 +2827,36 @@ 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:677 +#: ../../../CREDITS.md:678 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:678 +#: ../../../CREDITS.md:679 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:679 +#: ../../../CREDITS.md:680 msgid "**AlexB** - Original FlyingStrings implementation" msgstr "**AlexB** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:680 +#: ../../../CREDITS.md:681 msgid "**Joshy** - Original FlyingStrings implementation" msgstr "**Joshy** - 原始 FlyingStrings 实现" -#: ../../../CREDITS.md:681 +#: ../../../CREDITS.md:682 msgid "**CnCVK** - Original custom locomotors experiment" msgstr "**CnCVK** - 原始的自定义运动模式尝试" -#: ../../../CREDITS.md:682 +#: ../../../CREDITS.md:683 msgid "**ZΞPHYɌUS** - win/lose themes code" msgstr "**ZΞPHYɌUS** - 胜利/失败主题音乐代码" -#: ../../../CREDITS.md:683 +#: ../../../CREDITS.md:684 msgid "" "**Neargye (Daniil Goncharov)** - [nameof " "library](https://github.com/Neargye/nameof) (MIT)" @@ -2861,33 +2864,33 @@ msgstr "" "**Neargye (Daniil Goncharov)** - [nameof " "库](https://github.com/Neargye/nameof)(MIT)" -#: ../../../CREDITS.md:684 +#: ../../../CREDITS.md:685 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:685 +#: ../../../CREDITS.md:686 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:686 +#: ../../../CREDITS.md:687 msgid "**4SG** - help with docs" msgstr "**4SG** - 文档协助" -#: ../../../CREDITS.md:687 +#: ../../../CREDITS.md:688 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:688 +#: ../../../CREDITS.md:689 msgid "**Xkein** - general assistance, YRpp edits" msgstr "**Xkein** - 一般性协助、YRpp 编辑" -#: ../../../CREDITS.md:689 +#: ../../../CREDITS.md:690 msgid "**mevitar** - honorary shield tester *triple* award" msgstr "**mevitar** - 荣誉护盾测试员 **三重** 奖章" -#: ../../../CREDITS.md:690 +#: ../../../CREDITS.md:691 msgid "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - extensive and thorough testing" @@ -2895,7 +2898,7 @@ msgstr "" "**Mentalmeisters Team (Speeder, Ollerus, mevitar, Reedom, Takitoru, " "Terumasa, Zhelin)** - 广泛且深入的测试" -#: ../../../CREDITS.md:691 +#: ../../../CREDITS.md:692 msgid "" "**Phobos CN Tester Group (Mantis, Swim Wing, Examon, AKB, Pusheen, ZQ, " "Claptrap, BunkerGeneral, Big J, Skywalker, ChickEmperor, Shifty, Mikain, " @@ -2909,19 +2912,19 @@ msgstr "" "Yumeri_Rei, Nacho, Zhuzi, Ika_Aru, EUSiegfried, HanpiBaozi, Nxusbot, " "TientsinWind)** - 广泛且深入的测试" -#: ../../../CREDITS.md:692 +#: ../../../CREDITS.md:693 msgid "**Damfoos** - extensive and thorough testing" msgstr "**Damfoos** - 广泛且深入的测试" -#: ../../../CREDITS.md:693 +#: ../../../CREDITS.md:694 msgid "**Dmitry Volkov** - extensive and thorough testing" msgstr "**Dmitry Volkov** - 广泛且深入的测试" -#: ../../../CREDITS.md:694 +#: ../../../CREDITS.md:695 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:695 +#: ../../../CREDITS.md:696 msgid "" "**11EJDE11** - Prevent mpdebug number from being drawn when visibility " "toggled off" 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 27b6afb2ad..e504188a50 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 @@ -2240,7 +2240,7 @@ msgid "" msgstr "" "在原版中,`[CLNT]` 没有自己的图像,它原本在 `artmd.ini` 中通过 `Image=ARND` " "使用另一个图像占位,由于没有本功能所以没有任何效果。随后它和 `[UTNK]` 等同样转为通过 `rulesmd.ini` " -"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 " +"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,而是还同时改为了 `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:408 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 e1cd23d7a5..7d4e388a21 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: 2025-12-14 20:01+0800\n" +"POT-Creation-Date: 2025-12-16 19:58+0800\n" "PO-Revision-Date: YEAR-MO-DA HO:MI+ZONE\n" "Last-Translator: FULL NAME \n" "Language-Team: LANGUAGE \n" @@ -689,42 +689,42 @@ msgstr "`AttachEffect.CheckOnFirer` 可设为 true 以将必须存在/禁止 #: ../../New-or-Enhanced-Logics.md:1306 ../../New-or-Enhanced-Logics.md:1319 #: ../../New-or-Enhanced-Logics.md:1340 ../../New-or-Enhanced-Logics.md:1366 #: ../../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: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 +#: ../../New-or-Enhanced-Logics.md:1438 ../../New-or-Enhanced-Logics.md:1464 +#: ../../New-or-Enhanced-Logics.md:1482 ../../New-or-Enhanced-Logics.md:1496 +#: ../../New-or-Enhanced-Logics.md:1536 ../../New-or-Enhanced-Logics.md:1554 +#: ../../New-or-Enhanced-Logics.md:1569 ../../New-or-Enhanced-Logics.md:1593 +#: ../../New-or-Enhanced-Logics.md:1609 ../../New-or-Enhanced-Logics.md:1625 +#: ../../New-or-Enhanced-Logics.md:1668 ../../New-or-Enhanced-Logics.md:1701 +#: ../../New-or-Enhanced-Logics.md:1721 ../../New-or-Enhanced-Logics.md:1735 +#: ../../New-or-Enhanced-Logics.md:1767 ../../New-or-Enhanced-Logics.md:1802 +#: ../../New-or-Enhanced-Logics.md:1822 ../../New-or-Enhanced-Logics.md:1836 +#: ../../New-or-Enhanced-Logics.md:1848 ../../New-or-Enhanced-Logics.md:1862 +#: ../../New-or-Enhanced-Logics.md:1881 ../../New-or-Enhanced-Logics.md:1900 +#: ../../New-or-Enhanced-Logics.md:1913 ../../New-or-Enhanced-Logics.md:1943 +#: ../../New-or-Enhanced-Logics.md:1973 ../../New-or-Enhanced-Logics.md:1989 +#: ../../New-or-Enhanced-Logics.md:2005 ../../New-or-Enhanced-Logics.md:2023 +#: ../../New-or-Enhanced-Logics.md:2039 ../../New-or-Enhanced-Logics.md:2052 +#: ../../New-or-Enhanced-Logics.md:2071 ../../New-or-Enhanced-Logics.md:2094 +#: ../../New-or-Enhanced-Logics.md:2110 ../../New-or-Enhanced-Logics.md:2123 +#: ../../New-or-Enhanced-Logics.md:2140 ../../New-or-Enhanced-Logics.md:2155 +#: ../../New-or-Enhanced-Logics.md:2178 ../../New-or-Enhanced-Logics.md:2193 +#: ../../New-or-Enhanced-Logics.md:2231 ../../New-or-Enhanced-Logics.md:2243 +#: ../../New-or-Enhanced-Logics.md:2273 ../../New-or-Enhanced-Logics.md:2320 +#: ../../New-or-Enhanced-Logics.md:2344 ../../New-or-Enhanced-Logics.md:2355 +#: ../../New-or-Enhanced-Logics.md:2370 ../../New-or-Enhanced-Logics.md:2405 +#: ../../New-or-Enhanced-Logics.md:2423 ../../New-or-Enhanced-Logics.md:2447 +#: ../../New-or-Enhanced-Logics.md:2473 ../../New-or-Enhanced-Logics.md:2488 +#: ../../New-or-Enhanced-Logics.md:2511 ../../New-or-Enhanced-Logics.md:2531 +#: ../../New-or-Enhanced-Logics.md:2541 ../../New-or-Enhanced-Logics.md:2552 +#: ../../New-or-Enhanced-Logics.md:2562 ../../New-or-Enhanced-Logics.md:2579 +#: ../../New-or-Enhanced-Logics.md:2593 ../../New-or-Enhanced-Logics.md:2606 +#: ../../New-or-Enhanced-Logics.md:2617 ../../New-or-Enhanced-Logics.md:2627 +#: ../../New-or-Enhanced-Logics.md:2643 ../../New-or-Enhanced-Logics.md:2664 +#: ../../New-or-Enhanced-Logics.md:2680 ../../New-or-Enhanced-Logics.md:2691 +#: ../../New-or-Enhanced-Logics.md:2714 ../../New-or-Enhanced-Logics.md:2742 +#: ../../New-or-Enhanced-Logics.md:2759 ../../New-or-Enhanced-Logics.md:2777 +#: ../../New-or-Enhanced-Logics.md:2791 ../../New-or-Enhanced-Logics.md:2815 +#: ../../New-or-Enhanced-Logics.md:2830 ../../New-or-Enhanced-Logics.md:2852 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: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 +#: ../../New-or-Enhanced-Logics.md:1327 ../../New-or-Enhanced-Logics.md:1647 +#: ../../New-or-Enhanced-Logics.md:1650 ../../New-or-Enhanced-Logics.md:1729 +#: ../../New-or-Enhanced-Logics.md:1793 ../../New-or-Enhanced-Logics.md:1812 +#: ../../New-or-Enhanced-Logics.md:1895 ../../New-or-Enhanced-Logics.md:2170 +#: ../../New-or-Enhanced-Logics.md:2201 ../../New-or-Enhanced-Logics.md:2226 +#: ../../New-or-Enhanced-Logics.md:2303 ../../New-or-Enhanced-Logics.md:2352 +#: ../../New-or-Enhanced-Logics.md:2464 ../../New-or-Enhanced-Logics.md:2753 +#: ../../New-or-Enhanced-Logics.md:2803 ../../New-or-Enhanced-Logics.md:2846 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:1635 -#: ../../New-or-Enhanced-Logics.md:2198 +#: ../../New-or-Enhanced-Logics.md:748 ../../New-or-Enhanced-Logics.md:1639 +#: ../../New-or-Enhanced-Logics.md:2207 msgid "In `artmd.ini`:" msgstr "在 `artmd.ini`:" @@ -1987,13 +1987,13 @@ msgstr "" "通过设置 `Tint.Color` 和 `Tint Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:456 ../../New-or-Enhanced-Logics.md:1488 +#: ../../New-or-Enhanced-Logics.md:456 ../../New-or-Enhanced-Logics.md:1492 msgid "" "`Tint.Intensity` is additive lighting increase/decrease - 1.0 is the " "default object lighting." msgstr "`Tint.Intensity` 是增加/减少的光照,1.0 是默认的对象光照。" -#: ../../New-or-Enhanced-Logics.md:457 ../../New-or-Enhanced-Logics.md:1489 +#: ../../New-or-Enhanced-Logics.md:457 ../../New-or-Enhanced-Logics.md:1493 msgid "" "`Tint.VisibleToHouses` can be used to customize which houses can see the " "tint effect." @@ -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:2297 +#: ../../New-or-Enhanced-Logics.md:1079 ../../New-or-Enhanced-Logics.md:2306 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:2298 +#: ../../New-or-Enhanced-Logics.md:1080 ../../New-or-Enhanced-Logics.md:2307 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:2299 +#: ../../New-or-Enhanced-Logics.md:1081 ../../New-or-Enhanced-Logics.md:2308 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:2300 +#: ../../New-or-Enhanced-Logics.md:1082 ../../New-or-Enhanced-Logics.md:2309 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:2301 +#: ../../New-or-Enhanced-Logics.md:1083 ../../New-or-Enhanced-Logics.md:2310 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:2325 +#: ../../New-or-Enhanced-Logics.md:2334 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:2329 +#: ../../New-or-Enhanced-Logics.md:2338 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." @@ -5639,18 +5639,22 @@ msgstr "" "AutoFire=false ; boolean\n" "AutoFire.TargetSelf=false ; boolean\n" -msgid "To make this logic work properly, you need to ensure that there is no flag like `CanPassiveAquire=false` set on units that prevents target scanning." +#: ../../New-or-Enhanced-Logics.md:1446 +msgid "" +"To make this logic work properly, you need to ensure that there is no " +"flag like `CanPassiveAquire=false` set on units that prevents target " +"scanning." msgstr "为了让该逻辑正常工作,你需要确保单位上没有设置 `CanPassiveAquire=false` 等阻止索敌的语句。" -#: ../../New-or-Enhanced-Logics.md:1445 +#: ../../New-or-Enhanced-Logics.md:1449 msgid "Build limit group" msgstr "建造限制组" -#: ../../New-or-Enhanced-Logics.md:1447 +#: ../../New-or-Enhanced-Logics.md:1451 msgid "You can now make different technos share build limit in a group." msgstr "现在你可以使不同的科技类型在一个组内共享建造限制。" -#: ../../New-or-Enhanced-Logics.md:1448 +#: ../../New-or-Enhanced-Logics.md:1452 msgid "" "`BuildLimitGroup.Types` determines the technos that'll be used for build " "limit conditions of the selected techno. Note that the limit won't be " @@ -5660,7 +5664,7 @@ msgstr "" "`BuildLimitGroup.Types` " "决定了将用于所选科技类型建造条件的其他科技类型。注意该语句并不提供任何限制效果。要实现这点你需要手动位每个科技类型设置建造限制。" -#: ../../New-or-Enhanced-Logics.md:1449 +#: ../../New-or-Enhanced-Logics.md:1453 msgid "" "`BuildLimitGroup.Nums` determines the amount of technos that would reach " "the build limit. If using a single integer, it'll use the sum of all " @@ -5673,7 +5677,7 @@ msgstr "" " `BuildLimitGroup.Types` 数量相同的整数列表,则会为每个科技类型计算建造限制,其值的位置与 " "`BuildLimitGroup.Types` 中的位置对应。" -#: ../../New-or-Enhanced-Logics.md:1450 +#: ../../New-or-Enhanced-Logics.md:1454 msgid "" "`BuildLimitGroup.Factor` determines each of this techno instance will " "count as what value when calculating build limit." @@ -5681,13 +5685,13 @@ msgstr "" "`BuildLimitGroup.Factor` 决定了每个此类科技类型在计算建造限制时将被视为多少来进行计算(类似一个用于 " "`BuildLimit` 的 `Size`)。" -#: ../../New-or-Enhanced-Logics.md:1451 +#: ../../New-or-Enhanced-Logics.md:1455 msgid "" "This is only used by BuildLimitGroup. No other place will use it when " "counting owned objects, including `BuildLimitGroup.ExtraLimit`." msgstr "这仅由 BuildLimitGroup 使用。其他地方不会使用它来计算,包括 `BuildLimitGroup.ExtraLimit`。" -#: ../../New-or-Enhanced-Logics.md:1452 +#: ../../New-or-Enhanced-Logics.md:1456 msgid "" "`BuildLimitGroup.ContentIfAnyMatch` determines the rule of calculating " "build limit per techno. If set to true, build limit will be content if " @@ -5699,7 +5703,7 @@ msgstr "" "true,则当组内任意科技类型的数量达到其 `BuildLimitGroup.Nums` 值时视为全组达到建造限制。如果设置为 " "false,则只有当组内所有科技类型的数量达到时建造限制才有效。" -#: ../../New-or-Enhanced-Logics.md:1453 +#: ../../New-or-Enhanced-Logics.md:1457 msgid "" "`BuildLimitGroup.NotBuildableIfQueueMatch` determines the moment to stop " "the techno's production. If set to true, its production will be stopped " @@ -5710,19 +5714,19 @@ msgstr "" "`BuildLimitGroup.NotBuildableIfQueueMatch` 决定了禁用科技类型生产的时刻,如果设为 true " "则已存在的科技类型与处于生产序列中的科技类型只和满足条件就会停止生产。如果设为 false 则只有地图上实际存在的科技类型满足条件才会停止生产。" -#: ../../New-or-Enhanced-Logics.md:1454 +#: ../../New-or-Enhanced-Logics.md:1458 msgid "" "You can also add an extra value into `BuildLimitGroup.Nums`, determined " "by the amount of specific technos owned by its house." msgstr "你还可以根据其所属方拥有的特定科技类型数量向 `BuildLimitGroup.Nums` 添加一个额外调整值。" -#: ../../New-or-Enhanced-Logics.md:1455 +#: ../../New-or-Enhanced-Logics.md:1459 msgid "" "`BuildLimitGroup.ExtraLimit.Types` determines the technos that'll be used" " for extra value calculation." msgstr "`BuildLimitGroup.ExtraLimit.Types` 决定了将用于额外值计算的科技类型。" -#: ../../New-or-Enhanced-Logics.md:1456 +#: ../../New-or-Enhanced-Logics.md:1460 msgid "" "`BuildLimitGroup.ExtraLimit.Nums` determines the actual value of " "increment. Value matching the position in " @@ -5734,7 +5738,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` " "中对应位置的科技类型一一对应。每个列表中的科技类型会使建造限制增加其场上存在的数量 * 该列表中对应值。" -#: ../../New-or-Enhanced-Logics.md:1457 +#: ../../New-or-Enhanced-Logics.md:1461 msgid "" "`BuildLimitGroup.ExtraLimit.MaxCount` determines the maximum amount of " "technos being counted into the extra value calculation. Value matching " @@ -5746,7 +5750,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.Types` 中对应位置的科技类型一一对应。如果未设置或设为小于 1 " "的值,则视为无最大数量限制。" -#: ../../New-or-Enhanced-Logics.md:1458 +#: ../../New-or-Enhanced-Logics.md:1462 msgid "" "`BuildLimitGroup.ExtraLimit.MaxNum` determines the maximum of values in " "`BuildLimitGroup.Nums` after extra limit calculation. If not set or set " @@ -5755,7 +5759,7 @@ msgstr "" "`BuildLimitGroup.ExtraLimit.MaxNum` 决定了在计算额外值后 `BuildLimitGroup.Nums` " "的最大值。如果未设置或设为小于 1 的值,则视为无最大值。" -#: ../../New-or-Enhanced-Logics.md:1461 +#: ../../New-or-Enhanced-Logics.md:1465 msgid "" "[SOMETECHNO] ; TechnoType\n" "BuildLimitGroup.Types= ; List of TechnoTypes\n" @@ -5781,17 +5785,17 @@ msgstr "" "BuildLimitGroup.ExtraLimit.MaxCount= ; List of integers\n" "BuildLimitGroup.ExtraLimit.MaxNum=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1474 +#: ../../New-or-Enhanced-Logics.md:1478 msgid "Convert TechnoType on owner house change" msgstr "根据操作者变形" -#: ../../New-or-Enhanced-Logics.md:1476 +#: ../../New-or-Enhanced-Logics.md:1480 msgid "" "You can now change a unit's type when changing ownership from human to " "computer or from computer to human." msgstr "现在你可以在操作者从人类改为 AI 玩家或从 AI 玩家改为人类玩家时执行单位转换。" -#: ../../New-or-Enhanced-Logics.md:1479 +#: ../../New-or-Enhanced-Logics.md:1483 msgid "" "[SOMETECHNO] ; TechnoType\n" "Convert.HumanToComputer= ; TechnoType\n" @@ -5801,11 +5805,11 @@ msgstr "" "Convert.HumanToComputer= ; TechnoType\n" "Convert.ComputerToHuman= ; TechnoType\n" -#: ../../New-or-Enhanced-Logics.md:1485 +#: ../../New-or-Enhanced-Logics.md:1489 msgid "Custom tint on TechnoTypes" msgstr "染色" -#: ../../New-or-Enhanced-Logics.md:1487 +#: ../../New-or-Enhanced-Logics.md:1491 msgid "" "A tint effect similar to that used by Iron Curtain / Force Shield or " "`Psychedelic=true` Warheads can be applied to TechnoTypes naturally by " @@ -5814,13 +5818,13 @@ msgstr "" "通过设置 `Tint.Color` 和 `Tint.Intensity` 可以为拥有护盾的科技类型使用类似于铁幕/力场护盾或 " "`Psychedelic=true` 弹头的染色效果。" -#: ../../New-or-Enhanced-Logics.md:1490 +#: ../../New-or-Enhanced-Logics.md:1494 msgid "" "Tint effects can also be applied by [attached effects](#attached-effects)" " and on [shields](#shields)." msgstr "染色效果也可以通过 [Attach Effect](#attached-effects) 和 [护盾](#shields) 应用。" -#: ../../New-or-Enhanced-Logics.md:1493 +#: ../../New-or-Enhanced-Logics.md:1497 msgid "" "[SOMETECHNO] ; TechnoType\n" "Tint.Color= ; integer - R,G,B\n" @@ -5834,17 +5838,17 @@ msgstr "" "Tint.VisibleToHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1500 +#: ../../New-or-Enhanced-Logics.md:1504 msgid "Customizable OpenTopped properties" msgstr "自定义 `OpenTopped` 属性" -#: ../../New-or-Enhanced-Logics.md:1502 +#: ../../New-or-Enhanced-Logics.md:1506 msgid "" "You can now override global `OpenTopped` transport properties per " "TechnoType." msgstr "现在你可以为每个科技类型微观设定全局 `OpenTopped` 运输工具的属性。" -#: ../../New-or-Enhanced-Logics.md:1503 +#: ../../New-or-Enhanced-Logics.md:1507 msgid "" "`OpenTopped.IgnoreRangefinding` can be used to disable `OpenTopped` " "transport rangefinding behaviour where smallest weapon range between " @@ -5854,7 +5858,7 @@ msgstr "" "`OpenTopped.IgnoreRangefinding` 可用于禁用 `OpenTopped` " "运输工具在接近超出射程的目标和扫描潜在目标时使用运输工具与所有载员之间的 `Range` 最小武器的射程这一测距行为。" -#: ../../New-or-Enhanced-Logics.md:1504 +#: ../../New-or-Enhanced-Logics.md:1508 msgid "" "`OpenTopped.AllowFiringIfDeactivated` can be used to customize whether or" " not passengers can fire out when the transport is deactivated (EMP, " @@ -5863,13 +5867,13 @@ msgstr "" "`OpenTopped.AllowFiringIfDeactivated` 可用于自定义当运输工具被瘫痪(EMP、`PoweredUnit` " "等)时载员是否可以开火。" -#: ../../New-or-Enhanced-Logics.md:1505 +#: ../../New-or-Enhanced-Logics.md:1509 msgid "" "`OpenTopped.ShareTransportTarget` controls whether or not the current " "target of the transport itself is passed to the passengers as well." msgstr "`OpenTopped.ShareTransportTarget` 控制运输工具的当前目标是否传递给乘客。" -#: ../../New-or-Enhanced-Logics.md:1506 +#: ../../New-or-Enhanced-Logics.md:1510 msgid "" "You can also customize range bonus and damage multiplier for passenger " "inside the transport with `OpenTransport.RangeBonus/DamageMultiplier`, " @@ -5880,7 +5884,7 @@ msgstr "" "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 +#: ../../New-or-Enhanced-Logics.md:1512 msgid "" "[SOMETECHNO] ; TechnoType, transport with " "OpenTopped=yes\n" @@ -5914,36 +5918,36 @@ msgstr "" "OpenTransport.RangeBonus=0 ; integer\n" "OpenTransport.DamageMultiplier=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:1523 +#: ../../New-or-Enhanced-Logics.md:1527 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 +#: ../../New-or-Enhanced-Logics.md:1530 msgid "Customizable spawns queue" msgstr "自定义子机序列" -#: ../../New-or-Enhanced-Logics.md:1527 +#: ../../New-or-Enhanced-Logics.md:1531 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:1528 +#: ../../New-or-Enhanced-Logics.md:1532 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:1529 +#: ../../New-or-Enhanced-Logics.md:1533 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:1530 +#: ../../New-or-Enhanced-Logics.md:1534 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 " @@ -5953,7 +5957,7 @@ 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:1533 +#: ../../New-or-Enhanced-Logics.md:1537 msgid "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" @@ -5961,33 +5965,33 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Spawns.Queue= ; List of AircraftTypes, in order\n" -#: ../../New-or-Enhanced-Logics.md:1539 +#: ../../New-or-Enhanced-Logics.md:1543 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:1542 +#: ../../New-or-Enhanced-Logics.md:1546 msgid "Customize Ares's radar jam logic" msgstr "自定义 Ares 的雷达干扰逻辑" -#: ../../New-or-Enhanced-Logics.md:1544 +#: ../../New-or-Enhanced-Logics.md:1548 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:1545 +#: ../../New-or-Enhanced-Logics.md:1549 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:1546 +#: ../../New-or-Enhanced-Logics.md:1550 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:1547 +#: ../../New-or-Enhanced-Logics.md:1551 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 " @@ -5996,13 +6000,13 @@ 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:1548 +#: ../../New-or-Enhanced-Logics.md:1552 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:1551 +#: ../../New-or-Enhanced-Logics.md:1555 msgid "" "[SOMETECHNO] ; TechnoType, with RadarJamRadius=\n" "RadarJamHouses=enemies ; List of Affected House Enumeration " @@ -6018,25 +6022,25 @@ msgstr "" "RadarJamAffect= ; List of BuildingTypes\n" "RadarJamIgnore= ; List of BuildingTypes\n" -#: ../../New-or-Enhanced-Logics.md:1559 +#: ../../New-or-Enhanced-Logics.md:1563 msgid "Customize EVA voice and `SellSound` when selling units" msgstr "单位出售音效" -#: ../../New-or-Enhanced-Logics.md:1561 +#: ../../New-or-Enhanced-Logics.md:1565 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:1562 +#: ../../New-or-Enhanced-Logics.md:1566 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:1563 +#: ../../New-or-Enhanced-Logics.md:1567 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:1566 +#: ../../New-or-Enhanced-Logics.md:1570 msgid "" "[SOMETECHNO] ; BuildingType or VehicleType\n" "EVA.Sold= ; EVA entry, default to EVA_StructureSold for buildings " @@ -6048,17 +6052,17 @@ msgstr "" "and EVA_UnitSold for vehicles\n" "SellSound= ; Sound entry, default to [AudioVisual] -> SellSound\n" -#: ../../New-or-Enhanced-Logics.md:1573 +#: ../../New-or-Enhanced-Logics.md:1577 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:1576 +#: ../../New-or-Enhanced-Logics.md:1580 msgid "Disabling fallback to (Elite)Secondary weapon" msgstr "禁用副武器自动推算" -#: ../../New-or-Enhanced-Logics.md:1578 +#: ../../New-or-Enhanced-Logics.md:1582 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 " @@ -6074,35 +6078,35 @@ 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:1579 +#: ../../New-or-Enhanced-Logics.md:1583 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:1580 +#: ../../New-or-Enhanced-Logics.md:1584 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:1581 +#: ../../New-or-Enhanced-Logics.md:1585 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:1582 +#: ../../New-or-Enhanced-Logics.md:1586 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:1583 +#: ../../New-or-Enhanced-Logics.md:1587 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:1584 +#: ../../New-or-Enhanced-Logics.md:1588 msgid "" "Weapons with `ElectricAssault=true` set on `Warhead` against " "`Overpowerable=true` buildings belonging to owner or allies." @@ -6110,17 +6114,17 @@ 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:1585 +#: ../../New-or-Enhanced-Logics.md:1589 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:1586 +#: ../../New-or-Enhanced-Logics.md:1590 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:1587 +#: ../../New-or-Enhanced-Logics.md:1591 msgid "" "If `[CombatDamage] -> AllowWeaponSelectAgainstWalls` is set to true, " "`Secondary` will now be used against walls if `Primary` weapon Warhead " @@ -6131,7 +6135,7 @@ 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:1590 +#: ../../New-or-Enhanced-Logics.md:1594 msgid "" "[CombatDamage]\n" "AllowWeaponSelectAgainstWalls=false ; boolean\n" @@ -6147,13 +6151,13 @@ msgstr "" "NoSecondaryWeaponFallback=false ; boolean\n" "NoSecondaryWeaponFallback.AllowAA=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1599 +#: ../../New-or-Enhanced-Logics.md:1603 msgid "" "Disguise logic additions (disguise-based movement speed, disguise " "blinking visibility)" msgstr "伪装逻辑增强" -#: ../../New-or-Enhanced-Logics.md:1601 +#: ../../New-or-Enhanced-Logics.md:1605 msgid "" "`DisguiseBlinkingVisibility` can be used to customize which players can " "see disguises blinking on units. This does not affect targeting but does " @@ -6163,7 +6167,7 @@ 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:1602 +#: ../../New-or-Enhanced-Logics.md:1606 msgid "" "Another thing to note is that in singleplayer missions, for purposes of " "the disguise blinking, disguised objects owned by any player-controlled " @@ -6172,10 +6176,10 @@ msgid "" "blinking unless `DisguiseBlinkingVisibility` is set to `none` or " "`enemies`." 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" +"另一个需要注意的是:在单人任务中,就伪装闪烁而言,任何被玩家所控制的所属方所拥有的伪装单位即便与玩家所属方不是盟友也视为当前玩家所拥有,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:1603 +#: ../../New-or-Enhanced-Logics.md:1607 msgid "" "`UseDisguiseMovementSpeed`, if set, makes disguised unit adjust its " "movement speed to match that of the disguise, if applicable. Note that " @@ -6185,7 +6189,7 @@ 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:1606 +#: ../../New-or-Enhanced-Logics.md:1610 msgid "" "[General]\n" "DisguiseBlinkingVisibility=owner ; List of Affected House Enumeration " @@ -6201,27 +6205,27 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "UseDisguiseMovementSpeed=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1614 +#: ../../New-or-Enhanced-Logics.md:1618 msgid "Extended gattling rate down logic" msgstr "拓展的盖特掉档逻辑" -#: ../../New-or-Enhanced-Logics.md:1616 +#: ../../New-or-Enhanced-Logics.md:1620 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:1617 +#: ../../New-or-Enhanced-Logics.md:1621 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:1618 +#: ../../New-or-Enhanced-Logics.md:1622 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:1619 +#: ../../New-or-Enhanced-Logics.md:1623 msgid "" "`RateDown.Cover.Value` replaces the original `RateDown` when techno's " "ammo is lower than `RateDown.Cover.AmmoBelow`." @@ -6229,7 +6233,7 @@ 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:1622 +#: ../../New-or-Enhanced-Logics.md:1626 msgid "" "[SOMETECHNO] ; TechnoType, with IsGattling=yes\n" "RateDown.Delay=0 ; integer, game frames\n" @@ -6243,11 +6247,11 @@ msgstr "" "RateDown.Cover.Value=0 ; integer\n" "RateDown.Cover.AmmoBelow=-2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1630 +#: ../../New-or-Enhanced-Logics.md:1634 msgid "Firing offsets for specific Burst shots" msgstr "Burst 开火坐标" -#: ../../New-or-Enhanced-Logics.md:1632 +#: ../../New-or-Enhanced-Logics.md:1636 msgid "" "You can now specify separate firing offsets for each of the shots fired " "by weapon with `Burst` via using " @@ -6265,14 +6269,14 @@ 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:1633 +#: ../../New-or-Enhanced-Logics.md:1637 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:1636 +#: ../../New-or-Enhanced-Logics.md:1640 msgid "" "[SOMETECHNO] ; TechnoType Image\n" "FLHKEY.BurstN= ; integer - Forward,Lateral,Height. FLHKey refers to " @@ -6282,11 +6286,11 @@ 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:1641 +#: ../../New-or-Enhanced-Logics.md:1645 msgid "Forcing specific weapon against certain targets" msgstr "对特定目标使用特定武器" -#: ../../New-or-Enhanced-Logics.md:1643 +#: ../../New-or-Enhanced-Logics.md:1647 msgid "" "![image](_static/images/underwater-new-attack-tag.gif) *Naval underwater " "target behavior with `ForceWeapon.Naval.Decloaked` in [C&C: " @@ -6296,7 +6300,7 @@ 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:1646 +#: ../../New-or-Enhanced-Logics.md:1650 msgid "" "![image](_static/images/forceweapon_emp.gif) *Enemy behavior against EMP " "targets with `ForceWeapon.UnderEMP` in [C&C: " @@ -6306,7 +6310,7 @@ 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:1649 +#: ../../New-or-Enhanced-Logics.md:1653 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 " @@ -6314,7 +6318,7 @@ 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:1650 +#: ../../New-or-Enhanced-Logics.md:1654 msgid "" "`ForceWeapon.Naval.Decloaked` forces specified weapon to be used against " "uncloaked `Naval=yes` targets. Useful if your naval unit has one weapon " @@ -6323,25 +6327,25 @@ 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:1651 +#: ../../New-or-Enhanced-Logics.md:1655 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:1652 +#: ../../New-or-Enhanced-Logics.md:1656 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:1653 +#: ../../New-or-Enhanced-Logics.md:1657 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:1654 +#: ../../New-or-Enhanced-Logics.md:1658 msgid "" "`ForceWeapon.InRange` forces specified a list of weapons to be used once " "the target is within their `Range`. If `ForceWeapon.InRange.TechnoOnly` " @@ -6356,7 +6360,7 @@ 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:1655 +#: ../../New-or-Enhanced-Logics.md:1659 msgid "" "`ForceAAWeapon.InRange` does the same thing but only for air target. " "Taking priority to `ForceWeapon.InRange`, which means that it can only be" @@ -6365,7 +6369,7 @@ 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:1656 +#: ../../New-or-Enhanced-Logics.md:1660 msgid "" "`Force(AA)Weapon.InRange.Overrides` overrides the range when decides " "which weapon to use. Value from position matching the position from " @@ -6376,7 +6380,7 @@ 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:1657 +#: ../../New-or-Enhanced-Logics.md:1661 msgid "" "If `Force(AA)Weapon.InRange.ApplyRangeModifiers` is set to true, any " "applicable weapon range modifiers from the firer are applied to the " @@ -6385,11 +6389,11 @@ 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:1658 +#: ../../New-or-Enhanced-Logics.md:1662 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:1659 +#: ../../New-or-Enhanced-Logics.md:1663 msgid "" "`ForceWeapon.Naval.Units` forces specified weapon to be used against " "`Naval=yes` units. Taking priority to `ForceWeapon.Units`." @@ -6397,7 +6401,7 @@ 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:1660 +#: ../../New-or-Enhanced-Logics.md:1664 msgid "" "If `ForceWeapon.Defenses` is enabled, it'll be used if the target is a " "building with `BuildCat=Combat`. Otherwise it'll follow " @@ -6406,7 +6410,7 @@ 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:1661 +#: ../../New-or-Enhanced-Logics.md:1665 msgid "" "`ForceWeapon.Infantry/Units/Aircraft` can be applied to both ground and " "air target if `ForceAAWeapon.Infantry/Units/Aircraft` is not set." @@ -6414,7 +6418,7 @@ 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:1662 +#: ../../New-or-Enhanced-Logics.md:1666 msgid "" "`ForceAAWeapon.Infantry/Units/Aircraft` do the same things but only for " "air target. Taking priority to " @@ -6424,7 +6428,7 @@ 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:1665 +#: ../../New-or-Enhanced-Logics.md:1669 msgid "" "[SOMETECHNO] ; TechnoType\n" "ForceWeapon.Naval.Decloaked=-1 ; integer, -1 to disable\n" @@ -6474,7 +6478,7 @@ msgstr "" "ForceAAWeapon.Units=-1 ; integer, -1 to disable\n" "ForceAAWeapon.Aircraft=-1 ; integer, -1 to disable\n" -#: ../../New-or-Enhanced-Logics.md:1690 +#: ../../New-or-Enhanced-Logics.md:1694 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 " @@ -6483,17 +6487,17 @@ 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:1693 +#: ../../New-or-Enhanced-Logics.md:1697 msgid "Fast access vehicle/structure" msgstr "快速进入载具/建筑" -#: ../../New-or-Enhanced-Logics.md:1695 +#: ../../New-or-Enhanced-Logics.md:1699 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:1698 +#: ../../New-or-Enhanced-Logics.md:1702 msgid "" "[General]\n" "NoQueueUpToEnter=false ; boolean\n" @@ -6519,7 +6523,7 @@ msgstr "" "NoQueueUpToUnload= ; boolean, default to [General] -> " "NoQueueUpToUnload(.Buildings)\n" -#: ../../New-or-Enhanced-Logics.md:1711 +#: ../../New-or-Enhanced-Logics.md:1715 msgid "" "Note that this logic is used for " "[Passenger](https://modenc.renegadeprojects.com/Passengers) logic, which " @@ -6529,18 +6533,18 @@ 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:1714 +#: ../../New-or-Enhanced-Logics.md:1718 msgid "Initial spawns number" msgstr "初始子机数量" -#: ../../New-or-Enhanced-Logics.md:1715 +#: ../../New-or-Enhanced-Logics.md:1719 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:1718 +#: ../../New-or-Enhanced-Logics.md:1722 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" @@ -6548,11 +6552,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "InitialSpawnsNumber= ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1723 +#: ../../New-or-Enhanced-Logics.md:1727 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:1725 +#: ../../New-or-Enhanced-Logics.md:1729 msgid "" "![image](_static/images/initialstrength.cloning-01.png) *Initial strength" " for cloned infantry example in [C&C: " @@ -6561,13 +6565,13 @@ 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:1728 +#: ../../New-or-Enhanced-Logics.md:1732 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:1729 +#: ../../New-or-Enhanced-Logics.md:1733 msgid "" "`InitialStrength.Cloning` can be used to specify a percentage of " "hitpoints (single value or a range from which a random value is picked) " @@ -6576,7 +6580,7 @@ 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:1732 +#: ../../New-or-Enhanced-Logics.md:1736 msgid "" "[SOMETECHNO] ; TechnoType\n" "InitialStrength= ; integer\n" @@ -6592,7 +6596,7 @@ msgstr "" "InitialStrength.Cloning= ; floating point value - single or comma-sep. " "range (percentages)\n" -#: ../../New-or-Enhanced-Logics.md:1741 +#: ../../New-or-Enhanced-Logics.md:1745 msgid "" "Both `InitialStrength` and `InitialStrength.Cloning` never surpass the " "type's `Strength`, even if your values are bigger than it." @@ -6600,67 +6604,79 @@ 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:1744 +#: ../../New-or-Enhanced-Logics.md:1748 msgid "Kill Object Automatically" msgstr "自毁" -#: ../../New-or-Enhanced-Logics.md:1746 +#: ../../New-or-Enhanced-Logics.md:1750 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:1747 +#: ../../New-or-Enhanced-Logics.md:1751 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:1748 +#: ../../New-or-Enhanced-Logics.md:1752 +msgid "`OnOwnerChange`: The object's ownership has been changed." +msgstr "`OnOwnerChange`:该对象所属方发生变更。" + +#: ../../New-or-Enhanced-Logics.md:1753 +msgid "" +"`OnOwnerChange.HumanToComputer/ComputerToHuman`: The object's ownership " +"has been changed from human to computer or from computer to human. " +"Default to `OnOwnerChange` if not set." +msgstr "" +"`OnOwnerChange.HumanToComputer/ComputerToHuman`:该对象的所属方从人类玩家转为 AI 玩家或从 AI 玩家转为人类玩家。若未设置则默认同 `OnOwnerChange`。" + +#: ../../New-or-Enhanced-Logics.md:1754 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:1749 +#: ../../New-or-Enhanced-Logics.md:1755 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:1750 +#: ../../New-or-Enhanced-Logics.md:1756 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:1751 +#: ../../New-or-Enhanced-Logics.md:1757 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:1752 +#: ../../New-or-Enhanced-Logics.md:1758 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:1754 +#: ../../New-or-Enhanced-Logics.md:1760 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:1755 +#: ../../New-or-Enhanced-Logics.md:1761 msgid "`kill`: The object will be destroyed normally." msgstr "`kill`:对象将正常摧毁。" -#: ../../New-or-Enhanced-Logics.md:1756 +#: ../../New-or-Enhanced-Logics.md:1762 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:1757 +#: ../../New-or-Enhanced-Logics.md:1763 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:1758 +#: ../../New-or-Enhanced-Logics.md:1764 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 " @@ -6670,7 +6686,7 @@ 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:1759 +#: ../../New-or-Enhanced-Logics.md:1765 msgid "" "This logic also supports buildings delivered by " "[LimboDelivery](#limbodelivery). However in this case, all " @@ -6680,13 +6696,18 @@ 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:1762 +#: ../../New-or-Enhanced-Logics.md:1768 msgid "" "[SOMETECHNO] ; TechnoType\n" "AutoDeath.Behavior= ; enumeration (kill | " "vanish | sell), default not set\n" "AutoDeath.VanishAnimation= ; List of AnimationTypes\n" -"AutoDeath.OnAmmoDepletion=no ; boolean\n" +"AutoDeath.OnAmmoDepletion=false ; boolean\n" +"AutoDeath.OnOwnerChange=false ; boolean\n" +"AutoDeath.OnOwnerChange.HumanToComputer= ; boolean, default to " +"AutoDeath.OnOwnerChange\n" +"AutoDeath.OnOwnerChange.ComputerToHuman= ; boolean, default to " +"AutoDeath.OnOwnerChange\n" "AutoDeath.AfterDelay=0 ; positive integer\n" "AutoDeath.TechnosDontExist= ; List of TechnoTypes\n" "AutoDeath.TechnosDontExist.Any=false ; boolean\n" @@ -6703,7 +6724,12 @@ msgstr "" "AutoDeath.Behavior= ; enumeration (kill | " "vanish | sell), default not set\n" "AutoDeath.VanishAnimation= ; List of AnimationTypes\n" -"AutoDeath.OnAmmoDepletion=no ; boolean\n" +"AutoDeath.OnAmmoDepletion=false ; boolean\n" +"AutoDeath.OnOwnerChange=false ; boolean\n" +"AutoDeath.OnOwnerChange.HumanToComputer= ; boolean, default to " +"AutoDeath.OnOwnerChange\n" +"AutoDeath.OnOwnerChange.ComputerToHuman= ; boolean, default to " +"AutoDeath.OnOwnerChange\n" "AutoDeath.AfterDelay=0 ; positive integer\n" "AutoDeath.TechnosDontExist= ; List of TechnoTypes\n" "AutoDeath.TechnosDontExist.Any=false ; boolean\n" @@ -6716,18 +6742,18 @@ msgstr "" "AutoDeath.TechnosExist.Houses=owner ; Affected House " "Enumeration (none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:1779 +#: ../../New-or-Enhanced-Logics.md:1788 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:1782 +#: ../../New-or-Enhanced-Logics.md:1791 msgid "Mind Control enhancement" msgstr "心灵控制增强" -#: ../../New-or-Enhanced-Logics.md:1784 +#: ../../New-or-Enhanced-Logics.md:1793 msgid "" "![image](_static/images/mindcontrol-max-range-01.gif) *Mind Control Range" " Limit used in [Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-" @@ -6740,26 +6766,26 @@ 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:1789 +#: ../../New-or-Enhanced-Logics.md:1798 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:1790 +#: ../../New-or-Enhanced-Logics.md:1799 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:1791 +#: ../../New-or-Enhanced-Logics.md:1800 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:1794 +#: ../../New-or-Enhanced-Logics.md:1803 msgid "" "[SOMETECHNO] ; TechnoType\n" "MindControlRangeLimit=-1.0 ; floating point value\n" @@ -6773,11 +6799,11 @@ msgstr "" "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" "MultiMindControl.ReleaseVictim=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1801 +#: ../../New-or-Enhanced-Logics.md:1810 msgid "Multi Weapon" msgstr "多武器" -#: ../../New-or-Enhanced-Logics.md:1803 +#: ../../New-or-Enhanced-Logics.md:1812 msgid "" "![image](_static/images/multiweapons.gif) *Multi Weapon used to release " "different weapons against different targets in **Zero Boundary** by " @@ -6787,7 +6813,7 @@ 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:1806 +#: ../../New-or-Enhanced-Logics.md:1815 msgid "" "You can now use `WeaponX` to enable more than 2 weapons for a TechnoType " "without hardcoded `Gunner=yes`, `IsGattling=yes` or `IsChargeTurret=yes` " @@ -6796,13 +6822,13 @@ 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:1807 +#: ../../New-or-Enhanced-Logics.md:1816 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:1808 +#: ../../New-or-Enhanced-Logics.md:1817 msgid "" "`MultiWeapon.IsSecondary` specifies which weapons will be considered as " "`Secondary` when selecting weapons or triggering infantry's " @@ -6812,20 +6838,20 @@ 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:1809 +#: ../../New-or-Enhanced-Logics.md:1818 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:1810 +#: ../../New-or-Enhanced-Logics.md:1819 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:1811 +#: ../../New-or-Enhanced-Logics.md:1820 msgid "" "Other weapons can still be used for logic that specify a weapon index, " "such as [ForceWeapon](#forcing-specific-weapon-against-certain-targets)." @@ -6833,7 +6859,7 @@ 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:1814 +#: ../../New-or-Enhanced-Logics.md:1823 msgid "" "[SOMETECHNO] ; TechnoType\n" "MultiWeapon=false ; boolean\n" @@ -6845,21 +6871,21 @@ msgstr "" "MultiWeapon.IsSecondary= ; List of integers\n" "MultiWeapon.SelectCount=2 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1821 +#: ../../New-or-Enhanced-Logics.md:1830 msgid "Multi VoiceAttack" msgstr "多武器的攻击指令音效" -#: ../../New-or-Enhanced-Logics.md:1823 +#: ../../New-or-Enhanced-Logics.md:1832 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:1824 +#: ../../New-or-Enhanced-Logics.md:1833 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:1825 +#: ../../New-or-Enhanced-Logics.md:1834 msgid "" "`VoiceEliteWeaponNAttack` can also be used to specify attack voices for " "`EliteWeaponN`. The default is `VoiceWeaponNAttack`." @@ -6867,7 +6893,7 @@ msgstr "" "也可使用 `VoiceEliteWeaponNAttack` 指定用于 `EliteWeaponN` 的音效。默认使用 " "`VoiceWeaponNAttack`。" -#: ../../New-or-Enhanced-Logics.md:1828 +#: ../../New-or-Enhanced-Logics.md:1837 msgid "" "[SOMETECHNO] ; TechnoType\n" "VoiceWeaponNAttack= ; Sound entry\n" @@ -6877,23 +6903,23 @@ msgstr "" "VoiceWeaponNAttack= ; Sound entry\n" "VoiceEliteWeaponNAttack= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:1834 +#: ../../New-or-Enhanced-Logics.md:1843 msgid "No Manual Move" msgstr "禁止手动移动" -#: ../../New-or-Enhanced-Logics.md:1836 +#: ../../New-or-Enhanced-Logics.md:1845 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:1837 +#: ../../New-or-Enhanced-Logics.md:1846 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:1840 +#: ../../New-or-Enhanced-Logics.md:1849 msgid "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" @@ -6901,18 +6927,18 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "NoManualMove=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1846 +#: ../../New-or-Enhanced-Logics.md:1855 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:1849 +#: ../../New-or-Enhanced-Logics.md:1858 msgid "No rearm and reload in EMP or temporal" msgstr "EMP 或超时空停止 CD" -#: ../../New-or-Enhanced-Logics.md:1851 +#: ../../New-or-Enhanced-Logics.md:1860 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 " @@ -6921,7 +6947,7 @@ 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:1854 +#: ../../New-or-Enhanced-Logics.md:1863 msgid "" "[General]\n" "NoRearm.UnderEMP=false ; boolean\n" @@ -6947,17 +6973,17 @@ msgstr "" "NoReload.UnderEMP= ; boolean\n" "NoReload.Temporal= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1868 +#: ../../New-or-Enhanced-Logics.md:1877 msgid "Overload characteristic dehardcoded" msgstr "自定义脑车过载" -#: ../../New-or-Enhanced-Logics.md:1870 +#: ../../New-or-Enhanced-Logics.md:1879 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:1873 +#: ../../New-or-Enhanced-Logics.md:1882 msgid "" "\n" "[SOMETECHNO] ; TechnoType\n" @@ -6987,11 +7013,11 @@ msgstr "" "[CombatDamage] -> DefaultSparkSystem\n" "Overload.ParticleSysCount=5 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:1884 +#: ../../New-or-Enhanced-Logics.md:1893 msgid "Promoted Spawns" msgstr "子机升级" -#: ../../New-or-Enhanced-Logics.md:1886 +#: ../../New-or-Enhanced-Logics.md:1895 msgid "" "![image](_static/images/promotedspawns-01.gif) *Promoted Spawns in " "[Fantasy ADVENTURE](https://www.moddb.com/mods/fantasy-adventure)*" @@ -6999,11 +7025,11 @@ 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:1889 +#: ../../New-or-Enhanced-Logics.md:1898 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:1892 +#: ../../New-or-Enhanced-Logics.md:1901 msgid "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" @@ -7011,15 +7037,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "Promote.IncludeSpawns=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1897 +#: ../../New-or-Enhanced-Logics.md:1906 msgid "Promotion animation" msgstr "升级动画" -#: ../../New-or-Enhanced-Logics.md:1899 +#: ../../New-or-Enhanced-Logics.md:1908 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:1900 +#: ../../New-or-Enhanced-Logics.md:1909 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 " @@ -7029,7 +7055,7 @@ 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:1901 +#: ../../New-or-Enhanced-Logics.md:1910 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" @@ -7039,13 +7065,13 @@ 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:1902 +#: ../../New-or-Enhanced-Logics.md:1911 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:1905 +#: ../../New-or-Enhanced-Logics.md:1914 msgid "" "[AudioVisual]\n" "Promote.VeteranAnimation= ; List of AnimationTypes\n" @@ -7067,11 +7093,11 @@ msgstr "" "Promote.EliteAnimation= ; List of AnimationTypes, default to " "Promote.EliteAnimation in [AudioVisual]\n" -#: ../../New-or-Enhanced-Logics.md:1915 +#: ../../New-or-Enhanced-Logics.md:1924 msgid "Raise alert when technos are taking damage" msgstr "单位受伤警报" -#: ../../New-or-Enhanced-Logics.md:1917 +#: ../../New-or-Enhanced-Logics.md:1926 msgid "" "In Vanilla, non-building technos will not generate radar events or EVAs " "when attacked, so players can hardly notice them until they are " @@ -7082,17 +7108,17 @@ 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:1918 +#: ../../New-or-Enhanced-Logics.md:1927 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:1919 +#: ../../New-or-Enhanced-Logics.md:1928 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:1920 +#: ../../New-or-Enhanced-Logics.md:1929 msgid "" "You can disable this logic on specific techno by setting `[TechnoType] ->" " CombatAlert` to `false`, which default to `[AudioVisual] -> " @@ -7103,7 +7129,7 @@ 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:1921 +#: ../../New-or-Enhanced-Logics.md:1930 msgid "" "`[AudioVisual] -> CombatAlert.IgnoreBuilding` will turn the logic off on " "buildings. You can override it for specific building by setting " @@ -7114,13 +7140,13 @@ 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:1922 +#: ../../New-or-Enhanced-Logics.md:1931 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:1923 +#: ../../New-or-Enhanced-Logics.md:1932 msgid "" "`[AudioVisual] -> CombatAlert.Interval` decides the time interval (in " "frames) between alerts, to prevent the alert from being anonying. It is " @@ -7129,13 +7155,13 @@ 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:1924 +#: ../../New-or-Enhanced-Logics.md:1933 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:1925 +#: ../../New-or-Enhanced-Logics.md:1934 msgid "" "Technos hitted by a warhead with `[WarheadType] -> CombatAlert.Suppress` " "setted to `true` will not raise a radar event or EVA. This flag is " @@ -7146,11 +7172,11 @@ 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:1926 +#: ../../New-or-Enhanced-Logics.md:1935 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:1927 +#: ../../New-or-Enhanced-Logics.md:1936 msgid "" "`[AudioVisual] -> CombatAlert.MakeAVoice` decides whether to play some " "sound effect with the combat alert. Set it to `true` will enable the " @@ -7159,7 +7185,7 @@ 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:1928 +#: ../../New-or-Enhanced-Logics.md:1937 msgid "" "`[TechnoType] -> CombatAlert.UseFeedbackVoice` decides whether to use the" " sound defined by `VoiceFeedback`. Default to `[AudioVisual] -> " @@ -7168,7 +7194,7 @@ 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:1929 +#: ../../New-or-Enhanced-Logics.md:1938 msgid "" "`[TechnoType] -> CombatAlert.UseAttackVoice` decides whether to use the " "sound defined by `VoiceAttack`. Default to `[AudioVisual] -> " @@ -7177,7 +7203,7 @@ 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:1930 +#: ../../New-or-Enhanced-Logics.md:1939 msgid "" "`[TechnoType] -> CombatAlert.UseEVA` decides whether to play an EVA. " "Default to `[AudioVisual] -> CombatAlert.UseEVA`. The EVA to play is " @@ -7188,7 +7214,7 @@ 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:1931 +#: ../../New-or-Enhanced-Logics.md:1940 msgid "" "The sound effect is taken **at order**, feedback first, attack then, eva " "finally. The flags in `[AudioVisual]` controlls whether to check it " @@ -7197,7 +7223,7 @@ 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:1932 +#: ../../New-or-Enhanced-Logics.md:1941 msgid "" "An example: You set `CombatAlert.UseFeedbackVoice` and " "`CombatAlert.UseEVA` to `true` and `CombatAlert.UseAttackVoice` to " @@ -7210,7 +7236,7 @@ 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:1935 +#: ../../New-or-Enhanced-Logics.md:1944 msgid "" "[AudioVisual]\n" "CombatAlert=false ; boolean\n" @@ -7258,11 +7284,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CombatAlert.Suppress= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1960 +#: ../../New-or-Enhanced-Logics.md:1969 msgid "Recount burst index" msgstr "重置连发索引" -#: ../../New-or-Enhanced-Logics.md:1962 +#: ../../New-or-Enhanced-Logics.md:1971 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 " @@ -7270,7 +7296,7 @@ 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:1965 +#: ../../New-or-Enhanced-Logics.md:1974 msgid "" "[General]\n" "RecountBurst=false ; boolean\n" @@ -7284,15 +7310,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "RecountBurst= ; boolean, default to [General] -> RecountBurst\n" -#: ../../New-or-Enhanced-Logics.md:1973 +#: ../../New-or-Enhanced-Logics.md:1982 msgid "Reset MindControl after transformation" msgstr "变形后重置心控效果" -#: ../../New-or-Enhanced-Logics.md:1975 +#: ../../New-or-Enhanced-Logics.md:1984 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:1976 +#: ../../New-or-Enhanced-Logics.md:1985 msgid "" "If all warheads don't have `MindControl=yes`, then " "`Convert.ResetMindControl=yes` will release all controlled units." @@ -7300,7 +7326,7 @@ 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:1977 +#: ../../New-or-Enhanced-Logics.md:1986 msgid "" "If any warhead has `MindControl=yes`, then `Convert.ResetMindControl=yes`" " resets its maximum number of controls." @@ -7308,7 +7334,7 @@ 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:1978 +#: ../../New-or-Enhanced-Logics.md:1987 msgid "" "If all weapons don't have `InfiniteMindControl=yes`, then " "`Convert.ResetMindControl=yes` release controlled units that exceed the " @@ -7317,7 +7343,7 @@ 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:1981 +#: ../../New-or-Enhanced-Logics.md:1990 msgid "" "[SOMETECHNO] ; TechnoType, before conversion\n" "Convert.ResetMindControl=false ; boolean\n" @@ -7325,11 +7351,11 @@ msgstr "" "[SOMETECHNO] ; TechnoType, before conversion\n" "Convert.ResetMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:1986 +#: ../../New-or-Enhanced-Logics.md:1995 msgid "Revenge weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1988 +#: ../../New-or-Enhanced-Logics.md:1997 msgid "" "![Revenge Weapon](_static/images/revengeweapon.gif) *Revenge Weapon usage" " in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7337,11 +7363,11 @@ 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:1988 +#: ../../New-or-Enhanced-Logics.md:1997 msgid "Revenge Weapon" msgstr "复仇武器" -#: ../../New-or-Enhanced-Logics.md:1991 +#: ../../New-or-Enhanced-Logics.md:2000 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 " @@ -7353,20 +7379,20 @@ 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:1992 +#: ../../New-or-Enhanced-Logics.md:2001 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:1993 +#: ../../New-or-Enhanced-Logics.md:2002 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:1994 +#: ../../New-or-Enhanced-Logics.md:2003 msgid "" "If a Warhead has `SuppressRevengeWeapons` set to true, it will not " "trigger revenge weapons. `SuppressRevengeWeapons.Types` can be used to " @@ -7377,7 +7403,7 @@ 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:1997 +#: ../../New-or-Enhanced-Logics.md:2006 msgid "" "[SOMETECHNO] ; TechnoType\n" "RevengeWeapon= ; WeaponType\n" @@ -7397,11 +7423,11 @@ msgstr "" "SuppressRevengeWeapons=false ; boolean\n" "SuppressRevengeWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:2007 +#: ../../New-or-Enhanced-Logics.md:2016 msgid "Shared Ammo" msgstr "共享弹药" -#: ../../New-or-Enhanced-Logics.md:2009 +#: ../../New-or-Enhanced-Logics.md:2018 msgid "" "Transports with `OpenTopped=yes` and `Ammo.Shared=yes` will transfer ammo" " to passengers that have `Ammo.Shared=yes`. In addition, a transport can " @@ -7413,17 +7439,17 @@ 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:2011 +#: ../../New-or-Enhanced-Logics.md:2020 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:2012 +#: ../../New-or-Enhanced-Logics.md:2021 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:2015 +#: ../../New-or-Enhanced-Logics.md:2024 msgid "" "[SOMETECHNO1] ; TechnoType, transport with OpenTopped=yes\n" "Ammo.Shared=no ; boolean\n" @@ -7441,17 +7467,17 @@ msgstr "" "Ammo.Shared=no ; boolean\n" "Ammo.Shared.Group=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2025 +#: ../../New-or-Enhanced-Logics.md:2034 msgid "Sound entry on unit's creation" msgstr "单位创建时音效" -#: ../../New-or-Enhanced-Logics.md:2027 +#: ../../New-or-Enhanced-Logics.md:2036 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:2028 +#: ../../New-or-Enhanced-Logics.md:2037 msgid "" "If `IsVoiceCreatedGlobal` is set to true, `VoiceCreated` will be played " "globally instead of `EVA_UnitReady`." @@ -7459,7 +7485,7 @@ msgstr "" "如果 `IsVoiceCreatedGlobal` 设为 true 则将全局播放 `VoiceCreated` 而不是 " "`EVA_UnitReady`。" -#: ../../New-or-Enhanced-Logics.md:2031 +#: ../../New-or-Enhanced-Logics.md:2040 msgid "" "[AudioVisual]\n" "IsVoiceCreatedGlobal=false ; boolean\n" @@ -7473,15 +7499,15 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "VoiceCreated= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:2039 +#: ../../New-or-Enhanced-Logics.md:2048 msgid "Targeting limitation for berzerk technos" msgstr "狂暴单位索敌限制" -#: ../../New-or-Enhanced-Logics.md:2041 +#: ../../New-or-Enhanced-Logics.md:2050 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:2044 +#: ../../New-or-Enhanced-Logics.md:2053 msgid "" "[General]\n" "BerzerkTargeting=all ; Affected House Enumeration " @@ -7491,24 +7517,24 @@ msgstr "" "BerzerkTargeting=all ; Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2049 +#: ../../New-or-Enhanced-Logics.md:2058 msgid "Tiberium eater" msgstr "马夫逻辑" -#: ../../New-or-Enhanced-Logics.md:2051 +#: ../../New-or-Enhanced-Logics.md:2060 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:2052 +#: ../../New-or-Enhanced-Logics.md:2061 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:2053 +#: ../../New-or-Enhanced-Logics.md:2062 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 " @@ -7518,31 +7544,31 @@ 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:2054 +#: ../../New-or-Enhanced-Logics.md:2063 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:2055 +#: ../../New-or-Enhanced-Logics.md:2064 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:2056 +#: ../../New-or-Enhanced-Logics.md:2065 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:2057 +#: ../../New-or-Enhanced-Logics.md:2066 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:2058 +#: ../../New-or-Enhanced-Logics.md:2067 msgid "" "An animation will be played at each mined cell in an eating process. If " "`TiberiumEater.Anims` contains 8 entries, entry from position matching " @@ -7550,7 +7576,7 @@ 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:2059 +#: ../../New-or-Enhanced-Logics.md:2068 msgid "" "`TiberiumEater.Anims.TiberiumN`, if set, will override " "`TiberiumEater.Anims` when eating corresponding tiberium type." @@ -7558,13 +7584,13 @@ 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:2060 +#: ../../New-or-Enhanced-Logics.md:2069 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:2063 +#: ../../New-or-Enhanced-Logics.md:2072 msgid "" "[SOMETECHNO] ; InfantryType, VehicleType or " "AircraftType\n" @@ -7598,18 +7624,18 @@ msgstr "" "TiberiumEater.Anims.Tiberium3= ; List of AnimationTypes\n" "TiberiumEater.AnimMove=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2079 +#: ../../New-or-Enhanced-Logics.md:2088 msgid "Weapons fired on warping in / out" msgstr "武器在传送时开火" -#: ../../New-or-Enhanced-Logics.md:2081 +#: ../../New-or-Enhanced-Logics.md:2090 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:2082 +#: ../../New-or-Enhanced-Logics.md:2091 msgid "" "`WarpInMinRangeWeapon` is used instead of `WarpInWeapon` if the distance " "traveled (in leptons) was less than `ChronoRangeMinimum`. This works " @@ -7620,7 +7646,7 @@ 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:2083 +#: ../../New-or-Enhanced-Logics.md:2092 msgid "" "If `WarpInWeapon.UseDistanceAsDamage` is set, `Damage` of " "`WarpIn(MinRange)Weapon` is overriden by the number of whole cells " @@ -7629,7 +7655,7 @@ 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:2086 +#: ../../New-or-Enhanced-Logics.md:2095 msgid "" "[SOMETECHNO] ; TechnoType\n" "WarpInWeapon= ; WeaponType\n" @@ -7643,27 +7669,27 @@ msgstr "" "WarpInWeapon.UseDistanceAsDamage=false ; boolean\n" "WarpOutWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2094 +#: ../../New-or-Enhanced-Logics.md:2103 msgid "Terrain" msgstr "地形对象" -#: ../../New-or-Enhanced-Logics.md:2096 +#: ../../New-or-Enhanced-Logics.md:2105 msgid "Destroy animation & sound" msgstr "摧毁动画与音效" -#: ../../New-or-Enhanced-Logics.md:2098 +#: ../../New-or-Enhanced-Logics.md:2107 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:2099 +#: ../../New-or-Enhanced-Logics.md:2108 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:2102 +#: ../../New-or-Enhanced-Logics.md:2111 msgid "" "[SOMETERRAINTYPE] ; TerrainType\n" "DestroyAnim= ; List of AnimationTypes\n" @@ -7673,21 +7699,21 @@ msgstr "" "DestroyAnim= ; List of AnimationTypes\n" "DestroySound= ; Sound entry\n" -#: ../../New-or-Enhanced-Logics.md:2108 +#: ../../New-or-Enhanced-Logics.md:2117 msgid "Vehicles" msgstr "载具类型" -#: ../../New-or-Enhanced-Logics.md:2110 +#: ../../New-or-Enhanced-Logics.md:2119 msgid "Amphibious access vehicle" msgstr "两栖载具装载拓展" -#: ../../New-or-Enhanced-Logics.md:2112 +#: ../../New-or-Enhanced-Logics.md:2121 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:2115 +#: ../../New-or-Enhanced-Logics.md:2124 msgid "" "[General]\n" "AmphibiousEnter=false ; boolean\n" @@ -7709,11 +7735,11 @@ msgstr "" "AmphibiousUnload= ; boolean, default to [General] -> " "AmphibiousUnload\n" -#: ../../New-or-Enhanced-Logics.md:2125 +#: ../../New-or-Enhanced-Logics.md:2134 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:2127 +#: ../../New-or-Enhanced-Logics.md:2136 msgid "" "It is now possible for deployable vehicles (`DeploysInto`, `DeployFire`, " "`IsSimpleDeployer` and those that have passengers) to automatically " @@ -7722,7 +7748,7 @@ 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:2128 +#: ../../New-or-Enhanced-Logics.md:2137 msgid "" "`Ammo.AutoDeployMinimumAmount` & `Ammo.AutoDeployMaximumAmount` determine" " minimum and maximum ammo the vehicle should have for it to automatically" @@ -7731,7 +7757,7 @@ 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:2129 +#: ../../New-or-Enhanced-Logics.md:2138 msgid "" "`Ammo.DeployUnlockMinimumAmount` & `Ammo.DeployUnlockMaximumAmount` " "determine minimum and maximum ammo the vehicle should have for deploying " @@ -7740,7 +7766,7 @@ 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:2132 +#: ../../New-or-Enhanced-Logics.md:2141 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Ammo.AutoDeployMinimumAmount=-1 ; integer\n" @@ -7754,11 +7780,11 @@ msgstr "" "Ammo.DeployUnlockMinimumAmount=-1 ; integer\n" "Ammo.DeployUnlockMaximumAmount=-1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2140 +#: ../../New-or-Enhanced-Logics.md:2149 msgid "Damaged unit image changes" msgstr "载具伤残更换图像" -#: ../../New-or-Enhanced-Logics.md:2142 +#: ../../New-or-Enhanced-Logics.md:2151 msgid "" "When a unit is damaged (health points percentage is lower than " "`[AudioVisual] -> ConditionYellow` percentage), it now may use different " @@ -7767,7 +7793,7 @@ 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:2143 +#: ../../New-or-Enhanced-Logics.md:2152 msgid "" "Similar, `Image.ConditionRed` is used as image if unit health points " "percentage is lower than `[AudioVisual] -> ConditionRed` percentage." @@ -7775,7 +7801,7 @@ 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:2144 +#: ../../New-or-Enhanced-Logics.md:2153 msgid "" "It is also works on water by setting `WaterImage.ConditionYellow` and " "`WaterImage.ConditionRed` VehicleType, similar to Ares' `WaterImage`." @@ -7783,7 +7809,7 @@ 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:2147 +#: ../../New-or-Enhanced-Logics.md:2156 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "Image.ConditionYellow= ; VehicleType entry\n" @@ -7797,17 +7823,17 @@ msgstr "" "WaterImage.ConditionYellow= ; VehicleType entry\n" "WaterImage.ConditionRed= ; VehicleType entry\n" -#: ../../New-or-Enhanced-Logics.md:2156 +#: ../../New-or-Enhanced-Logics.md:2165 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:2159 +#: ../../New-or-Enhanced-Logics.md:2168 msgid "Jumpjet Tilts While Moving" msgstr "Jumpjet 在移动时倾斜" -#: ../../New-or-Enhanced-Logics.md:2161 +#: ../../New-or-Enhanced-Logics.md:2170 msgid "" "![image](_static/images/jumpjet-tilt.gif) *Jumpjet Tilts in [Project Rush" " - Conquer](https://www.moddb.com/mods/project-rush-conquer)*" @@ -7816,31 +7842,31 @@ 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:2164 +#: ../../New-or-Enhanced-Logics.md:2173 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:2165 +#: ../../New-or-Enhanced-Logics.md:2174 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:2166 +#: ../../New-or-Enhanced-Logics.md:2175 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:2167 +#: ../../New-or-Enhanced-Logics.md:2176 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:2170 +#: ../../New-or-Enhanced-Logics.md:2179 msgid "" "[SOMEVEHICLE] ; VehicleType, with " "Locomotor=Jumpjet\n" @@ -7858,24 +7884,24 @@ msgstr "" "JumpjetTilt.SidewaysRotationFactor=1.0 ; floating point value\n" "JumpjetTilt.SidewaysSpeedFactor=1.0 ; floating point value\n" -#: ../../New-or-Enhanced-Logics.md:2179 +#: ../../New-or-Enhanced-Logics.md:2188 msgid "Turret Response" msgstr "炮塔响应" -#: ../../New-or-Enhanced-Logics.md:2181 +#: ../../New-or-Enhanced-Logics.md:2190 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:2182 +#: ../../New-or-Enhanced-Logics.md:2191 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:2185 +#: ../../New-or-Enhanced-Logics.md:2194 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "TurretResponse= ; boolean\n" @@ -7883,11 +7909,11 @@ msgstr "" "[SOMEVEHICLE] ; VehicleType\n" "TurretResponse= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2190 +#: ../../New-or-Enhanced-Logics.md:2199 msgid "Turretless Shape Vehicle FireUp" msgstr "无炮塔 Shape 载具开火前摇" -#: ../../New-or-Enhanced-Logics.md:2192 +#: ../../New-or-Enhanced-Logics.md:2201 msgid "" "![image](_static/images/vehiclefireup.gif) *Use the pre-firing animation " "effect for Shape vehicle-type mecha units in **Zero Boundary** by " @@ -7897,18 +7923,18 @@ 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:2195 +#: ../../New-or-Enhanced-Logics.md:2204 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:2196 +#: ../../New-or-Enhanced-Logics.md:2205 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:2199 +#: ../../New-or-Enhanced-Logics.md:2208 msgid "" "[SOMEVEHICLE] ; VehicleType\n" "FireUp= ; integer\n" @@ -7918,41 +7944,41 @@ msgstr "" "FireUp= ; integer\n" "FireUp.ResetInRetarget=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2205 +#: ../../New-or-Enhanced-Logics.md:2214 msgid "Warheads" msgstr "弹头" -#: ../../New-or-Enhanced-Logics.md:2208 +#: ../../New-or-Enhanced-Logics.md:2217 msgid "All new Warhead effects" msgstr "所有新增的弹头效果" -#: ../../New-or-Enhanced-Logics.md:2209 +#: ../../New-or-Enhanced-Logics.md:2218 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:2210 +#: ../../New-or-Enhanced-Logics.md:2219 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:2211 +#: ../../New-or-Enhanced-Logics.md:2220 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:2212 +#: ../../New-or-Enhanced-Logics.md:2221 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:2215 +#: ../../New-or-Enhanced-Logics.md:2224 msgid "Break Mind Control on impact" msgstr "解除心控" -#: ../../New-or-Enhanced-Logics.md:2217 +#: ../../New-or-Enhanced-Logics.md:2226 msgid "" "![image](_static/images/remove-mc.gif) *Mind control break warhead being " "utilized in [RA2: Reboot](https://www.moddb.com/mods/reboot)*" @@ -7960,13 +7986,13 @@ 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:2220 +#: ../../New-or-Enhanced-Logics.md:2229 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:2223 +#: ../../New-or-Enhanced-Logics.md:2232 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" @@ -7974,11 +8000,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveMindControl=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2228 +#: ../../New-or-Enhanced-Logics.md:2237 msgid "CellSpread enhancement" msgstr "弹头范围增强" -#: ../../New-or-Enhanced-Logics.md:2230 +#: ../../New-or-Enhanced-Logics.md:2239 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, " @@ -7989,19 +8015,19 @@ 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 +#: ../../New-or-Enhanced-Logics.md:2240 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 +#: ../../New-or-Enhanced-Logics.md:2241 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 +#: ../../New-or-Enhanced-Logics.md:2244 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CellSpread.Cylinder=false ; boolean\n" @@ -8013,28 +8039,29 @@ msgstr "" "AffectsAir=true ; boolean\n" "AffectsGround=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2243 +#: ../../New-or-Enhanced-Logics.md:2252 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。" +"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 +#: ../../New-or-Enhanced-Logics.md:2253 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 +#: ../../New-or-Enhanced-Logics.md:2256 msgid "Chance-based extra damage or Warhead detonation / 'critical hits'" msgstr "暴击" -#: ../../New-or-Enhanced-Logics.md:2249 +#: ../../New-or-Enhanced-Logics.md:2258 msgid "" "Warheads can now apply additional chance-based damage or Warhead " "detonation ('critical hits') with the ability to customize chance, " @@ -8042,7 +8069,7 @@ 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:2250 +#: ../../New-or-Enhanced-Logics.md:2259 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 " @@ -8053,7 +8080,7 @@ 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:2251 +#: ../../New-or-Enhanced-Logics.md:2260 msgid "" "`Crit.ExtraDamage` determines the damage dealt by the critical hit. If " "`Crit.Warhead` is set, the damage is used to detonate the specified " @@ -8063,20 +8090,20 @@ 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:2252 +#: ../../New-or-Enhanced-Logics.md:2261 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:2253 +#: ../../New-or-Enhanced-Logics.md:2262 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:2254 +#: ../../New-or-Enhanced-Logics.md:2263 msgid "" "`Crit.Warhead.FullDetonation` controls whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -8085,20 +8112,20 @@ 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:2255 +#: ../../New-or-Enhanced-Logics.md:2264 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:2256 +#: ../../New-or-Enhanced-Logics.md:2265 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:2257 +#: ../../New-or-Enhanced-Logics.md:2266 msgid "" "`Crit.AffectBelowPercent` and `Crit.AffectAbovePercent` can be used to " "set the health percentage that targets must be above and/or below/equal " @@ -8108,7 +8135,7 @@ 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:2258 +#: ../../New-or-Enhanced-Logics.md:2267 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. " @@ -8121,7 +8148,7 @@ 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:2259 +#: ../../New-or-Enhanced-Logics.md:2268 msgid "" "`Crit.AnimOnAffectedTargets`, if set, makes the animation(s) from " "`Crit.AnimList` play on each affected target *in addition* to animation " @@ -8136,7 +8163,7 @@ 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:2260 +#: ../../New-or-Enhanced-Logics.md:2269 msgid "" "`Crit.ActiveChanceAnims` can be used to set animation to be always " "displayed at the Warhead's detonation coordinates if the current Warhead " @@ -8144,7 +8171,7 @@ 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:2261 +#: ../../New-or-Enhanced-Logics.md:2270 msgid "" "`Crit.SuppressWhenIntercepted`, if set, prevents critical hits from " "occuring at all if the warhead was detonated from a [projectile that was " @@ -8153,13 +8180,13 @@ 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:2262 +#: ../../New-or-Enhanced-Logics.md:2271 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:2265 +#: ../../New-or-Enhanced-Logics.md:2274 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Crit.Chance=0.0 ; floating point value, " @@ -8213,7 +8240,7 @@ msgstr "" "[SOMETECHNO] ; TechnoType\n" "ImmuneToCrit=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2289 +#: ../../New-or-Enhanced-Logics.md:2298 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 " @@ -8221,11 +8248,11 @@ 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:2292 +#: ../../New-or-Enhanced-Logics.md:2301 msgid "Convert TechnoType on impact" msgstr "单位转换弹头" -#: ../../New-or-Enhanced-Logics.md:2294 +#: ../../New-or-Enhanced-Logics.md:2303 msgid "" "![image](_static/images/convertwh.gif) *Vehicle version of Genetic " "Converter in " @@ -8235,13 +8262,13 @@ msgstr "" "*[NanodaSupercalifragilisticexpialidocious](https://www.bilibili.com/opus/896077937747427433)" " 中的载具版基因突变*" -#: ../../New-or-Enhanced-Logics.md:2303 +#: ../../New-or-Enhanced-Logics.md:2312 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:2304 +#: ../../New-or-Enhanced-Logics.md:2313 msgid "" "[ExampleWH]\n" "Convert.From=SOLDIERA,SOLDIERB\n" @@ -8253,7 +8280,7 @@ msgstr "" "Convert.To=NEWSOLDIER\n" "Convert.AffectedHouses=team\n" -#: ../../New-or-Enhanced-Logics.md:2312 +#: ../../New-or-Enhanced-Logics.md:2321 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ConvertN.From= ; List of TechnoTypes\n" @@ -8279,15 +8306,15 @@ msgstr "" "Convert.AffectedHouses=all ; List of Affected House Enumeration " "(none|owner/self|allies/ally|team|enemies/enemy|all)\n" -#: ../../New-or-Enhanced-Logics.md:2332 +#: ../../New-or-Enhanced-Logics.md:2341 msgid "Custom Mind Control Animation" msgstr "自定义心灵控制动画" -#: ../../New-or-Enhanced-Logics.md:2333 +#: ../../New-or-Enhanced-Logics.md:2342 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:2336 +#: ../../New-or-Enhanced-Logics.md:2345 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "MindControl.Anim= ; Animation, defaults to " @@ -8297,15 +8324,15 @@ msgstr "" "MindControl.Anim= ; Animation, defaults to " "[CombatDamage] -> ControlledAnimationType\n" -#: ../../New-or-Enhanced-Logics.md:2341 +#: ../../New-or-Enhanced-Logics.md:2350 msgid "Custom 'SplashList' on Warheads" msgstr "自定义弹头水花" -#: ../../New-or-Enhanced-Logics.md:2343 +#: ../../New-or-Enhanced-Logics.md:2352 msgid "![image](_static/images/splashlist-01.gif)" msgstr "![image](_static/images/splashlist-01.gif)" -#: ../../New-or-Enhanced-Logics.md:2344 +#: ../../New-or-Enhanced-Logics.md:2353 msgid "" "Allows Warheads to play custom water splash animations. See vanilla's " "[Conventional](https://www.modenc.renegadeprojects.com/Conventional) " @@ -8316,7 +8343,7 @@ 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:2347 +#: ../../New-or-Enhanced-Logics.md:2356 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SplashList= ; List of AnimationTypes, default to " @@ -8328,17 +8355,17 @@ msgstr "" "[CombatDamage] -> SplashList\n" "SplashList.PickRandom=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2353 +#: ../../New-or-Enhanced-Logics.md:2362 msgid "Damage multipliers" msgstr "伤害修正比" -#: ../../New-or-Enhanced-Logics.md:2355 +#: ../../New-or-Enhanced-Logics.md:2364 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:2356 +#: ../../New-or-Enhanced-Logics.md:2365 msgid "" "`DamageOwnerMultiplier.NotAffectsEnemies` and " "`DamageAlliesMultiplier.NotAffectsEnemies` is used as the default value " @@ -8348,7 +8375,7 @@ msgstr "" "`DamageAlliesMultiplier.NotAffectsEnemies` 用于设定弹头 `AffectsEnemies=false` " "时的默认值。" -#: ../../New-or-Enhanced-Logics.md:2357 +#: ../../New-or-Enhanced-Logics.md:2366 msgid "" "`DamageOwnerMultiplier.Berzerk` , `DamageAlliesMultiplier.Berzerk` and " "`DamageEnemiesMultiplier.Berzerk` is used when the techno is in berzerk." @@ -8356,7 +8383,7 @@ 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:2358 +#: ../../New-or-Enhanced-Logics.md:2367 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 " @@ -8368,13 +8395,13 @@ msgstr "" "DamageSourceHealthMultiplier)`,再增加 `(目标剩余血量比 * " "DamageTargetHealthMultiplier)`。" -#: ../../New-or-Enhanced-Logics.md:2359 +#: ../../New-or-Enhanced-Logics.md:2368 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:2362 +#: ../../New-or-Enhanced-Logics.md:2371 msgid "" "[CombatDamage]\n" "DamageOwnerMultiplier=1.0 ; floating " @@ -8460,39 +8487,39 @@ msgstr "" "DamageTargetHealthMultiplier=0.0 ; floating " "point value\n" -#: ../../New-or-Enhanced-Logics.md:2385 +#: ../../New-or-Enhanced-Logics.md:2394 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:2388 +#: ../../New-or-Enhanced-Logics.md:2397 msgid "Damage technos underground" msgstr "杀伤地下单位" -#: ../../New-or-Enhanced-Logics.md:2390 +#: ../../New-or-Enhanced-Logics.md:2399 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:2391 +#: ../../New-or-Enhanced-Logics.md:2400 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:2392 +#: ../../New-or-Enhanced-Logics.md:2401 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:2393 +#: ../../New-or-Enhanced-Logics.md:2402 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:2394 +#: ../../New-or-Enhanced-Logics.md:2403 msgid "" "You can also use `[WarheadType] -> PlayAnimAboveSurface=true` to make the" " warhead animation play on the ground directly above when the projectile " @@ -8501,7 +8528,7 @@ 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:2397 +#: ../../New-or-Enhanced-Logics.md:2406 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "AffectsUnderground=false ; boolean\n" @@ -8513,11 +8540,11 @@ msgstr "" "PlayAnimUnderground=true ; boolean\n" "PlayAnimAboveSurface=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2404 +#: ../../New-or-Enhanced-Logics.md:2413 msgid "Detonate Warhead on all objects on map" msgstr "全图弹头" -#: ../../New-or-Enhanced-Logics.md:2406 +#: ../../New-or-Enhanced-Logics.md:2415 msgid "" "Setting `DetonateOnAllMapObjects` to true allows a Warhead that is " "detonated by a projectile (for an example, this excludes things like " @@ -8535,7 +8562,7 @@ 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:2407 +#: ../../New-or-Enhanced-Logics.md:2416 msgid "" "`DetonateOnAllMapObjects.Full` customizes whether or not the Warhead is " "detonated fully on the targets (as part of a dummy weapon) or simply " @@ -8544,7 +8571,7 @@ 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:2408 +#: ../../New-or-Enhanced-Logics.md:2417 msgid "" "`DetonateOnAllMapObjects.AffectTargets` is used to filter which types of " "targets (TechnoTypes) are considered valid and must be set to a valid " @@ -8557,7 +8584,7 @@ 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:2409 +#: ../../New-or-Enhanced-Logics.md:2418 msgid "" "`DetonateOnAllMapObjects.AffectHouses` is used to filter which houses " "targets can belong to be considered valid and must be set to a valid " @@ -8568,7 +8595,7 @@ 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:2410 +#: ../../New-or-Enhanced-Logics.md:2419 msgid "" "`DetonateOnAllMapObjects.AffectTypes` can be used to list specific " "TechnoTypes to be considered as valid targets. If any valid TechnoTypes " @@ -8581,13 +8608,13 @@ msgstr "" "`DetonateOnAllMapObjects.AffectTargets` 和 " "`DetonateOnAllMapObjects.AffectHouses` 的优先级高于此设置。" -#: ../../New-or-Enhanced-Logics.md:2411 +#: ../../New-or-Enhanced-Logics.md:2420 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:2412 +#: ../../New-or-Enhanced-Logics.md:2421 msgid "" "`DetonateOnAllMapObjects.RequireVerses`, if set to true, only considers " "targets whose armor type the warhead has non-zero `Verses` value against " @@ -8599,7 +8626,7 @@ 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:2415 +#: ../../New-or-Enhanced-Logics.md:2424 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "DetonateOnAllMapObjects=false ; boolean\n" @@ -8623,7 +8650,7 @@ msgstr "" "DetonateOnAllMapObjects.IgnoreTypes= ; List of TechnoTypes\n" "DetonateOnAllMapObjects.RequireVerses=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2427 +#: ../../New-or-Enhanced-Logics.md:2436 msgid "" "While this feature can provide better performance than a large " "`CellSpread` value, it still has potential to slow down the game, " @@ -8634,17 +8661,17 @@ 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:2430 +#: ../../New-or-Enhanced-Logics.md:2439 msgid "Fire weapon when Warhead kills something" msgstr "击杀武器" -#: ../../New-or-Enhanced-Logics.md:2432 +#: ../../New-or-Enhanced-Logics.md:2441 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:2433 +#: ../../New-or-Enhanced-Logics.md:2442 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 " @@ -8652,7 +8679,7 @@ 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:2434 +#: ../../New-or-Enhanced-Logics.md:2443 msgid "" "`KillWeapon.AffectsHouses` / `KillWeapon.OnFirer.AffectsHouses` and " "`KillWeapon.Affects` / `KillWeapon.OnFirer.Affects` can be used to filter" @@ -8663,13 +8690,13 @@ 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:2435 +#: ../../New-or-Enhanced-Logics.md:2444 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:2436 +#: ../../New-or-Enhanced-Logics.md:2445 msgid "" "If a TechnoType has `SuppressKillWeapons` set to true, it will not " "trigger `KillWeapon` or `KillWeapon.OnFirer` upon being killed. " @@ -8680,7 +8707,7 @@ 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:2439 +#: ../../New-or-Enhanced-Logics.md:2448 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "KillWeapon= ; WeaponType\n" @@ -8714,11 +8741,11 @@ msgstr "" "SuppressKillWeapons=false ; boolean\n" "SuppressKillWeapons.Types= ; List of WeaponTypes\n" -#: ../../New-or-Enhanced-Logics.md:2453 +#: ../../New-or-Enhanced-Logics.md:2462 msgid "Generate credits on impact" msgstr "撒币枪(弹)" -#: ../../New-or-Enhanced-Logics.md:2455 +#: ../../New-or-Enhanced-Logics.md:2464 msgid "" "![image](_static/images/hackerfinallyworks-01.gif) *`TransactMoney` used " "in [Rise of the East](https://www.moddb.com/mods/riseoftheeast)*" @@ -8726,18 +8753,18 @@ 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:2458 +#: ../../New-or-Enhanced-Logics.md:2467 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:2459 +#: ../../New-or-Enhanced-Logics.md:2468 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:2460 +#: ../../New-or-Enhanced-Logics.md:2469 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 " @@ -8746,19 +8773,19 @@ 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:2461 +#: ../../New-or-Enhanced-Logics.md:2470 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:2462 +#: ../../New-or-Enhanced-Logics.md:2471 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:2465 +#: ../../New-or-Enhanced-Logics.md:2474 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "TransactMoney=0 ; integer - credits added or " @@ -8778,11 +8805,11 @@ 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:2474 +#: ../../New-or-Enhanced-Logics.md:2483 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:2476 +#: ../../New-or-Enhanced-Logics.md:2485 msgid "" "It is now possible to have Warhead be able to deal damage to Iron " "Curtained and/or Force Shielded objects. `PenetratesForceShield` defaults" @@ -8791,7 +8818,7 @@ 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:2477 +#: ../../New-or-Enhanced-Logics.md:2486 msgid "" "Note that this does not affect any Warhead effects other than those " "adjacent to damage (e.g `Psychedelic`) and things like debris generation " @@ -8801,7 +8828,7 @@ 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:2480 +#: ../../New-or-Enhanced-Logics.md:2489 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "PenetratesIronCurtain=false ; boolean\n" @@ -8811,29 +8838,29 @@ msgstr "" "PenetratesIronCurtain=false ; boolean\n" "PenetratesForceShield= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2486 +#: ../../New-or-Enhanced-Logics.md:2495 msgid "Launch superweapons on impact" msgstr "发射超武" -#: ../../New-or-Enhanced-Logics.md:2488 +#: ../../New-or-Enhanced-Logics.md:2497 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:2489 +#: ../../New-or-Enhanced-Logics.md:2498 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:2490 +#: ../../New-or-Enhanced-Logics.md:2499 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:2491 +#: ../../New-or-Enhanced-Logics.md:2500 msgid "" "`LaunchSW.IgnoreInhibitors` ignores `SW.Inhibitors`/`SW.AnyInhibitor` of " "each superweapon, otherwise only non-inhibited superweapons are launched." @@ -8841,7 +8868,7 @@ 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:2492 +#: ../../New-or-Enhanced-Logics.md:2501 msgid "" "`LaunchSW.IgnoreDesignators` ignores `SW.Designators` / " "`SW.AnyDesignator` respectively." @@ -8849,7 +8876,7 @@ 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:2493 +#: ../../New-or-Enhanced-Logics.md:2502 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" @@ -8859,31 +8886,31 @@ 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:2494 +#: ../../New-or-Enhanced-Logics.md:2503 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:2495 +#: ../../New-or-Enhanced-Logics.md:2504 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:2498 +#: ../../New-or-Enhanced-Logics.md:2507 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:2499 +#: ../../New-or-Enhanced-Logics.md:2508 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:2503 +#: ../../New-or-Enhanced-Logics.md:2512 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "LaunchSW= ; List of SuperWeaponTypes\n" @@ -8905,17 +8932,17 @@ 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:2515 +#: ../../New-or-Enhanced-Logics.md:2524 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:2518 +#: ../../New-or-Enhanced-Logics.md:2527 msgid "Parasite removal" msgstr "移除寄生" -#: ../../New-or-Enhanced-Logics.md:2520 +#: ../../New-or-Enhanced-Logics.md:2529 msgid "" "By default if unit takes negative damage from a Warhead (before `Verses` " "are calculated), any parasites infecting it are removed and deleted. This" @@ -8925,7 +8952,7 @@ 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:2523 +#: ../../New-or-Enhanced-Logics.md:2532 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" @@ -8933,18 +8960,18 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveParasite= ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2528 +#: ../../New-or-Enhanced-Logics.md:2537 msgid "Remove disguise on impact" msgstr "移除伪装" -#: ../../New-or-Enhanced-Logics.md:2530 +#: ../../New-or-Enhanced-Logics.md:2539 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:2533 +#: ../../New-or-Enhanced-Logics.md:2542 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" @@ -8952,19 +8979,19 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "RemoveDisguise=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2538 +#: ../../New-or-Enhanced-Logics.md:2547 msgid "Reveal map for owner on impact" msgstr "揭示弹" -#: ../../New-or-Enhanced-Logics.md:2540 +#: ../../New-or-Enhanced-Logics.md:2549 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:2541 +#: ../../New-or-Enhanced-Logics.md:2550 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:2544 +#: ../../New-or-Enhanced-Logics.md:2553 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "Reveal=0 ; integer - cell radius, negative values mean reveal the " @@ -8974,17 +9001,17 @@ msgstr "" "Reveal=0 ; integer - cell radius, negative values mean reveal the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2549 +#: ../../New-or-Enhanced-Logics.md:2558 msgid "Reverse engineer warhead" msgstr "逆向工程弹头" -#: ../../New-or-Enhanced-Logics.md:2551 +#: ../../New-or-Enhanced-Logics.md:2560 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:2554 +#: ../../New-or-Enhanced-Logics.md:2563 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" @@ -8992,33 +9019,33 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "ReverseEngineer=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2560 +#: ../../New-or-Enhanced-Logics.md:2569 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:2563 +#: ../../New-or-Enhanced-Logics.md:2572 msgid "Sell or undeploy building on impact" msgstr "将建筑出售或反部署" -#: ../../New-or-Enhanced-Logics.md:2565 +#: ../../New-or-Enhanced-Logics.md:2574 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:2566 +#: ../../New-or-Enhanced-Logics.md:2575 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:2567 +#: ../../New-or-Enhanced-Logics.md:2576 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:2568 +#: ../../New-or-Enhanced-Logics.md:2577 msgid "" "`BuildingUndeploy.Leave` controls whether need to let them move to low " "threat locations nearby. The threat degree here is calculated using the " @@ -9028,7 +9055,7 @@ 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:2571 +#: ../../New-or-Enhanced-Logics.md:2580 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "BuildingSell=false ; boolean\n" @@ -9042,19 +9069,19 @@ msgstr "" "BuildingUndeploy=false ; boolean\n" "BuildingUndeploy.Leave=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2579 +#: ../../New-or-Enhanced-Logics.md:2588 msgid "Shroud map for enemies on impact" msgstr "黑幕弹" -#: ../../New-or-Enhanced-Logics.md:2581 +#: ../../New-or-Enhanced-Logics.md:2590 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:2582 +#: ../../New-or-Enhanced-Logics.md:2591 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:2585 +#: ../../New-or-Enhanced-Logics.md:2594 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " @@ -9064,11 +9091,11 @@ msgstr "" "CreateGap=0 ; integer - cell radius, negative values mean shroud the " "entire map\n" -#: ../../New-or-Enhanced-Logics.md:2590 +#: ../../New-or-Enhanced-Logics.md:2599 msgid "Spawn powerup crate" msgstr "生成工具箱" -#: ../../New-or-Enhanced-Logics.md:2592 +#: ../../New-or-Enhanced-Logics.md:2601 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" @@ -9077,13 +9104,13 @@ 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:2593 +#: ../../New-or-Enhanced-Logics.md:2602 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:2594 +#: ../../New-or-Enhanced-Logics.md:2603 msgid "" "`SpawnsCrateN.Weight` is a number that determines relative weighting of " "spawning corresponding crate type vs. other listed ones (0 is no chance, " @@ -9092,13 +9119,13 @@ 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:2595 +#: ../../New-or-Enhanced-Logics.md:2604 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:2598 +#: ../../New-or-Enhanced-Logics.md:2607 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "SpawnsCrate(N).Type= ; Powerup crate type enum " @@ -9112,18 +9139,18 @@ msgstr "" "\n" "SpawnsCrate(N).Weight=1 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2604 +#: ../../New-or-Enhanced-Logics.md:2613 msgid "Trigger specific NotHuman infantry Death anim sequence" msgstr "指定非人步兵死亡序列" -#: ../../New-or-Enhanced-Logics.md:2606 +#: ../../New-or-Enhanced-Logics.md:2615 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:2609 +#: ../../New-or-Enhanced-Logics.md:2618 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" @@ -9131,17 +9158,17 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "NotHuman.DeathSequence= ; integer (1 to 5)\n" -#: ../../New-or-Enhanced-Logics.md:2614 +#: ../../New-or-Enhanced-Logics.md:2623 msgid "Warhead that can not kill" msgstr "弹头击杀限制" -#: ../../New-or-Enhanced-Logics.md:2616 +#: ../../New-or-Enhanced-Logics.md:2625 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:2619 +#: ../../New-or-Enhanced-Logics.md:2628 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" @@ -9149,11 +9176,11 @@ msgstr "" "[SOMEWARHEAD] ; WarheadType\n" "CanKill=true ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2624 +#: ../../New-or-Enhanced-Logics.md:2633 msgid "Unlimbo detonate warhead" msgstr "去虚拟化弹头" -#: ../../New-or-Enhanced-Logics.md:2626 +#: ../../New-or-Enhanced-Logics.md:2635 msgid "" "![Unlimbo Detonate](_static/images/unlimbodetonate.gif) *Unlimbo Detonate" " used in **The Call of the Panic Spear** by @[Octagonal " @@ -9162,36 +9189,36 @@ 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:2626 +#: ../../New-or-Enhanced-Logics.md:2635 msgid "Unlimbo Detonate" msgstr "去虚拟化弹头" -#: ../../New-or-Enhanced-Logics.md:2629 +#: ../../New-or-Enhanced-Logics.md:2638 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:2630 +#: ../../New-or-Enhanced-Logics.md:2639 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:2631 +#: ../../New-or-Enhanced-Logics.md:2640 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:2632 +#: ../../New-or-Enhanced-Logics.md:2641 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:2635 +#: ../../New-or-Enhanced-Logics.md:2644 msgid "" "[SOMEWARHEAD] ; WarheadType\n" "UnlimboDetonate=false ; boolean\n" @@ -9205,19 +9232,19 @@ msgstr "" "UnlimboDetonate.KeepTarget=false ; boolean\n" "UnlimboDetonate.KeepSelected=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2644 +#: ../../New-or-Enhanced-Logics.md:2653 msgid "`UnlimboDetonate` cannot be used in conjunction with `Parasite`." msgstr "`UnlimboDetonate` 不能与 `Parasite` 共用。" -#: ../../New-or-Enhanced-Logics.md:2647 +#: ../../New-or-Enhanced-Logics.md:2656 msgid "Weapons" msgstr "武器" -#: ../../New-or-Enhanced-Logics.md:2649 +#: ../../New-or-Enhanced-Logics.md:2658 msgid "AreaFire target customization" msgstr "自定义 `AreaFire` 目标" -#: ../../New-or-Enhanced-Logics.md:2651 +#: ../../New-or-Enhanced-Logics.md:2660 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 " @@ -9228,13 +9255,13 @@ 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:2652 +#: ../../New-or-Enhanced-Logics.md:2661 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:2653 +#: ../../New-or-Enhanced-Logics.md:2662 msgid "" "`AreaFire.Target=random` ignores cells that are ineligible or contain " "ineligible objects based on listed values in weapon's `CanTarget` & " @@ -9243,7 +9270,7 @@ 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:2656 +#: ../../New-or-Enhanced-Logics.md:2665 msgid "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" @@ -9251,11 +9278,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "AreaFire.Target=base ; AreaFire Target Enumeration (base|self|random)\n" -#: ../../New-or-Enhanced-Logics.md:2661 +#: ../../New-or-Enhanced-Logics.md:2670 msgid "Burst delay customizations" msgstr "自定义 BurstDelay" -#: ../../New-or-Enhanced-Logics.md:2663 +#: ../../New-or-Enhanced-Logics.md:2672 msgid "" "`Burst.Delays` allows specifying weapon-specific burst shot delays. Takes" " precedence over the old `BurstDelayX` logic available on VehicleTypes, " @@ -9268,7 +9295,7 @@ 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:2664 +#: ../../New-or-Enhanced-Logics.md:2673 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 " @@ -9277,14 +9304,14 @@ 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:2665 +#: ../../New-or-Enhanced-Logics.md:2674 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:2666 +#: ../../New-or-Enhanced-Logics.md:2675 msgid "" "`Burst.FireWithinSequence` is only used if the weapon is fired by " "InfantryType or `Voxel=no` turretless VehicleType, and setting it to true" @@ -9294,13 +9321,13 @@ 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:2667 +#: ../../New-or-Enhanced-Logics.md:2676 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:2668 +#: ../../New-or-Enhanced-Logics.md:2677 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 " @@ -9311,7 +9338,7 @@ 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:2669 +#: ../../New-or-Enhanced-Logics.md:2678 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 " @@ -9321,7 +9348,7 @@ 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:2672 +#: ../../New-or-Enhanced-Logics.md:2681 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.Delays=-1 ; integer - burst delays (comma-" @@ -9333,11 +9360,11 @@ msgstr "" "separated) for shots in order from first to last.\n" "Burst.FireWithinSequence=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2678 +#: ../../New-or-Enhanced-Logics.md:2687 msgid "Burst without delay" msgstr "无间隔连发" -#: ../../New-or-Enhanced-Logics.md:2680 +#: ../../New-or-Enhanced-Logics.md:2689 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 " @@ -9346,7 +9373,7 @@ 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:2683 +#: ../../New-or-Enhanced-Logics.md:2692 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" @@ -9354,32 +9381,32 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "Burst.NoDelay=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2689 +#: ../../New-or-Enhanced-Logics.md:2698 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:2690 +#: ../../New-or-Enhanced-Logics.md:2699 msgid "This will ignore `Burst.Delays` setting." msgstr "这会无视 `Burst.Delays` 设置。" -#: ../../New-or-Enhanced-Logics.md:2693 +#: ../../New-or-Enhanced-Logics.md:2702 msgid "Delayed firing" msgstr "延迟开火" -#: ../../New-or-Enhanced-Logics.md:2695 +#: ../../New-or-Enhanced-Logics.md:2704 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:2696 +#: ../../New-or-Enhanced-Logics.md:2705 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:2697 +#: ../../New-or-Enhanced-Logics.md:2706 msgid "" "`DelayedFire.Animation` can be used to define animation to create when " "the delay timer starts. `DelayedFire.OpenToppedAnimation` is used instead" @@ -9388,7 +9415,7 @@ 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:2698 +#: ../../New-or-Enhanced-Logics.md:2707 msgid "" "If `DelayedFire.AnimIsAttached` is set to true, the animation is attached" " to the firing TechnoType. If `DelayedFire.RemoveAnimOnNoDelay` is also " @@ -9399,26 +9426,26 @@ 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:2699 +#: ../../New-or-Enhanced-Logics.md:2708 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:2700 +#: ../../New-or-Enhanced-Logics.md:2709 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:2701 +#: ../../New-or-Enhanced-Logics.md:2710 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:2702 +#: ../../New-or-Enhanced-Logics.md:2711 msgid "" "If the weapon was fired by InfantryType and " "`DelayedFire.PauseFiringSequence` is set to true, the infantry's firing " @@ -9430,7 +9457,7 @@ 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:2703 +#: ../../New-or-Enhanced-Logics.md:2712 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 " @@ -9442,7 +9469,7 @@ 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:2706 +#: ../../New-or-Enhanced-Logics.md:2715 msgid "" "[SOMEWEAPON] ; WeaponType\n" "DelayedFire.Duration= ; integer - single or comma-sep. " @@ -9474,18 +9501,18 @@ msgstr "" "DelayedFire.PauseFiringSequence=false ; boolean\n" "DelayedFire.OnlyOnInitialBurst=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2722 +#: ../../New-or-Enhanced-Logics.md:2731 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:2725 +#: ../../New-or-Enhanced-Logics.md:2734 msgid "Extra warhead detonations" msgstr "额外弹头" -#: ../../New-or-Enhanced-Logics.md:2727 +#: ../../New-or-Enhanced-Logics.md:2736 msgid "" "It is now possible to have same weapon detonate multiple Warheads on " "impact by listing `ExtraWarheads`. The warheads are detonated at same " @@ -9498,7 +9525,7 @@ 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:2728 +#: ../../New-or-Enhanced-Logics.md:2737 msgid "" "`ExtraWarheads.DamageOverrides` can be used to override the weapon's " "`Damage` for the extra Warhead detonations. Value from position matching " @@ -9508,7 +9535,7 @@ 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:2729 +#: ../../New-or-Enhanced-Logics.md:2738 msgid "" "`ExtraWarheads.DetonationChances` can be used to customize the chance of " "each extra Warhead detonation occuring. Value from position matching the " @@ -9519,7 +9546,7 @@ 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:2730 +#: ../../New-or-Enhanced-Logics.md:2739 msgid "" "`ExtraWarheads.FullDetonation` can be used to customize whether or not " "each individual Warhead is detonated fully (as part of a dummy weapon) or" @@ -9531,13 +9558,13 @@ 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:2731 +#: ../../New-or-Enhanced-Logics.md:2740 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:2734 +#: ../../New-or-Enhanced-Logics.md:2743 msgid "" "[SOMEWEAPON] ; WeaponType\n" "ExtraWarheads= ; List of WarheadTypes\n" @@ -9553,11 +9580,11 @@ msgstr "" "(percentage or absolute)\n" "ExtraWarheads.FullDetonation= ; List of booleans\n" -#: ../../New-or-Enhanced-Logics.md:2742 +#: ../../New-or-Enhanced-Logics.md:2751 msgid "Feedback weapon" msgstr "反馈武器" -#: ../../New-or-Enhanced-Logics.md:2744 +#: ../../New-or-Enhanced-Logics.md:2753 msgid "" "![image](_static/images/feedbackweapon.gif) *`FeedbackWeapon` used to " "apply healing aura upon firing a weapon in [Project " @@ -9567,13 +9594,13 @@ 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:2747 +#: ../../New-or-Enhanced-Logics.md:2756 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:2748 +#: ../../New-or-Enhanced-Logics.md:2757 msgid "" "`FireInTransport` setting of the feedback weapon is respected to " "determine if it can be fired when the original weapon is fired from " @@ -9584,7 +9611,7 @@ 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:2751 +#: ../../New-or-Enhanced-Logics.md:2760 msgid "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" @@ -9592,17 +9619,17 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "FeedbackWeapon= ; WeaponType\n" -#: ../../New-or-Enhanced-Logics.md:2756 +#: ../../New-or-Enhanced-Logics.md:2765 msgid "Keep Range After Firing" msgstr "开火后保持距离" -#: ../../New-or-Enhanced-Logics.md:2758 +#: ../../New-or-Enhanced-Logics.md:2767 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:2759 +#: ../../New-or-Enhanced-Logics.md:2768 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 " @@ -9617,31 +9644,31 @@ 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:2760 +#: ../../New-or-Enhanced-Logics.md:2769 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:2761 +#: ../../New-or-Enhanced-Logics.md:2770 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:2762 +#: ../../New-or-Enhanced-Logics.md:2771 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:2765 +#: ../../New-or-Enhanced-Logics.md:2774 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:2769 +#: ../../New-or-Enhanced-Logics.md:2778 msgid "" "[SOMEWEAPON] ; WeaponType\n" "KeepRange=0 ; floating point value\n" @@ -9655,23 +9682,23 @@ msgstr "" "KeepRange.AllowPlayer=false ; boolean\n" "KeepRange.EarlyStopFrame=0 ; integer\n" -#: ../../New-or-Enhanced-Logics.md:2777 +#: ../../New-or-Enhanced-Logics.md:2786 msgid "Make units try turning to target when firing with `OmniFire=yes`" msgstr "`OmniFire=yes` 下转向" -#: ../../New-or-Enhanced-Logics.md:2779 +#: ../../New-or-Enhanced-Logics.md:2788 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:2780 +#: ../../New-or-Enhanced-Logics.md:2789 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:2783 +#: ../../New-or-Enhanced-Logics.md:2792 msgid "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" @@ -9679,11 +9706,11 @@ msgstr "" "[SOMEWEAPON] ; WeaponType, with OmniFire=yes\n" "OmniFire.TurnToTarget=no ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2788 +#: ../../New-or-Enhanced-Logics.md:2797 msgid "Radiation enhancements" msgstr "辐射增强" -#: ../../New-or-Enhanced-Logics.md:2790 +#: ../../New-or-Enhanced-Logics.md:2799 msgid "" "In addition to allowing custom radiation types, several enhancements are " "also available to the default radiation type defined in `[Radiation]`, " @@ -9693,11 +9720,11 @@ 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:2792 +#: ../../New-or-Enhanced-Logics.md:2801 msgid "Strafing aircraft weapon customization" msgstr "自定义战机扫射" -#: ../../New-or-Enhanced-Logics.md:2794 +#: ../../New-or-Enhanced-Logics.md:2803 msgid "" "![image](_static/images/strafing-01.gif) *Strafing aircraft weapon " "customization in [Project Phantom](https://www.moddb.com/mods/project-" @@ -9706,11 +9733,11 @@ 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:2797 +#: ../../New-or-Enhanced-Logics.md:2806 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:2798 +#: ../../New-or-Enhanced-Logics.md:2807 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` " @@ -9719,7 +9746,7 @@ 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:2799 +#: ../../New-or-Enhanced-Logics.md:2808 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" @@ -9728,7 +9755,7 @@ 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:2800 +#: ../../New-or-Enhanced-Logics.md:2809 msgid "" "`Strafing.SimulateBurst` controls whether or not the shots fired during " "strafing simulate behavior of `Burst`, allowing for alternating firing " @@ -9737,14 +9764,14 @@ 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:2801 +#: ../../New-or-Enhanced-Logics.md:2810 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:2802 +#: ../../New-or-Enhanced-Logics.md:2811 msgid "" "`Strafing.TargetCell` controls whether the aircraft will change the " "target of this round to the ground after firing the first shot, to ensure" @@ -9754,7 +9781,7 @@ 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:2803 +#: ../../New-or-Enhanced-Logics.md:2812 msgid "" "`Strafing.EndDelay` can be used to override the delay after firing last " "shot in strafing run before aircraft resumes another strafing run or " @@ -9769,7 +9796,7 @@ 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:2804 +#: ../../New-or-Enhanced-Logics.md:2813 msgid "" "There is a special case for aircraft spawned by `Type=SpyPlane` " "superweapons on `SpyPlane Approach` or `SpyPlane Overfly` mission where " @@ -9780,7 +9807,7 @@ 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:2807 +#: ../../New-or-Enhanced-Logics.md:2816 msgid "" "[SOMEWEAPON] ; WeaponType\n" "Strafing= ; boolean\n" @@ -9798,11 +9825,11 @@ msgstr "" "Strafing.TargetCell=false ; boolean\n" "Strafing.EndDelay= ; integer, game frames\n" -#: ../../New-or-Enhanced-Logics.md:2817 +#: ../../New-or-Enhanced-Logics.md:2826 msgid "Visual effect scatter" msgstr "视觉效果散布" -#: ../../New-or-Enhanced-Logics.md:2819 +#: ../../New-or-Enhanced-Logics.md:2828 msgid "" "You can now add a random offset to visual effect's (`IsLaser=true`, " "`IsElectricBolt=true` or `IsRadBeam=true`) target location if set " @@ -9811,7 +9838,7 @@ 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:2822 +#: ../../New-or-Enhanced-Logics.md:2831 msgid "" "[AudioVisual]\n" "VisualScatter.Min=0.03 ; floating point value, distance in cells\n" @@ -9827,7 +9854,7 @@ msgstr "" "[SOMEWEAPON] ; WeaponType\n" "VisualScatter=false ; boolean\n" -#: ../../New-or-Enhanced-Logics.md:2832 +#: ../../New-or-Enhanced-Logics.md:2841 msgid "" "This function is only used as an additional scattering visual display, " "which is different from `BallisticScatter.(Min/Max)` and can be used " @@ -9837,11 +9864,11 @@ 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:2835 +#: ../../New-or-Enhanced-Logics.md:2844 msgid "Weapon targeting filter" msgstr "武器瞄准筛选" -#: ../../New-or-Enhanced-Logics.md:2837 +#: ../../New-or-Enhanced-Logics.md:2846 msgid "" "![image](_static/images/weaponfilter.gif) *`Weapon target filter - " "different weapon used against enemies & allies as well as units & " @@ -9852,14 +9879,14 @@ 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:2840 +#: ../../New-or-Enhanced-Logics.md:2849 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:2841 +#: ../../New-or-Enhanced-Logics.md:2850 msgid "" "`CanTarget.MaxHealth` and `CanTarget.MinHealth` set health percentage " "thresholds for allowed targets (TechnoTypes only) that the target's " @@ -9869,7 +9896,7 @@ 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:2844 +#: ../../New-or-Enhanced-Logics.md:2853 msgid "" "[SOMEWEAPON] ; WeaponType\n" "CanTarget=all ; List of Affected Target Enumeration " @@ -9887,7 +9914,7 @@ 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:2853 +#: ../../New-or-Enhanced-Logics.md:2862 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 c230f29255..0278a76413 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: 2025-12-12 18:22+0800\n" +"POT-Creation-Date: 2025-12-16 19:58+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: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 +#: ../../Whats-New.md:342 ../../Whats-New.md:567 ../../Whats-New.md:962 +#: ../../Whats-New.md:993 ../../Whats-New.md:1196 ../../Whats-New.md:1224 +#: ../../Whats-New.md:1241 ../../Whats-New.md:1299 msgid "New:" msgstr "新增内容:" @@ -2104,34 +2104,37 @@ msgstr "" 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)" +msgstr "在乘客上自定义 OpenTopped 射程加成和杀伤倍率(by Ollerus)" + +#: ../../Whats-New.md:470 +msgid "AutoDeath upon ownership change (by Ollerus)" +msgstr "所属更改引发自毁(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 +#: ../../Whats-New.md:472 ../../Whats-New.md:549 ../../Whats-New.md:734 +#: ../../Whats-New.md:1093 ../../Whats-New.md:1202 ../../Whats-New.md:1227 +#: ../../Whats-New.md:1266 ../../Whats-New.md:1311 msgid "Vanilla fixes:" msgstr "原版问题修复:" -#: ../../Whats-New.md:472 +#: ../../Whats-New.md:473 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:473 +#: ../../Whats-New.md:474 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:474 +#: ../../Whats-New.md:475 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:475 +#: ../../Whats-New.md:476 msgid "" "Fixed an issue that `MovementZone=AmphibiousDestroyer` and " "`MovementZone=AmphibiousCrusher` technos being unable to enter on water " @@ -2140,7 +2143,7 @@ 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:476 +#: ../../Whats-New.md:477 msgid "" "Fixed an issue that laser, electric bolt and rad beam not support " "`Inviso=true` projectiles with `FlakScatter=true` to scatter (by " @@ -2149,43 +2152,43 @@ 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:477 +#: ../../Whats-New.md:478 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:478 +#: ../../Whats-New.md:479 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:479 +#: ../../Whats-New.md:480 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:480 +#: ../../Whats-New.md:481 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:481 +#: ../../Whats-New.md:482 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:482 +#: ../../Whats-New.md:483 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:483 +#: ../../Whats-New.md:484 msgid "" "When `Speed=0` or the TechnoTypes cell cannot move due to " "`MovementRestrictedTo`, vehicles cannot attack targets beyond the " @@ -2195,14 +2198,14 @@ 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:484 +#: ../../Whats-New.md:485 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:485 +#: ../../Whats-New.md:486 msgid "" "`IsSimpleDeployer` `BalloonHover=true` units with `DeployToLand=false` " "are no longer forced to land when hovering (by Starkku)" @@ -2210,7 +2213,7 @@ 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:486 +#: ../../Whats-New.md:487 msgid "" "If `DeployingAnim` with `Shadow=true` is played for unit currently in air" " its shadow will now be drawn on ground (by Starkku)" @@ -2218,160 +2221,160 @@ 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:487 +#: ../../Whats-New.md:488 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:488 +#: ../../Whats-New.md:489 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:489 +#: ../../Whats-New.md:490 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:490 +#: ../../Whats-New.md:491 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:491 +#: ../../Whats-New.md:492 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:492 +#: ../../Whats-New.md:493 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:493 +#: ../../Whats-New.md:494 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:494 +#: ../../Whats-New.md:495 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:495 +#: ../../Whats-New.md:496 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:496 +#: ../../Whats-New.md:497 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:497 +#: ../../Whats-New.md:498 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:498 +#: ../../Whats-New.md:499 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:499 +#: ../../Whats-New.md:500 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:500 +#: ../../Whats-New.md:501 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:501 +#: ../../Whats-New.md:502 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:502 +#: ../../Whats-New.md:503 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:503 +#: ../../Whats-New.md:504 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:504 +#: ../../Whats-New.md:505 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:505 +#: ../../Whats-New.md:506 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:506 +#: ../../Whats-New.md:507 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:507 +#: ../../Whats-New.md:508 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:508 +#: ../../Whats-New.md:509 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)" -#: ../../Whats-New.md:509 +#: ../../Whats-New.md:510 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: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 +#: ../../Whats-New.md:512 ../../Whats-New.md:552 ../../Whats-New.md:880 +#: ../../Whats-New.md:965 ../../Whats-New.md:1129 ../../Whats-New.md:1170 +#: ../../Whats-New.md:1182 ../../Whats-New.md:1205 ../../Whats-New.md:1215 +#: ../../Whats-New.md:1231 ../../Whats-New.md:1279 ../../Whats-New.md:1290 msgid "Phobos fixes:" msgstr "Phobos 过往版本问题修复:" -#: ../../Whats-New.md:512 +#: ../../Whats-New.md:513 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:513 +#: ../../Whats-New.md:514 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:514 +#: ../../Whats-New.md:515 msgid "" "Fixed a bug that sometimes caused weapon/warhead detonations from " "features such as `ExtraWarheads`, animation damage or `Crit.Warhead` to " @@ -2380,85 +2383,85 @@ 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:515 +#: ../../Whats-New.md:516 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:516 +#: ../../Whats-New.md:517 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:517 +#: ../../Whats-New.md:518 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:518 +#: ../../Whats-New.md:519 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:519 +#: ../../Whats-New.md:520 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:520 +#: ../../Whats-New.md:521 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:521 +#: ../../Whats-New.md:522 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:522 +#: ../../Whats-New.md:523 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:523 +#: ../../Whats-New.md:524 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:524 +#: ../../Whats-New.md:525 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:525 +#: ../../Whats-New.md:526 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:526 +#: ../../Whats-New.md:527 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:527 +#: ../../Whats-New.md:528 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:528 +#: ../../Whats-New.md:529 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:529 +#: ../../Whats-New.md:530 msgid "" "Fixed an issue where the game would only use `Weapon1` and `Weapon2` for " "auto-targeting even when `MultiWeapon=yes` was set (by FlyStar)" @@ -2466,47 +2469,47 @@ 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:530 +#: ../../Whats-New.md:531 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:531 +#: ../../Whats-New.md:532 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:532 +#: ../../Whats-New.md:533 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)" -#: ../../Whats-New.md:533 +#: ../../Whats-New.md:534 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:535 ../../Whats-New.md:934 ../../Whats-New.md:1157 +#: ../../Whats-New.md:536 ../../Whats-New.md:935 ../../Whats-New.md:1158 msgid "Fixes / interactions with other extensions:" msgstr "其他扩展引擎相关的修复/交互:" -#: ../../Whats-New.md:537 ../../Whats-New.md:948 +#: ../../Whats-New.md:538 ../../Whats-New.md:949 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:538 +#: ../../Whats-New.md:539 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:539 +#: ../../Whats-New.md:540 msgid "" "Fixed the issue where Ares' `Flash.Duration` cannot override the weapon's" " repair flash effect (by Sovietianqi, based on knowledge of DeathFish)" @@ -2514,7 +2517,7 @@ 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:540 +#: ../../Whats-New.md:541 msgid "" "Fixed the bug that building with `CloningFacility=true` and " "`WeaponsFactory=true` may cloning multiple vehicles and then they get " @@ -2523,7 +2526,7 @@ 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:541 +#: ../../Whats-New.md:542 msgid "" "[Customize Ares's radar jam logic](New-or-Enhanced-Logics.md#customize-" "ares-s-radar-jam-logic) (by NetsuNegi)" @@ -2531,38 +2534,39 @@ 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:542 +#: ../../Whats-New.md:543 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)" +"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 +#: ../../Whats-New.md:546 msgid "0.4.0.1" msgstr "0.4.0.1" -#: ../../Whats-New.md:549 +#: ../../Whats-New.md:550 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:552 +#: ../../Whats-New.md:553 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:553 +#: ../../Whats-New.md:554 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:554 +#: ../../Whats-New.md:555 msgid "" "Fixed an issue with certain Warhead detonation features (f.ex " "`Crit.Warhead` without `Crit.Warhead.FullDetonation=true` not snapping on" @@ -2571,17 +2575,17 @@ 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:555 +#: ../../Whats-New.md:556 msgid "Fixed an issue with `UndeploysInto.Sellable` (by TaranDahl)" msgstr "修复了 `UndeploysInto.Sellable` 相关问题(by TaranDahl)" -#: ../../Whats-New.md:556 +#: ../../Whats-New.md:557 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:557 +#: ../../Whats-New.md:558 msgid "" "Fixed `DisplayIncome`, `Transact.Money` etc. display strings showing " "through shroud and for objects that are supposed to be hidden such as " @@ -2590,248 +2594,248 @@ 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:558 +#: ../../Whats-New.md:559 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:559 +#: ../../Whats-New.md:560 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 +#: ../../Whats-New.md:563 msgid "0.4" msgstr "0.4" -#: ../../Whats-New.md:567 +#: ../../Whats-New.md:568 msgid "`Crit.AffectsHouses` for critical hit system (by Starkku)" msgstr "暴击系统添加 `Crit.AffectsHouses`(by Starkku)" -#: ../../Whats-New.md:568 +#: ../../Whats-New.md:569 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:569 +#: ../../Whats-New.md:570 msgid "Super Weapons launching other Super Weapons (by Morton)" msgstr "弹头发射超武(by Morton)" -#: ../../Whats-New.md:570 +#: ../../Whats-New.md:571 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:571 +#: ../../Whats-New.md:572 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:572 +#: ../../Whats-New.md:573 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:573 +#: ../../Whats-New.md:574 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:574 +#: ../../Whats-New.md:575 msgid "Customizable ROF random delay (by Starkku)" msgstr "自定义 `ROF` 随机间隔(by Starkku)" -#: ../../Whats-New.md:575 +#: ../../Whats-New.md:576 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:576 +#: ../../Whats-New.md:577 msgid "Toggleable `DieSound` when grinding (by Trsdy)" msgstr "允许在被回收时播放 `DieSound`(by Trsdy)" -#: ../../Whats-New.md:577 +#: ../../Whats-New.md:578 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:578 +#: ../../Whats-New.md:579 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:579 +#: ../../Whats-New.md:580 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:580 +#: ../../Whats-New.md:581 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:581 +#: ../../Whats-New.md:582 msgid "Custom `SlavesFreeSound` (by TwinkleStar)" msgstr "自定义 `SlavesFreeSound`(by TwinkleStar)" -#: ../../Whats-New.md:582 +#: ../../Whats-New.md:583 msgid "Allows jumpjet to crash without rotation (by TwinkleStar)" msgstr "允许 Jumpjet 坠毁时不旋转(by TwinkleStar)" -#: ../../Whats-New.md:583 +#: ../../Whats-New.md:584 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:584 +#: ../../Whats-New.md:585 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:585 +#: ../../Whats-New.md:586 msgid "Customizable `Cluster` scatter distance (by Starkku)" msgstr "自定义 `Cluster` 散布距离(by Starkku)" -#: ../../Whats-New.md:586 +#: ../../Whats-New.md:587 msgid "Customizable `FlakScatter` distance (by Starkku)" msgstr "自定义 `FlakScatter` 散布距离(by Starkku)" -#: ../../Whats-New.md:587 +#: ../../Whats-New.md:588 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:588 +#: ../../Whats-New.md:589 msgid "Custom warhead debris animations (by Starkku)" msgstr "自定义弹头碎片动画(by Starkku)" -#: ../../Whats-New.md:589 +#: ../../Whats-New.md:590 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:590 +#: ../../Whats-New.md:591 msgid "Attached particle system for animations (by Starkku)" msgstr "动画的附加粒子系统(by Starkku)" -#: ../../Whats-New.md:591 +#: ../../Whats-New.md:592 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:592 +#: ../../Whats-New.md:593 msgid "Projectile `SubjectTo(Land/Water)` (by Starkku)" msgstr "抛射体的 `SubjectTo(Land/Water)`(by Starkku)" -#: ../../Whats-New.md:593 +#: ../../Whats-New.md:594 msgid "Real time timers (by Morton)" msgstr "实时计时器(by Morton)" -#: ../../Whats-New.md:594 +#: ../../Whats-New.md:595 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:595 +#: ../../Whats-New.md:596 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:596 +#: ../../Whats-New.md:597 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:597 +#: ../../Whats-New.md:598 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:598 +#: ../../Whats-New.md:599 msgid "Additions to automatic passenger deletion (by Starkku)" msgstr "自动删除乘客的补充(by Starkku)" -#: ../../Whats-New.md:599 +#: ../../Whats-New.md:600 msgid "Buildings considered as vehicles (by Starkku)" msgstr "将建筑视为载具(by Starkku)" -#: ../../Whats-New.md:600 +#: ../../Whats-New.md:601 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:601 +#: ../../Whats-New.md:602 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:602 +#: ../../Whats-New.md:603 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:603 +#: ../../Whats-New.md:604 msgid "Vanish animation for `AutoDeath.Behavior=vanish` (by Starkku)" msgstr "`AutoDeath.Behavior=vanish` 时的消失动画(by Starkku)" -#: ../../Whats-New.md:604 +#: ../../Whats-New.md:605 msgid "`AAOnly` for projectiles (by Starkku)" msgstr "抛射体上的 `AAOnly`(by Starkku)" -#: ../../Whats-New.md:605 +#: ../../Whats-New.md:606 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:606 +#: ../../Whats-New.md:607 msgid "Option to center pause menu background (by Starkku)" msgstr "暂停菜单背景居中(by Starkku)" -#: ../../Whats-New.md:607 +#: ../../Whats-New.md:608 msgid "`LaunchSW.DisplayMoney` (by Starkku)" msgstr "`LaunchSW.DisplayMoney`(by Starkku)" -#: ../../Whats-New.md:608 +#: ../../Whats-New.md:609 msgid "Disguise logic improvements (by Starkku)" msgstr "伪装逻辑改进(by Starkku)" -#: ../../Whats-New.md:609 +#: ../../Whats-New.md:610 msgid "Custom insignias (by Starkku)" msgstr "自定义军衔(by Starkku)" -#: ../../Whats-New.md:610 +#: ../../Whats-New.md:611 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:611 +#: ../../Whats-New.md:612 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:612 +#: ../../Whats-New.md:613 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:613 +#: ../../Whats-New.md:614 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:614 +#: ../../Whats-New.md:615 msgid "TechnoType conversion warhead & superweapon (by Morton)" msgstr "单位转换弹头与超级武器(by Morton)" -#: ../../Whats-New.md:615 +#: ../../Whats-New.md:616 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:616 +#: ../../Whats-New.md:617 msgid "Unlimited skirmish colors (by Morton)" msgstr "无限制遭遇战颜色(by Morton)" -#: ../../Whats-New.md:617 +#: ../../Whats-New.md:618 msgid "" "Example custom locomotor that circles around the target (*NOTE: For " "developer use only*) (by Kerbiter, CCHyper, with help from Otamaa; based " @@ -2840,35 +2844,35 @@ 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:618 +#: ../../Whats-New.md:619 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:619 +#: ../../Whats-New.md:620 msgid "Crushing tilt and slowdown customization (by Starkku)" msgstr "自定义碾压倾斜和减速(by Starkku)" -#: ../../Whats-New.md:620 +#: ../../Whats-New.md:621 msgid "Extra warhead detonations on weapon (by Starkku)" msgstr "在武器上引爆额外弹头(by Starkku)" -#: ../../Whats-New.md:621 +#: ../../Whats-New.md:622 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:622 +#: ../../Whats-New.md:623 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:623 +#: ../../Whats-New.md:624 msgid "Customizable ElectricBolt Arcs (by Fryone & Kerbiter)" msgstr "自定义 EBolt 电弧(by Fryone 与 Kerbiter)" -#: ../../Whats-New.md:624 +#: ../../Whats-New.md:625 msgid "" "Digital display of HP and SP (by ststl, FlyStar, NaotoYuuki, Saigyouji, " "JunJacobYoung, based on knowledge of DeathFish)" @@ -2876,37 +2880,37 @@ 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:625 +#: ../../Whats-New.md:626 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:626 +#: ../../Whats-New.md:627 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:627 +#: ../../Whats-New.md:628 msgid "`AltPalette` lighting toggle (by Starkku)" msgstr "`AltPalette` 亮度开关(by Starkku)" -#: ../../Whats-New.md:628 +#: ../../Whats-New.md:629 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:629 +#: ../../Whats-New.md:630 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:630 +#: ../../Whats-New.md:631 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:631 +#: ../../Whats-New.md:632 msgid "" "`AutoDeath.Technos(Dont)Exist` can optionally track limboed (not " "physically on map, e.g transports etc) technos (by Starkku)" @@ -2914,39 +2918,39 @@ 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:632 +#: ../../Whats-New.md:633 msgid "Wall overlay `Palette` support (by Starkku)" msgstr "墙类覆盖物自定义 `Palette` 支持(by Starkku)" -#: ../../Whats-New.md:633 +#: ../../Whats-New.md:634 msgid "Show designator & inhibitor range (by Morton)" msgstr "显示指示者和抑制者范围(by Morton)" -#: ../../Whats-New.md:634 +#: ../../Whats-New.md:635 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:635 +#: ../../Whats-New.md:636 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:636 +#: ../../Whats-New.md:637 msgid "Reloading ammo in transports (by Starkku)" msgstr "在运输工具内重装填弹药(by Starkku)" -#: ../../Whats-New.md:637 +#: ../../Whats-New.md:638 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:638 +#: ../../Whats-New.md:639 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:639 +#: ../../Whats-New.md:640 msgid "" "Allow toggling `Infantry/UnitsGainSelfHeal` for `MultiplayPassive=true` " "houses (by Starkku)" @@ -2954,23 +2958,23 @@ msgstr "" "允许为 `MultiplayPassive=true` 的所属方开关 `Infantry/UnitsGainSelfHeal`(by " "Starkku)" -#: ../../Whats-New.md:640 +#: ../../Whats-New.md:641 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:641 +#: ../../Whats-New.md:642 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:642 +#: ../../Whats-New.md:643 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:643 +#: ../../Whats-New.md:644 msgid "" "In addition to `PlacementGrid.Translucency`, allow to set the " "transparency of the grid when `PlacementPreview` is enabled, using the " @@ -2979,250 +2983,250 @@ 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:644 +#: ../../Whats-New.md:645 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:645 +#: ../../Whats-New.md:646 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:646 +#: ../../Whats-New.md:647 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:647 +#: ../../Whats-New.md:648 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:648 +#: ../../Whats-New.md:649 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:649 +#: ../../Whats-New.md:650 msgid "Flashing Technos on selecting (by Fryone)" msgstr "闪烁选中的科技类型(by Fryone)" -#: ../../Whats-New.md:650 +#: ../../Whats-New.md:651 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:651 +#: ../../Whats-New.md:652 msgid "Projectile return weapon (by Starkku)" msgstr "抛射体归返武器(by Starkku)" -#: ../../Whats-New.md:652 +#: ../../Whats-New.md:653 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:653 +#: ../../Whats-New.md:654 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:654 +#: ../../Whats-New.md:655 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:655 +#: ../../Whats-New.md:656 msgid "Carryall pickup voice (by Starkku)" msgstr "吊运拾起音效(by Starkku)" -#: ../../Whats-New.md:656 +#: ../../Whats-New.md:657 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:657 +#: ../../Whats-New.md:658 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:658 +#: ../../Whats-New.md:659 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:659 +#: ../../Whats-New.md:660 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:660 +#: ../../Whats-New.md:661 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:661 +#: ../../Whats-New.md:662 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:662 +#: ../../Whats-New.md:663 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:663 +#: ../../Whats-New.md:664 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:664 +#: ../../Whats-New.md:665 msgid "Shrapnel weapon target filtering toggle (by Starkku)" msgstr "`Shrapnel.UseWeaponTargeting`(by Starkku)" -#: ../../Whats-New.md:665 +#: ../../Whats-New.md:666 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:666 +#: ../../Whats-New.md:667 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:667 +#: ../../Whats-New.md:668 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:668 +#: ../../Whats-New.md:669 msgid "Warheads spawning powerup crates (by Starkku)" msgstr "弹头生成升级工具箱(by Starkku)" -#: ../../Whats-New.md:669 +#: ../../Whats-New.md:670 msgid "Custom tint on TechnoTypes (by Starkku)" msgstr "自定义单位染色(by Starkku)" -#: ../../Whats-New.md:670 +#: ../../Whats-New.md:671 msgid "Revenge weapon (by Starkku)" msgstr "复仇武器(by Starkku)" -#: ../../Whats-New.md:671 +#: ../../Whats-New.md:672 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:672 +#: ../../Whats-New.md:673 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:673 +#: ../../Whats-New.md:674 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:674 +#: ../../Whats-New.md:675 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:675 +#: ../../Whats-New.md:676 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:676 +#: ../../Whats-New.md:677 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:677 +#: ../../Whats-New.md:678 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:678 +#: ../../Whats-New.md:679 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:679 +#: ../../Whats-New.md:680 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:680 +#: ../../Whats-New.md:681 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:681 +#: ../../Whats-New.md:682 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:682 +#: ../../Whats-New.md:683 msgid "Shield hit flash (by Starkku)" msgstr "护盾受击闪光(by Starkku)" -#: ../../Whats-New.md:683 +#: ../../Whats-New.md:684 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:684 +#: ../../Whats-New.md:685 msgid "Customizable wake anim (by TwinkleStar)" msgstr "自定义涟漪动画(by TwinkleStar)" -#: ../../Whats-New.md:685 +#: ../../Whats-New.md:686 msgid "Customizable rocker amplitude (by TwinkleStar & Ollerus)" msgstr "自定义掀起幅度(by TwinkleStar 与 Ollerus)" -#: ../../Whats-New.md:686 +#: ../../Whats-New.md:687 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:687 +#: ../../Whats-New.md:688 msgid "Insignias visibility and position adjustments (by Fryone)" msgstr "军衔可见性与位置调整(by Fryone)" -#: ../../Whats-New.md:688 +#: ../../Whats-New.md:689 msgid "Promotion animation (by Fryone)" msgstr "升级动画(by Fryone)" -#: ../../Whats-New.md:689 +#: ../../Whats-New.md:690 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:690 +#: ../../Whats-New.md:691 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:691 +#: ../../Whats-New.md:692 msgid "" "Waypoint path is drawn for all units under player control or if " "`[GlobalControls] -> DebugPlanningPaths=yes` (by Trsdy)" @@ -3230,193 +3234,193 @@ 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:692 +#: ../../Whats-New.md:693 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:693 +#: ../../Whats-New.md:694 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:694 +#: ../../Whats-New.md:695 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:695 +#: ../../Whats-New.md:696 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:696 +#: ../../Whats-New.md:697 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:697 +#: ../../Whats-New.md:698 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:698 +#: ../../Whats-New.md:699 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:699 +#: ../../Whats-New.md:700 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:700 +#: ../../Whats-New.md:701 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:701 +#: ../../Whats-New.md:702 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:702 +#: ../../Whats-New.md:703 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:703 +#: ../../Whats-New.md:704 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:704 +#: ../../Whats-New.md:705 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:705 +#: ../../Whats-New.md:706 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:706 +#: ../../Whats-New.md:707 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:707 +#: ../../Whats-New.md:708 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:708 +#: ../../Whats-New.md:709 msgid "Custom object palettes for TerrainTypes (by Starkku)" msgstr "地形对象自定义色盘(by Starkku)" -#: ../../Whats-New.md:709 +#: ../../Whats-New.md:710 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:710 +#: ../../Whats-New.md:711 msgid "Nonprovocative Warheads (by Starkku)" msgstr "非挑衅弹头(by Starkku)" -#: ../../Whats-New.md:711 +#: ../../Whats-New.md:712 msgid "Option to restore `PowerSurplus` setting for AI (by Starkku)" msgstr "为 AI 重启 `PowerSurplus` 设置(by Starkku)" -#: ../../Whats-New.md:712 +#: ../../Whats-New.md:713 msgid "`FireOnce` infantry sequence reset toggle (by Starkku)" msgstr "禁止 `FireOnce` 重置步兵序列(by Starkku)" -#: ../../Whats-New.md:713 +#: ../../Whats-New.md:714 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:714 +#: ../../Whats-New.md:715 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:715 +#: ../../Whats-New.md:716 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:716 +#: ../../Whats-New.md:717 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:717 +#: ../../Whats-New.md:718 msgid "Animation visibility customization settings (by Starkku)" msgstr "自定义动画可见性(by Starkku)" -#: ../../Whats-New.md:718 +#: ../../Whats-New.md:719 msgid "Light effect customizations (by Starkku)" msgstr "自定义光效(by Starkku)" -#: ../../Whats-New.md:719 +#: ../../Whats-New.md:720 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:720 +#: ../../Whats-New.md:721 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:721 +#: ../../Whats-New.md:722 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:722 +#: ../../Whats-New.md:723 msgid "`Scorch` / `Flamer` fire animation customization (by Starkku)" msgstr "自定义 `Scorch`/`Flamer` 火焰动画(by Starkku)" -#: ../../Whats-New.md:723 +#: ../../Whats-New.md:724 msgid "Warheads parasite removal customization (by Starkku)" msgstr "自定义弹头移除寄生(by Starkku)" -#: ../../Whats-New.md:724 +#: ../../Whats-New.md:725 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:725 +#: ../../Whats-New.md:726 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:726 +#: ../../Whats-New.md:727 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:727 +#: ../../Whats-New.md:728 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:728 +#: ../../Whats-New.md:729 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:729 +#: ../../Whats-New.md:730 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:730 +#: ../../Whats-New.md:731 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:731 +#: ../../Whats-New.md:732 msgid "" "Allow retint fix to be disabled with `[AudioVisual] -> UseRetintFix=no` " "in `rulesmd.ini` due to performance considerations (by Kerbiter)" @@ -3424,99 +3428,99 @@ 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:734 +#: ../../Whats-New.md:735 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:735 +#: ../../Whats-New.md:736 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:736 +#: ../../Whats-New.md:737 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:737 +#: ../../Whats-New.md:738 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:738 +#: ../../Whats-New.md:739 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:739 +#: ../../Whats-New.md:740 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:740 +#: ../../Whats-New.md:741 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:741 +#: ../../Whats-New.md:742 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:742 +#: ../../Whats-New.md:743 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:743 +#: ../../Whats-New.md:744 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:744 +#: ../../Whats-New.md:745 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:745 +#: ../../Whats-New.md:746 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:746 +#: ../../Whats-New.md:747 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:747 +#: ../../Whats-New.md:748 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:748 +#: ../../Whats-New.md:749 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:749 +#: ../../Whats-New.md:750 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:750 +#: ../../Whats-New.md:751 msgid "" "Fixed `NavalTargeting=7` and/or `LandTargeting=2` resulting in still " "targeting TerrainTypes (trees etc.) on land with `Primary` weapon (by " @@ -3525,22 +3529,22 @@ 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:751 +#: ../../Whats-New.md:752 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:752 +#: ../../Whats-New.md:753 msgid "Restored `EVA_StructureSold` for buildings with `UndeploysInto` (by Trsdy)" msgstr "复原 `UndeploysInto` 建筑的 `EVA_StructureSold`(by Trsdy)" -#: ../../Whats-New.md:753 +#: ../../Whats-New.md:754 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:754 +#: ../../Whats-New.md:755 msgid "" "Allow buildings with `UndeploysInto` to be sold if `Unsellable=no` but " "`ConstructionYard=no` (by Trsdy)" @@ -3548,13 +3552,13 @@ 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:755 +#: ../../Whats-New.md:756 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:756 +#: ../../Whats-New.md:757 msgid "" "Fixed `WaterBound=true` buildings with `UndeploysInto` not correctly " "setting the location for the vehicle to move into when undeployed (by " @@ -3563,23 +3567,23 @@ 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:757 +#: ../../Whats-New.md:758 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:758 +#: ../../Whats-New.md:759 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:759 +#: ../../Whats-New.md:760 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:760 +#: ../../Whats-New.md:761 msgid "" "Transports with `OpenTopped=true` and weapon that has `Burst` above 1 and" " passengers firing out no longer have the passenger firing offset shift " @@ -3588,59 +3592,59 @@ 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:761 +#: ../../Whats-New.md:762 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:762 +#: ../../Whats-New.md:763 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:763 +#: ../../Whats-New.md:764 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:764 +#: ../../Whats-New.md:765 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:765 +#: ../../Whats-New.md:766 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:766 +#: ../../Whats-New.md:767 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:767 +#: ../../Whats-New.md:768 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:768 +#: ../../Whats-New.md:769 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:769 +#: ../../Whats-New.md:770 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:770 +#: ../../Whats-New.md:771 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" @@ -3650,14 +3654,14 @@ 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:771 +#: ../../Whats-New.md:772 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:772 +#: ../../Whats-New.md:773 msgid "" "Fixed `DeployToFire` not considering building placement rules for " "`DeploysInto` buildings and as a result not working properly with " @@ -3666,13 +3670,13 @@ 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:773 +#: ../../Whats-New.md:774 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:774 +#: ../../Whats-New.md:775 msgid "" "`Arcing=true` projectile elevation inaccuracy can now be fixed by setting" " `Arcing.AllowElevationInaccuracy=false` (by Starkku)" @@ -3680,67 +3684,67 @@ 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:775 +#: ../../Whats-New.md:776 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:776 +#: ../../Whats-New.md:777 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:777 +#: ../../Whats-New.md:778 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:778 +#: ../../Whats-New.md:779 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:779 +#: ../../Whats-New.md:780 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:780 +#: ../../Whats-New.md:781 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:781 +#: ../../Whats-New.md:782 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:782 +#: ../../Whats-New.md:783 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:783 +#: ../../Whats-New.md:784 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:784 +#: ../../Whats-New.md:785 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:785 +#: ../../Whats-New.md:786 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:786 +#: ../../Whats-New.md:787 msgid "" "Aircraft docking on buildings now respect `[AudioVisual] -> PoseDir` as " "the default setting and do not always land facing north or in case of " @@ -3749,89 +3753,89 @@ 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:787 +#: ../../Whats-New.md:788 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:788 +#: ../../Whats-New.md:789 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:789 +#: ../../Whats-New.md:790 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:790 +#: ../../Whats-New.md:791 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:791 +#: ../../Whats-New.md:792 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:792 +#: ../../Whats-New.md:793 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:793 +#: ../../Whats-New.md:794 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:794 +#: ../../Whats-New.md:795 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:795 +#: ../../Whats-New.md:796 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:796 +#: ../../Whats-New.md:797 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:797 +#: ../../Whats-New.md:798 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:798 +#: ../../Whats-New.md:799 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:799 +#: ../../Whats-New.md:800 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:800 +#: ../../Whats-New.md:801 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:801 +#: ../../Whats-New.md:802 msgid "" "Subterranean units are no longer allowed to perform deploy functions like" " firing weapons or `IsSimpleDeployer` while burrowed or burrowing, they " @@ -3841,19 +3845,19 @@ 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:802 +#: ../../Whats-New.md:803 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:803 +#: ../../Whats-New.md:804 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:804 +#: ../../Whats-New.md:805 msgid "" "Animations with `MakeInfantry` and `UseNormalLight=false` that are drawn " "in unit palette will now have cell lighting changes applied on them (by " @@ -3862,31 +3866,31 @@ 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:805 +#: ../../Whats-New.md:806 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:806 +#: ../../Whats-New.md:807 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:807 +#: ../../Whats-New.md:808 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:808 +#: ../../Whats-New.md:809 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:809 +#: ../../Whats-New.md:810 msgid "" "Certain global tileset indices (`ShorePieces`, `WaterSet`, `CliffSet`, " "`WaterCliffs`, `WaterBridge`, `BridgeSet` and `WoodBridgeSet`) can now be" @@ -3896,7 +3900,7 @@ 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:810 +#: ../../Whats-New.md:811 msgid "" "Fixed infantry `SecondaryFire` / `SecondaryProne` sequences being " "displayed in water instead of `WetAttack` (by Starkku)" @@ -3904,13 +3908,13 @@ 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:811 +#: ../../Whats-New.md:812 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:812 +#: ../../Whats-New.md:813 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" @@ -3920,42 +3924,42 @@ 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:813 +#: ../../Whats-New.md:814 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:814 +#: ../../Whats-New.md:815 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:815 +#: ../../Whats-New.md:816 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:816 +#: ../../Whats-New.md:817 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:817 +#: ../../Whats-New.md:818 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:818 +#: ../../Whats-New.md:819 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:819 +#: ../../Whats-New.md:820 msgid "" "Aircraft will now behave as expected according to it's `MovementZone` and" " `SpeedType` when moving onto different surfaces. In particular, this " @@ -3966,38 +3970,38 @@ 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:820 +#: ../../Whats-New.md:821 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:821 +#: ../../Whats-New.md:822 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:822 +#: ../../Whats-New.md:823 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:823 +#: ../../Whats-New.md:824 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:824 +#: ../../Whats-New.md:825 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:825 +#: ../../Whats-New.md:826 msgid "" "Fixed a crash caused by electric bolt not invalidating Owner (by " "NetsuNegi)" @@ -4006,32 +4010,32 @@ msgstr "" "004C2C19](https://modenc.renegadeprojects.com/Internal_Error#eip_004C2C19)(by" " NetsuNegi)" -#: ../../Whats-New.md:826 +#: ../../Whats-New.md:827 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:827 +#: ../../Whats-New.md:828 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:828 +#: ../../Whats-New.md:829 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:829 +#: ../../Whats-New.md:830 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:830 +#: ../../Whats-New.md:831 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 " @@ -4040,57 +4044,57 @@ 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:831 +#: ../../Whats-New.md:832 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:832 +#: ../../Whats-New.md:833 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:833 +#: ../../Whats-New.md:834 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:834 +#: ../../Whats-New.md:835 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:835 +#: ../../Whats-New.md:836 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:836 +#: ../../Whats-New.md:837 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:837 +#: ../../Whats-New.md:838 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:838 +#: ../../Whats-New.md:839 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:839 +#: ../../Whats-New.md:840 msgid "" "Fixed the bug that `EnterBioReactorSound`, `LeaveBioReactorSound`, " "`EnterGrinderSound` on technotype does not used (by NetsuNegi)" @@ -4098,231 +4102,231 @@ msgstr "" "修复了 `EnterBioReactorSound`、`LeaveBioReactorSound`、`EnterGrinderSound` " "在单位上微观设定无效的 Bug(by NetsuNegi)" -#: ../../Whats-New.md:840 +#: ../../Whats-New.md:841 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:841 +#: ../../Whats-New.md:842 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:842 +#: ../../Whats-New.md:843 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:843 +#: ../../Whats-New.md:844 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:844 +#: ../../Whats-New.md:845 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:845 +#: ../../Whats-New.md:846 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:846 +#: ../../Whats-New.md:847 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:847 +#: ../../Whats-New.md:848 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:848 +#: ../../Whats-New.md:849 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:849 +#: ../../Whats-New.md:850 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:850 +#: ../../Whats-New.md:851 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:851 +#: ../../Whats-New.md:852 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:852 +#: ../../Whats-New.md:853 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:853 +#: ../../Whats-New.md:854 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:854 +#: ../../Whats-New.md:855 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:855 +#: ../../Whats-New.md:856 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:856 +#: ../../Whats-New.md:857 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:857 +#: ../../Whats-New.md:858 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:858 +#: ../../Whats-New.md:859 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:859 +#: ../../Whats-New.md:860 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:860 +#: ../../Whats-New.md:861 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:861 +#: ../../Whats-New.md:862 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:862 +#: ../../Whats-New.md:863 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:863 +#: ../../Whats-New.md:864 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:864 +#: ../../Whats-New.md:865 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:865 +#: ../../Whats-New.md:866 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:866 +#: ../../Whats-New.md:867 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:867 +#: ../../Whats-New.md:868 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:868 +#: ../../Whats-New.md:869 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:869 +#: ../../Whats-New.md:870 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:870 +#: ../../Whats-New.md:871 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:871 +#: ../../Whats-New.md:872 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:872 +#: ../../Whats-New.md:873 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:873 +#: ../../Whats-New.md:874 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:874 +#: ../../Whats-New.md:875 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:875 +#: ../../Whats-New.md:876 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:876 +#: ../../Whats-New.md:877 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:877 +#: ../../Whats-New.md:878 msgid "" "Fixed pathfinding crashes (EIP 0x42A525, 0x42C507, 0x42C554) that " "happened on bigger maps due to too small pathfinding node buffer (by " @@ -4331,35 +4335,35 @@ 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:880 +#: ../../Whats-New.md:881 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:881 +#: ../../Whats-New.md:882 msgid "Add `ImmuneToCrit` for shields (by Trsdy)" msgstr "添加护盾版的 `ImmuneToCrit`(by Trsdy)" -#: ../../Whats-New.md:882 +#: ../../Whats-New.md:883 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:883 +#: ../../Whats-New.md:884 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:884 +#: ../../Whats-New.md:885 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:885 +#: ../../Whats-New.md:886 msgid "" "Superweapon `Detonate.Weapon` & `Detonate.Warhead` now use the firing " "house to deal damage and apply Phobos warhead effects even if no firing " @@ -4368,68 +4372,68 @@ 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:886 +#: ../../Whats-New.md:887 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:887 +#: ../../Whats-New.md:888 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:888 +#: ../../Whats-New.md:889 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:889 +#: ../../Whats-New.md:890 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:890 +#: ../../Whats-New.md:891 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:891 +#: ../../Whats-New.md:892 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:892 +#: ../../Whats-New.md:893 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:893 +#: ../../Whats-New.md:894 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:894 +#: ../../Whats-New.md:895 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:895 +#: ../../Whats-New.md:896 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:896 +#: ../../Whats-New.md:897 msgid "" "Fixed Phobos animation additions that support `CreateUnit.Owner` not also" " checking `MakeInfantryOwner` (by Starkku)" @@ -4437,13 +4441,13 @@ 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:897 +#: ../../Whats-New.md:898 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:898 +#: ../../Whats-New.md:899 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 " @@ -4452,42 +4456,42 @@ 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:899 +#: ../../Whats-New.md:900 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:900 +#: ../../Whats-New.md:901 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:901 +#: ../../Whats-New.md:902 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:902 +#: ../../Whats-New.md:903 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:903 +#: ../../Whats-New.md:904 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:904 +#: ../../Whats-New.md:905 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:905 +#: ../../Whats-New.md:906 msgid "" "Fixed `DetonateOnAllMapObjects` behaving erratically or potentially " "crashing if it destroys buildings using Ares' advanced rubble (by " @@ -4496,67 +4500,67 @@ 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:906 +#: ../../Whats-New.md:907 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:907 +#: ../../Whats-New.md:908 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:908 +#: ../../Whats-New.md:909 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:909 +#: ../../Whats-New.md:910 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:910 +#: ../../Whats-New.md:911 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:911 +#: ../../Whats-New.md:912 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:912 +#: ../../Whats-New.md:913 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:913 +#: ../../Whats-New.md:914 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:914 +#: ../../Whats-New.md:915 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:915 +#: ../../Whats-New.md:916 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:916 +#: ../../Whats-New.md:917 msgid "" "Fixed an issue where the hotkey message text in frame-by-frame mode " "incorrectly referenced `TXT_DISPLAY_DAMAGE_DESC` instead of " @@ -4565,7 +4569,7 @@ 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:917 +#: ../../Whats-New.md:918 msgid "" "Buildings considered vehicles (`ConsideredVehicle=true` or not set in " "conjunction with `UndeploysInto` & 1x1 foundation) are now considered " @@ -4574,29 +4578,29 @@ 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:918 +#: ../../Whats-New.md:919 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:919 +#: ../../Whats-New.md:920 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:920 +#: ../../Whats-New.md:921 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:921 +#: ../../Whats-New.md:922 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:922 +#: ../../Whats-New.md:923 msgid "" "Fixed `LaunchSW.IgnoreInhibitors` and `SW.Next.IgnoreInhibitors` " "overriding corresponding `IgnoreDesignators` and `IgnoreInhibitors` " @@ -4605,14 +4609,14 @@ 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:923 +#: ../../Whats-New.md:924 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:924 +#: ../../Whats-New.md:925 msgid "" "Fixed `Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` " "behavior inside tank bunkers (by Fryone)" @@ -4621,55 +4625,55 @@ msgstr "" "`Ammo.DeployUnlockMinimumAmount`/`Ammo.DeployUnlockMaximumAmount` 行为(by " "Fryone)" -#: ../../Whats-New.md:925 +#: ../../Whats-New.md:926 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:926 +#: ../../Whats-New.md:927 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:927 +#: ../../Whats-New.md:928 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:928 +#: ../../Whats-New.md:929 msgid "Fixed `AltNextScenario` not taking effect (by FlyStar)" msgstr "修复了 `AltNextScenario` 无效的问题(by FlyStar)" -#: ../../Whats-New.md:929 +#: ../../Whats-New.md:930 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:930 +#: ../../Whats-New.md:931 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:931 +#: ../../Whats-New.md:932 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:932 +#: ../../Whats-New.md:933 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:935 +#: ../../Whats-New.md:936 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:936 +#: ../../Whats-New.md:937 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* now respect " "`Floater` and Phobos-added `Gravity` setting (by Starkku)" @@ -4677,7 +4681,7 @@ 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:937 +#: ../../Whats-New.md:938 msgid "" "`IsSimpleDeployer` units with Hover locomotor and `DeployToLand` no " "longer get stuck after deploying or play their move sound indefinitely " @@ -4686,7 +4690,7 @@ 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:938 +#: ../../Whats-New.md:939 msgid "" "All forms of type conversion (including Ares') now correctly update the " "warp-in delay if unit with teleport `Locomotor` was converted while the " @@ -4695,26 +4699,26 @@ 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:939 +#: ../../Whats-New.md:940 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:940 +#: ../../Whats-New.md:941 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:941 +#: ../../Whats-New.md:942 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:942 +#: ../../Whats-New.md:943 msgid "" "Fixed an issue introduced by Ares that caused building `ActiveAnim` to be" " incorrectly restored while `SpecialAnim` was playing and the building " @@ -4723,23 +4727,23 @@ 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:943 +#: ../../Whats-New.md:944 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:944 +#: ../../Whats-New.md:945 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:945 +#: ../../Whats-New.md:946 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:946 +#: ../../Whats-New.md:947 msgid "" "Fixed Academy *(Ares feature)* not working on the initial payloads *(Ares" " feature)* of vehicles built from a war factory (by Trsdy, supersedes " @@ -4748,80 +4752,80 @@ 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:947 +#: ../../Whats-New.md:948 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:949 +#: ../../Whats-New.md:950 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:950 +#: ../../Whats-New.md:951 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:951 +#: ../../Whats-New.md:952 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:952 +#: ../../Whats-New.md:953 msgid "" "Fixed an issue where Ares' `Convert.Deploy` triggers repeatedly when the " "unit is turning or moving (by CrimRecya)" msgstr "" -#: ../../Whats-New.md:953 +#: ../../Whats-New.md:954 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:954 +#: ../../Whats-New.md:955 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:957 +#: ../../Whats-New.md:958 msgid "0.3.0.1" msgstr "0.3.0.1" -#: ../../Whats-New.md:962 +#: ../../Whats-New.md:963 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:965 +#: ../../Whats-New.md:966 msgid "`AutoDeath` support for objects in limbo (by Trsdy)" msgstr "`AutoDeath` 也支持 Limbo 的对象了(by Trsdy)" -#: ../../Whats-New.md:966 +#: ../../Whats-New.md:967 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:967 +#: ../../Whats-New.md:968 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:968 +#: ../../Whats-New.md:969 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:969 +#: ../../Whats-New.md:970 msgid "" "Fixed `RadSiteWarhead.Detonate` not detonating precisely on the affected " "object (thus requiring `CellSpread`) (by Starkku)" @@ -4829,23 +4833,23 @@ 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:970 +#: ../../Whats-New.md:971 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:971 +#: ../../Whats-New.md:972 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:972 +#: ../../Whats-New.md:973 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:973 +#: ../../Whats-New.md:974 msgid "" "Animation `Weapon` with `Damage.DealtByInvoker=true` now uses the " "invoker's house to deal damage and apply Phobos warhead effects even if " @@ -4854,561 +4858,561 @@ 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:974 +#: ../../Whats-New.md:975 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:975 +#: ../../Whats-New.md:976 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:976 +#: ../../Whats-New.md:977 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:977 +#: ../../Whats-New.md:978 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:978 +#: ../../Whats-New.md:979 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:979 +#: ../../Whats-New.md:980 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:980 +#: ../../Whats-New.md:981 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:981 +#: ../../Whats-New.md:982 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:982 +#: ../../Whats-New.md:983 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:983 +#: ../../Whats-New.md:984 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:984 +#: ../../Whats-New.md:985 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:988 +#: ../../Whats-New.md:989 msgid "0.3" msgstr "0.3" -#: ../../Whats-New.md:993 +#: ../../Whats-New.md:994 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:994 +#: ../../Whats-New.md:995 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:995 +#: ../../Whats-New.md:996 msgid "Shield modification warheads (by Starkku)" msgstr "护盾修改弹头(by Starkku)" -#: ../../Whats-New.md:996 +#: ../../Whats-New.md:997 msgid "Shield BreakWeapon & InitialStrength (by Starkku)" msgstr "护盾 `BreakWeapon` 与 `InitialStrength`(by Starkku)" -#: ../../Whats-New.md:997 +#: ../../Whats-New.md:998 msgid "Initial Strength for TechnoTypes (by Uranusian)" msgstr "单位的 `InitialStrength`(by Uranusian)" -#: ../../Whats-New.md:998 +#: ../../Whats-New.md:999 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:999 +#: ../../Whats-New.md:1000 msgid "Weapon targeting filter (by Uranusian & Starkku)" msgstr "武器瞄准筛选(by Uranusian 与 Starkku)" -#: ../../Whats-New.md:1000 +#: ../../Whats-New.md:1001 msgid "Secondary weapon fallback customization (by Starkku)" msgstr "禁用副武器自动推算(by Starkku)" -#: ../../Whats-New.md:1001 +#: ../../Whats-New.md:1002 msgid "Burst-specific FLHs for TechnoTypes (by Starkku)" msgstr "Burst 开火坐标(by Starkku)" -#: ../../Whats-New.md:1002 +#: ../../Whats-New.md:1003 msgid "Burst delays for weapons (by Starkku)" msgstr "武器自定义 `BurstDelays`(by Starkku)" -#: ../../Whats-New.md:1003 +#: ../../Whats-New.md:1004 msgid "AreaFire weapon target customization (by Starkku)" msgstr "自定义 `AreaFire` 目标(by Starkku)" -#: ../../Whats-New.md:1004 +#: ../../Whats-New.md:1005 msgid "Auto-firing TechnoType weapons (by Starkku)" msgstr "自动发射武器(by Starkku)" -#: ../../Whats-New.md:1005 +#: ../../Whats-New.md:1006 msgid "PowerPlant Enhancer (by secsome)" msgstr "电厂增幅器(by secsome)" -#: ../../Whats-New.md:1006 +#: ../../Whats-New.md:1007 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:1007 +#: ../../Whats-New.md:1008 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:1008 +#: ../../Whats-New.md:1009 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:1009 +#: ../../Whats-New.md:1010 msgid "Quicksave hotkey command (by secsome)" msgstr "快速存档快捷键(by secsome)" -#: ../../Whats-New.md:1010 +#: ../../Whats-New.md:1011 msgid "Save Game trigger action (by secsome)" msgstr "保存游戏的触发结果(by secsome)" -#: ../../Whats-New.md:1011 +#: ../../Whats-New.md:1012 msgid "Numeric Variables (by secsome)" msgstr "数字化变量(by secsome)" -#: ../../Whats-New.md:1012 +#: ../../Whats-New.md:1013 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:1013 +#: ../../Whats-New.md:1014 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:1014 +#: ../../Whats-New.md:1015 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:1015 +#: ../../Whats-New.md:1016 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:1016 +#: ../../Whats-New.md:1017 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:1017 +#: ../../Whats-New.md:1018 msgid "XDrawOffset for animations (by Morton)" msgstr "动画的 `XDrawOffset`(by Morton)" -#: ../../Whats-New.md:1018 +#: ../../Whats-New.md:1019 msgid "Customizable OpenTopped properties (by Otamaa)" msgstr "自定义 `OpenTopped` 属性(by Otamaa)" -#: ../../Whats-New.md:1019 +#: ../../Whats-New.md:1020 msgid "Automatic Passenger Deletion (by FS-21)" msgstr "自动删除乘客(by FS-21)" -#: ../../Whats-New.md:1020 +#: ../../Whats-New.md:1021 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:1021 +#: ../../Whats-New.md:1022 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:1022 +#: ../../Whats-New.md:1023 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:1023 +#: ../../Whats-New.md:1024 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:1024 +#: ../../Whats-New.md:1025 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:1025 +#: ../../Whats-New.md:1026 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:1026 +#: ../../Whats-New.md:1027 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:1027 +#: ../../Whats-New.md:1028 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:1028 +#: ../../Whats-New.md:1029 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:1029 +#: ../../Whats-New.md:1030 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:1030 +#: ../../Whats-New.md:1031 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:1031 +#: ../../Whats-New.md:1032 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:1032 +#: ../../Whats-New.md:1033 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:1033 +#: ../../Whats-New.md:1034 msgid "Shield absorption and passthrough customization (by Morton)" msgstr "自定义护盾吸收和穿透(by Morton)" -#: ../../Whats-New.md:1034 +#: ../../Whats-New.md:1035 msgid "Limbo Delivery of buildings (by Morton)" msgstr "虚拟投放(by Morton)" -#: ../../Whats-New.md:1035 +#: ../../Whats-New.md:1036 msgid "Ore stage threshold for `HideIfNoOre` (by Otamaa)" msgstr "`HideIfNoOre` 的矿石阶段阈值(by Otamaa)" -#: ../../Whats-New.md:1036 +#: ../../Whats-New.md:1037 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:1037 +#: ../../Whats-New.md:1038 msgid "Attached animation layer customization (by Starkku)" msgstr "自定义附着动画图层(by Starkku)" -#: ../../Whats-New.md:1038 +#: ../../Whats-New.md:1039 msgid "Jumpjet unit layer deviation customization (by Starkku)" msgstr "自定义 Jumpjet 单位图层偏移(by Starkku)" -#: ../../Whats-New.md:1039 +#: ../../Whats-New.md:1040 msgid "IsSimpleDeployer deploy direction & animation customizations (by Starkku)" msgstr "自定义 `IsSimpleDeployer` 载具部署(by Starkku)" -#: ../../Whats-New.md:1040 +#: ../../Whats-New.md:1041 msgid "Customizable projectile gravity (by secsome)" msgstr "自定义抛射体重力(by secsome)" -#: ../../Whats-New.md:1041 +#: ../../Whats-New.md:1042 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:1042 +#: ../../Whats-New.md:1043 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:1043 +#: ../../Whats-New.md:1044 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:1044 +#: ../../Whats-New.md:1045 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:1045 +#: ../../Whats-New.md:1046 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:1046 +#: ../../Whats-New.md:1047 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:1047 +#: ../../Whats-New.md:1048 msgid "`DestroyAnim` & `DestroySound` for TerrainTypes (by Otamaa)" msgstr "地形对象的 `DestroyAnim` 与 `DestroySound`(by Otamaa)" -#: ../../Whats-New.md:1048 +#: ../../Whats-New.md:1049 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:1049 +#: ../../Whats-New.md:1050 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:1050 +#: ../../Whats-New.md:1051 msgid "Grinder improvements & customizations (by Starkku)" msgstr "回收站增强与自定义(by Starkku)" -#: ../../Whats-New.md:1051 +#: ../../Whats-New.md:1052 msgid "Attached animation position customization (by Starkku)" msgstr "自定义附着动画位置(by Starkku)" -#: ../../Whats-New.md:1052 +#: ../../Whats-New.md:1053 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:1053 +#: ../../Whats-New.md:1054 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:1054 +#: ../../Whats-New.md:1055 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:1055 +#: ../../Whats-New.md:1056 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:1056 +#: ../../Whats-New.md:1057 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:1057 +#: ../../Whats-New.md:1058 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:1058 +#: ../../Whats-New.md:1059 msgid "Shrapnel enhancement (by secsome)" msgstr "溅射增强(by secsome)" -#: ../../Whats-New.md:1059 +#: ../../Whats-New.md:1060 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:1060 +#: ../../Whats-New.md:1061 msgid "Additional critical hit logic customizations (by Starkku)" msgstr "额外暴击逻辑自定义项(by Starkku)" -#: ../../Whats-New.md:1061 +#: ../../Whats-New.md:1062 msgid "Laser trails for VoxelAnims (by Otamaa)" msgstr "Voxel 碎片激光尾焰(by Otamaa)" -#: ../../Whats-New.md:1062 +#: ../../Whats-New.md:1063 msgid "Local warhead screen shaking (by Starkku)" msgstr "限制屏幕抖动于当前视角(by Starkku)" -#: ../../Whats-New.md:1063 +#: ../../Whats-New.md:1064 msgid "Feedback weapon (by Starkku)" msgstr "反馈武器(by Starkku)" -#: ../../Whats-New.md:1064 +#: ../../Whats-New.md:1065 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:1065 +#: ../../Whats-New.md:1066 msgid "Single-color weapon lasers (by Starkku)" msgstr "单色激光(by Starkku)" -#: ../../Whats-New.md:1066 +#: ../../Whats-New.md:1067 msgid "Customizable projectile trajectory (by secsome)" msgstr "自定义抛射体弹道(by secsome)" -#: ../../Whats-New.md:1067 +#: ../../Whats-New.md:1068 msgid "Display damage numbers debug hotkey command (by Starkku)" msgstr "显示伤害数字快捷键(by Starkku)" -#: ../../Whats-New.md:1068 +#: ../../Whats-New.md:1069 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:1069 +#: ../../Whats-New.md:1070 msgid "Building-provided self-healing customization (by Starkku)" msgstr "自定义建筑提供的自愈(by Starkku)" -#: ../../Whats-New.md:1070 +#: ../../Whats-New.md:1071 msgid "Building placement preview (by Otamaa & Belonit)" msgstr "建筑放置预览(by Otamaa 与 Belonit)" -#: ../../Whats-New.md:1071 +#: ../../Whats-New.md:1072 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:1072 +#: ../../Whats-New.md:1073 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:1073 +#: ../../Whats-New.md:1074 msgid "Superweapon launch on warhead detonation (by Trsdy)" msgstr "弹头发射超武(by Trsdy)" -#: ../../Whats-New.md:1074 +#: ../../Whats-New.md:1075 msgid "Preserve IronCurtain status upon `DeploysInto`/`UndeploysInto` (by Trsdy)" msgstr "`DeploysInto`/`UndeploysInto`保留铁幕状态(by Trsdy)" -#: ../../Whats-New.md:1075 +#: ../../Whats-New.md:1076 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:1076 +#: ../../Whats-New.md:1077 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:1077 +#: ../../Whats-New.md:1078 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:1078 +#: ../../Whats-New.md:1079 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:1079 +#: ../../Whats-New.md:1080 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:1080 +#: ../../Whats-New.md:1081 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:1081 +#: ../../Whats-New.md:1082 msgid "Animation damage / weapon improvements (by Starkku)" msgstr "动画伤害/武器增强(by Starkku)" -#: ../../Whats-New.md:1082 +#: ../../Whats-New.md:1083 msgid "Warhead self-damaging toggle (by Starkku)" msgstr "弹头自伤开关(by Starkku)" -#: ../../Whats-New.md:1083 +#: ../../Whats-New.md:1084 msgid "Trailer animations inheriting owner (by Starkku)" msgstr "尾烟动画能够继承所属方(by Starkku)" -#: ../../Whats-New.md:1084 +#: ../../Whats-New.md:1085 msgid "Warhead detonation on all objects on map (by Starkku)" msgstr "全图弹头(by Starkku)" -#: ../../Whats-New.md:1085 +#: ../../Whats-New.md:1086 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:1086 +#: ../../Whats-New.md:1087 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:1087 +#: ../../Whats-New.md:1088 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:1088 +#: ../../Whats-New.md:1089 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:1089 +#: ../../Whats-New.md:1090 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:1090 +#: ../../Whats-New.md:1091 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:1093 +#: ../../Whats-New.md:1094 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:1094 +#: ../../Whats-New.md:1095 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:1095 +#: ../../Whats-New.md:1096 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:1096 +#: ../../Whats-New.md:1097 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:1097 +#: ../../Whats-New.md:1098 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:1098 +#: ../../Whats-New.md:1099 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:1099 +#: ../../Whats-New.md:1100 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:1100 +#: ../../Whats-New.md:1101 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:1101 +#: ../../Whats-New.md:1102 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:1102 +#: ../../Whats-New.md:1103 msgid "" "Fixed AI Aircraft docks bug when Ares tag `[GlobalControls] -> " "AllowParallelAIQueues=no` is set (by FS-21)" @@ -5416,13 +5420,13 @@ 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:1103 +#: ../../Whats-New.md:1104 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:1104 +#: ../../Whats-New.md:1105 msgid "" "Fixed jumpjet units that are `Crashable` not crashing to ground properly " "if destroyed while being pulled by a `Locomotor` warhead (by Starkku)" @@ -5430,85 +5434,85 @@ 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:1105 +#: ../../Whats-New.md:1106 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:1106 +#: ../../Whats-New.md:1107 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:1107 +#: ../../Whats-New.md:1108 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:1108 +#: ../../Whats-New.md:1109 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:1109 +#: ../../Whats-New.md:1110 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:1110 +#: ../../Whats-New.md:1111 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:1111 +#: ../../Whats-New.md:1112 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:1112 +#: ../../Whats-New.md:1113 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:1113 +#: ../../Whats-New.md:1114 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:1114 +#: ../../Whats-New.md:1115 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:1115 +#: ../../Whats-New.md:1116 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:1116 +#: ../../Whats-New.md:1117 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:1117 +#: ../../Whats-New.md:1118 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:1118 +#: ../../Whats-New.md:1119 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 " @@ -5516,21 +5520,21 @@ 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:1119 +#: ../../Whats-New.md:1120 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:1120 +#: ../../Whats-New.md:1121 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:1121 +#: ../../Whats-New.md:1122 msgid "" "Fixed projectiles with `Inviso=true` suffering from potential inaccuracy " "problems if combined with `Airburst=yes` or Warhead with `EMEffect=true` " @@ -5539,56 +5543,56 @@ 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:1122 +#: ../../Whats-New.md:1123 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:1123 +#: ../../Whats-New.md:1124 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:1124 +#: ../../Whats-New.md:1125 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:1125 +#: ../../Whats-New.md:1126 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:1126 +#: ../../Whats-New.md:1127 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:1129 +#: ../../Whats-New.md:1130 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:1130 +#: ../../Whats-New.md:1131 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:1131 +#: ../../Whats-New.md:1132 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:1132 +#: ../../Whats-New.md:1133 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:1133 +#: ../../Whats-New.md:1134 msgid "" "Fixed critical hit animation playing even if no critical hits were dealt " "due to `Crit.Affects` or `ImmuneToCrit` settings (by Starkku)" @@ -5596,13 +5600,13 @@ 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:1134 +#: ../../Whats-New.md:1135 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:1135 +#: ../../Whats-New.md:1136 msgid "" "Fixed single-color laser (IsHouseColor, IsSingleColor, LaserTrails) glow " "falloff to match the vanilla appearance (by Starkku)" @@ -5610,47 +5614,47 @@ 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:1136 +#: ../../Whats-New.md:1137 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:1137 +#: ../../Whats-New.md:1138 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:1138 +#: ../../Whats-New.md:1139 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:1139 +#: ../../Whats-New.md:1140 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:1140 +#: ../../Whats-New.md:1141 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:1141 +#: ../../Whats-New.md:1142 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:1142 +#: ../../Whats-New.md:1143 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:1143 +#: ../../Whats-New.md:1144 msgid "" "Fixed projectiles with `Trajectory=Straight` suffering from potential " "inaccuracy problems if combined with `Airburst=yes` or Warhead with " @@ -5659,75 +5663,75 @@ 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:1144 +#: ../../Whats-New.md:1145 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:1145 +#: ../../Whats-New.md:1146 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:1146 +#: ../../Whats-New.md:1147 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:1147 +#: ../../Whats-New.md:1148 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:1148 +#: ../../Whats-New.md:1149 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:1149 +#: ../../Whats-New.md:1150 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:1150 +#: ../../Whats-New.md:1151 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:1151 +#: ../../Whats-New.md:1152 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:1152 +#: ../../Whats-New.md:1153 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:1153 +#: ../../Whats-New.md:1154 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:1154 +#: ../../Whats-New.md:1155 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:1155 +#: ../../Whats-New.md:1156 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:1158 +#: ../../Whats-New.md:1159 msgid "" "Weapons fired by EMPulse superweapons *(Ares feature)* without " "`EMPulse.TargetSelf=true` can now create radiation (by Starkku)" @@ -5735,57 +5739,57 @@ 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:1160 +#: ../../Whats-New.md:1161 msgid "Non-DLL:" msgstr "非 DLL 内容:" -#: ../../Whats-New.md:1161 +#: ../../Whats-New.md:1162 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:1165 +#: ../../Whats-New.md:1166 msgid "0.2.2.2" msgstr "0.2.2.2" -#: ../../Whats-New.md:1170 +#: ../../Whats-New.md:1171 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:1171 +#: ../../Whats-New.md:1172 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:1172 +#: ../../Whats-New.md:1173 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:1173 +#: ../../Whats-New.md:1174 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:1177 +#: ../../Whats-New.md:1178 msgid "0.2.2.1" msgstr "0.2.2.1" -#: ../../Whats-New.md:1182 +#: ../../Whats-New.md:1183 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:1183 +#: ../../Whats-New.md:1184 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:1184 +#: ../../Whats-New.md:1185 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:1185 +#: ../../Whats-New.md:1186 msgid "" "RadSite hook adjustment for `FootClass` to support Ares `RadImmune`; also" " various fixes to radiation / desolators (by Otamaa)" @@ -5793,83 +5797,83 @@ 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:1186 +#: ../../Whats-New.md:1187 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:1187 +#: ../../Whats-New.md:1188 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:1191 +#: ../../Whats-New.md:1192 msgid "0.2.2" msgstr "0.2.2" -#: ../../Whats-New.md:1196 +#: ../../Whats-New.md:1197 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:1197 +#: ../../Whats-New.md:1198 msgid "Customizable cameo sorting priority (by Uranusian)" msgstr "自定义图标排序优先级(by Uranusian)" -#: ../../Whats-New.md:1198 +#: ../../Whats-New.md:1199 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:1199 +#: ../../Whats-New.md:1200 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:1202 +#: ../../Whats-New.md:1203 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:1205 +#: ../../Whats-New.md:1206 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:1206 +#: ../../Whats-New.md:1207 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:1210 +#: ../../Whats-New.md:1211 msgid "0.2.1.1" msgstr "0.2.1.1" -#: ../../Whats-New.md:1215 +#: ../../Whats-New.md:1216 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:1219 +#: ../../Whats-New.md:1220 msgid "0.2.1" msgstr "0.2.1" -#: ../../Whats-New.md:1224 +#: ../../Whats-New.md:1225 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:1227 +#: ../../Whats-New.md:1228 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:1228 +#: ../../Whats-New.md:1229 msgid "" "Fixed the bug when building with `UndeployInto` plays " "`EVA_NewRallypointEstablished` while undeploying (by secsome)" @@ -5877,189 +5881,189 @@ 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:1231 +#: ../../Whats-New.md:1232 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:1236 +#: ../../Whats-New.md:1237 msgid "0.2" msgstr "0.2" -#: ../../Whats-New.md:1241 +#: ../../Whats-New.md:1242 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:1242 +#: ../../Whats-New.md:1243 msgid "Custom Radiation Types (by AlexB, Otamaa, Belonit, Uranusian)" msgstr "自定义辐射(by AlexB、Otamaa、Belonit、Uranusian)" -#: ../../Whats-New.md:1243 +#: ../../Whats-New.md:1244 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:1244 +#: ../../Whats-New.md:1245 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:1245 +#: ../../Whats-New.md:1246 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:1246 +#: ../../Whats-New.md:1247 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:1247 +#: ../../Whats-New.md:1248 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:1248 +#: ../../Whats-New.md:1249 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:1249 +#: ../../Whats-New.md:1250 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:1250 +#: ../../Whats-New.md:1251 msgid "Custom per-warhead `SplashLists` (by Uranusian)" msgstr "弹头微观定义 `SplashLists`(by Uranusian)" -#: ../../Whats-New.md:1251 +#: ../../Whats-New.md:1252 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:1252 +#: ../../Whats-New.md:1253 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:1253 +#: ../../Whats-New.md:1254 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:1254 +#: ../../Whats-New.md:1255 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:1255 +#: ../../Whats-New.md:1256 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:1256 +#: ../../Whats-New.md:1257 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:1257 +#: ../../Whats-New.md:1258 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:1258 +#: ../../Whats-New.md:1259 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:1259 +#: ../../Whats-New.md:1260 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:1260 +#: ../../Whats-New.md:1261 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:1261 +#: ../../Whats-New.md:1262 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:1262 +#: ../../Whats-New.md:1263 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:1263 +#: ../../Whats-New.md:1264 msgid "Customizeable Missing Cameo file (by Uranusian)" msgstr "自定义缺省图标(by Uranusian)" -#: ../../Whats-New.md:1266 +#: ../../Whats-New.md:1267 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:1267 +#: ../../Whats-New.md:1268 msgid "Tileset 255+ bridge fix (by E1 Elite)" msgstr "Tileset 255+ 情况的桥梁修复(by E1 Elite)" -#: ../../Whats-New.md:1268 +#: ../../Whats-New.md:1269 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:1269 +#: ../../Whats-New.md:1270 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:1270 +#: ../../Whats-New.md:1271 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:1271 +#: ../../Whats-New.md:1272 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:1272 +#: ../../Whats-New.md:1273 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:1273 +#: ../../Whats-New.md:1274 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:1274 +#: ../../Whats-New.md:1275 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:1275 +#: ../../Whats-New.md:1276 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:1276 +#: ../../Whats-New.md:1277 msgid "" "Fixes to `DeployFire` logic (`DeployFireWeapon`, `FireOnce`, stop command" " now work properly) (by Starkku)" @@ -6067,13 +6071,13 @@ 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:1279 +#: ../../Whats-New.md:1280 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:1280 +#: ../../Whats-New.md:1281 msgid "" "Properly rewritten `DeployToFire` fix, tag `Deployed.RememberTarget` is " "deprecated, now always on (by Kerbiter)" @@ -6081,97 +6085,97 @@ 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:1281 +#: ../../Whats-New.md:1282 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:1285 +#: ../../Whats-New.md:1286 msgid "0.1.1" msgstr "0.1.1" -#: ../../Whats-New.md:1290 +#: ../../Whats-New.md:1291 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:1294 +#: ../../Whats-New.md:1295 msgid "0.1" msgstr "0.1" -#: ../../Whats-New.md:1299 +#: ../../Whats-New.md:1300 msgid "Full-color PCX graphics support (by Belonit)" msgstr "全彩 PCX 支持(by Belonit)" -#: ../../Whats-New.md:1300 +#: ../../Whats-New.md:1301 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:1301 +#: ../../Whats-New.md:1302 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:1302 +#: ../../Whats-New.md:1303 msgid "Selection priority filtering for box selection (by Kerbiter)" msgstr "低优先级框选(by Kerbiter)" -#: ../../Whats-New.md:1303 +#: ../../Whats-New.md:1304 msgid "Shroud, reveal and money transact warheads (by Belonit)" msgstr "黑幕弹、揭示弹、金币弹(by Belonit)" -#: ../../Whats-New.md:1304 +#: ../../Whats-New.md:1305 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:1305 +#: ../../Whats-New.md:1306 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:1306 +#: ../../Whats-New.md:1307 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:1307 +#: ../../Whats-New.md:1308 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:1308 +#: ../../Whats-New.md:1309 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:1311 +#: ../../Whats-New.md:1312 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:1312 +#: ../../Whats-New.md:1313 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:1313 +#: ../../Whats-New.md:1314 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:1314 +#: ../../Whats-New.md:1315 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:1315 +#: ../../Whats-New.md:1316 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:1316 +#: ../../Whats-New.md:1317 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)"